Wizard Feats Question

Hypersmurf said:

Casting a spell with a casting time of One Full Round requires the full round action.


Originally posted by Wippit Guud

A spell that takes 1 full round to cast is a full-round action.

Isn't that what I said?
One Full Round = 1 full round, doesn't it?

In my defense, no PH here at work, but SRD says that One Full Round in the casting time description takes the full round action to cast it. Nowhere does it say that it takes until your next initiative to cast it.
 
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Ok, I kept misunderstanding the full round action and full round thing but still, 3 spells and a normal movement or 2 spells and no move or 1 spell and normal movement while hasted. Or 2 spells and a move or 1 spell when not hasted. Which would you rather be able to get off?

Turning a spell with the casting time of 1 action into a full round action to cast can be very very detrimental, especially if not hasted
 

One Full Round = 1 full round, doesn't it?

Yes, but the relationship isn't implicit in both directions. All spells with a casting time of 1 full round take a full round action, but not all spells that take a full round action have a casting time of 1 full round.

In my defense, no PH here at work, but SRD says that One Full Round in the casting time description takes the full round action to cast it. Nowhere does it say that it takes until your next initiative to cast it.

It's fairly clear in the PHB. The spell takes effect just before your initiative in the next round.

-Hyp.
 

Which would you rather be able to get off?

It's true, the long casting time is a disadvantage. But it's by no means crippling.

The biggest advantage the sorcerer has with metamagic is flexibility. He doesn't need to waste slots prepared with Silent Dimension Door just in case he gets grappled by an Ogre with a Silence Spell. He's not left thinking "Well, I could throw two Empowered Fireballs and a Quickened Burning Hands in one round, but the Fire Giant probably won't care."

And that tactical flexibility more than makes up for missing out on the occasional MEA, IMO.

It's unfortunate that Quicken Spell is not an exception to the rule, but it's still a good deal, I think.

-Hyp.
 

It's true, the long casting time is a disadvantage. But it's by no means crippling.

The biggest advantage the sorcerer has with metamagic is flexibility. He doesn't need to waste slots prepared with Silent Dimension Door just in case he gets grappled by an Ogre with a Silence Spell. He's not left thinking "Well, I could throw two Empowered Fireballs and a Quickened Burning Hands in one round, but the Fire Giant probably won't care."

And that tactical flexibility more than makes up for missing out on the occasional MEA, IMO.

It's unfortunate that Quicken Spell is not an exception to the rule, but it's still a good deal, I think.

-Hyp.

Tactical flexibility is dependant on so many different factors. How many spell slots do they have left? How many of the right level? What spells do they have on their list? Do they even have the right feat that they might wanna apply to the spell? Feats are few for sors. Aren't those feats better spent on spell focus and greater spell focus and spell penetration and other feats? Wizards do get bonus feats that let them choose either between a metamagick or an item creation feat.

And as for the fire giant thing. If there is a fire giant around I am sure the wiz would be prepared. You don't exactly hide a fire giant in your back pocket. And any wizard who prepares spells of only one energy type is a moron. Unless they are like elemental savants or something along those lines.

I can really only see metamagick feats not being a disadvantage for sors is if the sor uses them on utility spells only in the begining of the day.
 
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Berk said:


Tactical flexibility is dependant on so many different factors. How many spell slots do they have left? How many of the right level? What spells do they have on their list? Do they even have the right feat that they might wanna apply to the spell? Feats are few for sors. Aren't those feats better spent on spell focus and greater spell focus and spell penetration and other feats? Wizards do get bonus feats that let them choose either between a metamagick or an item creation feat.


Tactical flexibility is the msot important type. Yes there are a ton of factors and that's why being able to do it on the fly reigns supreme. With the sorcerers on the fly method as the different factors come up I can deal with them. The wizards method only really is good for the always useful types. Modifying daily buffs is great because those are easy to plan for exmaple.

But anything that comes up during the day the sorcerer will be much better suited to deal with when using metamagic.

And when it comes to things like spell focus, etc those are great especially at high levels where save DCs are obscene, but you'll usually get better millege out of mixing up your known spell seleciton to cover all 3 save groups on for your attack spells, or taking spells with no saves. So I just take metamagic and spell penetration.
 

Tactical flexibility is the msot important type. Yes there are a ton of factors and that's why being able to do it on the fly reigns supreme. With the sorcerers on the fly method as the different factors come up I can deal with them. The wizards method only really is good for the always useful types. Modifying daily buffs is great because those are easy to plan for exmaple.

But anything that comes up during the day the sorcerer will be much better suited to deal with when using metamagic.

And when it comes to things like spell focus, etc those are great especially at high levels where save DCs are obscene, but you'll usually get better millege out of mixing up your known spell seleciton to cover all 3 save groups on for your attack spells, or taking spells with no saves. So I just take metamagic and spell penetration.

You are assuming too much here.
 

Hypersmurf said:


It's fairly clear in the PHB. The spell takes effect just before your initiative in the next round.

-Hyp.

It says that in SRD... the spell is completed in 1 fulld round action, but doesn't take effect until before you initiative next round.
 

It's clarified in Tome and Blood.

"A spell with a full-round casting time keeps you busy from the time your turn starts until it's your turn again. ... If you take damage or suffer another distraction any time between starting and finishing the spell, you must make a Concentration check to avoid losing the spell."

This is not a new rule in Tome and Blood, it's simply clearing up the confusion betwen the two ways the passage in the PHB can be interpreted (your way and my way :) ) - so it's not really a case of "not in the core rules, it doesn't count".

-Hyp.
 


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