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.
A
spell 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 is lost..
A
spell's
range indicates how far from the caster it can reach-the maximum distance from the caster that the
spell's
effect 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's
area would extend beyond the
range, that
area is wasted.
A
spell's
range usually falls into one of the following categories.
Personal: The
spell affects only the caster.
Touch: 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 the
target 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 dissipates.
Close: The
spell reaches up to 25 feet away from the caster. The maximum
range increases by 5 feet for every two full spellcasting class levels.
Medium: The
spell reaches up to 100 feet + 10 feet per class
level.
Long: The
spell reaches up to 400 feet + 40 feet per class
level.
Range Expressed in Feet: Some
spells have no standard
range category, just a
range expressed in a unit of measurement (usually feet).