Spells: Difference between revisions

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* Once you've cast a prepared spell, you can't cast it again until you prepare it again. (If you've prepared multiple copies of a single spell, you can cast each copy once.) If you're a bard or sorcerer, casting a spell counts against your daily limit for spells of that spell level, but you can cast the same spell again if you haven't reached your limit.
* Once you've cast a prepared spell, you can't cast it again until you prepare it again. (If you've prepared multiple copies of a single spell, you can cast each copy once.) If you're a bard or sorcerer, casting a spell counts against your daily limit for spells of that spell level, but you can cast the same spell again if you haven't reached your limit.
===Concentration===
To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a [[Caster Check]] or lose the spell. When you make a caster check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration DCs). If you fail the check, you lose the spell just as if you had cast it to no effect.
: {| class="ep-default" border=1
|+ '''Table: Concentration DCs'''
|- style="Background:#DEB887; Color:#000;"
! align="left" | Situation || align="left" | Concentration DC
|-
| Cast defensively || 15 + double spell level
|-
| Injured while casting || 10 + damage dealt + spell level
|-
| Continuous damage while casting || 10 + 1/2 damage dealt + spell level
|-
| Affected by a non-damaging spell while casting || DC of the spell + spell level
|-
| Grappled or pinned while casting || 10 + grappler's Maneuver Offense + spell level
|-
| Vigorous motion while casting || 10 + spell level
|-
| Violent motion while casting || 15 + spell level
|-
| Extremely violent motion while casting || 20 + spell level
|-
| Wind with rain or sleet while casting || 5 + spell level
|-
| Wind with hail and debris while casting || 10 + spell level
|-
| Weather caused by spell || See spell
|-
| Entangled while casting || 15 + spell level
|}
:'''<big>Injury</big>'''
: If you take damage while trying to cast a spell, you must make a caster check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).
: If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You must make a caster check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you're casting. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.
:'''<big>Spell</big>'''
: If you are affected by a spell while attempting to cast a spell of your own, you must make a caster check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.
: If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score).
:'''<big>Grappled or Pinned</big>'''
: Casting a spell while you have the grappled or pinned condition is difficult and requires a caster check (DC 10 + the grappler’s Maneuver Offense roll + the level of the spell you’re casting). Pinned creatures can only cast spells that do not have somatic components.
:'''<big>Vigorous Motion</big>'''
: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a caster check (DC 10 + the level of the spell you're casting) or lose the spell.
:'''<big>Violent Motion</big>'''
: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a caster check (DC 15 + the level of the spell you're casting) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you're casting.
:'''<big>Violent Weather</big>'''
: You must make a caster check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you're casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you're casting. In either case, you lose the spell if you fail the caster check. If the weather is caused by a spell, use the rules as described in the spell's description.
:'''<big>Casting Defensively</big>'''
: If you want to cast a spell without provoking any attacks of opportunity, you must make a [[Caster Check]] to [[Concentration|concentrate]] (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.
:'''<big>Entangled</big>'''
: If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you're affected by a spell with similar effects, you must make a [[Caster Check]] to [[Concentration|concentrate]] to cast the spell (DC 15 + double the level of the spell you're casting). You lose the spell if you fail.
===Attacks of Opportunity===
Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a [[Caster Check]] to [[Concentration|concentrate]] (DC 10 + points of damage taken + the spell's level) or lose the spell. Spells that require only a swift or free action to cast don't provoke attacks of opportunity.
=== Casting on the Defensive ===
Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a [[Caster Check]] to [[Concentration|concentrate]] (DC 15 + double the spell's level) to successfully cast the spell. Failure means that the memorized spell, or the spell slot, is used up, in addition to wasting the action used to make the attempt.
===Touch Spells in Combat===
Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.
:* '''Touch Attacks:''' Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.
:* '''Holding the Charge:''' If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.
:* '''Ranged Touch Spells in Combat:''' Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.Β  As a note, if you cast a spell that allows you to make a ranged touch attack (such as scorching ray), and an enemy is within reach, do you do not provoke two attacks of opportunity (since no creature can make more than one attack of opportunity as a result of a single action, even if the action appears to provoke AOO's multiple times).
===Using Metamagic Feats===
As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities.
: '''Wizards and Divine Spellcasters:'''
: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).
: '''Sorcerers and Bards:'''
: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.
: For a spell with a longer casting time, it takes an extra full-round action to cast the spell.
: '''Spontaneous Casting and Metamagic Feats:'''
: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature's ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action.
: '''Effects of Metamagic Feats on a Spell:'''
: A metamagic spell's variables are determined using its original spell level, even though it is prepared and cast using a higher-level spell slot. So, for example, saving throw DC's are not changed unless the metamagic feat specifically states otherwise.Β  The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.Β  Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened.Β  Metamagic feats cannot be used with all spells. See the specific metamagic feat descriptions for the spells that a particular feat can't modify.
: '''Multiple Metamagic Feats on a Spell:'''
: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell.
: '''Metamagic Uses Per Round:'''
: A spellcaster may not use the same metamagic feat more than once per round. If the spellcaster is able to cast multiple spells per round, these additional spells must use different metamagic feats (if any) than the first spell used. A spellcaster cannot cast, for example, two quickened spells, but could cast a quickened and a maximized. This rule also applies to metamagic rods, even if multiple rods of the same type are owned.
: '''Magic Items and Metamagic Spells:'''
: Unless the magic item is a pre-built wondrous item, spell effects cannot be enchanted into items with metamagic feats added to them.Β  Some pre-built items that provide the effects of metamagic feats do exist, however, such as metamagic rods.
===Cast a Quickened Spell===
* ''Swift Action''
You can cast a quickened spell (see the Quicken Spell metamagic feat), or any spell whose casting time is designated as a free or swift action, as a swift action. Only one such spell can be cast in any round, and such spells don't count toward your normal limit of one spell per round. Casting a spell as a swift action doesn't incur an attack of opportunity.
===Direct or Redirect a Spell===
* ''Move Action''
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a move action and does not provoke attacks of opportunity or require concentration.
===Dismiss a Spell===
* ''Standard Action''
Dismissing an active spell is a standard action that doesn't provoke attacks of opportunity.
===Counterspells===
It is possible to cast any spell as a counterspell if it is high enough level to effect the target's magic. By doing so, you are using the spell's energy to disrupt the ability of the enemy caster to complete their own spell. Counterspelling works regardless of whether the spell is Arcane or Divine.
:'''How Counterspells Work'''
: To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing to ready an action. In doing so, you wait to complete your action until your opponent tries to cast a spell or use a spell-like or supernatural ability. You may still move and take a swift action, since readying an action is a standard action.
: If the target of your counterspell tries to cast a spell or use a spell-like or supernatural ability, make a Spellcraft (or other appropriate Bailiwick skill) check against an Average DC for the level of your opponent. This check is part of your readied action. If the check succeeds, you can attempt to counter the action. If the check fails, you cannot.
: To complete the action, you must then cast an appropriate spell. A spell can only cancel an ability or spell as long as its spell level is at least one fifth the CR of the opponent or effect creating the magical effect or casting the spell or spell-like ability.Β  IE, a 1st level spell can counterspell up to a CR 5 effect, a second level spell up to CR 10, 3rd level spell up to CR 15, etc.Β  If the target is within range of the spell you expend, both magical effects automatically negate each other with no other results.
:'''Counterspelling Metamagic Spells'''
: The effects of metamagic feats are irrelevant to counterspelling, though a spell's level, adjusted by metamagic, counts.Β  That is, if you attempt to counter a spell with a quickened Fireball, it is spell level 7 so it can counter up to a CR 35 creature or effect. However, the fact that it was quickened has no effect on the counterspelling process.
:'''Specific Exceptions'''
: Some spells can specifically counter other spells, often those with diametrically opposed effects.Β  The spell's description will detail these circumstances when applicable.
:'''Dispel Magic as a Counterspell'''
: You can usually use dispel magic to counterspell another spell being cast, regardless of the CR of the creature or effect casting the spell to be countered.


