Spell Targeting and Detonation Effects, Range, Area of Effect and Spell Shape.
When calculating damage of a spell, the shape,
range and area of effect are incredibly important for determining who is hit
and who is not. The most commonly used shapes are the sphere, ray, cube and
missile. Each of these vary based upon the range of the spell.
If the range of the spell is 0, or touch, the
shape of the spell must begin at the mage’s hands, unless the spell states that
it comes from another part of the body or the mage is of a race that uses
something other than hands (for the rest of this appendix, the word ‘hands’
will be used to describe both hands and the non-hands used in this way, including
things like spells cast from wands or staves) If the range of the spell is
greater than zero, and the spell is not otherwise described as originating from
the mage, the spell may start anywhere within the range that the mage
determines.
In the images below, a ray-shaped spell (its
size is determined by the area of effect) is cast by two mages. The first image
shows a range of zero:
The second image is of a ray that can be
formed anywhere within a range. Note that the start of the area of effect needs
to be in the range, but the end of the area of effect does not:
Unless the spell states otherwise, ray spells
may be cast at any angle the mage desires. Each of the rays below represents a
potential direction a ray can go. Note that some of these rays would hit the
mage, the ceiling above him or whatever he is standing on. Often (but not
always) the mage must be looking in the direction his ray goes.
In addition to the shape of the spell, the
mage needs to understand the movement of the spell effect, if any. Rays, for
example, move away from their origin (direction is represented by the arrow),
usually at the speed of light. The DM generally determines that anything within
sight of the ray cannot dodge once it has fired, although prescience or knowledge
of the spell can allow the targets to dodge before the ray forms.
Cones are similar to rays, but occupy a larger
area. Cones can have an area of effect based on an entire cone, or a partial
cone. This is described in the area of effect of the spell:
The above represents a cone that has an area
of effect of an entire cone, shown here as originating at the mage. Note that a
cone-shaped spell’s area of effect is given as both a length and a width at the
terminal end. The terminal end is the part furthest from the mage, the part
closest to the mage is called the origin. If a cone’s area of effect is
described as “10ft long and 5 ft wide” the 5ft wide describes the diameter of
the circle that represents the wide end of the cone, and the 10ft long
describes its length:
Sometimes a cone is described as having two
ends, for example, being 10 ft long, 5ft at the end and 1ft at the beginning.
Here is that cone (more accurately a partial cone):
As with a ray, a cone that does not have a
range of touch or zero can start anywhere in the area of effect of the spell,
as shown here (this is the partial cone from above):
Cubes and spheres can form either around the
mage or anywhere in the range of the spell. If it forms around the mage, assume
the walls of the cube are equidistant from the center of the mage’s body. (or
that the center of the sphere is near the center of the mage:
If the cube may be formed anywhere in the area
of effect, it can be tilted in any direction the mage desires (unless the cube
has weight or otherwise must have a flat edge on the floor.) If the cube spell
has a range of zero, but does not form around the mage, the mage must be
touching the outside edge of the cube. It is most common for the cube to form
with the mage near the center of an outer wall or touching a corner. The mage
often has some leeway as to angles:
A very common form of spell effect is the
expanding cube or sphere, fireball being the most frequent form. This
form starts as a dot—
—and then expands out equally from the initial
sphere that appears (or is thrown). Here it is partially expanded. Note that
the time elapsed in expansion often allows a save for half damage, as people
within the area of effect dive for cover.
Finally, here is the expanding sphere fully
expanded, taking up the entire area of effect.
In addition to the shape of the spell effect,
how the mage targets it can be important. While there are dozens of targeting
techniques, the most common are area effect, line of sight, touch attack and
physical attack. Area effect and line of sight do not require an attack roll,
and automatically hit (unless a save is allowed). A touch attack merely
requires that the mage briefly touch his target, including his target’s armor,
this means that the AC bonus bestowed by the armor can be ignored, but that
displacement and other effects are not ignored (enemy’s DEX bonus and bonuses
from shields are only allowed if he is actively avoiding the mage’s touch.)
Note that held or non-resisting targets are automatically hit.
