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RPStats - Spell Casting

Keywords: RP-SPELLCASTING, RP_SPELLCASTING, RP-SPELL-CASTING, RP_SPELL_CASTING
Category: newbie
. A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the realms into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see RP-Condition), drain life energy away, and restore life to the dead.

Spells: Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. At the beginning of the event (ie. Global or PVP), as well as after each long rest, casting classes will be afforded (3) charges in each of their spells and/or prayers. That is, each spell can be cast up to (3) times, and then will be considered expended and can no longer be used until replenished with rest.

Concentration: Some spells require concentration, that is those having a casting time of more than a single action. You may lose concentration on a spell in two ways:
Taking damage -- Whenever you take damage while you are concentrating on a spell, you must make a <Willpower> saving throw to maintain your concentration. The DC is either 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
Being incapacitated or killed -- You lose concentration on a spell if you are incapacitated or if you die.

Ranged Attacks in Close Combat: Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.

Opportunity Attacks: In a fight, everyone is constantly watching for enemies to drop their guard. It's difficult to concentrate on your surroundings, your own spellcasting, and aiming the spell simultaneously; therefore, casting a ranged spell while being threatened in melee range provokes an opportunity attack. Hostile creatures that threaten you can make the opportunity attack, making one melee attack against the provoking creature. The attack has a chance to interrupt the provoking creature's casting, forcing a <Willpower> save as described above. You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you are teleported (provided you aren't the one casting the spell), or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.


Area of Effect (AoE): Whenever a caster, be it mage, cleric, druid, bard, etc, casts an AoE spell, all players within the specified range from the spell's helpfile, or within the 30 foot range found in Help RP-Movement are within the spell striking range, including the one who cast it. AoE spells will strike a whole area indiscriminately, be it friend, foe, or self, unless otherwise specified in the spell helpfile. However, AoE spells that use a cone-shape leading out from the caster will not affect the caster.