===Caster Level===
===Caster Level===
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===Spell Failure===
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.
Spells also fail if your concentration is broken and might fail if you're wearing armor while casting a spell with somatic components.
===The Spell's Result===
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.
===Special Spell Effects===
Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools.
:'''<big>Attacks</big>'''
: Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.
:'''<big>Bonus Types</big>'''
: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. The same principle applies to penalties- a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source.
:'''<big>Bringing Back the Dead</big>'''
: Several spells have the power to restore slain characters to life.
: When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature's deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body. For more information on the planes, see Environment.
::'''Negative Levels'''
:: Any creature brought back to life usually gains one or more permanent negative levels. These levels apply a penalty to most rolls until removed through spells such as restoration. If the character was 1st level at the time of death, he loses 2 points of Constitution instead of gaining a negative level.
::'''Preventing Revivification'''
:: Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released.
::'''Revivification against One's Will'''
:: A soul can't be returned to life if it doesn't wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.
===Combining Magic Effects===
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:
===Stacking Effects===
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).
:'''<big>Different Bonus Types</big>'''
: The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that doesn't have a type stacks with any bonus. See FAQ at right for some additional information.
:'''<big>Same Effect More than Once in Different Strengths</big>'''
: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies.
:'''<big>Same Effect with Differing Results</big>'''
: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
:'''<big>One Effect Makes Another Irrelevant</big>'''
: Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.
:'''<big>Multiple Mental Control Effects</big>'''
: Sometimes magical effects that establish mental control render each other irrelevant, such as spells that remove the subject's ability to act. Mental controls that don't remove the recipient's ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
:'''<big>Spells with Opposite Effects</big>'''
: Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell's description.
:'''<big>Instantaneous Effects</big>'''
: Two or more spells with instantaneous durations work cumulatively when they affect the same target.


