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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