The Benefits of Using Magic Shears in Arlington for Everyday Haircare

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A simplified analogy for the differentiation between Transfiguration and Charms is the difference between form and function or matter and energy; one was concerned with what the object is (its form - Transfigurations) whilst the other was concerned with what the object is doing (its function - Charms). [14]

13 21 If the Imperius Curse was cast poorly on a victim, or if the Cruciatus Curse was used on a victim for a prolonged period of time, it could also damage the victim s mind permanently. When performed, spells usually manifested as light, sparks, lightning, or fiery energy of various colours from the wand they were cast with, such as the tell-tale red of Stupefy 15 or green of Avada Kedavra.

Witch casting spells on a swing

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Witch casting spells on a swing

So, my players are enjoying their introduction to 2nd, but one thing is not going over well. They are used to being able to move and cast a spell in a combat round, and (unless I am big mistaken) you can't do this in 2nd. Casting a spell is a no move action, according to Combat and Tactics (or takes the whole round, according to the PHB, same thing.)

The players suggested that unless the spell has a casting time of 1 round or longer, they should be able to at least half-move and cast. Has anyone else here experimented with this? Did it matter?

Thrudd 2013-12-30, 11:17 PM

So, my players are enjoying their introduction to 2nd, but one thing is not going over well. They are used to being able to move and cast a spell in a combat round, and (unless I am big mistaken) you can't do this in 2nd. Casting a spell is a no move action, according to Combat and Tactics (or takes the whole round, according to the PHB, same thing.)

The players suggested that unless the spell has a casting time of 1 round or longer, they should be able to at least half-move and cast. Has anyone else here experimented with this? Did it matter?

I think the restriction on moving while casting is to create a situation where the fighters are necessary to the party's success, and to make magic users really think before they start casting a spell in combat. The absolutely only way a magic user could both move and cast in the same segment is with a spell that has a casting time of less than a segment, like feather fall. A casting time of 1 segment requires the full 6 second segment to perform the necessary movements. Walking or running or any extraneous movement at all would make the casting impossible. Remember that not moving also means they lose any Dex bonus to AC while they are casting. If they insist on moving while casting and you want to be nice, maybe give them a spell failure chance, like 50% failure chance for a half move.

ken-do-nim 2013-12-31, 06:16 PM

I allow half move + cast if the casting time is 5 or less. But keep in mind this fits into my general half move + attack rule. Let's say Grenwald wants to take a half move, then do something that has an action time of 5 (could be cast cone of cold, could be swing a longsword). He rolls a 7 for initiative. So his round goes:

7 - start moving
12 - complete move, start action
17 - finish action

If he plans to cast a spell but is hit during initiative count 1-12, he didn't start his spell yet so it isn't wasted, but he can't cast a spell this round either. He can, however, choose to do something else that doesn't require concentration, like swing his sword or blast with his wand.

Telok 2014-01-01, 10:52 PM

I've always said no.

The rationale is that using magic isn't simple and cannot be made instinctive or reflexive. Casting a spell is not equal to swinging a sword or shooting an arrow. Using magic is more like doing a crossword puzzle in pen, it's hard enough doing it at a slow walk but if you're going to try it at a jog while someone is shooting at you or trying to knife you. Well, like spellcasting, a solid mistake in a inked crossword means you can't just go back and try again.

Winter_Wolf 2014-01-06, 07:09 PM

No moving. At least not in games I've played. Then again, casting time is enforced, as are material components, spell memorization time, and the "you lost the spell when you took damage before it went off" rule.

2E has a lot of ways that it made magic hard to use. A lot of the griping I've personally heard about regarding how powerful casters are in 3.X seems to stem from the fact that casters don't have many of the nasty restrictions or side effects that magic used to have to deal with in the previous versions. You wouldn't cast haste or permanency unless you really felt that it was very necessary, that's for sure. Of all the things tweaked in later editions, magic was one of the very last things on my list that needed it. 'Course character mortality was through the roof, and healing was a long and painful process.

MeeposFire 2014-01-08, 11:43 PM

I used the 2e RAW lose spell if hit rule. It sounds similar to taking damage but being hit and taking damage is not the same thing. For one thing it makes stone skin useful but not a panacea for getting attacked in melee.

Mutazoia 2014-01-09, 08:01 AM

No moving. At least not in games I've played. Then again, casting time is enforced, as are material components, spell memorization time, and the "you lost the spell when you took damage before it went off" rule.

2E has a lot of ways that it made magic hard to use. A lot of the griping I've personally heard about regarding how powerful casters are in 3.X seems to stem from the fact that casters don't have many of the nasty restrictions or side effects that magic used to have to deal with in the previous versions. You wouldn't cast haste or permanency unless you really felt that it was very necessary, that's for sure. Of all the things tweaked in later editions, magic was one of the very last things on my list that needed it. 'Course character mortality was through the roof, and healing was a long and painful process.

In 2E there was (is) no such thing as "casting defensively" or "5 foot steps". Casters had to stand their ground and take their chances, which made the fighter in the party useful beyond just being a damage sponge. This was one area where WOTC screwed the pooch on game balance.

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