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Interrupting a spell impossible w/Core rules?
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<blockquote data-quote="CullAfulMoshuN" data-source="post: 233269" data-attributes="member: 1270"><p>If your DM really wants to make it more difficult for a beset mage to cast, then make a house rule instead to require concentration checks for all damage taken on the mages initiative count. That way the AoO triggered from attempting to move and then cast is just as effective as one made while he starts casting right next to you. Less impact on the rules as a whole and doesn't totally remove the effectiveness of readied actions either. </p><p></p><p>You could still ready an action to charge the mage when he attempts to cast, then hit him as he starts to move away while casting, and follow him to hit him again when he stops to cast and damage from both hits is going to make completing that spell very difficult. Remember that a round is only 6 seconds long, so getting hurt while casting or a couple of seconds before hand is still going to make it very difficult to concentrate.</p><p></p><p>Or alternatively, if that seems to harsh then only consider half of the damage taken on the same initiative count instead of while actually casting, like with continuous damage. e.g. Mage starts to back away from the guy with a sword threatening him, but is concentration on the spell he is prepare to cast so the swordsman lashes out at the retreating mage (hitting him for 10 points of damage). He then quickly follows the mage, and catches up as the mage is casting his spell and stabs him again for another 7 points of damage. To complete his magic missile spell the mage is going to have to make a concentration check against 10 + 1 (spell level) + 5 (from earlier hit) + 7 (from hit before completeing spell) = DC 23.</p></blockquote><p></p>
[QUOTE="CullAfulMoshuN, post: 233269, member: 1270"] If your DM really wants to make it more difficult for a beset mage to cast, then make a house rule instead to require concentration checks for all damage taken on the mages initiative count. That way the AoO triggered from attempting to move and then cast is just as effective as one made while he starts casting right next to you. Less impact on the rules as a whole and doesn't totally remove the effectiveness of readied actions either. You could still ready an action to charge the mage when he attempts to cast, then hit him as he starts to move away while casting, and follow him to hit him again when he stops to cast and damage from both hits is going to make completing that spell very difficult. Remember that a round is only 6 seconds long, so getting hurt while casting or a couple of seconds before hand is still going to make it very difficult to concentrate. Or alternatively, if that seems to harsh then only consider half of the damage taken on the same initiative count instead of while actually casting, like with continuous damage. e.g. Mage starts to back away from the guy with a sword threatening him, but is concentration on the spell he is prepare to cast so the swordsman lashes out at the retreating mage (hitting him for 10 points of damage). He then quickly follows the mage, and catches up as the mage is casting his spell and stabs him again for another 7 points of damage. To complete his magic missile spell the mage is going to have to make a concentration check against 10 + 1 (spell level) + 5 (from earlier hit) + 7 (from hit before completeing spell) = DC 23. [/QUOTE]
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Interrupting a spell impossible w/Core rules?
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