Spells: Difference between revisions
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:::Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is blocked. | :::Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is blocked. | ||
===Components=== | ===Components=== | ||
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===Casting Time=== | ===Casting Time=== | ||
Most spells have a casting time of 1 [[standard action]]. Others take 1 round or more, while a few require only a [[swift action]]. | Most spells have a casting time of 1 [[standard action]]. Others take 1 round or more (usually described as rituals), while a few require only a [[swift action]]. | ||
A spell that takes 1 round to cast is a [[full-round action]], and comes into effect at the end of your current turn. | A spell that takes 1 round to cast is a [[full-round action]], and comes into effect at the end of your current turn. | ||
A spell that takes 1 minute to cast comes into effect at the end of your tenth round of casting (and for each of those 10 rounds, you are casting a spell as a [[full-round action]], just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails. | A spell that takes 1 minute to cast comes into effect at the end of your tenth round of casting (and for each of those 10 rounds, you are casting a spell as a [[full-round action]], just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails. Note that this is the absolute longest casting time that can be attempted during a combat, since all combats end after ten rounds. | ||
When you begin a spell that takes more than one round to cast, you must continue the concentration from the current round to the end of your turn in whatever round the casting time is completed (at least). If you lose concentration before the casting is complete, you lose the spell. | When you begin a spell that takes more than one round to cast, you must continue the concentration from the current round to the end of your turn in whatever round the casting time is completed (at least). If you lose concentration before the casting is complete, you lose the spell. Note that taking damage will force a concentration roll (a Bailiwick skill check) with a painful -5 penalty to the roll, so try and avoid those. | ||
During any round in which you used a full-round action to cast, or continue casting, a spell, you may not make [[attacks of opportunity]], or use [[immediate action]]s, until the start of your next turn. | During any round in which you used a full-round action to cast, or continue casting, a spell, you may not make [[attacks of opportunity]], or use [[immediate action]]s, until the start of your next turn. | ||
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===Range Modifiers for Spells=== | ===Range Modifiers for Spells=== | ||
In general, spells don't | In general, spells don't inflict range modifiers on their casters. Even Rays, which follow some weapon rules, don't take conventional range modifiers. If you are within the range of the spell, you are easy to hit. This is in marked contrast to ranged weapons, which take quite heavy range modifiers. To balance this out a bit, some ranged weapons (projectile weapons and siege weapons, mainly) have longer ranges than spells. It is possible to get outside the range of a spell and plink away at the caster, except for those pesky Unlimited and Defined Range spells, which keep things interesting for everybody. | ||
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. 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. Of course, all DM rulings on spells are final, as they are on everything else. | ||
====Target or Targets==== | ====Target or Targets==== | ||
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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. | 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 target several creatures that you may choose, based upon the guidelines above. | ||
Some spells create or summon things rather than affecting things that are already present. | |||
Some spells have areas of effect(AOE's). Most genuine area of effect spells are indiscrimininate attacks, and they WILL damage your allies if you are not careful. That said, AOE spells can be ridiculously powerful, so the temptation to use tham can be strong. If you must indulge, perhaps investing in the [[Selective Spell (Feat)]] would be wise. | |||
===Range or Area of Effect of a Spell=== | |||
Spells have many different ranges and ways of affecting targets. Each spell you wish to use should be carefully read so you understand how it works. Additionally, there are some useful terms to know about spells, especially area of effect spells, so examine the below guidelines carefully. | |||
====Range==== | |||
* '''Personal:''' This spell only affects you, and can't even be placed in a magic item. | |||
* '''Touch:''' This spell affects one or more things that you can reach out and touch with your body. This usually means they can touch you back (such as by attacking you) unless you've taken steps to avoid such things. | |||
* '''Cones or Bursts:''' This spell affects everything in an area which must be adjacent to your space by at least one edge or corner. Every creature and/or object in the area, partially or fully, may be affected to some extent by the spell. | |||
* '''Close Range:''' This spell affects things within a distance from your space of 25 feet plus 5 feet per two full caster levels you possess when casting. At fifth level, a close range spell reaches out 50 feet. Read the spell itself for what it does when it gets to where it's going. | |||
* '''Medium Range:''' This spell affects things within a distance from your space of 100 feet plus 10 feet per full caster level you possess when casting. At fifth level, a medium range spell reaches out 150 feet. Read the spell itself for what it does when it gets to where it's going. | |||
* '''Long Range:''' This spell affects things within a distance from your space of 200 feet plus 20 feet per full caster level you possess when casting. At fifth level, a long range spell reaches out 300 feet. Read the spell itself for what it does when it gets to where it's going. | |||
* '''Unlimited:''' 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! Usually used for movement, not damage, because, wow. | |||
* '''Defined Range:''' This spell has its range defined in the spell itself. 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==== | |||
Some spells create or summon things or effects 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. | 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. | ||
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: When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal square (the cylinder's shape is abstracted), and the spell shoots down from the circle, filling the area. A cylinder-shaped spell ignores any obstructions within its area. | : When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal square (the cylinder's shape is abstracted), and the spell shoots down from the circle, filling the area. 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 or side 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. The DM adjudicates any unusual or close calls (see below). | : A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner or side your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. When choosing the area affected by a line, the caster chooses each square of the line, to the maximum number of squares. Each square must be placed adjacent to the edge or corner of either the casters space, or the last square placed, with the caveat that every square must be further away from the caster than the last one. This allows clever player to get quite creative in 'snaking' a line effect across the battlefield. All suares of the line are full squares, there are no 'edge cases'. A line shaped spell is often crooked and meandering, and that's just fine. A line-shaped spell affects all creatures in squares through which the line passes as defined in the spell. The DM adjudicates any unusual or close calls (see below). | ||
: A sphere-shaped spell is abstracted to expand from its point of origin to fill a cubical area. Spheres may be bursts, emanations, or spreads. | : A sphere-shaped spell is abstracted to expand from its point of origin to fill a cubical area. Spheres may be bursts, emanations, or spreads. | ||
: <h5>Creatures</h5> | : <h5>Creatures</h5> | ||
: 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, although all areas are abstracted to cubes for play on a grid. | : 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, although all areas are abstracted to cubes for play on a grid. A common type of creature effecting spells will effect a number of creatures who are within a certain distance of each other. The simplest way to work this out in play is to choose the closest creature that the caster wishes to effect, and count out from there tot he maximum distance, although again, clever players will be able to come up with all sorts of interesting options. | ||
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{{:Line of Sight}} | {{:Line of Sight}} | ||
reviewed to here | |||
{{:Areas of Effect}} | {{:Areas of Effect}} |