===School (Subschool) [Descriptor]===
===School (Subschool) [Descriptor]===
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Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells ([[Arcane Mark (Spell)]], [[Wish, Limited (Spell)]], [[Permanency (Spell)]], [[Prestidigitation (Spell)]], and [[Wish (Spell)]]) are '''Universal''', belonging to no school.
Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells ([[Arcane Mark (Spell)]], [[Wish, Limited (Spell)]], [[Permanency (Spell)]], [[Prestidigitation (Spell)]], and [[Wish (Spell)]]) are '''Universal''', belonging to no school.
====Abjuration====
====Abjuration====
:Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
:Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
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:If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
:If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
====Conjuration====
====Conjuration====
:Each [[Spells#Conjuration|conjuration]] spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually- but not always- obey your commands.
:Each [[Spells#Conjuration|conjuration]] spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually- but not always- obey your commands.
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::*'''Charm:''' A charm spell changes how the subject views you, typically making it see you as a good friend.
::*'''Charm:''' A charm spell changes how the subject views you, typically making it see you as a good friend.


====Evocation====
====Evocation====
:Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
:Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
====Illusion====
====Illusion====
:Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
:Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
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====Necromancy====
====Necromancy====
:Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving [[Undead Traits|undead]] creatures make up a large part of this school.
:Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving [[Undead Traits|undead]] creatures make up a large part of this school.
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* '''Unlimited:'''Β  This spell can potentially reach anywhere at all, as long as it's on the same plane of existence. This is a very powerful and rare effect!Β  Usually used for movement, not damage, because, wow.
* '''Unlimited:'''Β  This spell can potentially reach anywhere at all, as long as it's on the same plane of existence. This is a very powerful and rare effect!Β  Usually used for movement, not damage, because, wow.
* '''Defined Range:'''Β  This spell has its range defined in the spell itself.Β  This might be a small distance in feet, or a very long distance in miles, or even how many planes of existence it can skip over to get where its going. Refer to the spell description for details.
* '''Defined Range:'''Β  This spell has its range defined in the spell itself.Β  This might be a small distance in feet, or a very long distance in miles, or even how many planes of existence it can skip over to get where its going. Refer to the spell description for details.
{{:Areas of Effect}}


