Alternate Defensive Casting mechanic


Skills and Feats

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

What if we look at this in an entirely different way. Instead of casting defensively needing a roll, what if it automatically works, but has a cost?

Any combination of these could be costs:
1) Casting time increases to 1 full round action instead of a standard action
2) You cannot take a 5' step that round
3) Your caster level is reduced by 1 (since you're not concentrating on the spell as much - this would make the option unavailable as a 1st level caster)

I'm sure there's other options to consider for a cost of casting defensively, this is simply off the top of my head.

If a method like this were adopted, two things would happen. First, the debate on should concentration be a separate skill again, or checks for it be based on casting stat instead of intelligence would go away. Second, the combat casting feat could be meaningful (instead of inferior to skill focus), and simply let you ignore the costs of casting defensively.

There would still be a place for a check to cast a spell under duress, such as when you are hit with a readied action, take continual damage, are on horseback, on a storm tossed ship, etc. In these cases, I like Jason B's suggestion to use a Will save.


These are good ideas; I would like to revisit the defensive casting decision and try to find a way to avoid a roll. I don't think defensive casting is an integral part of casting, and removing it or making it harder is one way of nerfing wizards with regard to melee characters. (As long as those melee characters have access to some battlefield control abilities.)


The problem with Defensive casting is that it's an automatic after level 5 or so. Which means there is no way to prevent a spell casting from going off unless you ready an action to stop it (and doing that is almost impossible, as they just take a 5' step away and you lose your turn).

While this mechanic is good for PC spell casters (it's very frustrating not to be able to do what you are designed to do) it also gives Sp and Su using monsters a boost.

I think the Injury section of Casting Spells should be adjusted so that if you take damage that round (before you start to cast a spell) you must make a Spellcraft check (DC 10 + points of damage taken + the level of the spell) to cast it.

This allows melee type attacks to still have a chance at disrupting spell casting without the chancy "readied action to disrupt" vs 5' step away game. However, it still allows high Initiative casters to function normally. If a melee type really wants to disrupt the casting, then they can refocus their init order to just before the caster goes and hope they deal enough damage to disrupt the coming spell.

If a caster really wants to get a spell off, they will avoid melee all together, which is exactly how it should be played.

EDIT: Also, it should be noted somewhere that quickened/swift/immediate casting times can not be disrupted, as they are just to fast.

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