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=Spellcasting=
 
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==TABLE 15-1: PREPARED SPELLS==
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TABLE 15-1: PREPARED SPELLS
 
===Spell Slots===
 
===Spell Slots===
 
A caster's class table shows how many spells of each level she can cast before she must rest. These openings for spells are called spell slots. The caster can only use spell slots to cast spells that she has prepared. Once a caster uses up her available spell slots for a particular spell level, she cannot cast any more spells of that level until after she rests.
 
A caster's class table shows how many spells of each level she can cast before she must rest. These openings for spells are called spell slots. The caster can only use spell slots to cast spells that she has prepared. Once a caster uses up her available spell slots for a particular spell level, she cannot cast any more spells of that level until after she rests.

Revision as of 03:45, 15 October 2012

Spellcasting

Wielding magic is a difficult and dangerous path, for it is fraught with the perils of the arcane or the demands of faith. Those who seek the paths of magic often fi nd themselves dedicated to methods of magic that in time erode their souls — or in some cases elevate them to the highest of powers. This is as true for the current heroes of the world of Warcraft as it is for the legends recorded in the annals of Lordaeron’s history.

A practitioner of magic in the Warcraft universe can prepare spells in advance, holding a group of spells in memory to cast at will. While a spellcasting hero can only cast a certain number of spells between periods of rest, the ability to have a few needed spells prepared combined with the ability to keep them always at the ready allows him to be as versatile as he needs to be. This method has risen out of the need for Warcraft spellcasters to be ready for change at any moment’s notice and keep casting as long as conflict lasts.

A character’s caster level, spellcasting ability score, and ranks in Spellcraft determine her total spellcasting capability. The expertise a spellcaster has in Spellcraft directly affects her ability to cast spells, as knowledge in the magical arts increases the spellcaster’s memory and comprehension of how to manipulate such energy. The character’s spellcasting ability score represents her innate talent for manipulating magic. The character’s level affects both of these factors; as levels increase so do potential skill ranks and ability scores.

Spell Level Preparation

A spellcaster can know any number of spells, but there is a limit to how many spells of each level he can have ready to cast at any given time. These are referred to as prepared, or prepped, spells. The character also has a number of spell slots for each level, each day. Casting a prepared spell uses up one of these slots, but the spell is not lost from the caster’s memory. Instead, the character can cast each prepared spell any number of times as long as the total number of spells he casts does not exceed his daily allotment. Prepared spells represent the particular spells that the character can cast; to prepare different spells, he must rest.

The character’s spellcasting ability score determines the maximum number of spells he can prepare after he rests (see Table 15–1: Prepared Spells). The number indicated applies separately to each spell level. An arcane caster’s primary ability is Intellect, while a divine caster’s primary ability is Spirit. A character can prepare one additional spell per spell level for every 4 ranks he has in Spellcraft.

Example: Finster is a 5th-level mage with Intellect 16 and 8 ranks in Spellcraft. His class level gives him access to spells of 3rd level and lower. His Intellect score and his Spellcraft ranks allow him to prepare 9 spells for each spell level from 0-level through 3rd-level.

TABLE 15-1: PREPARED SPELLS

Spell Slots

A caster's class table shows how many spells of each level she can cast before she must rest. These openings for spells are called spell slots. The caster can only use spell slots to cast spells that she has prepared. Once a caster uses up her available spell slots for a particular spell level, she cannot cast any more spells of that level until after she rests.

The caster can use a higher-level spell slot to cast a lower-level spell. This is particularly important if she lacks a high enough ability score to cast spells that would otherwise be available to her.

See individual class listings in Chapter 3:Classes for available spell slots per level.

Regaining Spell Slots

To regain used spell slots, a caster must rest for 8 hours. He does not have to slumber for every minute of the time, but he must refrain from vigorous movement, combat, spellcasting, skill use, conversation, or any other demanding physical or mental task. If his rest is interrupted, each interruption adds 1 hour to the total amount of time that he must rest; and he must have at least 1 hour of rest immediately prior to regaining lost spell slots.

The rules refer to “times per day” or “spell slots per day” for ease of reference. A caster is not restricted to resting only once every 24 hours. He can rest more than one time within a 24-hour period to recover spell slots, which effectively resets his day.

If a character has cast spells recently, the drain on his resources reduces his available spell slots. Each spell slot the character has used within the last 8 hours is subtracted from his total available spell slots.

