Spells and Magic

Casting Spells

Arcane spells require the involvement of both hands in order to complete spell casting. This does not prohibit a character from holding arcane bonded objects, spell components or focos, or spell completion items, as these items are involved in the casting of the spell. Note that this means that although a wizard can hold an arcane bonded weapon while casting a spell, the hand holding the weapon and the weapon itself is occupied in the completion of a spell. This means that the difficulty class for casting defensively while casting an arcane spell is increased by 5.

Divine spells require only the involvement of one hand. This allows divine spellcasters to hold shields, weapons, or any other item that may be held in one hand in one hand while casting divine spells.

Counterspells

It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell or a similar spell by another character. Counterspelling works even if one spell is divine and the other arcane.

How Counterspells Work

To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing to ready an action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. You may still move at your normal speed, since ready is a standard action.

If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.

To complete the action, you must then cast an appropriate spell. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results. If you aren't able to cast the same spell, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Saving Throw DCs

A saving throw against your spell has a DC of 10 + the level of the spell + one quarter your caster level + your bonus for the relevant ability (Intelligence for a wizard, Charisma for a bard, oracle, paladin, or sorcerer, or Wisdom for a cleric, druid, goliard, or ranger). A spell’s level can vary depending on your class. Always use the spell level applicable to your class.

Learning Spells

Specialist wizards may not add spells from opposition schools upon gaining a new wizard level. They may, however, learn spells from opposition schools from another spellbook or scroll with the standard -5 penalty to their spellcraft roll.

Magical Armour and DR

A spell or spell effect that grants an armour bonus, a natural armour bonus, or a natural armour enhancement bonus also grants one third that armour bonus in DR/—, rounded down. Armour enhancement bonuses, shield bonuses, and deflection bonuses do not grant DR. Natural armour, whether magical or not, also grants this DR.



Categories: General Campaign Rules

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