Post by Manah on Sept 6, 2019 10:39:59 GMT -5
SPELLS SLOTS AND SELECTING SPELLS TO USE
So, Druidic Magic, which both Hoots Rowlet's and Bazingirl's characters use, is fairly simple. You guys have access to a certain number of spells per day. In both of your cases, as 1st level druids with your respective Wisdom scores, that means 3/2, or '3 lvl 0 spells per day, and 2 lvl 1 spells per day'.
Druids must prepare what spells they want to have access to for a given day from their spell list, depending on how many spell slots they have available to them (for example, with the 3/2 spells per day mentioned above, you guys can pick three lvl 0 spells and two level 1 spells, because that's how many slots you have available for the day. For example (I will soon post the spell lists below this post for your current spellcasting levels), a druid could have the following spells prepared for the day:
Lvl 0: Light, Read Magic, Detect Magic
Lvl 1: Cure Light Wounds (x2)
As shown here, it's possible to take the same spell more than one times, as long as one has spell slots available. Cure Light Wounds, in the above example, is an excellent spell to take multiple times at lower levels (at any level, really), because wounds can be much more significant at lower levels when one has much fewer health points than at higher levels.
Alternately, it is also possible for one to use a higher level spell slot to get another use of a lower level spell. For example, let's say you really wanted to have a lot of Light spells on hand.
Lvl 0: Light (x3)
Lvl 1: Light (Lvl 0), Cure Light Wounds
In this example, the character used a Lvl 1 slot to have an additional lvl 0 spell. This is not often worth is, of course, because higher level spells tend to be noticeably better than lower level ones, but then again, there is no lvl 1 spell granting the power to create a light, so if you need more of that, you could. Such spells - when applicable - are harder to resist (as a higher level spell usually is) than other lvl 0 spells, because of the higher level at which you cast it (though in Light's case, that doesn't mean anything as Light isn't a resisted spell, it just creates some light).
Upon using all your prepared spell slots for the day, you are unable to cast spells again until you - and likely your companions - rest for at least six hours, during which you will be able to prepare your spells again, switching spells as you want according to the rules above.
CASTING SPELLS
Now that you know how preparing spells work, let's move on to casting them. Spellcasting in DnD is simple enough. Usually, merely stating 'I cast X spell' does the trick. The effect happens, and that's all. There are, of course, different casting times and ranges for different spells (some spells also require to have specific items on hand, and others require to touch the target to work), but on average it's that simple. However, there are three elements to take into consideration.
1) Distractions
Casting a spell is fairly easy. Casting a spell while on fire or in the middle of a hurricane is quite another story. If something is going on when you attempt to cast a spell that I think might be distracting you, I will ask you to make a Concentration skill roll. If you beat the DC (difficulty class) I have set depending on the situation, you're good. Spell works as intended. If not, the spell is lost without taking effect. Being injured, affected by an hostile spell, being grappled, being part of a wild chase on horses at full speed, and so on, are examples of events triggering this.
2) Attacks of Opportunity
Casting spells require focus and takes the caster's attention away from their immediate surroundings as they attempt to shape the magical energies they wield into the desired effect. That means that if there's enemies close by, the character casting their spell becomes a fairly easy - and priority - target to take down. In game terms, casting a spell can provoke what we call 'Attacks of opportunity' (such attacks are not limited to casting spells; many actions can trigger them, such as searching one's bag in the middle of a fight). Essentially, it means that if a foe is close enough and in a good position to do so, they might be allowed an extra attack against the caster in response of them casting the spell. Only one per opponent, but hey, if there's six of them around you, casting a spell could be suicidal. Of course, if the attack succeeds, you will have to make a Concentration spell due to how having a dagger shoved in your stomach tends to be distracting, as stated above. Naturally, the same is true of your foes; if an enemy spellcaster begins casting a spell in your face while you got your axe at the ready, they might get it in the face before they finish casting (though there are some ways to cast spells without causing said attack of opportunities; more on this when needed.)
3) Enemy Resistances
So you know those Fortitutde, Reflexes and Willpower saves you guys have on your character sheets? ...Your enemies have those too. And sometimes, they are used to resist/lessen the effects of hostile spells aimed your, or their, way. For example, a Fireball spell will deal half its normal damage against foes who succeed a given Reflex save roll. Many mind-affecting effects can be negated entirely if the target succeeds at a Willpower save roll, and so on. So while you may successfully cast the spell, it does not guarantee it will successfully affect a given target. Naturally, Resistances do not apply when helpful/beneficial spells are cast, so you cannot resist a Cure Light Wounds spell unless it would actually harm you (Healing spells tend to harm undead, for example). And the same goes for your characters too; hostile spellcasters face the same limitations as you do.
