Editing Yagura:SRD:Casting Spells
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Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way. | Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way. | ||
− | ==Choosing a Spell== | + | ===Choosing a Spell=== |
First you must choose which spell to cast. If you’re a [[Yagura:SRD:Prepared_Spells|prepared]] spellcaster, you select from among spells prepared earlier in the day. If you’re a spontaneous spellcaster, you can select any spell you know, provided you are capable of casting spells of that level or higher. | First you must choose which spell to cast. If you’re a [[Yagura:SRD:Prepared_Spells|prepared]] spellcaster, you select from among spells prepared earlier in the day. If you’re a spontaneous spellcaster, you can select any spell you know, provided you are capable of casting spells of that level or higher. | ||
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Once you’ve cast a spell you gain [[Yagura:SRD:Spellcasting_Strain|strain]] based on the spell's level and your caster level. If you have not yet reached your spellcasting strain threshold you may cast the spell again, or any other spell you have available to cast. | Once you’ve cast a spell you gain [[Yagura:SRD:Spellcasting_Strain|strain]] based on the spell's level and your caster level. If you have not yet reached your spellcasting strain threshold you may cast the spell again, or any other spell you have available to cast. | ||
+ | ===Concentration=== | ||
− | + | To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must manage the interruption with a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check. The more distracting the interruption, the higher the [[Yagura:SRD:DC|DC]], and when attempting to cast a spell you always add the level of the spell to the DC. If you fail the check, you suffer a -2 penalty to the save DC and to the spell power. If you fail the check by more than 5, you lose the spell without effect. | |
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− | To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must manage the interruption with a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check. The more distracting the interruption, the higher the [[Yagura:SRD:DC|DC]], and when attempting to cast a spell you always add the level of the spell to the DC. If you fail the check, you suffer a -2 penalty to the save DC and to the | ||
=====Injury===== | =====Injury===== | ||
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* DC +10 - Violent motion (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 tossed roughly about in a similar fashion), being [[Yagura:SRD:Entangled|entangled]] | * DC +10 - Violent motion (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 tossed roughly about in a similar fashion), being [[Yagura:SRD:Entangled|entangled]] | ||
− | ==Casting Defensively== | + | ===Casting Defensively=== |
Casting a spell while within an area threatened by an enemy provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. This attack can be avoided by casting defensively, which requires a successful [[Yagura:SRD:Arcana Skill|Arcana]], [[Yagura:SRD:Geomancy Skill|Geomancy]], or [[Yagura:SRD:Thaumaturgy Skill|Thaumaturgy]] skill check DC 15 + spell level being cast. If you succeed you provoke no opportunity attacks; if you fail you provoke as normal. | Casting a spell while within an area threatened by an enemy provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. This attack can be avoided by casting defensively, which requires a successful [[Yagura:SRD:Arcana Skill|Arcana]], [[Yagura:SRD:Geomancy Skill|Geomancy]], or [[Yagura:SRD:Thaumaturgy Skill|Thaumaturgy]] skill check DC 15 + spell level being cast. If you succeed you provoke no opportunity attacks; if you fail you provoke as normal. | ||
+ | ===Counterspells=== | ||
− | + | It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane. | |
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− | It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of | ||
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− | + | =====How Counterspells Work===== | |
− | + | To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a [[SRD:Standard Actions|standard action]].) | |
− | + | If the target of your counterspell tries to cast a spell, make a [[SRD:Spellcraft Skill|Spellcraft]] check ([[SRD:DC|DC]] 15 + the spell’s level). This check is a [[SRD:Free Actions|free action]]. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things. | |
− | + | To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results. | |
− | + | =====Counterspelling Metamagic Spells===== | |
+ | Metamagic [[SRD:Feats|feats]] are not taken into account when determining whether a spell can be countered | ||
− | == | + | =====Specific Exceptions===== |
− | + | Some spells specifically counter each other, especially when they have diametrically opposed effects. | |
− | + | =====''Dispel Magic ''as a Counterspell===== | |
+ | You can use ''dispel magic ''to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, ''dispel magic ''doesn’t always work as a counterspell (see the spell description). | ||
− | == | + | ===Caster Level=== |
− | + | A spell’s power often depends on its [[SRD:Caster Level|caster level]], which for most spellcasting characters is equal to your [[SRD:Class|class]] level in the [[SRD:Class|class]] you’re using to cast the spell. | |
− | + | You can cast a spell at a lower [[SRD:Caster Level|caster level]] than normal, but the [[SRD:Caster Level|caster level]] you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same [[SRD:Caster Level|caster level]]. | |