Daily Spell Prearation

Resting restores any expended spell slots, but the caster must still determine which spells she shall prepare for the day. Preparing a spell takes a number of minutes equal to it's level. A 0-level spell requires 1 minute to prepare.

This preparation time may involve meditation, reading through a spellbook or a similar activity, as appropriate to the character. During this time the character must have enough peace, quiet and comfort to allow for proper concentration. Her surroundings need not be luxurious, but they must be free from overt distractions. Exposure to inclement weather prevents the necessary concentration, as does any immediate injury or failed saving throw (a character still healing wounds from a past battle prepares spells normally).

If the character is interrupted during spell preparation, she can cast spells choosing from only those spells that she has prepared so far. A spellcaster is assumed to always prepare spells from lowest level to highest level. If a character hasn’t prepared all her spells for a particular spell level, she may choose which ones she had prepared at the point she was interrupted.

Example: Finster can prepare up to nine spells for each spell level available to him. Prepping all his spells takes 63 minutes — 9 minutes for nine 0-level spells, 9 minutes for nine 1st-level spells, 18 minutes for nine 2nd-level spells, and 27 minutes for nine 3rd-level spells. If he is interrupted after 25 minutes, he has prepared all of his 0- and 1st-level spells, but only three of his 2nd-level spells. (Finster may choose which three.)

A caster may choose to prepare fewer spells than her maximum. Any spells she does not prepare do not count toward her preparation time but are not available for use. Later in the day, she can repeat the process to prepare the remaining spells. This preparation is handled in the exact same way, although the caster does not regain any used spell slots; recovering spell slots requires rest.

A spellcaster does not need to prepare spells each day — she may continue to use the spells that are in her memory from the day before (or the week before, for that matter). She must only prepare spells when she wishes to change the spells available to her. If she wishes to keep certain spells while changing others, her preparation time does not include the spells she wishes to keep, only those she is replacing.

Multiclass Casters and Spell Slots

Each spellcasting class gains spell levels and spell slots separately. Characters who take two or more spellcasting classes thus have separate spell lists for those classes, which results in separate spell level totals and spell slots to draw upon.

The exception to this rule is when a multiclass character’s different spells are based upon the same ability, such as a multiclass druid/priest whose spells are both affected by her Spirit. In such cases, the character prepares spell levels separately for each class based on her individual character levels in each; however, she adds the spell slots from both classes together to determine her total number of available spell slots.

Gaining New Spells

When a character reaches a new spellcasting level, he has the opportunity to learn new spells. This requires training with a character of equal or higher level in the same spellcasting class. The spells learned must be of levels that the caster can currently cast. He can learn a spell independently if he has the spell written in a spellbook or scroll.

A spellcaster does not learn spells automatically when he gains a new spellcaster level. Although the spellcaster’s abilities become more potent, his knowledge does not automatically expand to create insights into new ways to use magic. A spellcaster must learn all of his spells from a written source or by training with another spellcaster. A spellcaster can spend a maximum of 8 hours per day learning spells.

Assuming a mentor is available, learning a spell from her costs money and time: 50 gp and 30 minutes per spell level. At the end of this time, the spellcaster must make a Spellcraft check (DC 15 + spell level). Learning a 0- level spell costs 10 gp, takes 15 minutes, and requires no skill check.

Assuming a mentor is available, learning a spell from her costs money and time: 50 gp and 30 minutes per spell level. At the end of this time, the spellcaster must make a Spellcraft check (DC 15 + spell level). Learning a 0- level spell costs 10 gp, takes 15 minutes, and requires no skill check.

If a character has access to another spellcaster’s spellbook, or a scroll with a spell written on it, he can attempt to learn the spell from the written source. The spell must be of a level that the character can cast. Learning directly from written magic is more difficult than learning the spell with the aid of another spellcaster: doing so takes 1 hour per spell level. At the end of this time, the spellcaster must make a Spellcraft check (DC 20 + spell level). Learning a 0-level spell in this way takes 30 minutes and requires a DC 10 Spellcraft check. If the check is successful, the character learns the spell and the scroll is expended; if the check fails, the scroll remains intact for future attempts. The character may not try to learn that spell until he gains at least 1 rank in Spellcraft.