===Range Modifiers for Spells===
===Range Modifiers for Spells===
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Of course, like all things with spells, there are exceptions to every rule, so read the spell description. The spell description is the final written rule on all aspects of spells.Β  Of course, all DM rulings on spells are final, as they are on everything else.
Of course, like all things with spells, there are exceptions to every rule, so read the spell description. The spell description is the final written rule on all aspects of spells.Β  Of course, all DM rulings on spells are final, as they are on everything else.
===Aiming a Spell===
You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.
====Target or Targets====
Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.
If the target of a spell is yourself (the Target line of the spell description includes “You”), you do not receive a saving throw, and spell resistance does not apply. The saving throw and spell resistance lines are omitted from such spells.
Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you're flat-footed or it isn't your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity.
====Effect====
Some spells create or summon things rather than affecting things that are already present.
You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile, after it appears it can move regardless of the spell's range.
:'''<big>Ray</big>'''
: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don't have to see the creature you're trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature at which you're aiming.
: If a ray spell has a duration, it's the duration of the effect that the ray causes, not the length of time the ray itself persists.
: If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.
: Note that rays count as weapons for the purpose of spells, feats and effects that affect weapons.Β  For example, a bard's inspire courage ability says it affects "weapon damage rolls," which is worded that way so you don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.
: The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon - effects that affect weapons work on these spells.
:'''<big>Spread</big>'''
: Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that you can't see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect (see below) to all portions of the effect.
:'''<big>Area</big>'''
: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.
: Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.
: You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell's area, anything within that square is within the spell's area. If the spell's area only touches the near edge of a square, however, anything within that square is unaffected by the spell.
:'''<big>Burst, Emanation, or Spread</big>'''
: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.
: A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. a burst's area defines how far from the point of origin the spell's effect extends.
: An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.
: A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.
:'''<big>Cone, Cylinder, Line, or Sphere</big>'''
: Most spells that affect an area have a particular shape.
: A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won't go around corners.
: When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area.
: A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes.
: A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads.
:'''<big>Creatures</big>'''
: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape.
: Many spells affect “living creatures,” which means all creatures other than constructs and undead. Creatures in the spell's area that are not of the appropriate type do not count against the creatures affected.
:'''<big>Objects</big>'''
: A spell with this kind of area affects objects within an area you select (as Creatures, but affecting objects instead).
:'''<big>Other</big>'''
: A spell can have a unique area, as defined in its description.
:'''<big>(S) Shapeable</big>'''
: If an area or effect entry ends with “(S),” you can shape the spell. a shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.
===Line of Effect===
A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.
A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).
An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect.
{{:Areas of Effect}}
===Duration===
A spell's duration entry tells you how long the magical energy of the spell lasts.
: '''Timed Durations'''
: Many durations are measured in rounds, minutes, hours, or other increments. When the time is up, the magic goes away and the spell ends. If a spell's duration is variable, the duration is rolled secretly so the caster doesn't know how long the spell will last.
: '''Instantaneous'''
: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.
: '''Permanent'''
: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.
: '''Concentration'''
: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end. See concentration.
: You can't cast a spell while concentrating on another one. Some spells last for a short time after you cease concentrating.
: '''Subjects, Effects, and Areas'''
: If the spell affects creatures directly, the result travels with the subjects for the spell's duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area, then the spell stays with that area for its duration.
: Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave.
: '''Touch Spells and Holding the Charge'''
: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.
: Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.
: '''Discharge'''
: Occasionally a spells lasts for a set duration or until triggered or discharged.
: '''(D) Dismissible'''
: If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.
: A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.
===Saving Throws===
Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The saving throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work.
: '''Negates'''
: The spell has no effect on a subject that makes a successful saving throw.
: '''Partial'''
: The spell has an effect on its subject. A successful saving throw means that some lesser effect occurs.
: '''Half'''
: The spell deals damage, and a successful saving throw halves the damage taken (round down).
: '''None'''
: No saving throw is allowed.
: '''Disbelief'''
: A successful save lets the subject ignore the spell's effect.
: '''(object)'''
: The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, or the like) by a creature resisting the spell, in which case the object uses the creature's saving throw bonus unless its own bonus is greater. This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects. A magic item's saving throw bonuses are each equal to 2 + 1/2 the item's caster level.
: '''(harmless)'''
: The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.
====Saving Throw Difficulty Class====
A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a wizard, Charisma for a bard, paladin, or sorcerer, or Wisdom for a cleric, druid, or ranger). A spell's level can vary depending on your class. Always use the spell level applicable to your class.
: '''Succeeding on a Saving Throw'''
: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.
: '''Automatic Failures and Successes'''
: A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the spell may cause damage to exposed items (see Items Surviving after a Saving Throw, below). a natural 20 (the d20 comes up 20) is always a success.
: '''Voluntarily Giving up a Saving Throw'''
: A creature can voluntarily forgo a saving throw and willingly accept a spell's result. Even a character with a special resistance to magic can suppress this quality.
{| class="ep-default"
|+ '''Table: Items Affected by Magical Attacks'''
! Order* || Item
|-
| 1st || Shield
|-
| 2nd || Armor
|-
| 3rd || Magic helmet, hat, or headband
|-
| 4th || Item in hand (including weapon, wand, or the like)
|-
| 5th || Magic cloak
|-
| 6th || Stowed or sheathed weapon
|-
| 7th || Magic bracers
|-
| 8th || Magic clothing
|-
| 9th || Magic jewelry (including rings)
|-
| 10th || Anything else
|}
::<pre>*</pre> &ndash; In order of most likely to least likely to be affected.
: '''Items Surviving after a Saving Throw'''
: Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.
: If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.
{{:Spell Resistance}}
===Descriptive Text===
This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description includes “see text,” this is where the explanation is found.
===Communal Spells===
Communal spells function like other spells, except they allow you to divide the duration among multiple targets, treating each target as a subject of the spell. When you divide the duration, you must divide it as evenly as possible among the targets. Furthermore, unless a communal spell's description indicates otherwise, no target can receive a duration increment smaller than the smallest increment of duration given in the spell description. For example, if you are 5th level, your communal spell's duration is 10 minutes per level, and you have four targets, then each target must receive 10 minutes of duration. The extra 10 minutes of duration must be assigned to one of the four targets (your choice) or it is wasted.
===Extradimensional Spaces===
A number of spells and magic items utilize extradimensional spaces, such as [[Rope Trick (Spell)]], a [[Bag of Holding (Magic Item)]], a [[Handy Haversack (Magic Item)]], and a [[Portable Hole (Magic Item)]]. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a [[Bag of Holding (Magic Item)]] is brought into a [[Rope Trick (Spell)]], the contents of the [[Bag of Holding (Magic Item)]] become inaccessible until the [[Bag of Holding (Magic Item)]] is taken outside the [[Rope Trick (Spell)]]. The only exception to this is when a [[Bag of Holding (Magic Item)]] and a [[Portable Hole (Magic Item)]] interact, forming a rift to the [[Astral Plane]], as noted in their descriptions.


