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 Casting Failure (2nd Ed)

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T O P I C    R E V I E W
Echon Posted - 08 Jan 2003 : 09:52:02
A mage is a about to cast a spell with a casting time of 3. He rolls a 7 on initiative. Thus he starts casting his spell at 7 and completes it at 10.

The way I run things the spell would only fizzle if he was injured anytime from 7 to 10. However, I have seen examples where the spell would fizzle if the caster was hurt previous to casting, i.e. from 1 to 10.

How do you do this yourselves?

-Echon
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Echon Posted - 17 Jan 2003 : 15:43:00
quote:
Originally posted by Mumadar Ibn Huzal

I don't have my 2nd edition books to look this up, so I don't know if it is in there. But if it is not listed in the 2nd edition PHB or DMG, then the official rule is the rule made by the DM in this case.



The reason I asked is because what is written in the books contradicts itself and thus left me puzzled regarding how they wanted things to work.

I do not need to know because I have my own rules. I was just curious.

-Echon
Mumadar Ibn Huzal Posted - 17 Jan 2003 : 09:18:41
I don't have my 2nd edition books to look this up, so I don't know if it is in there. But if it is not listed in the 2nd edition PHB or DMG, then the official rule is the rule made by the DM in this case.
Echon Posted - 16 Jan 2003 : 20:10:34
Do any of you know what the official rules are?

-Echon
kahonen Posted - 09 Jan 2003 : 00:20:30
quote:
Originally posted by Echon

A mage is a about to cast a spell with a casting time of 3. He rolls a 7 on initiative. Thus he starts casting his spell at 7 and completes it at 10.

The way I run things the spell would only fizzle if he was injured anytime from 7 to 10. However, I have seen examples where the spell would fizzle if the caster was hurt previous to casting, i.e. from 1 to 10.

How do you do this yourselves?

-Echon

From 1 to 6 I would use a constitution check to see whether spell fails.

From 7 to 10, the spell fails automatically.

Depending on circumstances (eg components used) I sometimes enhance this by adding a dexterity check:

  • If the constitution check is failed but the dexterity check is passed, the components are not affected (the caster hadn't started using them at this point).

  • If the Constitution check is failed and the Dexterity check is failed, the components are either dropped and wasted (eg sand for Sleep) or simply dropped (eg red cloth for Summon Swarm). In the latter case they can be picked up later.
If this was a different spell taking a full round (or more) to cast, it would fail automatically.

One thing I've found doing it this way is that it gives a mage another reason to think about constitution when creating the character.
Echon Posted - 08 Jan 2003 : 12:56:29
quote:
Originally posted by Mumadar Ibn Huzal

I would have ruled that anywhere from 1-10 the caster could have been interrupted. Maybe with a Constitution check or saving throw vs Poison.. at 1-7 to see if he manages to regain composure to cast the spell at 7-10...



Requiring an ability score check or saving throw makes sense. Simply ruling that the spell fails if damaged from 1-6 seems unfair because technically he is not casting the spell yet.

-Echon
Mumadar Ibn Huzal Posted - 08 Jan 2003 : 10:56:10
I would have ruled that anywhere from 1-10 the caster could have been interrupted. Maybe with a Constitution check or saving throw vs Poison.. at 1-7 to see if he manages to regain composure to cast the spell at 7-10...

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