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How many spells can you cast per round if casting time is less than 1 round?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 8714222" data-attributes="member: 32740"><p>One. Only one. This is a consistent thing <em>across every edition of D&D</em>. Weapon attacks can increase and decrease wildly, but casters ONLY ever get one spell per round to cast. With <em>possible</em> exceptions - because AD&D loves exceptions to every damn thing. It's possible that a DM borrows abilities from post-1E rules that permit things like "Twin spells" and "multi-spell". In the rules such things would be taken from, however, even such sacrilegious abilities were severely limited to never get blown out of proportion. And I think maybe there's an item or two that permits, say, casting a spell, and then an additional use of a spell <em>stored in an item</em>. Not quite the same thing as casting more than one spell - but close, and yet still very highly controlled so as to not screw up the whole game (which such stuff very easily can in a hurry).</p><p></p><p>Spells have OTHER controls (level of spell, components, saving throws, areas of effect, and whatever restrictions the description itself might give such as permitted targets, not using all the effects at once, adjustments to saves and damage for this and that...) that adjust their power and permitting multiple spells in a round without severe restriction just would knock all the normal controls into a cocked hat.</p><p></p><p>Much depends on the actual casting rules and especially initiative rules being used. 1E initiative is a mess and it is RARE INDEED that anyone really, truly attempts to use it by the book. Even people who literally say, "I use by-the-book initiative," will ALWAYS have an additional, "...except I do this and that and something else to change it." Mostly, where a 1E game is using Casting Time and Weapon Speed, then, YES, it makes an important difference, which is why those data are even in use. But overwhelmingly the importance of spell versus weapons is the spell user wants to be FIRST to complete their action to avoid even the possibility of their casting then being interrupted or disrupted by weapons. And <strong>by the book initiative</strong> in 1E still permits casters with 1 segment spells and who have WON initiative rolls to still be attacked by weapons. So, yes, the ACTUAL rules an individual DM uses <u>cannot</u> be overlooked.</p><p></p><p>And yes, 1 round casting time means that the caster simply cannot move.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 8714222, member: 32740"] One. Only one. This is a consistent thing [I]across every edition of D&D[/I]. Weapon attacks can increase and decrease wildly, but casters ONLY ever get one spell per round to cast. With [I]possible[/I] exceptions - because AD&D loves exceptions to every damn thing. It's possible that a DM borrows abilities from post-1E rules that permit things like "Twin spells" and "multi-spell". In the rules such things would be taken from, however, even such sacrilegious abilities were severely limited to never get blown out of proportion. And I think maybe there's an item or two that permits, say, casting a spell, and then an additional use of a spell [I]stored in an item[/I]. Not quite the same thing as casting more than one spell - but close, and yet still very highly controlled so as to not screw up the whole game (which such stuff very easily can in a hurry). Spells have OTHER controls (level of spell, components, saving throws, areas of effect, and whatever restrictions the description itself might give such as permitted targets, not using all the effects at once, adjustments to saves and damage for this and that...) that adjust their power and permitting multiple spells in a round without severe restriction just would knock all the normal controls into a cocked hat. Much depends on the actual casting rules and especially initiative rules being used. 1E initiative is a mess and it is RARE INDEED that anyone really, truly attempts to use it by the book. Even people who literally say, "I use by-the-book initiative," will ALWAYS have an additional, "...except I do this and that and something else to change it." Mostly, where a 1E game is using Casting Time and Weapon Speed, then, YES, it makes an important difference, which is why those data are even in use. But overwhelmingly the importance of spell versus weapons is the spell user wants to be FIRST to complete their action to avoid even the possibility of their casting then being interrupted or disrupted by weapons. And [B]by the book initiative[/B] in 1E still permits casters with 1 segment spells and who have WON initiative rolls to still be attacked by weapons. So, yes, the ACTUAL rules an individual DM uses [U]cannot[/U] be overlooked. And yes, 1 round casting time means that the caster simply cannot move. [/QUOTE]
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How many spells can you cast per round if casting time is less than 1 round?
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