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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5977581" data-attributes="member: 710"><p>I prefer to make it not _too_ involved in dealing.</p><p></p><p><u><strong>Casting Times in Combat</strong></u></p><p>Some spells have a casting time expressed in actions. If the casting time is described as "3 actions", the spell is succesfully cast on the 3rd action and the effect happens. A spellcaster can do only a limited amount of things while working to cast a spell. If his concentration is interrupted, he must make a Caster Check (1d20 + casting ability modifier) against 5 + spell level if it's a small disruption and 10 + spell level if it's a major disruption. If he fails that check, the spell is not expended, but he must start again.</p><p>A caster's concentration is disrupted by the following events. </p><p></p><ul> <li data-xf-list-type="ul">Voluntary Movement counts a small disruption</li> <li data-xf-list-type="ul">Involuntary Movement counts as major disruption</li> <li data-xf-list-type="ul">Taking damage<ul> <li data-xf-list-type="ul">If the caster is not bloodied after the attack, it is a minor disruption</li> <li data-xf-list-type="ul">If the caster is bloodied after the attack, it is a major disruption.</li> </ul> </li> <li data-xf-list-type="ul">Strong Winds or Currents count as minor disruption</li> </ul><p>The caster must cast the spell when he has taken the last action for doing so.</p><p></p><p></p><p></p><p><strong>Sustaining Spells</strong></p><p>Some spells have a duration. Spells require some effort to sustain.</p><p>A caster can only sustain a maximum of one spell per sustain category. He can choose to sustain a spell that normally requires a lower sustain category to use a higher category instead.</p><p></p><p> </p><p></p><p>The following categories exist: </p><p></p><p></p><p><strong>Sustain (Passive)</strong>: </p><p>It doesn't cost any direct effort by the caster to maintain the spell. The spell is maintained even if he drops unconcious or dies.</p><p></p><p></p><p></p><p><strong>Sustain (Minor Activity)</strong>: </p><p>It does require only minor effort by the caster to maintain a spell, but if he drops unconcious or dead, the spell ends. If the caster takes damage while bloodied, he must make a Caster Check DC 5 + sustained spell level to maintain the spell. </p><p></p><p></p><p></p><p><strong>Sustain (Moderate Activity)</strong>: </p><p>It does require some effort on part of the caster to maintain a spell. It ends if he drops unconcious or dead. If the caster wants to start casting a new spell, he must make a Caster Check DC 10 + sustained spell level. (Note that if a spell takes multiple actions to cast, further actions do not require a check.)</p><p></p><p>If the check fails, he must choose to either not cast a spell (he doesn't lose his action, but he cannot cast any spells this turn), or end the spell he sustains. If the caster takes damage, he must make a Caster Check DC 5 + sustained spell level to maintain the spell. If he's bloodied while taking damage, the DC increases to 10 + spell level.</p><p></p><p></p><p><strong>Sustain (Strong Activity)</strong>: </p><p>It requires a lot of effort to maintain the spell - the caster must spend his action each round to maintain the effect. If the caster takes damage from an attack while maintaining the spell, he must make a caster check 5 + spell level to keep maintaining the spell. If he is bloodied while taking the damage, the DC increases to 10 + spell level.</p><p></p><p></p><p></p><p><u><strong>Examples Spells</strong></u></p><p></p><p><strong>Mage Armor </strong>(Level 1 Spell)</p><p>Duration: 24 hours (Sustain - No Action)</p><p>Effect: The target gains a +4 armor bonus to AC. </p><p></p><p><strong>Shield </strong>(Level 1 Spell)</p><p>Duration: 10 rounds (Sustain - Minor Activity)</p><p>Effect: The caster gains a +4 shield bonus to AC.</p><p></p><p><strong>Fireball </strong>(Level 3 Spell)</p><p>Casting Time: 3 actions.</p><p>As you start casting the spell, you form a small bead of fire that you throw at the end of the casting time to inflict 5d6 fire damage in a 20 ft radius burst. Targets can make a Dexterity Save for half damage. </p><p>Special(optional rule): </p><p>Should you fail a caster check to maintain the spell, you can choose to expend the spell anyway to immediately to inflict 5d6 fire damage to yourself and all creatures adjacent to you. You gain no saving throw against this damage, but other targets can make a dexterity save for half damage.