Spell Caster


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Love Spell Casters and Reviews

And can't forget shield. All while casting save spells. If you want to be in melee, I highly suggest playing a war wizard and either spending a spell slot for mage armor and have a high dex or get armor from another class dip or even start as another class such as warrior to get heavy armor off the bat. Or be a dwarf. They get this stuff free as a race feature. Then your spells should be baised around controlling the battlefield.

Less spell attacks and more saving throws, that way you avoid the disadvantage of range attacks in melee. And of course get war mage. You're gonna want that advantage on concentration checks. Anything should be good, just make sure to give yourself one square 5 ft away from an opponent, they should not be able to attack you like that unless, maybe they have reach.

My Wizard is usually up in the action, unless things start going bad. I have to kite him out to see around other characters though, then close the gap. How about a cleric? Tempest is particularly good, as is War. Death, Forge, Light, and possibly Nature also work well. Inflict wounds is your friend for most such builds. I believe 5th Ed gives the most options for being a Combat Caster. I agree with Matthias. Cleric's have been the combat caster since 3rd Ed: heavy armor, good weapons, full casters.

I believe in this edition it's much much more about a few decisions in attributes. The first is to ask "What makes someone viable in combat? How do you get AC? Any race that gives you a Dex bonus. This costs 1 spell a day and 1 sorcery point for 16 hours of good AC. Makes your ranged spells equally good in melee. Not a great guy for 1 ability, but it's there. They only have d6 HP. That's probably more then the Fighter has! Gaining Temporary HP or Ablative. This is where Casters can really pull ahead.

It's layered ontop, doesn't cause Concentration checks, but doesn't gain the benefits of Resistance. I don't know any other sources of Ablative HP, but I'm sure they exist. Spells: There are a lot of spells that do this. Look up Necromancy. Making Enemies regret attacking you: This is an umbrella section. Any Race like Tiefling that gets Hellish Rebuke or Class like Tempest that has an ability to deal damage when the enemy attacks you in melee.

This makes you LESS of a target, because every time they attack you they take automagic damage. It's a really good deterrent. With a Multiclass I'm a fan of taking a Caster class with Shield proficiency. Then have an open hand for casting and a shield for defense. Shocking Grasp is a pretty good melee spell and they lose their ReAction so you can move out of melee freely! Otherwise if your open hand and melee weapon there are quite a few options like Booming Blade, Green Flame Blade, and Shilelagh for melee combat spells. Also any spell that is Save Or works in melee.

That said, I personally think Save Or spells are less good then attack spells in a lot of situations, but that's a personal opinion.

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This post is WAY to long already and I've made those comments in other posts. Most of those reasons are going to be situational, so I'd start getting comfortable with the idea of not being in the front lines full time. Even when it makes sense to get in close range, you still want to avoid losing concentration as much as possible. War Caster or the Resilient Feat taking Constitution saves is highly recommended. If you don't plan on using melee weapons, make sure you have at least one cantrip that isn't a ranged attack.

Shocking Grasp is a great choice for arcane classes, since you can move away without provoking if you hit. I don't think the AC and HP gained from multi-classing are worth the delay of getting higher-level spells, and I don't think playing a cleric can cover quite the same feel of the "Eat my spells! For me, it mostly comes down to choosing spells that fit what is desired - with everything else, even subclass, being a matter of preference. Cantrips: poison spray , shocking grasp , sword burst , thunderclap 1st level: burning hands , mage armor , shield , false life , thunderwave 2nd level: dragon's breath , mirror image 3rd level: lightning bolt , vampiric touch 4th level: fire shield , polymorph 5th level: cone of cold 6th level: sunbeam 7th level: prismatic spray.

And whatever else floats your boat in regards to utility, smattering of ranged options, or more concentration spells than the few listed. InquisitiveCoder , It might be sinking a lot into a concept, but if you want to use Concentration spells and spell that have a melee attack like Vampiric Touch. Do you think a melee spell effect would count for the "melee attack" requirement of the Mobile feat? Then the character could dash in, make the attack, and pull out. I very much agree with IquisitiveCoder here. I don't think Concentration spells are great for melee characters, because you're going to be fighting losing the spell.

Anything that keeps you from losing the spell is a bonus. If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. Pinned creatures can only cast spells that do not have somatic components. You must make a concentration check if you try to cast a spell in violent weather. In either case, you lose the spell if you fail the concentration check. You lose the spell if you fail. It is possible to cast any spell as a counterspell. 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. You do this by choosing to ready an action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. You may still move at your normal speed, since ready is a standard action.

