To cast a
spell, you must concentrate. If something interrupts your
concentration while you're casting, you must make a
Concentration check or lose the
spell. The more distracting the interruption and the higher the level of the
spell you are trying to cast, the higher the DC is. If you fail the check, you lose the
spell just as if you had cast it to no effect.
Injury: If while trying to cast a
spell you take
damage, you must make a
Concentration check (DC 10 + points of
damage taken + the level of the
spell you're casting). If you fail the check, you lose the
spell without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a
spell (for a
spell with a
casting time of 1 full round or more) or if it comes in response to your casting the
spell (such as an
attack of opportunity provoked by the
spell or a contingent attack, such as a readied action).
If you are taking continuous
damage half the
damage is considered to take place while you are casting a
spell. You must make a
Concentration check (DC 10 + 1/2 the
damage that the continuous source last dealt + the level of the
spell you're casting). If the last
damage dealt was the last
damage that the effect could deal then the
damage is over, and it does not distract you.
Spell: If you are affected by a
spell while attempting to cast a
spell of your own, you must make a
Concentration check or lose the
spell you are casting. If the
spell affecting you deals
damage, the DC is 10 + points of
damage + the level of the
spell you're casting.
Grappling or Pinned: The only spells you can cast while
grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a
Concentration check (DC 20 + the level of the
spell you're casting) or lose the
spell.
Vigorous Motion: If you are riding on a moving
mount, taking a bouncy
ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a
Concentration check (DC 10 + the level of the
spell you're casting) or lose the
spell.
Violent Motion: If you are on a galloping horse, taking a very rough
ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a
Concentration check (DC 15 + the level of the
spell you're casting) or lose the
spell.
Violent Weather: You must make a
Concentration check if you try to cast a
spell in
violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the
spell you're casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the
spell you're casting. In either case, you lose the
spell if you fail the
Concentration check. If the weather is caused by a
spell, use the rules in the
Spell subsection above.
Entangled: If you want to cast a
spell while
entangled in a net or by a tanglefoot bag or while you're affected by a
spell with similar effects, you must make a DC 15
Concentration check to cast the
spell. You lose the
spell if you fail.