Unlocking the mysteries of half spell magic movement

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Half spell magic movement refers to a specific type of magic practice that involves only partially casting a spell. Instead of fully completing the incantation or ritual, the practitioner deliberately stops halfway through. This unique approach to magic is believed to have originated in ancient times and continues to be used by some modern spellcasters. The main idea behind half spell magic movement is to tap into the inherent power and energy of a spell without fully unleashing its effects. By stopping the spell halfway, the practitioner is able to harness a portion of its magic and direct it towards a specific purpose or intention. This technique requires a deep understanding of the spell being used, as well as a strong control over one's magical abilities.


I think Fred has the right of it, notwithstanding the effect of encumbrance. The air move granted by the Flight spell looks like it is powered by the spell rather than by physical effort on the part of the subject, and should not be affected by fatigue.

The air move granted by the Flight spell looks like it is powered by the spell rather than by physical effort on the part of the subject, and should not be affected by fatigue. Effects don t stack with themselves, but I m unclear if the halving of speed is the effect, or if different sources of speed halving will apply together.

Half spell magic movement

This technique requires a deep understanding of the spell being used, as well as a strong control over one's magical abilities. Half spell magic movement is often used when a spell's full effect is not desired or necessary. It allows the practitioner to manipulate and channel the energy of the spell according to their needs.

Half spell magic movement

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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Half spell magic movement

For example, if a spell is meant to heal a wound, but the practitioner only wants to alleviate pain without completely healing the injury, they can perform a half spell to achieve this desired outcome. One of the key benefits of half spell magic movement is its flexibility. It allows the practitioner to tailor the spell's effects to fit specific situations or objectives. This technique is particularly useful in situations where a full spell may be too powerful or cause unintended consequences. However, it is important to note that half spell magic movement requires a high level of skill and knowledge. It is not recommended for beginners or inexperienced spellcasters, as it can be challenging to control and direct only a portion of a spell's energy. The practitioner must have a deep understanding of the spell's properties, as well as the ability to stop the incantation or ritual at precisely the right moment. In conclusion, half spell magic movement is a unique approach to magic that involves partially casting a spell. It allows the practitioner to tap into the energy and power of a spell without fully unleashing its effects. This technique offers flexibility and control, but it requires a high level of skill and understanding..

Reviews for "How to incorporate half spell magic movement into your daily spellwork"

- John - 2 stars - I was really disappointed with "Half spell magic movement". The storyline was weak and the characters were one-dimensional. The concept of half spells felt confusing and underdeveloped, leaving me feeling disconnected from the magical elements of the story. Overall, it was a lackluster read for me.
- Sarah - 2 stars - I found "Half spell magic movement" to be quite dull. The pacing was slow, and the plot dragged on without any sense of urgency or excitement. The writing style lacked depth and failed to bring the magical world to life. I struggled to empathize with the characters due to their lack of development. Overall, I wouldn't recommend this book to fans of the fantasy genre.
- Mark - 1 star - "Half spell magic movement" was a complete disappointment. The plot was riddled with inconsistencies, and the dialogue felt forced and unnatural. The character motivations were unclear, and I struggled to stay engaged throughout the entire story. The magic system was poorly explained, leaving me feeling confused and disconnected. I would not recommend this book to anyone looking for a captivating fantasy read.
- Emily - 1 star - I truly regret reading "Half spell magic movement". The writing was incredibly cliché and lacked originality. The characters were flat and uninspiring, and the plot was predictable from start to finish. The magical elements of the story felt forced and superficial, failing to provide any real sense of wonder or excitement. I would not recommend wasting your time on this book.

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