Spell Caster

This check is a free action. To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared or have a slot of the appropriate level available , you cast it, creating a counterspell effect.

If the target is within range, both spells automatically negate each other with no other results. Metamagic feats are not taken into account when determining whether a spell can be countered. You can usually use dispel magic to counterspell another spell being cast without needing to identify the spell being cast.

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. 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.

Once you know which creatures or objects or areas are affected, and whether those creatures have made successful saving throws if any were allowed , you can apply whatever results a spell entails. Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools. Some spell descriptions refer to attacking.

Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Usually, a bonus has a type that indicates how the spell grants the bonus. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works.

The same principle applies to penalties- a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body.

For more information on the planes, see Environment. Any creature brought back to life usually gains one or more permanent negative levels. These levels apply a penalty to most rolls until removed through spells such as restoration. If the character was 1st level at the time of death, he loses 2 points of Constitution instead of gaining a negative level. Enemies can take steps to make it more difficult for a character to be returned from the dead.

Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released. A soul knows the name, alignment, and patron deity if any of the character attempting to revive it and may refuse to return on that basis.

Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:. If you have two spells with effects other than bonuses and those spells or effects are called out not to stack, that means that the effects that apply to the same rules component or situation do not stack, so if they apply different non-bonus effects to the same rules component, the most recent spell takes precedent.

Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. The bonuses or penalties from two different spells stack if the modifiers are of different types. See FAQ at right for some additional information. In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies.

The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts. Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows.

If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys. Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. Two or more spells with instantaneous durations work cumulatively when they affect the same target. The description of each spell is presented in a standard format. Each category of information is explained and defined below.

Beneath the spell name is a line giving the school of magic and the subschool, if any to which the spell belongs. Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells arcane mark , limited wish , permanency , prestidigitation , and wish are universal, belonging to no school. Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.

If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Perception skill drops by 4. If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.

Each conjuration spell belongs to one of five subschools.

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Conjurations transport creatures from another plane of existence to your plane calling ; create objects or effects on the spot creation ; heal healing ; bring manifestations of objects, creatures, or forms of energy to you summoning ; or transport creatures or objects over great distances teleportation. Creatures you conjure usually- but not always- obey your commands. A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space.

It must arrive in an open location on a surface capable of supporting it. Calling : a calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell see below.

Creation : a creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Healing : Certain divine conjurations heal creatures or even bring them back to life. Summoning : a summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this.

A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have. Teleportation : a teleportation spell transports one or more creatures or objects a great distance.

The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is unless otherwise noted one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells. Many divination spells have cone-shaped areas. These move with you and extend in the direction you choose. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell. Scrying : a scrying spell creates an invisible magical sensor that sends you information.

Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. The sensor, however, is treated as a separate, independent sensory organ of yours, and thus functions normally even if you have been blinded or deafened , or otherwise suffered sensory impairment.

The sensor can be dispelled as if it were an active spell. Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is blocked. All enchantments are mind-affecting spells. Two subschools of enchantment spells grant you influence over a subject creature. Charm : A charm spell changes how the subject views you, typically making it see you as a good friend. Compulsion : a compulsion spell forces the subject to act in some manner or changes the way its mind works.

Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Illusion spells deceive the senses or minds of others.

They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Figment : A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. It is not a personalized mental impression.

Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the figment produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like or copy another sense exactly unless you have experienced it.

Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly.

Pattern : Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells. Phantasm : a phantasm spell creates a mental image that usually only the caster and the subject or subjects of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression, all in their heads and not a fake picture or something that they actually see. All phantasms are mind-affecting spells.

Shadow : A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real. Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline. A failed saving throw indicates that a character fails to notice something is amiss. Necromancy spells manipulate the power of death, unlife, and the life force.

Spells involving undead creatures make up a large part of this school.

Spellcaster - Guild Wars Wiki (GWW)

Polymorph : a polymorph spell transforms your physical body to take on the shape of another creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses.

If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume.

If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrow ing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form. In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus , modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.

If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class , attack bonus , Combat Maneuver Bonus , and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell. Unless otherwise noted, polymorph spells cannot be used to change into specific individuals.

Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature. When you cast a polymorph spell that changes you into a creature of the animal , dragon , elemental , magical beast , plant , or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way with the exception of armor and shield bonuses, which cease to function.

Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components unless you have the Eschew Materials or Natural Spell feat , and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form subject to GM discretion.

If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size. While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form such as keen senses, scent, and darkvision , as well as any natural attacks and movement types possessed by your original form.

You also lose any class features that depend upon form, but those that allow you to add features such as sorcerers that can grow claws still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you or you activate a polymorph effect, such as wild shape , you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell. If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell.

Appearing on the same line as the school and sub-school, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor. The descriptors are acid, air, chaotic, cold, curse, darkness, death, disease, draconic PZO , earth, electricity, emotion, evil, fear, fire, force, good, language-dependent, lawful, light, meditative PPC:DA , mind-affecting, pain, poison, shadow, sonic, and water. Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.

Acid : Acid effects deal damage with chemical reactions rather than cold, electricity, heat, or vibration. This descriptor includes both actual acids and their chemical opposites, called bases or alkalines such as ammonia and lye. Air : Spells that create air, manipulate air, or conjure creatures from air-dominant planes or with the air subtype should have the air descriptor.

Chaotic : Spells that draw upon the power of true chaos or conjure creatures from chaos-aligned planes or with the chaotic subtype should have the chaos descriptor. Cold : Cold effects deal damage by making the target colder, typically by blasting it with supernaturally cooled matter or energy. Cold effects also include those that create ice, sleet, or snow out of nothing. They can cause frostbite, numbness, coordination problems, slowed movement and reactions, stupor, and death. Curse : Curses are often permanent effects, and usually cannot be dispelled, but can be removed with a break enchantment , limited wish , miracle , remove curse , or wish.

Source : PZO Their effects are usually simple and can be ended with the right spell but never dispel magic. All curse spells have the curse descriptor. For curses that can be created by a spell, this usually represents the minimum DC. Darkness : Spells that create darkness or reduce the amount of light should have the darkness descriptor. Giving a spell the darkness descriptor indicates whether a spell like daylight is high enough level to counter or dispel it. The death ward spell protects against death effects, and some creature types are immune to death effects. Disease : Disease effects give the target a disease , which may be an invading organism such as a bacteria or virus, an abnormal internal condition such as a cancer or mental disorder , or a recurring magical effect that acts like one of the former.

Creatures with resistance or immunity to disease apply that resistance to their saving throw and the effects of disease spells. Draconic : The draconic descriptor is for spells tied closely to dragons that those with draconic blood can cast them almost instinctually. Spells with the draconic descriptor were created by dragons in ages long past, and still resonate within the blood of true dragons to this day.

Each time such a creature gains an additional racial hit die, it can select a draconic spell in place of an existing spell known of the same or higher spell level. Source PZO Earth : Spells that manipulate earth or conjure creatures from earth-dominant planes or with the earth subtype should have the earth descriptor. Electricity : Electricity effects involve the presence and flow of electrical charge, whether expressed in amperes or volts. Electricity deals damage to creatures by disrupting their biological systems.

It deals damage to objects as well as creatures by heating the material it passes through, and thus technically many electricity spells could also be treated as fire spells, but for sake of game simplicity, it is better to just let electricity-based spells deal electricity damage.

Electricity effects may stun , paralyze, or even kill. Most emotion spells are enchantments, except for fear spells, which are usually necromancy. Evil : Spells that draw upon evil powers or conjure creatures from evil-aligned planes or with the evil subtype should have the evil descriptor. The greater the amount of time between castings, the less likely alignment will change. Some spells require sacrificing a sentient creature, a major evil act that makes the caster evil in almost every circumstance.

Those who are forbidden from casting spells with an opposed alignment might lose their divine abilities if they circumvent that restriction via Use Magic Device , for example , depending on how strict their deities are. Though this advice talks about evil spells, it also applies to spells with other alignment descriptors. Yes, they do. Fear : Spells with the fear descriptor create, enhance, or manipulate fear.

Most fear spells are necromancy spells, though some are enchantment spells. Fire : Fire effects make the target hotter by creating fire, directly heating the target with magic or friction. Lava, steam, and boiling water all deal fire damage. Fire effects can also cause confusion, dizziness, exhaustion , fatigue , nausea, unconsciousness, and death. Spells that manipulate fire or conjure creatures from fire-dominant planes or with the fire subtype should have the fire descriptor. Force : Spells with the force descriptor create or manipulate magical force. Force spells affect incorporeal creatures normally as if they were corporeal creatures.