</p><p></p><p><strong>Fly </strong>(Level 3 Spell)</p><p>Casting Time: 1 action</p><p>Duration: 10 minutes (Sustain - Moderate Activity)</p><p>You or the target gain 60 ft flight. </p><p></p><p>...</p><p></p><p>Optional or Additional Rules could allow sutff like "holding a spell" and "quickening" spells.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5977581, member: 710"] I prefer to make it not _too_ involved in dealing. [U][B]Casting Times in Combat[/B][/U] Some spells have a casting time expressed in actions. If the casting time is described as "3 actions", the spell is succesfully cast on the 3rd action and the effect happens. A spellcaster can do only a limited amount of things while working to cast a spell. If his concentration is interrupted, he must make a Caster Check (1d20 + casting ability modifier) against 5 + spell level if it's a small disruption and 10 + spell level if it's a major disruption. If he fails that check, the spell is not expended, but he must start again. A caster's concentration is disrupted by the following events. [LIST] [*]Voluntary Movement counts a small disruption [*]Involuntary Movement counts as major disruption [*]Taking damage [LIST] [*]If the caster is not bloodied after the attack, it is a minor disruption [*]If the caster is bloodied after the attack, it is a major disruption. [/LIST] [*]Strong Winds or Currents count as minor disruption [/LIST] The caster must cast the spell when he has taken the last action for doing so. [B]Sustaining Spells[/B] Some spells have a duration. Spells require some effort to sustain. A caster can only sustain a maximum of one spell per sustain category. He can choose to sustain a spell that normally requires a lower sustain category to use a higher category instead. The following categories exist: [B]Sustain (Passive)[/B]: It doesn't cost any direct effort by the caster to maintain the spell. The spell is maintained even if he drops unconcious or dies. [B]Sustain (Minor Activity)[/B]: It does require only minor effort by the caster to maintain a spell, but if he drops unconcious or dead, the spell ends. If the caster takes damage while bloodied, he must make a Caster Check DC 5 + sustained spell level to maintain the spell. [B]Sustain (Moderate Activity)[/B]: It does require some effort on part of the caster to maintain a spell. It ends if he drops unconcious or dead. If the caster wants to start casting a new spell, he must make a Caster Check DC 10 + sustained spell level. (Note that if a spell takes multiple actions to cast, further actions do not require a check.) If the check fails, he must choose to either not cast a spell (he doesn't lose his action, but he cannot cast any spells this turn), or end the spell he sustains. If the caster takes damage, he must make a Caster Check DC 5 + sustained spell level to maintain the spell. If he's bloodied while taking damage, the DC increases to 10 + spell level. [B]Sustain (Strong Activity)[/B]: It requires a lot of effort to maintain the spell - the caster must spend his action each round to maintain the effect. If the caster takes damage from an attack while maintaining the spell, he must make a caster check 5 + spell level to keep maintaining the spell. If he is bloodied while taking the damage, the DC increases to 10 + spell level. [U][B]Examples Spells[/B][/U] [B]Mage Armor [/B](Level 1 Spell) Duration: 24 hours (Sustain - No Action) Effect: The target gains a +4 armor bonus to AC. [B]Shield [/B](Level 1 Spell) Duration: 10 rounds (Sustain - Minor Activity) Effect: The caster gains a +4 shield bonus to AC. [B]Fireball [/B](Level 3 Spell) Casting Time: 3 actions. As you start casting the spell, you form a small bead of fire that you throw at the end of the casting time to inflict 5d6 fire damage in a 20 ft radius burst. Targets can make a Dexterity Save for half damage. Special(optional rule): Should you fail a caster check to maintain the spell, you can choose to expend the spell anyway to immediately to inflict 5d6 fire damage to yourself and all creatures adjacent to you. You gain no saving throw against this damage, but other targets can make a dexterity save for half damage. [B]Fly [/B](Level 3 Spell) Casting Time: 1 action Duration: 10 minutes (Sustain - Moderate Activity) You or the target gain 60 ft flight. ... Optional or Additional Rules could allow sutff like "holding a spell" and "quickening" spells. [/QUOTE]
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