Mobile Spellcasting

iwatt said:
I think it's more akin to drinking a potion as you move (not that that should take a feat though, or tri-athletes would have to have that feat as well ;) )
Agreed. ...Although I hear now that drinking too much during a race can be even worse than drinking too little. A Harvard Medical School study of Boston Marathon runners, IIRC.
 

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Just the way the feat is worded is funny. It sounds like it should work the same as Shot on the Run, but it doesnt. It's better.

I'm trying to figure out why it's ok for the average mage to essentially move up to 60ft while casting a spell, but the average archer can only move up to 30ft while firing. Granted, there is a decent chance of spell failure and the spell casting causes an AoO from any square moved thru, but why the double movement?

But, who am I to question the divine wisdom of the almighty Wizards of the Coast?
 

Nail said:
Why on Earth not?



You can take 2 move actions in a round. Perhaps you just mis-spoke.
I do if you do nothing else. Moving/casting is doing something else. My mistake on not being clear, though it looks like we also might have had a rules mixup with my group. (we've generaly interpreted that you can't "move" if you've already moved before, similar to the 5' step move rule)
 

Talic said:
Just the way the feat is worded is funny. It sounds like it should work the same as Shot on the Run, but it doesnt. It's better.

Hmm?

SHOT ON THE RUN [GENERAL]
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

The attack action is a standard action, and you can also take a move. Unless I am reading it wrong. It's the same thing for Manyshot (you shoot and move with a standard action, then can take a move action), isn't it?
 

No... with Shoot on the Run you cannot exceed your speed, not twice your speed.

With Manyshots you can move and attack more than once (or vice versa)... you still just move your speed.
 


The real nasty part of this feat:

-Earth Dreamer with the walk/see through walls ability
-Initiate of the Sevenfold Veils walking out of his area veil then back in
-Wizard with Ghostform running.
-Wizard behind his own Prismatic Wall/Sphere
-Wizard hiding around a corner, casting every round and claiming full cover
-Wizard/Rogue type throwing sneak attack spells then moving/hiding every round.
-Wizard/Monk/Enlightened Fist essentially spring attacking with his touch spell ability

The Concentration check limits this feat at lower levels, but once you get a good concentration score it's all gravy, made from CRACK COCAINE.
 

There is actually a feat in the githyanki Incursion issue of Dungeon magazine called Spell on the Run that functions exactly like Shot on the Run, except for spells instead of archery.

To clarify one part of the movement rules: you most certainly can use your standard action to move and your move action to either move or take some other move action. If you use your standard and move actions for something other than movement, you can even do standard + move action + 5' step.

Example: I 5' step away from the enemy, drop my longsword as a free action, draw my longspear as a move action, and attack (with reach) as a standard action.
 

Taren Seeker said:
The real nasty part of this feat:

-Earth Dreamer with the walk/see through walls ability
-Initiate of the Sevenfold Veils walking out of his area veil then back in
-Wizard with Ghostform running.
-Wizard behind his own Prismatic Wall/Sphere
-Wizard hiding around a corner, casting every round and claiming full cover
-Wizard/Rogue type throwing sneak attack spells then moving/hiding every round.
-Wizard/Monk/Enlightened Fist essentially spring attacking with his touch spell ability

The Concentration check limits this feat at lower levels, but once you get a good concentration score it's all gravy, made from CRACK COCAINE.


This is what I wanto analyze: at first it seems broken.

OK, a Wiz 9 with good Con (18 with items) will have a concentration check of +16. Adding Skill Focus Concentraion*: +19

His highest level spell has the following:

Cast Defensively: DC 15+5=20---------> 100% succes rate
Cast on the Move: DC 20+5=25---------> 75% succes rate
Cast Def/Mov: DC 25+5=30---------> 50% succes rate

Here it seems balanced, in the sense that he still loses the spell on a failed attempt, and the cases you mentioned involve the lowest succes rate.

OK now a Lev 13 Wiz will have a +23 Concentration check, but the DC are now 22,27, and 32 meaning the succes rate is now: 100%, 85%, 60%. Better, but not game breaking.

A lev 17 Wiz: +29 (more con as well): DC 24,29,34 --->100%,100%, and 80%-----> pretty good. But he's a 17th level wizard anyways, with a feat "wasted" on this.

* I'd allow the +4 of Combat casting to apply on all Mobile spellcasting checks as well. Probably use it as prerequisite as well.
 


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