| Post/Author/DateTime | Post |
|---|---|
| Shippos08-02-07, 11:15 PM | Ok. I am sorry for asking this question. Also I feel stupid asking it. Though I am still new (only played for like 1, 1/2years)and I have to ask because I don't know where to look. How does magic work? Meaning, I really don't have one bit of a clue how magic works in DnD. I wish to be a Druid in the game but when I look at it and it talks about the magic stuff I just get lost and can't get it. Yes I have read the rules for magic, though I still don't get it to well and that is the only thing in DnD I don't get it. If someone has the heart and can give me a run down on it, that will make me very happy. |
| shadzar08-02-07, 11:23 PM | do you mean how do characters use magic, or how the rules of the magic system works? |
| dknight10008-02-07, 11:24 PM | What part of it is confusing you? (i'm not being sarcastic, just if we know what bits are giving you grief then we can try help you out a bit more accurately) |
| Shippos08-02-07, 11:26 PM | do you mean how do characters use magic, or how the rules of the magic system works? Well I know the character jest has to ask the DM to use the spell, and have what they need to use that spell and they can use it. So I think I am talking about the magic system. Also I know a person can only cast a # of spells once a day. |
| Talisman08-03-07, 12:11 AM | As a druid, your character prepares spells once per day. You can prepare the number of spells per spell level indicated on the Druid table, modified by a high Wisdom. You can prepare higher-level spells in lower-levels slots, but it's usually a pretty stupid idea. When selecting your spells, unless the GM says otherwise, you have access to all the spells listed as druid spells of a level you can cast. That is, even if you only have one 3rd-level spell, you can pick it from all the 3rd-level druid spells. Once you've prepared spells, you're stuck with those spells until the next day, when you can prepare different ones. When you cast a spell, it's gone. You can prepare multiple versions of the same spell if you wish. Never prepare the summon nature's ally spells. As a druid, you can cast these spontaneously by "dropping" other prepared spells. For example, if you have barkskin prepared, you could expend your barkskin spell and cast summon nature's ally II instead. Whenever you cast a spell, the listed effects occur. You don't have to roll a die to make them happen. If your spell affects other creatures who aren't willing recipiants, they will probably get a saving throw. You need to know the save DC. It is always 10 + (spell level) + (Wisdom modifier). So an entangle cast by a druid with an 18 Wis (+4 mod) has a DC of (10 + 1 + 4 =) 15. Certain monsters have spell resistance, or SR. To affect them with spells, you have to beat their SR with a caster level check. This is a d20 + your caster level. Certain feats (Spell Penetration, Greater S. P.) will add to this roll. The above does not apply if the spell's descrition says "SR: No" You may have metamagic feats. A metamagic feat allows you to prepare a spell in a higher-level spell slot for greater effects. For instance, Extend Spell doubles the spell's duration. When you use a metamagic feat, you have to prepare the spell as a metamagically-enhanced version, meaning it takes up a higher-level spell slot. The number of "shifts" is given in the metamagic feat description. For all other purposes, a metamagically-enhanced spell is considered to be a spell of its normal level. Helpful? |
| Shippos08-03-07, 12:24 AM | WoW. That was really really useful. I think I now get it and I thank you for your time. I really greatful:D. |
| Talisman08-03-07, 12:31 AM | :thumbsup: Game on. |
| dknight10008-03-07, 01:38 AM | nice summary talisman |
| MagickHobo08-03-07, 04:10 AM | You can prepare higher-level spells in lower-levels slots, but it's usually a pretty stupid idea. I think you got that part backwards, as in, you can fill your 2nd level slots with 1st level spells, but not vice versa. Otherwise thats pretty much spot on, yeah. |
| DrMorganes08-03-07, 08:02 AM | Good catch, Hobo. Given the completeness of the rest of his post, I think we can forgive him for that. :ayyyy!: |
| Optimized_Commoner08-03-07, 09:34 AM | Damn that's a complete summary. I really can't come up with anything to say on this topic after that excellent post. |
| Talisman08-03-07, 10:04 AM | I think you got that part backwards, as in, you can fill your 2nd level slots with 1st level spells, but not vice versa. Otherwise thats pretty much spot on, yeah. D'oh! Somebody must have hit me with an obscure typo spell! Thanks, guys. |
| Shippos08-03-07, 05:09 PM | I think you got that part backwards, as in, you can fill your 2nd level slots with 1st level spells, but not vice versa. Otherwise thats pretty much spot on, yeah. Yes i though that sounded a bit odd my self. I was think if you could do that it would be unfare. Thank you for fixing it. |
