User:MisterSinister/TOToM (3.5e Sourcebook)/SRP4/Magic Overview

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Magic Overview

A 'spell' is an ability used by a spellcaster with a one-time magical effect. Spells come in three types: arcane, which represents the caster imposing their individual will upon the cosmos; divine, which is granted to a character by a higher power or their own beliefs attracting such power; and natural, which a character acquires and understands through their close connection to the nature or essence of some plane. While almost all spellcasters cast one of these types of spells, some, such as the sorcerer, cast magic of no type, while others, like mystic theurges, can cast spells of more than one type.

Cutting across these are the eight schools of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy and transmutation). Some spells can belong to multiple schools, and a few do not belong to any school (referred to as universal). Generally-speaking, all spellcasters have access to all schools, but this is also not always the case.

Despite all of the differences in the specific methods of spellcasting, spells all follow very similar rules, which are described here.

Casting Spells[edit]

Regardless of the spell's type or school, casting spells works in the same way. Whenever a character attempts to cast a spell, the following order of steps is followed.

Step 1: Announcement[edit]

Step 1a: The user chooses which spell they want to cast. The spells available to them depends on their class and its specifics. In this step, any modes the spell has are declared by the user.

Step 1b: The user decides all of the specifics of the spell, such as its targets (if any), where its area is places (if it has such) and any other particular variables of the spell. This includes any augments that the caster wishes to apply.

Step 1c: The user supplies any action cost that the spell requires.

Step 1d: The user supplies all of the components of the spell (see the section on Components). If the spellcaster is wearing armour and would be subject to spell failure, this is also checked here - if this fails, the spell is wasted.

Step 2: Opportunity and Concentration[edit]

Step 2a: If the user's spell would provoke any attacks of opportunity, the user can attempt to cast defensively to avoid them (see the descriptions in the Arcana, Geomancy and Thaumaturgy skills for information on defensive casting). Note that this occurs after the caster finishes supplying all the components, including the actions needed to cast the spell, not before. If the user cannot or does not wish to cast defensively, skip this step.

Step 2b: Any attacks of opportunity provoked by the user's casting are resolved here. If the user does not provoke any, or nobody wants to or can make any, skip this step.

Step 2c: If there are any distractions (see the section on Distractions below), the user must make Concentration checks to avoid losing the spell (see the Concentration skill), or, in the case of being injured, a check with the appropriate casting skill (see the Arcana, Geomancy or Thaumaturgy skills). If there are no distractions, skip this step.

Step 3: Resolution[edit]

Step 3a: If the spell allows spell resistance (most do), the user must check spell resistance against any creature or object the spell will affect. If the spell does not allow spell resistance, skip this step.

Step 3b: Any saves against the spell are made in this step. If the spell does not allow any saves, or they are forfeited, skip this step.

Step 3c: The spell's appropriate effects are applied, and the spell is expended as appropriate.

Distractions[edit]

There are a number of ways that a character could be distracted while attempting to cast a spell. If any of these occurs or is ongoing during Step 1, then a skill check must be made or the spell fails. If the check fails the ability may simply be delayed by a round or the current activation attempt may fail entirely. The spell is not considered expended if it fails, however.

The skill used depends on the exact circumstance. Concentration checks are made immediately before the ability would resolve, or immediately before the next round in the case of abilities that take one or more full rounds to activate. Endurance checks are made at the beginning of any round in which an ability might be activated or whose activation is ongoing.

Entangled[edit]

Skill: Concentration
Check DC: 20
Special: This includes any nonmagical forms of entanglement, such as a net or bindings.

Violent Motion[edit]

Skill: Concentration
Check DC: 20
Special: This is only required if the motion is very vigorous or violent, such as riding on a rapidly-moving mount, in a small boat on rough water, or taking a very rough wagon ride. This can also apply to rough weather conditions of similar intensity.

Grappling[edit]

Skill: Concentration
Check DC: Opponent's grapple check
Special: You cannot provide any somatic components of a spell when grappling. If you need to provide somatic components, you should instead use a move action to attempt to slip the grapple with the Escape Artistry skill.

Distracting Ability[edit]

Skill: Concentration
Check DC: Ability's save DC + ability level
Special: This should only be used if the spell is distracting, but does not deal damage. If the spell deals damage, use the appropriate injury entry instead.

Immediate Injury[edit]

Skill: Concentration
Check DC: 15 + 1 per four points of damage taken from immediate sources while you were trying to use your ability this round
Special: Damage from continuous sources is not added to the check DC, as those are covered by a separate ability.

Continuous Injury or Damaging Environment[edit]

Skill: Endurance
Check DC: 15 + 1 per four points of damage taken from continuous sources while you were trying to use your ability this round
Special: Damage from instantaneous sources is not added to the check DC, as those are covered by a separate ability.

Caster Level[edit]

A spell's power often depends on its caster level. This is equal to its user's character level under most normal conditions. It is also used for caster level checks, which are resolved by rolling 1d20 and adding the user's caster level.

If a character has levels in more than one spellcasting class, the caster levels for each are independent, but still all equal their character level.

Spell Failure[edit]

If a spell's conditions ever become impossible before the end of Step 3, the spell fails to have any effect, and is wasted. It is still considered expended in such a case. Spells can also fail through spell failure.

Combining Magical Effects[edit]

Spells usually work exactly as described, no matter what else is going on in the area. Except in special cases, spells do not affect how other spells or abilities operate. However, some general rules also apply to this:

  • Spells of the same name do not stack with each other's effects.
  • When two effects from spells are applying to the same target at different strengths, use only the best one.
  • If the same spell with different results applies to the same target, apply the more recent one.
  • If one spell makes another spell's effects irrelevant, they are both still active.
  • Two Instantaneous spells work cumulatively when they affect the same target.