Mobile Spellcasting


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It's good to know that spellcasters can walk and chew gum with a DC 20+ concentration check :)

We'll see if it's broken in one of the campaigns I play, as my mage just took the feat. On the other hand, he's VoP with a horrible CON so... that concentration DC is kinda tough.

One thing the feat doesn't mention is "when does the spell go off". I see it as "while you're waving your hands and shrieking, you can walk briskly." However, that doesn't answer a couple of questions:

When do you need LoS? LoE? When you start, when you finish... the feat does _not_ say "you can move then cast a spell", it says "cast _while_ moving". I'd rule that the caster must satisfy spell requirements the entire time. That also nicely avoids the "pop out and cast" problem. You could do a touch spell, possibly even a ray, but not an effect.
 

Steady Concentration feat from Races of Stone: "You can always take 10 on Concentration checks." Pre-req: Concentration 8 ranks
 


iwatt said:
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
You are assuming that the caster is always using his highest level spells. Often this isn't the case, especially with spells like slow and evards or scorching ray and the orb line for the sneak attacking wizard. There are lower level spells that can be useful at all levels.

Then you can also consider steady concentration. Personally I would just use lower level spells if I thought there was a significant chance of failure.

Anyways I haven't seen this in use, although the Initiate of the Seven Veils in our group was seriously considering it. Fortunately he ran out of feats ;)
 


Taren Seeker said:
You are assuming that the caster is always using his highest level spells. Often this isn't the case, especially with spells like slow and evards or scorching ray and the orb line for the sneak attacking wizard. There are lower level spells that can be useful at all levels.

Then you can also consider steady concentration. Personally I would just use lower level spells if I thought there was a significant chance of failure.

Anyways I haven't seen this in use, although the Initiate of the Seven Veils in our group was seriously considering it. Fortunately he ran out of feats ;)

I used the highest level spell as a benchmark. It usually is your most powerful effect and also the one you probably have less schances to use. Spells already have a lot of chances to fail: Saves, touch Acs, etc.. Adding another opportunity for failure through a concentration check is harsh. Of course this becomes mitigated if you allow action points, but that is not relevant to the discution. ;)

And yes, using Steady concentration and mobile spelolcasting is pretty powerful. That's why it's the DMs responsibility to think things through...
 


Nikosandros said:
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.

So Shot on the Run is a full-round action, where you attack once and move your speed and that's it?

And with Manyshot you can make the Manyshot attack (the one roll, two damages), then attack again?

I am confused.
 

I've played with it, and it hasn't seemed overpowered at all. In fact, due to the high concentration check it's rarely used except in emergencies and when casting relatively low level spells.

Now, combine this with a custom item of + concentration and you've got a good ability. But without that a mage is likely going to get more use out of some other feat.
 

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