As usual, if you have any questions, feel free to ask. But don't worry, I'll walk you guys through the process as we go along.
So, Druidic Magic, which both Hoots Rowlet's and Bazingirl's characters use, is fairly simple. You guys have access to a certain number of spells per day. In both of your cases, as 1st level druids with your respective Wisdom scores, that means 3/2, or '3 lvl 0 spells per day, and 2 lvl 1 spells per day'.
Druids must prepare what spells they want to have access to for a given day from their spell list, depending on how many spell slots they have available to them (for example, with the 3/2 spells per day mentioned above, you guys can pick three lvl 0 spells and two level 1 spells, because that's how many slots you have available for the day. For example (I will soon post the spell lists below this post for your current spellcasting levels), a druid could have the following spells prepared for the day:
Lvl 0: Light, Read Magic, Detect Magic
Lvl 1: Cure Light Wounds (x2)
As shown here, it's possible to take the same spell more than one times, as long as one has spell slots available. Cure Light Wounds, in the above example, is an excellent spell to take multiple times at lower levels (at any level, really), because wounds can be much more significant at lower levels when one has much fewer health points than at higher levels.
Alternately, it is also possible for one to use a higher level spell slot to get another use of a lower level spell. For example, let's say you really wanted to have a lot of Light spells on hand.
Lvl 0: Light (x3)
Lvl 1: Light (Lvl 0), Cure Light Wounds
In this example, the character used a Lvl 1 slot to have an additional lvl 0 spell. This is not often worth is, of course, because higher level spells tend to be noticeably better than lower level ones, but then again, there is no lvl 1 spell granting the power to create a light, so if you need more of that, you could. Such spells - when applicable - are harder to resist (as a higher level spell usually is) than other lvl 0 spells, because of the higher level at which you cast it (though in Light's case, that doesn't mean anything as Light isn't a resisted spell, it just creates some light).
Upon using all your prepared spell slots for the day, you are unable to cast spells again until you - and likely your companions - rest for at least six hours, during which you will be able to prepare your spells again, switching spells as you want according to the rules above.
CASTING SPELLS
Now that you know how preparing spells work, let's move on to casting them. Spellcasting in DnD is simple enough. Usually, merely stating 'I cast X spell' does the trick. The effect happens, and that's all. There are, of course, different casting times and ranges for different spells (some spells also require to have specific items on hand, and others require to touch the target to work), but on average it's that simple. However, there are three elements to take into consideration.
1) Distractions
Casting a spell is fairly easy. Casting a spell while on fire or in the middle of a hurricane is quite another story. If something is going on when you attempt to cast a spell that I think might be distracting you, I will ask you to make a Concentration skill roll. If you beat the DC (difficulty class) I have set depending on the situation, you're good. Spell works as intended. If not, the spell is lost without taking effect. Being injured, affected by an hostile spell, being grappled, being part of a wild chase on horses at full speed, and so on, are examples of events triggering this.
2) Attacks of Opportunity
Casting spells require focus and takes the caster's attention away from their immediate surroundings as they attempt to shape the magical energies they wield into the desired effect. That means that if there's enemies close by, the character casting their spell becomes a fairly easy - and priority - target to take down. In game terms, casting a spell can provoke what we call 'Attacks of opportunity' (such attacks are not limited to casting spells; many actions can trigger them, such as searching one's bag in the middle of a fight). Essentially, it means that if a foe is close enough and in a good position to do so, they might be allowed an extra attack against the caster in response of them casting the spell. Only one per opponent, but hey, if there's six of them around you, casting a spell could be suicidal. Of course, if the attack succeeds, you will have to make a Concentration spell due to how having a dagger shoved in your stomach tends to be distracting, as stated above. Naturally, the same is true of your foes; if an enemy spellcaster begins casting a spell in your face while you got your axe at the ready, they might get it in the face before they finish casting (though there are some ways to cast spells without causing said attack of opportunities; more on this when needed.)
3) Enemy Resistances
So you know those Fortitutde, Reflexes and Willpower saves you guys have on your character sheets? ...Your enemies have those too. And sometimes, they are used to resist/lessen the effects of hostile spells aimed your, or their, way. For example, a Fireball spell will deal half its normal damage against foes who succeed a given Reflex save roll. Many mind-affecting effects can be negated entirely if the target succeeds at a Willpower save roll, and so on. So while you may successfully cast the spell, it does not guarantee it will successfully affect a given target. Naturally, Resistances do not apply when helpful/beneficial spells are cast, so you cannot resist a Cure Light Wounds spell unless it would actually harm you (Healing spells tend to harm undead, for example). And the same goes for your characters too; hostile spellcasters face the same limitations as you do.
As usual, if you have any questions, feel free to ask. But don't worry, I'll walk you guys through the process as we go along.