Casting Time: 1 Round [Archive] - Wizards Community

Post/Author/DateTimePost
Celestial_Gold_Dragon

12-08-06, 03:13 PM
A spell with the casting time of one round requires a Full-round action and takes effect just before you're action the following round. Do you provoke AoO until your next turn? What if someone deals damage to you before the spell takes effect, do you need to make a concentration check? I'm a little confused on this point. Is the spell a forgone conclusion after your action, even if you die would it take effect?

Thoughts? RAW clarification?
Neutronium_Dragon

12-08-06, 03:39 PM
You only provoke AoOs when you begin to cast. People can't retroactively take AoOs by approaching after you've begun.

However, the spell is still disruptable during that time, so someone making use of normal attack options could cause it to fail by forcing a Concentration check.

If something prevents you from completing the spell (paralysis, death, etc) it'll likewise fail to go off.
Chrono Nexus

12-08-06, 03:46 PM
A spell with the casting time of one round requires a Full-round action and takes effect just before you're action the following round.
That is partially correct. It is not a full round action. You can split the casting time between two actions in two rounds.
Do you provoke AoO until your next turn?
No.
What if someone deals damage to you before the spell takes effect, do you need to make a concentration check?
No, you've already spent the time necessary to cast it. It just hasn't taken effect yet.
I'm a little confused on this point. Is the spell a forgone conclusion after your action, even if you die would it take effect?
Foregone conclusion. Spells don't cease to function unless the parameters of the spell cannot be met (a person that dies is no longer a person, they are a corpse, so enlarge person ceases to function). Flaming Sphere, however, would continue to burn to the end of its duration (it just couldn't be redirected).
Merestil Haye

12-08-06, 04:41 PM
No, you've already spent the time necessary to cast it. It just hasn't taken effect yet.Not true. There is a difference between a full-round action casting time and a 1 full round casting time.

A spell that requires one full round can be interrupted by actions taken between the time the character starts casting and the time he finishes. A full-round action spell cannot.
green_yawgmoth

12-08-06, 05:20 PM
Not true. There is a difference between a full-round action casting time and a 1 full round casting time.

A spell that requires one full round can be interrupted by actions taken between the time the character starts casting and the time he finishes. A full-round action spell cannot.Unless an enemy readies an action to futz up your spellcasting with a boot to the head.


http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif
Chrono Nexus

12-08-06, 05:29 PM
Not true. There is a difference between a full-round action casting time and a 1 full round casting time.
A spell that requires one full round can be interrupted by actions taken between the time the character starts casting and the time he finishes. A full-round action spell cannot.
I don't know where you read this.
A full round action spell can be interrupted by an attack.
And you claimed I was wrong, yet you have said nothing to the contrary of what I said except this hair brained idea that full round action castings can't be interrupted.
Once a caster finishes the action(s) to cast a spell, it can't be interrupted. It comes into effect his next action, whether he is dead or unconscious or not. The intervening time between the last standard action of a 1 round spell and its effect on the following action is not a window where a character could prevent the spell effect from occurring. The caster has already finished casting the spell- it just has not taken effect yet.
It is just like a delayed blast fireball.
ZomB

12-08-06, 06:28 PM
SRD says:
When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell.
So yes, if you take damage before the round is up/spell is complete you must make a concentration check.
Milo HoBo

12-08-06, 06:49 PM
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

...

A spell that takes 1 round to cast is a full-round action. (Unlike a full-round action, see below) It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

...

You only provoke attacks of opportunity when you begin casting a spell, even though you might continue casting for at least one full round. While casting a spell, you don’t threaten any squares around you.

This action is otherwise identical to the cast a spell action described under Standard Actions.

Casting a Metamagic Spell
Sorcerers and bards must take more time to cast a metamagic spell (one enhanced by a metamagic feat) than a regular spell. If a spell’s normal casting time is 1 standard action, casting a metamagic version of the spell is a full-round action for a sorcerer or bard. Note that this isn’t the same as a spell with a 1-round casting time—the spell takes effect in the same round that you begin casting, and you aren’t required to continue the invocations, gestures, and concentration until your next turn. For spells with a longer casting time, it takes an extra full-round action to cast the metamagic spell.
.... This is the material that I use to draw my conclusions from.

There are two kinds of full-round actions.
1-round actions, such as casting a spell that requires 1-round, and a full-round action like casting a meta-magiced spell by a bard.

A 1-round action starts on your turn and doesn't end until the beginning of your next turn. This means that you are still casting the spell while other people are taking their turns. If they attack you, and hit, then you must make a concentration check to maintain the spell.

A full-round action starts on your turn and it ends on your turn and takes affect before the next initiative count (except in certain circumstances like holding a charge). If someone attacks you during your turn (such as through a readied action or AoO) then you make a concentration check to maintain the spell. However, someone attacking you on your turn is not likely to occure.
Neutronium_Dragon

12-08-06, 06:52 PM
Chrono, there's a distinction between a spell with a full-round casting time and one with a one-round casting time. A full-round casting time is done casting on your turn (and comes into effect then). A one-round casting time not only requires a full-round action, it also continues to be performed between that turn and your next one (when it finishes and comes into effect), which means that it can be disrupted anytime until that next turn starts.
Nom

12-10-06, 04:25 AM
Strictly, Chrono is correct in saying that you can cast a spell with a 1 round casting time by taking a standard action in each of two consecutive rounds. But that's a consequence of a special rule on splitting full round actions, and in no way nullifies the normal 1 round casting time rules.

In all cases, a spell comes into effect immediately you finish casting. For a standard action spell, this is at the end of the standard action. For a full round action spell, this is at the full-round action. For a 1 round casting time spell, this is just before the start of your next turn, or at the end of the second standard action if you use the special "split action" rule.

In all cases, you only provoke the AoO (if any) at the point you start casting the spell (or start concentrating) and are at risk of disruption right up to the moment you finish casting the spell. A standard or full round spell can only be disrupted via AoO or readied action. A 1 round or longer spell can also be disrupted by any attack or damage taken while waiting for the casting time to complete.