This entry tells how much time is needed to complete the casting of a spell
once it is begun.
Casting a spell
with a casting time of 1 full round is a full-round action
. A character can take a 5-foot step before, during, or after casting, but you cannot otherwise move. The spell takes effect
at the beginning of that character's turn in the round after he or she began to cast it. The character then acts normally after the casting is completed.
that takes 1 minute to cast comes into effect
just before the character's turn 1 minute later (the character spends each of those 10 rounds casting as a full-round action
When a character begins a spell
that takes 1 full round or longer to cast, he or she must continue the invocations, gestures, and/or concentration from one round to just before his or her turn in the next round (at least). If the character loses concentration after starting the casting and before it is complete, the spell
is lost (see the Concentration skill
Casting on the Defensive: A character may attempt to cast a spell
while on the defen-sive. This option means casting the spell
while paying attention to threats and avoiding blows. In this case, the character are no more vulnerable to attack than he or she would be if the character was just standing there, so casting while on the defensive does not provoke an attack of oppor---tunity. It does, how-ever, require a Concentration check (DC 15 + spell level
) to pull off. Failure means the spell
indicates how far from the caster it can reach-the maximum distance from the caster that the spell
can occur, as well as the maximum distance at which the caster can designate the spell
's point of origin. If any portion of the spell
would extend beyond the range
, that area
usually falls into one of the following categories.
affects only the caster.
The caster must touch
a creature or object to affect it. To use a touch spell
, the caster casts the spell
and then touches the subject
, either in the same round or any time later. In the same round that the character casts the spell
, he or she may also touch
(or attempt to touch
) the target
. The caster may take his or her move before casting the spell
, after touching the target
, or between casting the spell
and touching the target
. A character can automatically touch
one friend or use the spell
on his or herself, but to touch
an opponent, the character must suc-ceed on an attack.
Holding the Charge:
The caster does not have to touch
immediately after casting a touch spell
. Instead, he or she can "hold the charge," waiting to discharge the spell
at a later time. If the character touches anything with his or her hand while holding a charge, the spell
discharges. Otherwise, the character can make touch attacks
round after round, until he or she succeeds (and thus discharge the spell
). A character can touch one friend (or his or herself) as an attack action
, or up to six friends as a full-round action
. If the character casts another spell
, the touch spell
reaches up to 25 feet away from the caster. The maximum range
increases by 5 feet for every two full spellcasting class levels.
reaches up to 100 feet + 10 feet per class level
reaches up to 400 feet + 40 feet per class level
Range Expressed in Feet:
have no standard range
category, just a range
expressed in a unit of measurement (usually feet).