| mycroftb08-03-07, 06:10 PM | There's also casting time, targets, and components. Most spells will have a casting time of one standard action, meaning you can do a move action before or after, but you can't swing a sword in the same round. Others will be full-round actions, such as Summon Nature's Ally, meaning you can't do anything else in the round. Some will take many rounds, or have a specific time listed. Pay attention to targets and ranges too. Most healing and buffing spells you cast by touching your allies, some things are self-only. You can't normally Cure Light Wounds from across the room, for example. Each spell will have components, listed as V S F/DF M/M V means verbal, you have to speak in order to cast the spell. Anyone nearby can hear you, so you'll give away your location if you're hiding or invisible. A Silence spell can prevent you from speaking, and being deafened gives you a penalty. You can use Silent Spell to cast without a verbal component S means somatic, you have to wave your hand around in the air. You can't cast this if your hands are tied. You'll also need to have a hand free to do this, so if you're carrying a shield and a torch you'll have to drop one (some DMs houserule that out). Still Spell metamagic gets around this. M/M means material component, you need the item listed in order to cast the spell, and it's used up upon spell completion. If the material component doesn't have a listed price, then you can assume your spell component pouch has one. Otherwise, if it has a price, you need to buy it, keeping in mind that a tiny one-horse town might not keep it in stock. You need to have a hand free to hold it, though some DMs houserule that out. If you're deprived of your spell component pouch, you can't cast this spell. Eschew Materials feat gets around most of this. F/DF means focus or divine focus, you need the item listed in order to cast, but it's *not* used up upon spell completion. Focus is mostly for arcane spells, like wizards and sorcerers, and Divine Focus is for clerics, druids and the like. If a regular focus has no cost, assume it's in your pouch. Divine focus is your holy symbol for a cleric/paladin, or a sprig of holly and mistletoe for a druid. You'll need a free hand for it, but some DMs houserule you don't. If you're deprived of your focus, you can't cast the spell. (Although not RAW, my DM houserules that Eschew Materials applied to non-divine focuses.) |
| Azezel08-04-07, 04:22 AM | And once you reach a certain level, your DM will teach you to cast real magic spells. |
| DCAnderson08-04-07, 06:24 AM | And once you reach a certain level, your DM will teach you to cast real magic spells. Shh, that's a secret, you can't tell people... Oh damnit! My character died. Now I have to hang myself. Peace out! |
| Jagyr Ebonwood08-04-07, 08:40 PM | Shh, that's a secret, you can't tell people... Oh damnit! My character died. Now I have to hang myself. Peace out! That brings this thread within a few inches of violating the CoC. Careful. |
| nightside_samurai08-05-07, 12:36 AM | That brings this thread within a few inches of violating the CoC. Careful. We could always 5 foot adjust and avoid the AoO. The question becomes, do the Mods have reach? :D * Just teasing btw. I have no desire to incure the wrath of "Those That We Sometimes Speak Of". |
| Talisman08-05-07, 12:41 AM | We could always 5 foot adjust and avoid the AoO. The question becomes, do the Mods have reach? Yes, and they also have Combat Reflexes and a killer Dex mod. Our only hope is that they roll low on Spot. ;) |
| Shippos08-06-07, 11:44 PM | There's also casting time, targets, and components. Most spells will have a casting time of one standard action, meaning you can do a move action before or after, but you can't swing a sword in the same round. Others will be full-round actions, such as Summon Nature's Ally, meaning you can't do anything else in the round. Some will take many rounds, or have a specific time listed. Pay attention to targets and ranges too. Most healing and buffing spells you cast by touching your allies, some things are self-only. You can't normally Cure Light Wounds from across the room, for example. That I know, all that is basic stuff Though the rest is good info to know. I will look up more about magic thx for eveone's help. |
| Optimized_Commoner08-07-07, 11:13 AM | I'd suggest, in a few months, going back and reading over the rules. After you play for a while a few assumptions get lodged in your brain and you keep making the same mistakes over and over again. Going back every now and then to check the rules helps keep you on track. I know the rules pretty well these days and I still keep spotting mistakes that I've been making when I go back to the books. |