Mustrum_Ridcully
Legend
My examples goes in the direction that basically "something" happens while you cast the spell, so there is a visible effect and there may be side effects. Maybe it could even be stronger effects (say, while casting Fireball, everyone attacking you takes some fire damage, or when casting Cone of Cold, people too close to you get slowed down).I like 2. I'm a bit dubious about 1 - it can make life boring for the player of the caster, which in turn creates pressure to liberalise the timing rules, which in turn undoes the balance that was meant to be in place. Is there a way of doing preparation that makes it active in some fashion for the player - perhaps even some sort of active defence, rather than simply relying on Concentration checks if they get hit?
I am not sure what there is to make it directly active and work. Maybe one could require "caster checks" each round to determine progress, with the chance of failure, so you slow down, and great success, so you speed up.
Say:
"Many of the more powerful or strong spells require multiple actions to cast. Their casting consists of multiple steps. For each action you take to cast the spell, you make a caster check (1d20 + Spellcasting Ability Modifier) to determine the number of steps you advanced to completing the spell.
- less than 0 + Spell Level: You must start again
- 0 + Spell level: No progress
- 5 + Spell Level: Advance one step
- 10 + Spell Level: Advance two steps
- 20 + Spell Level: Advance three steps
If you were bloodied and took damage, or if you moved or were forcibly moved, if you were exposed to strong winds or currents or similar distractions, you suffer disadvantage.
Spellcaster Interference (Counterspelling)
Spellcasters can attempt to interfere other spell casters. They must have line of sight to the casting character and the interfering character must spend an action to do so.
In such a situation, also use the casting's character check for an opposed check against the intefering character. If the caster loses the opposed roll, reduce the number of step you advance by one (this can set you back).
Counterspelling: Some spells act as counter-spells to other spells. A spellcaster that knows a counterspell to a spell being cast can spend his action to start casting the counterspell. In addition the opposed caster checks, the enemy spellcaster can subtract the progress he makes in casting his spells from the progress you make. If you lose all progress steps you made so far, both spells are harmlessly expended.
Optional Rules (in feats, modules, whatever)
Some advanced spellcasters also can use this ability to gain control over your spell. If the interfering caster wins the opposed check on the turn you complete casting the spell, he can set all variables of the spell as if he had cast it himself.
Even some characters that can not traditionally cast spells can learn to interfere and even take control over other casters spell, provided they dedicated themselves enough to the task. (opens the path for spell thieves and feats for mage-hunting warriors.).
The interesting side effect here is that save-or-die spells could become much more exciting when it becomes a tug of war between two spellcasters. And with rules to allow interference with spells for non-casters, it would not even make a spellcaster mandatory to deal with enemy spellcasters (but most likely very helpful).
Wait, there was a 3rd session?I have run more than 3 sessions in my 4e campaign! Even more than 3 memorable ones! It's just that only some of them lend themselves nicely to explaining things on the internet.
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