==Arcane Spells==
==Arcane Spells==
Line 436: Line 826:
An extremely faithful and spiritual divine spellcaster also can research a spell independently, much as an arcane spellcaster can. Only the creator of such a spell can prepare and cast it, unless he decides to share it with others. Β 
An extremely faithful and spiritual divine spellcaster also can research a spell independently, much as an arcane spellcaster can. Only the creator of such a spell can prepare and cast it, unless he decides to share it with others. Β 


==Spell Effects==
==Special Abilities==
===The Spell's Result===
A number of classes and creatures gain the use of special abilities, many of which function like spells.
When you cast a spell, it does things in game. Frequently this is damage, or application of a condition, or both. Many spells do all sorts of weird and interesting things, and many special cases must be adjudicated by the GM in play.
Β 
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.
Β 
===Special Spell Effects===
Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools.
Β 
===Attacks===
Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.
Bonus Types
Β 
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. The same principle applies to penalties- a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source.
Β 
===Ongoing Effects===
Many spells apply ongoing effects. Unless specifically detailed in the spell, all ongoing effects are visible for the duration of the spell, often as a glow, or shimmer, or visible, audible, or olfactory aura. Detect Magic or True Sight may cayse the eyes to glow gently, Mage Armor surrounds you with a shimmer of power, Ant Haul gives you a pleasant scent of formic acid, Bless gives you an audible paean of divine blessings, et, etc.Β  The GM is encouraged to rule in all cases, but try to make it cool.


===Bringing Back the Dead===
: '''<big>Spell-Like Abilities (Sp)</big>'''
Several spells have the power to restore slain characters to life.
: Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.


When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature's deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body. For more information on the planes, see Environment.
: A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.


===Negative Levels===
: Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
Any creature brought back to life usually gains one or more permanent negative levels. These levels apply a penalty to most rolls until removed through spells such as restoration. If the character was 1st level at the time of death, he loses 2 points of Constitution instead of gaining a negative level.


===Preventing Revivification===
: If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained.
Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released.
Β 
===Revivification against One's Will===
A soul can't be returned to life if it doesn't wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.
Β 
===Combining Magic Effects===
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:
Β 
===Stacking Effects===
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).


===Different Bonus Types===
: Activating a spell-like ability provokes attacks of opportunity, unless a [[Caster Check]] is made to cast defensively.
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that doesn't have a type stacks with any bonus. See FAQ at right for some additional information.


===Same Effect More than Once in Different Strengths===
: '''<big>Supernatural Abilities (Su)</big>'''
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies.
: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.


===Same Effect with Differing Results===
: Activating a supernatural ability does not provoke attacks of opportunity.
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.


===One Effect Makes Another Irrelevant===
: '''<big>Extraordinary Abilities (Ex)</big>'''
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.
: These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics.


===Multiple Mental Control Effects===
: Activating an extraordinary ability does not provoke attacks of opportunity.
Sometimes magical effects that establish mental control render each other irrelevant, such as spells that remove the subject's ability to act. Mental controls that don't remove the recipient's ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.


===Spells with Opposite Effects===
: '''<big>Natural Abilities</big>'''
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell's description.
: This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.


===Instantaneous Effects===
: Activating a natural ability does not provoke attacks of opportunity.
Two or more spells with instantaneous durations work cumulatively when they affect the same target. Instantaneous effects are usually damage, to be honest.

Revision as of 14:08, 11 July 2017