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Post by X-Tir Moreth(Alexander) on Apr 6, 2016 21:18:00 GMT
I can confirm that casting spells is a free action, it's preparing them that takes an action.
What NSE might have been doing before is Prepare Spells as a realm action, ie. using a regent action + 2 court actions to prepare 3 spells at the same time. Again, that's how I've been doing it so far and those turns have gone fine.
And yeah, the spell slots thing looks right to me.
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Post by NSE (Uiscae Beathe) on Apr 6, 2016 22:02:40 GMT
Cool
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Post by Caerleon (Tristan) on Apr 6, 2016 23:57:51 GMT
Casting is clearly a free action, I'd hazard that Linde was in a hurry doing "proto" turns for absent realms and so he just put in the Court actions as Prepare/Cast all rolled into one.
On preparing, I reread the action (pg 106) and the regent guide suggests: Regent/character: 1 spell Realm (i.e. Regent + 1 Court): 1 spells + 1 per additional court action.
So to prepare and cast Bless and Dispel Magic would be:
Realm + 1 Court (Regent + 2 Court) to prepare 2 spells. Free action to cast Bless Free action to cast Dispel Magic
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Post by Aethor of Helna (ST) on Apr 7, 2016 0:14:34 GMT
Casting is clearly a free action, I'd hazard that Linde was in a hurry doing "proto" turns for absent realms and so he just put in the Court actions as Prepare/Cast all rolled into one.
On preparing, I reread the action (pg 106) and the regent guide suggests: Regent/character: 1 spell Realm (i.e. Regent + 1 Court): 1 spells + 1 per additional court action.
So to prepare and cast Bless and Dispel Magic would be:
Realm + 1 Court (Regent + 2 Court) to prepare 2 spells. Free action to cast Bless Free action to cast Dispel Magic To clarify to the clueless Guilder, Bless as a sustained spell is then an ongoing effect as long as a free action + costs are paid to maintain it?
Whereas some other spells have listed durations and expire at the end of that?
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Post by Caerleon (Tristan) on Apr 7, 2016 0:42:54 GMT
To clarify to the clueless Guilder, Bless as a sustained spell is then an ongoing effect as long as a free action + costs are paid to maintain it?
Whereas some other spells have listed durations and expire at the end of that?
When Bjorn wrote the rules he never got to the stage of editing the spell rules so the language of the spell durations is a little loose.
Page 214 gives some detail about sustained spells, in that a sustained spell, however, immediately ends if the requirement is no longer met. So if a contest action removed the required holding the spell would end immediately.
Linde added the below rules for extending spells though:
Extending spells that have a fixed duration: Spells, like summon spells, can be recast when their duration end to extend them for another duration increment. Doing this keep the magic continuous and keep the units from unsummoning or keep the target under the effect of the spell, even though they no longer are within your sphere of magical influence. It cost the same as if casting the spell normally, and can be done for some or all of the units/affected units. This may be revised later if it proves too strong/weak a buff. So functionally every spell with a duration that is not Permanent/Instantaneous can be extended by paying exactly the same cost as casting it for the first time, so actions to memorise and then to cast.
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Post by NSE (Falea of Tir Mor) on Apr 7, 2016 3:08:29 GMT
So functionally every spell with a duration that is not Permanent/Instantaneous can be extended by paying exactly the same cost as casting it for the first time, so actions to memorise and then to cast. How is this different than just normal casting (which takes same number of actions, same GBs, and same RPs)?
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Post by Caerleon (Tristan) on Apr 7, 2016 3:35:37 GMT
So functionally every spell with a duration that is not Permanent/Instantaneous can be extended by paying exactly the same cost as casting it for the first time, so actions to memorise and then to cast. How is this different than just normal casting (which takes same number of actions, same GBs, and same RPs)? As a practical example lets say you cast Summon Unit Level 2. When you cast it you meet the requirements to cast it (Temple or Source 2+). During the turn the units move to a location where you don't have a Temple or Source that qualifies. Linde has allowed you to extend (recast) the spell so that the units don't unsummon from where they are.
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Post by NSE (Uiscae Beathe) on Apr 7, 2016 3:48:04 GMT
Ah, perfect sense - thanks!
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Post by Godfred Thraw BayardsKing(GT) on Apr 7, 2016 6:01:54 GMT
Sorry but i don't found where i can see the number of : -number of profiencies at level 1 by class : ok -if this number growth with the level ... -and the "feat" like expertise or Skilled... when and how of feat? Sorry but it's difficult for me... i don't speak well ... and there is too many of pointed ears who want my death
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Post by NSE (Uiscae Beathe) on Apr 7, 2016 6:10:13 GMT
Proficiencies at level 1 are listed in each class description. Typically pick two from a small selection.
You then choose a background which can give one or more proficiencies dependent on the background.
Finally, since I'd assume most of A hard characters will be human, you can gain an additional feat and proficiency by going with human alternate build (instead of +1 to all stats, you get +1 to two stats and the extra feat and proficiency).
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Post by X-Nemeth on Apr 7, 2016 6:35:43 GMT
Normally you get 3 proficiency in lvl 5, 4 in lvl 9. Instead of getting stats when you gain levels, you can chose to get a feat instead. Note that it is not every level that you gain stats.
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Post by NSE (Uiscae Beathe) on Apr 7, 2016 6:47:20 GMT
Normally you get 3 proficiency in lvl 5, 4 in lvl 9. Instead of getting stats when you gain levels, you can chose to get a feat instead. Note that it is not every level that you gain stats. I must have missed this. Where is it in PHB for more proficiencies at level 5 and 9?
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Post by X-Nemeth on Apr 7, 2016 6:56:17 GMT
It is in the dnd rules.
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Post by Linde (x-GM) on Apr 7, 2016 6:57:20 GMT
You don't get more proficiencies. Your proficiency bonus increase those levels.
You only get extra proficiencies when: A class feature says so or when a feat you pick says so.
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Post by Linde (x-GM) on Apr 7, 2016 7:07:30 GMT
Sorry but i don't found where i can see the number of : 1-number of profiencies at level 1 by class : ok 2-if this number growth with the level ... 3-and the "feat" like expertise or Skilled... when and how of feat? Sorry but it's difficult for me... i don't speak well ... and there is too many of pointed ears who want my death 1: in the class descriptions in the P&H 2: Some classes gain additional proficiencies when their class features says so. 3: Feats are only available to humans at level 1 as variant human. All races can choose a feat instead of "ability increase" when their class would normally get +2 to an attribute. At that point you can choose either skilled, expertise, any other one feat or +2 to a stat.
The table that indicate the level of the proficiency bonus is in the start of the book somewhere (cant remember the exact page but it is before races as I remember it).
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