Physical
attacks are often the most risky targeting techniques for mages, because they
have a low chance of hitting with physical attacks. The chance to hit is based
on the target’s AC and the chance for the mage to hit as if the physical attack
were a weapon he was proficient with. (A character with a THAC0 of 16 trying to
hit an AC of 0 would need to roll 16 or better.)
Understanding
how a spell goes off is vital to a party’s survival. Magic Missile, for
example, will swerve around a big fighter that crosses between the mage and his
target, unerringly hitting the target. A fireball’s full area of effect
(a sphere of 20 ft radius) cast to go off 15ft in front of the mage will easily
hit the mage who cast it, and anyone between a ray of enfeeblement’s origin
and its endpoint will be hit by it, regardless of whose side he is on.
Level-Based increases in Spell Power
Many
spells increase in area of effect or amount of damage as the
caster’s level gets higher. Note that the caster’s level is not necessarily his
actual level. For example, a bard’s “casting level” is always one level lower
than his or her bard level (thus a 9th level bard casts as if 8th
level,) and a swordmage’s mage-like abilities are often listed as ‘cast as if a
level 12 mage,’ in which case the spell pretends the swordmage is a level 12
mage, whether his actual level exceeds that level or is beneath it. Typical
Level based increases are presented below:
Type of increase
|
Example of listing
|
Example at 9th level
|
Example at 18th level
|
Additional Dice per level
|
1d4 per level (max 10d4)
|
9d4
|
10d4 (damage is maxed)
|
Base plus additional dice
|
100 + 1d6 per level
|
100+9d6
|
100+18d6
|
Additional points per level
|
1d6+ 1 per level*
|
1d6+9
|
1d6+18
|
Additional die per n level
|
1d6+ 1d6 per 3 levels**
|
4d6
|
7d6
|
Additional die per after lvl
|
1d6 + 1d6 per level after 10th level
|
1d6
|
9d6
|
Size increase-circle/sphere
|
radius 10ft per level
|
shape with radius of 90ft
|
shape with radius of 180ft
|
Size increase-cube
|
Cube w/10ft side per level***
|
Cube 90ft high, wide, long
|
Cube 180ft high, etc.
|
Size increase-cubes
|
One 10ft cube per level***
|
9 cubes, each 10ft high†
|
18 cubes, each 10ft high†
|
Size increase-Cubic Feet
|
100 cubic feet +10 per level
|
190 cubic feet
|
280 cubic feet
|
Size increase-Wall
|
10ft high, length 1d6+10ft per level
|
10ft high, 1d6+90ft long
|
10ft high, 1d6+180ft long
|
Additional number per level
|
Seven balls + 1 per level
|
16 balls
|
25 balls
|
* When written in the form of 1dN+y per
level, assume that only y (not 1dN) is increasing by level unless the spell
makes it explicit otherwise. For example, a spell creating one missile per
level, each doing 1d6+1 damage would be written as “1 missile per level,
doing 1d6+1 points of damage each” in the spell description.
** A die is added at level 3, 6, 9, 12, 15,
18, etc. See a spell’s description for how fast damage increases.
***It can be very confusing for some people
to distinguish between an increase in the size of cubes and the increase in
number of cubes, and can usually be demonstrated with 6 sided dice. If each
die is assumed to be a 10ft cube, a 30ft cube would be made out of nine
cubes, each one 10ft on a side, stacked 3 high and 3 deep-nine dice. A spell
increasing by one 10ft cube per level is increasing in size slower than a
spell with cubes that are growing at 10ft per level, but the character has more
leeway with the position of the spell effect.
†These cubes usually must touch each other and
follow logical geometry, but the player may have a lot of leeway in the shape
of the effect the multiple cubes make. For example, eight 10ft cubes could make
a cube 20ft high and 20ft long, a wall 10ft high and deep and 80 feet long, a
shape 20ft long on one side, 40ft long on the other and 10ft high, etc.
|
Note that there are no partial increases. A spell
that does 5 points of damage plus 10 for every two levels would do 5 at level one,
15 at level 2, 15 at level three, and 25 at level four. It would never do 10 or
20 points.
Physical attacks are often the most risky targeting techniques for mages
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