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− | + | In the event that a [[SRD:Class|class]] feature, domain granted power, or other special ability provides an adjustment to your [[SRD:Caster Level|caster level]], that adjustment applies not only to effects based on [[SRD:Caster Level|caster level]] (such as range, duration, and damage dealt) but also to your [[SRD:Caster Level|caster level]] check to overcome your target’s [[SRD:Spell Resistance|spell resistance]] and to the [[SRD:Caster Level|caster level]] used in dispel checks (both the dispel check and the [[SRD:DC|DC]] of the check). | |
− | === | + | ===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== | + | ===The Spell’s Result=== |
− | Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful [[ | + | Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful [[SRD:Saving Throw|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. | |
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− | Many special spell effects are handled according to the school of the spells in question | ||
=====Attacks===== | =====Attacks===== | ||
− | Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke [[ | + | Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke [[SRD:Undead Type|undead]] count as attacks. All spells that opponents resist with [[SRD:Saving Throw|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===== | =====Bonus Types===== | ||
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Several spells have the power to restore slain characters to life. | Several spells have the power to restore slain characters to life. | ||
− | When a living creature dies, its soul departs its body, and | + | When a living creature dies, its soul departs its body, leaves the [[SRD:Material Plane|Material Plane]], travels through the [[SRD:Astral Plane|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 [[SRD:Dead|dead]] means retrieving his or her soul and returning it to his or her body. |
− | ====== | + | ======Level Loss====== |
− | Any creature brought back to life usually | + | Any creature brought back to life usually loses one level of experience. The character’s new XP total is midway between the minimum needed for his or her new (reduced) level and the minimum needed for the next one. If the character was 1st level at the time of death, he or she loses 2 points of [[SRD:Constitution|Constitution]] instead of losing a level. |
− | + | This level loss or [[SRD:Constitution|Constitution]] loss cannot be repaired by any mortal means, even ''wish ''or ''miracle. ''A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of [[SRD:Constitution|Constitution]] by improving his or her [[SRD:Constitution|Constitution]] score when he or she attains a level that allows an [[SRD:Ability Scores|ability score]] increase. | |
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======Preventing Revivification====== | ======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. | + | Enemies can take steps to make it more difficult for a character to be returned from the [[SRD:Dead|dead]]. Keeping the body prevents others from using ''[[SRD:Raise Dead|raise dead]] ''or ''[[SRD:Resurrection|resurrection]] ''to restore the slain character to life. Casting ''[[SRD:Trap the Soul|trap the soul]] ''prevents any sort of revivification unless the soul is first released. |
======Revivification against One's Will====== | ======Revivification against One's Will====== | ||
− | A soul cannot be returned to life if it does not wish to be. A soul knows the name and | + | A soul cannot be returned to life if it does not 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 Magical Effects=== | |
− | ==Combining Magical 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: | 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: | ||
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=====Stacking Effects===== | =====Stacking Effects===== | ||
− | Spells that provide bonuses or penalties on [[ | + | Spells that provide bonuses or penalties on [[SRD:Attack Roll|attack rolls]], [[SRD:Attack Damage|damage rolls]], [[SRD:Saving Throw|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 Names====== | ======Different Bonus Names====== | ||
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The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus. | The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus. | ||
− | ======Same Effect More than Once in Different | + | ======Same Effect More than Once in Different [[SRD:Strength|Strength]]s====== |
− | 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 | + | 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 best one applies. |
======Same Effect with Differing Results====== | ======Same Effect with Differing Results====== | ||
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======Multiple Mental Control Effects====== | ======Multiple Mental Control Effects====== | ||
− | Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects 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 | + | Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects 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 [[SRD:Charisma Check|Charisma check]]s to determine which one the creature obeys. |
=====Spells with Opposite Effects===== | =====Spells with Opposite Effects===== | ||
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Two or more spells with instantaneous durations work cumulatively when they affect the same target. | Two or more spells with instantaneous durations work cumulatively when they affect the same target. | ||
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+ | {{SRD Spell Footer}} |