10-30-2017, 04:43 PM | #1 |
Join Date: Aug 2004
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Time to Cast a Spell Question and comabt
In the Book:
Most spells take one second to cast. Take the Concentrate maneuver for one turn and attempt your skill roll at the end of your turn. If you succeed, the spell takes effect instantly. Whether you succeed or fail, your turn ends as soon as you roll the dice. No one can interrupt a one-second spell unless he took the Wait maneuver on his own turn before the caster began concentrating. So if there is a combat of lets say 3 Orcs and a Mage and the Mage has the Initiative, and the Orcs are after him on this turn. The Mage casts a 1 turn Regular spell, lets say ARMOR on himself, and the Orcs are taking the Attack Maneuver. Does that mean the Mage concentrates on the spell for that turn, then each Orc takes their attack, then at the end of that first Turn the mages Armor spell goes off and he is protected? Or does the armor spell go off BEFORE they attack him? I do not see it where a person performs and uses all their turn up before anyone else can go. How does Mystical combat work? Is it: TURN 1: Concentrate on Spell [Fireball]. TURN 2: Throw Fire Ball. TURN Three: Concentrate on Fireball. TURN Four: Throw FireBall. and then TURN Five: Concentrate on Sleep Spell, and before the Turn ends the spell goes off, no need to wait until the next second to "throw it", therefore it takes effect on TURN 5? And are Psionics/Powers the same? Turn 1: Concentrate on TK to grab man by throat. Turn 2: Start Applying Damage to Throat. |
10-30-2017, 04:59 PM | #2 | |
Join Date: Mar 2013
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Re: Time to Cast a Spell Question and comabt
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Let's say that two of the Orcs attack but the other takes the Wait manoeuvre and will attack if the mage casts another spell. The mage's second turn, he casts another 1 second spell. Before he finishes his turn, the Orc that Waited gets to attack. The other two Orcs do not. |
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10-30-2017, 05:01 PM | #3 |
Join Date: Feb 2016
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Re: Time to Cast a Spell Question and comabt
Concentrating takes a turn (blocking spells being the big exception). Wizards generally do not make good tanks and should avoid being surrounded by 3 Orcs, as they will knock her out for fun later before she can do anything major to them.
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10-30-2017, 05:12 PM | #4 |
Join Date: Aug 2009
Location: Poland
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Re: Time to Cast a Spell Question and comabt
Overall, it's
[A's turn starts]A does stuff[A's turn ends] [B's turn starts]B does stuff[B's turn ends] [C's turn starts]C does stuff[C's turn ends] [A's 2nd turn starts]A does stuff[A's turn ends] … and so on. A character's turn ends before the other character's turn starts. So, in the orc scenario, the mage gets to cast Armor before orcs attack him. Sleep spell is another thing because it takes 3 seconds to cast, so it's (for example): A's 5th turn: starts casting Sleep (Concentrate), B's 5th turn: casts Fireball (Concentrate), A6: continues casting Sleep (2nd Concentrate) B6: throws Fireball, A dodges, rolls Will-3 (see Distraction and Injury, p. Basic 236 or Magic 7), passes and continues casting. A7: finishes casting Sleep (3rd Concentrate), rolls for it and B rolls to resist. B7: might already be asleep. Stun is a simpler spell with 1 sec. casting time, this would be: A's 5th turn: casts Stun, rolls for it and B rolls to resist. Powers generally work the same: within the same turn order (it's really more a thing about basic turn sequence than magic or powers). TK is a bit special in that you need to Concentrate to get another maneuver with TK in the same turn. So your character Concentrates for your TK to immediately Attack and grab enemy's throat, but it's still subject to rules for Choke Hold (p. Basic 404), so on your next turn you can Concentrate on your TK, and it immediately, during your turn, performs an Attack to crush the throat and deal damage.
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10-30-2017, 05:19 PM | #5 | |
Join Date: Aug 2004
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Re: Time to Cast a Spell Question and comabt
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Below are two examples, how would they work then? TURN Initiative Person Maneuver TURN 1 9 Mage Concentrate of ARMOR TURN 1 7 Orc Attack with Sword, in melee TURN 1 7 Orc Atack with thrown knife, 20 years away TURN 1 5 Orc Attack with thrown spear, 20 yards away TURN Initiative Person Maneuver TURN 1 12 Orc Atack with thrown knife, 20 years away TURN 1 9 Mage Concentrate of ARMOR TURN 1 7 Orc Attack with Sword, in melee TURN 1 7 Orc Atack with thrown knife, 20 years away TURN 1 5 Orc Attack with thrown spear, 20 yards away |
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10-30-2017, 05:24 PM | #6 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Time to Cast a Spell Question and comabt
If the mage actually has initiative, the orcs are stunned for a minimum of one turn, even if they make the roll.
Anyway, 4e spells don't work like this, that was 3e. Now the spell takes effect on the turn you cast it. So yes if you cast Armor you get the DR before anyone else can go. |
10-30-2017, 05:26 PM | #7 | |
Join Date: Aug 2004
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Re: Time to Cast a Spell Question and comabt
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10-30-2017, 05:28 PM | #8 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Time to Cast a Spell Question and comabt
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10-30-2017, 05:30 PM | #9 |
Join Date: Aug 2004
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Re: Time to Cast a Spell Question and comabt
Also
Is there anyway to allow Spells to not have the -1 per hex for distance, yet not make it ridiculous with 80 feet only being -7 to cast the spell on the Range Chart. I allowed a mage to cast a Reg sleep spell 80 feet away, and without thinking went off the range chart instead because I find the -1 per hex a little wrong and unbalanced for my world. Or even some powers, like Control is -1 per hex. I see some variant rules for this, like Far Casting and other things, does anyone else do anything different? Basically I don't mind making in not -1 per hex, but I do not want a mage casting a sleep spell a mile away. |
10-30-2017, 05:32 PM | #10 | |
Join Date: Aug 2004
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Re: Time to Cast a Spell Question and comabt
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Tags |
instance spell, reduced time |
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