An arcane spellcaster must scribe any spells he has learned into a spellbook within 24 hours or the spell fades from his memory; he must relearn it as if he had never known it. Once a spell is scribed into his spellbook, the spellcaster may freely prepare the spell as long as the spellbook is within his possession. If the spellbook is unavailable, he may not prepare the spells within it. Divine casters meditate to prepare their spells and do not require spellbooks. However, they must learn spells, as described above, before they can prepare them.

Spellbooks

Spellbooks are tomes of magic that contain arcane formulas; these formulas manifest as spells. A spellbook is a repository of magical lore as well as a place where a spellcaster stores the spells she knows. Most importantly, a spellbook is the key to spell preparation. An arcane caster without access to a spellbook cannot prepare spells. A spellcaster can prepare spells from another spellcaster’s spellbook. She must study the unfamiliar spellbook for 8 hours, she must know the spells that she is to prepare, and those spells must be present within the spellbook. No more than one spellcaster can use a spellbook at any given time. Preparing spells from another spellcaster’s spellbook doubles the normal amount of preparation time.

Scribing Spells

Scribing a spell into a spellbook takes 1 hour per spell level and requires special inks that cost 25 gp per spell level. Scribing a 0-level spell takes 15 minutes and costs 10 gp. A spellbook’s market value is equal to 50 gp multiplied by the total level of spells within it. Therefore, a book with six 0-level spells, fi ve 1st-level spells, four 2nd-level spells, and two 3rd-level spells is worth 950 gp (19 total levels times 50 gp; the 0-level spells do not count toward the value of the book).

The spellcaster who scribed the tome can offer to teach the spells from the book and charge the normal amount for doing so. If a spellcasting character chooses to charge higher or lower rates for teaching spells, so be it — but remember that other mentors may not enjoy having their rates undercut. A mentor may only teach spells to a spellcaster with a level equal to or lower than his own. Spellbooks have 100 pages. A single spell takes up exactly one page regardless of level.

Divine Domains

Divine domains describe healer spells and help defi ne divine spells.

Healers can have greater or lesser access to a specifi c divine domain. A healer’s degree of access governs her ability to use the domain’s powers and spells.

Greater access allows a divine spellcaster the ability to use both the greater and lesser powers the domain grants, and it allows her access to all of the spells within the domain.

Lesser access allows a divine spellcaster the ability to use the lesser granted power of a domain, and it allows her access to spells of up to 3rd level within the domain.

Domains also allow a divine spellcaster to prepare and cast one additional spell per day for each spell level available to her. These additional spells come only from a domain’s list of spells. (See Chapter 3: Classes, “Healer” for more information.)

Magic Overview

A spell is a one-time magical effect. Spells come in two types: arcane (cast by arcanists) and divine (cast by healers and experienced paladins). Most spellcasters prepare their spells in advance — whether from a spellbook or through devout prayers and meditation.

Cutting across the categories of arcane and divine spells are the eight schools of magic. These schools represent the different ways that spells take effect.

Casting Spells

Whether a spell is arcane or divine, casting a spell works the same way.

Choosing a Spell

First you must choose which spell to cast. You select one from among the spells you prepared earlier in the day. To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.

If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare a specific version of the spell.

When you cast a prepared spell it expends a spell slot of the appropriate level. You can cast the same spell again later if you have more spell slots available.

Concentration

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 (the spell is still prepared and in memory, but the spell slot is gone for the day).

Injury: If you take damage while trying to cast a spell, 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 (such as from a shadow strike spell), 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. Repeated damage does not count as continuous damage.

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.

If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the level of the spell you’re casting. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed.

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 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 winddriven 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.

Casting Defensively: If you want to cast a spell without provoking any attacks of opportunity, you must make a Concentration check (DC 15 + the level of the spell you’re casting) to succeed. You lose the spell if you fail.

Entangled: If you want to cast a spell while entangled in a net or other device, 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.

Counterspells

It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.

How Counterspells Work: To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.)

If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.

To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared, you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

Counterspelling Metamagic Spells: Metamagic feats are not taken into account when determining whether a spell can be countered. An unmodified frost nova can counter a maximized, expanded frost nova.

Specific Exceptions: Some spells specifically counter each other, especially when they have diametrically opposed effects.

Dispel Magic as a Counterspell: You can use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, dispel magic doesn’t always work as a counterspell (see the spell description).