Casting Spells
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Most spells require 1 standard action to cast. You can cast such a spell either before or after you take a move action.

Note: You retain your Dexterity bonus to your Defense while casting.

Spell Components: To cast a spell with a verbal (V) component, your character must speak in a firm voice. If you're gagged or in the area of a silence spell, you can't cast such a spell. A spellcaster who has been deafened has a 20% chance to spoil any spell he tries to cast if that spell has a verbal component.

To cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can't cast a spell of this type while bound, grappling, or with both your hands full or occupied.

To cast a spell with a material (M), focus (F), or divine focus (DF) component, you have to have the proper materials, as described by the spell. Unless these components are elaborate, preparing them is a free action. For material components and focuses whose costs are not listed in the spell description, you can assume that you have them if you have your spell component pouch.

Casting Time: Most spells have a casting time of 1 standard action. A spell cast in this manner immediately takes effect.

Attacks of Opportunity: Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a concentration check (DC 10 + points of damage taken + the spell's level) or lose the spell. Spells that require only a free action to cast don't provoke attacks of opportunity.

Casting on the Defensive: Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a concentration check (DC 15 + double the spell's level) to successfully cast the spell. Failure means that you lose the spell.

Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's Defense against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.

Dismiss a Spell: Dismissing an active spell is a standard action that doesn't provoke attacks of opportunity.

Prerequisites: Most spells have several prerequisites, much in the same way that feats do – a sorcerer must meet the prerequisites before learning the spell. Many spells require either a magic attack roll or a skill check as part of the casting process. This is detailed as part of the entry for each spell.

Magic Points: 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 Magic Points are wasted.

Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any), you can apply whatever results a spell entails.

Concentration

To cast a spell, you must concentrate. If something interrupts your concentration while you are casting, you must make a Concentration check or lose the Magic Points casting the spell would have cost. Furthermore, if the spell is one that could cause Runaway Magic (see below) you must make a Will saving throw (DC 15), with failure resulting in Runaway Magic. The more distracting the interruption and the higher the MP cost of the spell you are trying to cast, the higher the DC is. If you fail the check, you lose the spell just as if you had cast it to no effect.

Injury: If you take damage while trying to cast a spell, you must make a Concentration check (DC 10 + points of damage taken + MP Cost). If you fail the check, you lose the Magic Points that would have been spent to cast the spell. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell, for a spell with a casting time of 1 full round or more, or if it comes in response to your casting the spell, such as an attack of opportunity provoked by the spell or a contingent attack such as a readied action. If you are taking continuous damage, such as from fire or a spell, then half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10+ 1/2 the damage that the continuous source last dealt + MP cost of the spell). If the last damage dealt was the last damage that the effect could deal, then the damage is over and it does not distract you. Repeated damage does not count as continuous damage.

Spell: 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 PP cost. If the spell affecting you deals damage, the DC is 10 + points of damage + MP cost of the spell. If the spell interferes with you or distracts you in some other way, then the DC is the spell’s saving throw DC + MP cost of the spell. For a spell with no saving throw, use the DC that the spell’s saving throw would have been if a saving throw were allowed.

Grappling or Pinned: The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a Concentration check (DC 20 + MP cost of the spell) or lose the MP cost.

Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + MP cost of the spell) or lose the MP cost.

Violent Motion: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15+ MP cost of the spell) or lose the MP cost.

Violent Weather: You must make a [[[Concentration]] check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + MP cost of the spell. If you are in wind-driven hail, dust or debris, the DC is 10 + MP cost of the spell. In either case, you lose the MP cost if you fail the check. If the weather is caused by a spell, use the rules in the Spell subsection above.

Casting Defensively: If you want to cast a spell without provoking any attacks of opportunity, you must make a Concentration check (DC 15 + MP cost of the spell) to succeed. You lose the MP cost if you fail.

Entangled: If you want to cast a spell while entangled in a net or some similar effect, you must make a DC 15 Concentration check to cast the spell. You lose the PP cost if you fail.

Mighty Spells and Runaway Magic

Any time a particularly powerful spell is used, there is a risk that serious, world-wrenching consequences will result. This is particularly the case with the Summonings style, which has a real tendency to upset some kind of magical balance and set powerful, uncontrollable forces into motion.

A sorcerer can cast up to one mighty spell per week without fear of dangerous consequences. Each time he casts a further mighty spell within 7 days of the first one, he must make a Will saving throw. This Will saving throw starts out at DC 10 but the DC rises by +5 for each additional mighty spell cast within 7 days of the first one.

If the Will saving throw is failed, roll 1d20 and consult the Runaway Magic table. Add the sorcerer’s Taint score to the roll, +1 for each point by which the Will saving throw was failed.

Runaway Magic
d20 Roll Result
1-10 The sorcerer’s magical energies are drained off to a place or person unknown. He loses 1d4 Magic Points. If this would reduce him below 0 MP, he is instead reduced to 0 MP and dealt 1d6 damage to Wisdom.
11-18 The sorcerer’s magical energies are drained off to a place or person unknown. He loses 2d6 Magic Points. If this would reduce him below 0 MP, he is instead reduced to 0 MP and dealt 1d8 damage to Wisdom and 1d8 damage to Charisma.
19-24 Magical energies tear the sorcerer apart. His Power Points are reduced to 0 and he is dealt 10d6 damage.
24-28 Magical energies tear the sorcerer apart. His Power Points are reduced to 0 and he is dealt 15d6 damage.
29-30 The sorcerer is killed outright by the forces that he has released. An area around him, 1d6 miles in radius, is devastated by earthquakes, storms, floods, lightning and meteorites, dealing 20d6 damage to all within the area and reshaping the landscape as the very Earth is rent and pounded.
31+ As above, plus as follows. A sorcerous rift into the Outer Dark is opened, and a demon from that dread realm pulls the sorcerer’s soul through the rift, severing the magical silver cord that bound his soul to his body. He is eternally damned, and his body is either a lifeless husk or (at the Games Master’s discretion) is inhabited by a minion of the demon.
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