SPELL CASTING

The casting of spells during the course of an adventure will be discussed at
length hereafter in the section of this book which deals with all aspects of
an expedition into underground || outdoors settings.

Each character able to CAST spells can remember only a certain # at any given level.
(This number can be modified by magical means.)
Once a spell is CAST, that particular spell is wiped from the mind, forgotten, but
another spell of the same type can still be remembered,
i.e. the spell caster can have several of the some spell memorized and prepared for,
within the number limits for his || her particular class and level.

Most spells can be cast during the course of a single melee round,
although some -- particularly high level ones -- require more time.
Casting a spell requires certain actions, and if these are interrupted,
the spell cannot be cast and it is lost from memory.
A good example of this is a magic-user about to cast a fireball spell being struck by an arrow when in the midst of the spell.
Magical silence or physical gagging will prevent verbal (V) spell completion.
Magical immobility prevents any spell casting.
Physical restraint, including grappling, grasping, binding, etc. prevents proper somatic (S) spell completion,
for gestures must be exact and movements free and as prescribed.
Despite these restrictions, there is no doubt that spells in general are potent offensive && defensive weapons,
providing the caster does not hesitate, i.e. he or she must know which spell is being CAST when the melee round begins.

As each spell is CAST, it is crossed off the character's list of spells memorized for that particular expedition.
The same is true for any material components which are required for the spell cast;
the component(s) must be ready and then crossed off as expended.
 

Q. If a M-U is hit by a missile or
melee weapon, can he cast
spells at the attacker?
A. The answer to this one depends on
when the M-U was hit in relation
to the process of casting the spell.
    If a M-U is hit by a weapon,
affected by an opponent's spell or
jostled -- in short, if his or her concentration
is broken while in the process
of casting a spell, then the spell is
interrupted and does not 'go off' at
the intended time.  The rules are quite
clear that the MU in question must
stand still, concentrate on the spell,
say the correct words, use the correct
components (in the Advanced Game)
and make the right gestures.  This
process cannot be interrupted without
spoiling the spell.
    If a MU is wounded and
then, after the injury has been
sustained, begins to cast a spell, the
fact that the MU is hurt has no effect
on the spell whatsoever.  The MU is
assumed to have sufficient discipline
of mind to block out any pain for the
time that it takes to cast the spell
(after all, he must concentrate
on the spell ot the exclusion of all
other activities anyway, and bleeding
to death is just another activity).
(Imagine #19)

Q. If a MU is wounded, is he  able 
to CAST any more spells? 
A. A MU cannot complete a spell 
if he or she is injured while in the 
process of casting the spell.  This falls 
into the category of breaking the 
caster's concentration. The idea that 
MUs cannot CAST any more 
spells once wounded -- they cannot

concentrate because of the pain -- is 
a "house rule" that has grown up as 
an extension of the broken concentration 
rool. It is 1 that is less than 
fair on low-level MUs in 
particular It is the process of casting 
a spell being interrupted by a wound 
that causes the spell to be stopped, 
not the fact that the character was 
wounded several turns ago. 
(Imagine #23)

Q. In combat, assuming a wizard is
NOT under attack, how many segments
worth of spells can be cast in a
melee round?
A. The number of segments it takes to
cast a spell is irrelevant in this case
-- a wizard may cast only 1
spell per melee round.  If the spell
takes less time than a full melee
round the remaining time cannot be
used for other activities. Cantrips are
an exception to this because of their
simple nature and minor effects (see
issues 8 and 9 of IMAGINE magazine
for further details).
(Imagine #13)

Scroll Spells:

Use of scroll spells is similar to the casting of normal
(memorized) spells. They too disappear when read off the scroll, for their
magical properties and energies are bound up in the characters, runes,
signs, sigils, and words written for the particular spell. Being written, the
scroll spell requires no somatic or materiol components. The time required
to cast (read) a scroll spell is exactly that shown for the memorized spell.
Of course, this assumes the scroll is in hand and ready to read. In general,
scroll spells will be 12th level as regards range and duration and area of
effect. Notable variations occur in projectile attack spells
(magic missile, fireball, lightning bolt) which have variable strength.
Other information regarding scroll spells will be given by your DM as the need arises.
 

Question: Can a Magic-User CAST spells while holding a dagger, staff or wand in one hand?

Answer: Yes, providing that he has two hands and the free one is able to fulfill the somatic requirements.
 



 


Greg Ellis wrote:
Hi Gary,

We're having quite a discussion in the 1E forums about whether a spell caster can move and cast in the same round.

How do you handle this in your own AD&D games?

I know that a PC can't move WHILE casting, but since the casting time is frequently less than a full round, would you allow the caster some movement before or after the spell?

If so, how would you work out how far he can go?
Base move times available segments?
Or something else?
Does initiative factor in?

Thanks a bunch!

Best wishes for good health, good friends and the tastiest of beverages!

Greg
 


Howdy Greg,

Yes, I would alow a PC or NPC to move and cast.
Distance is available segments -1 as a % x normal movement rate, as movement has some reaction time to proceed and halt.

Cheers,
Gary
 


Greg Ellis wrote:

Thanks Gary, I was thinking the same thing.

And if that caster happened to take a hit while moving (i.e. before he had started to cast his spell) how would you rule?

- the spell is wasted
- the spell is not wasted but he is too distracted to cast it on this round
- he can cast the spell, since the hit came at a time when he was moving, not casting

Or perhaps something else?

Would it change things at all if the hit he took was from a melee attack vs. a ranged attack of some sort?

Thanks for your help!
 


Heh, Greg,

Now this is getting into the area of combat simulation...something an RPG is not...

I would simply rule that the would-be spell-caster can cast of hit while moving, regardless of the sort of attack that was successfully made.
If the spell-caster had ceased moving, then I would rule that casting was in progress and the spell was lost.

Cheers,
Gary


 
 









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