Difference between revisions of "Concentration (D&D skill)"
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Revision as of 20:46, 29 March 2007
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Casting Aggressively
This is a variant of defensive casting, where you try to avoid taking attacks of opportunity, but you'd rather risk an attack of opportunity than waste the spell. Casting aggressively has a DC of 20 + Spell Level, and failure indicates you trigger attacks of opportunity for casting the spell. Successful attacks might force you to make further Concentration checks to cast the spell.
- Codex:Review: I'm a bit fuzzy here: Where is the trade-off vs normal casting? Is there a situation where you would prefer to not use this option, and cast normally with a plain "trust your AC"? --Mats Öhrman
- Codex:Review: Maybe you could get a penalty to the second Concentration test? --TexaS
- Answer: no. This is always preferable to normal casting. The only thing you same is a die roll. Do we want this to carry a risk? With the fumble rule, this can cause some automatic spell failures. Other risks I see this could have is a reduction in AC (which should probably mean its DC goes down) or a risk to lose the spell if you roll badly enough. Perhaps any hit on you causes the spell to fail. --Starfox
Maintaining Spells
With the recharge magic system, a spellcaster can maintain a large number of spells with a duration by constantly re-casting them. Constantly re-casting such spells over a long period requires stamina and discipline. Buffing up before a known danger is not a problem; maintaining several spells diligently over a longer period is hard.
When a spellcaster who wants to constantly maintain a number of spells is suddenly faced with the need to see if they are active (such as by an unexpected combat), make a Concentration roll for each such spell, with a DC from the following table.
Condition | DC |
Duration 1 round/caster level or one minute | 20 |
Duration 1 minute/caster level or 10 minutes | 15 |
Duration 10 minutes/caster level or one hour | 10 |
Duration 1 hour/caster level | 5 |
Maintaining more than one spell | + number of spells |
Distracted or lowered guard | +5 |
A successful roll means the spell is active. The remaining duration is one duration multiple per point of margin; a margin of zero means 1d10 rounds remain if the duration was minutes or more and that it ends on your action if the duration was in rounds. Assume all spells maintained in this manner have recharged.
Only roll if sufficient time has passed since the last check (or initial spellcast) for the spell to expire. It is wise to make a list of which spells you are keeping active under different circumstances, so there is no debate.
Maintaining a spell with a duration in rounds over the long run is as exerting as hustling. Maintaining a spell with a duration less than hours is as exerting as walking.