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Three Things that can't be Fixed in 1e AD&D
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<blockquote data-quote="Voadam" data-source="post: 9884680" data-attributes="member: 2209"><p>For a while I was thinking of it this way, that the rules made it an evil cleric out of combat spell for torturing (cause wounds) or cursing (cause disease, curse) prisoners</p><p>[ATTACH=full]433011[/ATTACH]</p><p></p><p>But recently I've been thinking of if it works sort of like 3e holding the charge, the first creature touched after casting it, so you cast it then next round go into melee combat.</p><p></p><p>Its interesting, B/X Basic only has the statement on cannot be cast while fighting. Nothing on losing initiative and taking damage disrupting a spell (which could happen when not in melee by taking an arrow).</p><p></p><p>Looking it up now however, B/X Expert has an explicit statement on it at X11.</p><p></p><p>CASTING RESTRICTIONS. The spell caster must be able to talk and use the proper hand motions to cast a spell. A spell-caster who is bound and gagged may not cast a spell. <strong>The caster can do nothing else in the round a spell is cast. The caster must inform the DM that a spell is being cast and which spell will be cast before the initiative dice are rolled. <em>If the caster loses the initiative and takes damage or fails a saving throw, the spell is interrupted and lost.</em></strong> In addition, the caster must be able to see the creature or area the spell is to be cast on.</p><p></p><p>A rare case of a general rule applicable from first level being hidden in the later book.</p><p></p><p>So casting in melee is no more of a risk or harder than when being targeted at range.</p><p></p><p>Given the Expert rules quote I think your reading of the Basic quote is reasonable, that you can cast in melee just that is all you do that round.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9884680, member: 2209"] For a while I was thinking of it this way, that the rules made it an evil cleric out of combat spell for torturing (cause wounds) or cursing (cause disease, curse) prisoners [ATTACH type="full" size="250x141"]433011[/ATTACH] But recently I've been thinking of if it works sort of like 3e holding the charge, the first creature touched after casting it, so you cast it then next round go into melee combat. Its interesting, B/X Basic only has the statement on cannot be cast while fighting. Nothing on losing initiative and taking damage disrupting a spell (which could happen when not in melee by taking an arrow). Looking it up now however, B/X Expert has an explicit statement on it at X11. CASTING RESTRICTIONS. The spell caster must be able to talk and use the proper hand motions to cast a spell. A spell-caster who is bound and gagged may not cast a spell. [B]The caster can do nothing else in the round a spell is cast. The caster must inform the DM that a spell is being cast and which spell will be cast before the initiative dice are rolled. [I]If the caster loses the initiative and takes damage or fails a saving throw, the spell is interrupted and lost.[/I][/B] In addition, the caster must be able to see the creature or area the spell is to be cast on. A rare case of a general rule applicable from first level being hidden in the later book. So casting in melee is no more of a risk or harder than when being targeted at range. Given the Expert rules quote I think your reading of the Basic quote is reasonable, that you can cast in melee just that is all you do that round. [/QUOTE]
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