Good : Spells that draw upon the power of true goodness or conjure creatures from good-aligned planes or with the good subtype should have the good descriptor. Language-Dependent : A language-dependent spell uses intelligible language as a medium for communication. If the target cannot understand or hear what the caster of a language-dependent spell says, the spell has no effect, even if the target fails its saving throw.

Lawful : Spells that draw upon the power of true law or conjure creatures from law-aligned planes or with the lawful subtype should have the law descriptor. Light : Spells that create significant amounts of light or attack darkness effects should have the light descriptor. Giving a spell the light descriptor indicates whether a spell like darkness is high enough level counter or dispel it. Meditative spells are not cast like other spells—they are cast during the period of the day when a spellcaster prepares her spells.

A meditative spell must already be prepared at the time when you start your 1-hour spell preparation ritual, and at the end of that time, the meditative spell of your choosing is cast, leaving you with that one spell slot used for the remainder of the day. You can have only one meditative spell in effect on you at any one time. Pain : Pain effects cause unpleasant sensations without any permanent physical damage though a sensitive target may suffer mental repercussions from lengthy exposure to pain.

Creatures that are immune to effects that require a Fort save such as constructs and undead are immune to pain effects. Poison : Poison effects use poison, venom, drugs, or similar toxic substances to disrupt and damage living creatures through chemical reactions. Technically, acids and poisons are both chemical reactions, but for the purpose of this game, they are categorized as different effects, with acids dealing hit point damage and poisons causing ability damage , ability drain , bleeding, confusion, convulsions, nausea, paralysis , reduced healing, suffocation, unconsciousness, or death.

Creatures with resistance to poison such as dwarves apply that resistance to their saving throws and the effects of poison spells. Creatures with immunity are immune to poisonous aspects of poison spells, but not necessarily all effects of the spell for example, a spell that creates a pit full of liquid poison could still trap or drown a poison-immune creature. Spells with the ruse descriptor are easily mistaken for other spells and are intended to confuse even onlookers trained in Spellcraft or Knowledge arcana. The one attempting the check can correctly identify the spell only by exceeding the DC by The false spell is typically a level lower than the ruse spell, so skill checks use the DC for the lower-level spell.

Analyze dweomer , greater arcane sight , and similar spells of the same or higher spell level that automatically identify spells reveal a ruse spell for what it is. Ruse spells that mimic harmless spells still list harmless on their saving throw or spell resistance lines; a creature that knows or suspects the true nature of the spell typically chooses to attempt the save. Shadow : Shadow spells manipulate matter or energy from the Shadow Plane, or allow transport to or from that plane.

Sonic : Sonic effects transmit energy to the target through frequent oscillations of pressure through the air, water, or ground. Sounds that are too high or too low for the humanoid ear to detect can still transmit enough energy to cause harm, which means that these effects can even affect deafened creatures. Sound effects can cause hit point damage, deafness, dizziness, nausea, pain, shortness of breath, and temporary blindness, and can detect creatures using batlike echolocation. Water : Spells that manipulate water or conjure creatures from water-dominant planes or with the water subtype should have the water descriptor.

This number is preceded by a list of classes whose members can cast the spell. The components entry in a spell description includes abbreviations that tell you what type of components it requires. Specifics for material and focus components are given at the end of the descriptive text. 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 somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component. A material component consists of 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.

Assume you have all you need as long as you have your spell component pouch. 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. A divine focus component is an item of spiritual significance. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant. Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action. A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later and for each of those 10 rounds, you are casting a spell as a full-round action , just as noted above for 1-round casting times. These actions must be consecutive and uninterrupted, or the spell automatically fails.

When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round at least. If you lose concentration before the casting is complete, you lose the spell. However, you may cast such a spell only once per round. You make all pertinent decisions about a spell range, target, area, effect, version, and so forth when the spell comes into effect.

Standard ranges include the following. If a spell allows multiple touches, are you considered to be holding the charge until all charges are expended? 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.

A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels. 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. The saving throw and spell resistance lines are omitted from such spells.

Some spells restrict you to willing targets only. Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless such as one who is bound, cowering , grappling , paralyzed , pinned , or stunned is not automatically willing. Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity. You must designate the location where these things are to appear, either by seeing it or defining it.

Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. If a ray spell deals damage, you can score a critical hit just as if it were a weapon.

A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Do rays count as weapons for the purpose of spells and effects that affect weapons? See also this FAQ item for a similar question about rays and weapon feats. When you cast a spell that allows you to make a ranged touch attack, such as scorching ray, and an enemy is within reach, do you provoke two attacks of opportunity? Yes, you provoke two attacks of opportunity, one for casting the spell and one for making a ranged attack, since these are two separate events.

