Sunday, October 2, 2011

How to cast a spell!

Spell Casting:

•    First you must choose which spell to cast. As a sorcerer, you can select any spell you know, provided you are capable of casting spells of that level or higher. To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell. If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare a specific version of the spell. Once you’ve cast a prepared spell, you can’t cast it again until you prepare it again. (If you’ve prepared multiple copies of a single spell, you can cast each copy once.) Casting a spell counts against your daily limit for spells of that spell level, but you can cast the same spell again if you haven’t reached your limit.

•    Counterspells: It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane. To use a counterspell, you must select an opponent as the target of the counterspell and then correctly identify the spell to be opposed. The one exception to this is dispel magic which can be used to counter a spell without identification, however, it is not always successful in dispelling magic.

•    Caster Level: A spell’s power often depends on its caster level, which for most spellcasting characters is equal to your class level in the class you’re using to cast the spell.  You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.

•    Spell Failure: If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted. Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components.

Spell Components:

A spell’s components are what you must do or possess to cast it.

•    Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.

•    Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

•    Material (M): A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

•    Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.

Casting Time:

All spells have a certain amount of casting time required to put them into effect. The more involved or higher level the spell the longer the casting time.

Spell Range:

A spell’s range indicates how far from you it can reach. A spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted. Standard ranges include the following:

•    Personal: The spell affects only you.
•    Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. Some touch spells allow you to touch multiple targets. You can touch as many willing targets as you can reach as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell.
•    Close: The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels.
•    Medium: The spell reaches as far as 100 feet + 10 feet per caster level.
•    Long: The spell reaches as far as 400 feet + 40 feet per caster level.
•    Unlimited: The spell reaches anywhere on the same plane of existence.

Aiming A Spell:

You must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defines the spell’s target (or targets), its effect, or its area, as appropriate.

•    Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

•    Effect: Some spells create or summon things rather than affecting things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spell’s range.

•    Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below. Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don’t control which creatures or objects the spell affects.

Spell Duration:

A spell’s Duration entry tells you how long the magical energy of the spell lasts.

•    Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends.
•    Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.
•    Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.
•    Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you’re maintaining one, causing the spell to end. You can’t cast a spell while concentrating on another one. Sometimes a spell lasts for a short time after you cease concentrating.
•    Subjects, Effects, and Areas: If the spell affects creatures directly the result travels with the subjects for the spell’s duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area then the spell stays with that area for its duration.
Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave.
•    Touch Spells and Holding the Charge: In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge  indefinitely. If you cast another spell, the touch spell dissipates. Some touch spells allow you to touch multiple targets as part of the spell. You can’t hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.
•    Discharge: Occasionally a spells lasts for a set duration or until triggered or discharged.

Opposing Schools of Magic

The following schools of magic are in direct opposition to each other.  To practice or specialize in one of the schools is to mean you cannot practice or cast spells from the opposing school.

•    Divination and Conjuration
•    Necromancy and Illusion
•    Transmutation and Abjuration
•    Evocation and Enchantment

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