Editing Yagura:SRD:Casting Spells

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Of course, you can also cast any other spell as a readied action in order to force your opponent to make a Concentration check, or you can use the ''dispel magic'' spell to counter a spell being cast (see the spell description).
 
Of course, you can also cast any other spell as a readied action in order to force your opponent to make a Concentration check, or you can use the ''dispel magic'' spell to counter a spell being cast (see the spell description).
 
  
 
==Caster Level==
 
==Caster Level==
  
Your caster level is equal to your [[Yagura:SRD:Classes|class]] level in a class that grants the ability to cast spells. You can cast a spell at a lower caster level than normal, but the 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 caster level.
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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.  
 
 
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level but also to your caster level check to overcome your target’s [[Yagura:SRD:Spell Resistance|spell resistance]] and to the caster level used in dispel checks (both the dispel check and the [[Yagura:SRD:DC|DC]] of the check).  
 
 
 
  
==Spell Power==
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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]].
  
Most numeric effects of a spell are determined by the spell's level, and not by [[Yagura:SRD:Casting Spells#Caster Level|caster's level]]. Any reference to caster level within a spell, such as "1d6 per caster level" or "one target per two caster levels" or similar reference, is calculated as if the caster's level was equal to the spell power in the following table. An exception is made for range, which is listed by spell level in the following table.
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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).  
  
{|  class="wikitable"
 
|+ Table: Spell Power
 
|-
 
! Spell Level !! Spell Power !! Close Range !! Medium Range !! Long Range
 
|-
 
| 0 || 2 || 30' || 60' || 120'
 
|-
 
| 1 || 4 || 35' || 70' || 140'
 
|-
 
| 2 || 6 || 40' || 80' || 160'
 
|-
 
| 3 || 8 || 45' || 90' || 180'
 
|-
 
| 4 || 10 || 50' || 100' || 200'
 
|-
 
| 5 || 12 || 55' || 110' || 220'
 
|-
 
| 6 || 14 || 60' || 120' || 240'
 
|-
 
| 7 || 16 || 65' || 130' || 260'
 
|-
 
| 8 || 18 || 70' || 140' || 280'
 
|-
 
| 9 || 20 || 75' || 150' || 300'
 
|}
 
  
Thus a ''fireball'' always does 8d6 damage at up to 180', a ''charm person'' always lasts for 4 hours and only targets within 35', and ''fabricate'' always affects up to 120 cubic feet of material. If you want the spell to deal more, last longer, go farther, or affect a larger area you need to apply metamagic effects to it or cast a version of the spell that is a higher level.
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==Spell Failure==
  
=====Dispel Magic=====
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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.
  
An exception is made for ''dispel magic'' and ''greater dispel magic''. These spells use your [[Yagura:SRD:Casting Spells#Caster Level|caster level]] rather than spell power to determine your likelihood of dispelling an effect.
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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 [[Yagura:SRD:Saving Throw|saving throws]] (if any were allowed), you can apply whatever results a spell entails.
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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==
 
==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 Certain other special spell features are found across spell schools.
  
 
=====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 [[Yagura:SRD:Undead Type|undead]] count as attacks. All spells that opponents resist with [[Yagura: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.
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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 what happens to it next is hotly debated among those who care about such things. Bringing someone back from the [[Yagura:SRD:Dead|dead]] means retrieving his or her soul and returning it to his or her body.
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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.
  
======Experience Debt======
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======Level Loss======
  
Any creature brought back to life usually suffers experience debt. This replaces all references to the loss of levels. The amount of debt accrued is equal to half of the amount of XP required to get from the previous level to the current level. Level 1 characters do not gain experience debt.
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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.
  
Experience debt can be paid for by the character who has the experience debt, or by any willing character not being affected by any magical effect, as long as the XP spent to pay down the debt does not result in an XP total that is less than the minimum required to keep the current level.
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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.
  
 
The next level cannot be attained unless a character has no experience debt.
 
The next level cannot be attained unless a character has no experience debt.
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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.
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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 motivations of the character attempting to revive it and may refuse to return on that basis.
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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.
  
  
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=====Stacking Effects=====
 
=====Stacking Effects=====
  
Spells that provide bonuses or penalties on [[Yagura:SRD:Attack Roll|attack rolls]], [[Yagura:SRD:Attack Damage|damage rolls]], [[Yagura: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).  
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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 Strengths======
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======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 largest or most powerful one applies.
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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 checks to determine which one the creature obeys.
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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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