As a note, since all of the rays are fired simultaneously in the case of scorching ray , you would only provoke one attack of opportunity for making the ranged attack, even if you fired more than one ray. Are spell and other area of effects 2d as in, they affect a flat grid only or are they 3d as in, they affect cubes and spheres?

Any effect with a radius affects a sphere, not a circle. A cone is a 3d area. A line is a line, not a plane. Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. Figure distance by actual distance traveled, taking into account turns the spell effect takes.

When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect see below to all portions of the effect. 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. The point of origin of a spell is always a grid intersection.


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When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.

You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. Most spells that affect an area function as a burst, an emanation, or a spread. The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell.

Most emanations are cones or spheres. A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes. Source AP The rules often assume that creatures are Medium or Small. A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes.

This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area. A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes. A sphere-shaped spell expands from its point of origin to fill a spherical area.

Spheres may be bursts, emanations, or spreads. A spell with this kind of area affects creatures directly like a targeted spell , but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape. A spell with this kind of area affects objects within an area you select as Creatures, but affecting objects instead. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.

A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast. Many durations are measured in rounds, minutes, hours, or other increments.

When the time is up, the magic goes away and the spell ends. The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting. The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.


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  8. 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. See concentration. Some spells last for a short time after you cease concentrating. 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. You can make touch attacks round after round until the spell is discharged.

    If you cast another spell, the touch spell dissipates. Some touch spells allow you to touch multiple targets as part of the spell. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity. A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.

    Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The saving throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work. The spell has an effect on its subject. A successful saving throw means that some lesser effect occurs. This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects. The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.

    Always use the spell level applicable to your class. A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. You do not sense when creatures succeed on saves against effect and area spells. A natural 1 the d20 comes up 1 on a saving throw is always a failure, and the spell may cause damage to exposed items see Items Surviving after a Saving Throw, below. Even a character with a special resistance to magic can suppress this quality.

    Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed if the attack can harm objects. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.

    If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage. Spell resistance is a special defensive ability. Include any adjustments to your caster level to this caster level check. The spell resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place.

    A creature with spell resistance must voluntarily lower the resistance a standard action in order to be affected by such spells without forcing the caster to make a caster level check. This portion of a spell description details what the spell does and how it works. Communal spells function like other spells, except they allow you to divide the duration among multiple targets, treating each target as a subject of the spell. When you divide the duration, you must divide it as evenly as possible among the targets. The extra 10 minutes of duration must be assigned to one of the four targets your choice or it is wasted.

    A number of spells and magic items utilize extradimensional spaces, such as rope trick , a bag of holding , a handy haversack , and a portable hole. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a bag of holding is brought into a rope trick , the contents of the bag of holding become inaccessible until the bag of holding is taken outside the rope trick.

    The only exception to this is when a bag of holding and a portable hole interact, forming a rift to the Astral Plane , as noted in their descriptions. Wizards , sorcerers , and bards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results. His high Intelligence score might allow him to prepare a few extra spells. He can prepare the same spell more than once, but each preparation counts as one spell toward his daily limit. To prepare his daily spells, a wizard must first sleep for 8 hours.

    The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

    If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit. To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. Exposure to inclement weather prevents the necessary concentration , as does any injury or failed saving throw the character might experience while studying.

    Wizards also must have access to their spellbooks to study from and sufficient light to read them. There is one major exception: a wizard can prepare a read magic spell even without a spellbook. After resting, a wizard must study his spellbook to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state. Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used.

    During the study period, he chooses which spells to prepare. If a wizard already has spells prepared from the previous day that he has not cast, she can abandon some or all of them to make room for new spells. When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting.

    During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

    The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels.

    Once a wizard prepares a spell, it remains in his mind as a nearly cast spell until he uses the prescribed components to complete and trigger it or until he abandons it.

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    If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic such as raise dead , resurrection , or true resurrection can recover the lost energy when it recovers the character. To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The writer uses the same system no matter what her native language or culture. However, each character uses the system in his own way. If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers magical writing without a skill check.

    If the person who created the magical writing is on hand to help the reader, success is also automatic. Once a character deciphers a particular piece of magical writing, he does not need to decipher it again. Deciphering magical writing allows the reader to identify the spell and gives some idea of its effects as explained in the spell description.

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