| Death Dealer Rex |
Sorry if this is a noob question but I am new to playing a caster type character and just need some clarification on game mechanics. If I were to cast lets say color spray to a target within 15ft what exactly do i roll? Lets not worry about feats or any of that just to keep it simple.Thanks all for posting/reading. Oh yeah im a 4th level sorcerer.
| Tanis |
First, work out the dimensions of the spell (p.215) to catch as many opponents as possible while avoiding your allies. Then, if there are any foes that have spell resistance make a caster level check - 1d20 + caster level (p.217). If successful, any opponents within the area of effect make a Will save - DC = 10 + Charisma modifier + spell level (p.216).
Then the DM will tell you which effect they are affected by depending on their Hit Die. So, say they're 2 HD or less: roll 2d4 for the number of rounds that they're unconscious, blinded, and stunned. 1d4 for the number of rounds that they're blinded and stunned. Then for 1 round after that they're just stunned.
So let's say you roll 2d4 and get 4, 1d4 and get 2. They're unconscious, blinded, and stunned for 4 rounds, blinded and stunned for 2 rounds and stunned for 1 round.
Hope that helps.
| Peasant Railgun |
Okay, we'll refer to the Pathfinder RPG Reference Document description of Color Spray.
School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
And I'll break it down into the important bits relevant to your question.
Casting Time 1 standard action
This line means that when your turn comes up you'll need to spend a Standard action to cast Color Spray.
Range 15 ft.
Area cone-shaped burst
These lines indicate that Color Spray creates a cone-shaped area-of-effect from one of the corners of the square you're in. 15 ft. is how far the cone goes out to, some spells like Cone of Cold go out further and wider (60 ft. cone).
Saving Throw Will negates; Spell Resistance yes
This line indirectly answers the question of what do you roll. The Saving Throw line indicates to the GM which of the three saving throws (Fortitude, Reflex and Will) the target gets to make in order to avoid some or all of the damage and/or effects. In this case, for each target, the GM rolls 1d20 and adds the target's Will save bonus and if this is greater than or equal to your Saving Throw Difficulty Class, the effect is negated.
The Saving Throw Difficulty Class (or DC) for each of your spells is 10 + Spell level + your Charisma modifier. So a sorcerer with CHA 18 might have a DC 15 (10 + 1 + 4) when casting Color Spray.
Components V, S, M (red, yellow, and blue powder or colored sand)
Lastly, this line indicates some in-game considerations for your sorcerer when casting Color Spray. In order to successfully cast the spell, Verbal component means your sorcerer has to say the magic words, Somatic means your sorcerer's hands must be free to enact the subtle gestures associated with the spell, and Material components are expended to power the spell. This is relevant if you find your caster gagged, bound or wearing armour with a chance of Arcane Spell Failure.
| Anonymous Visitor 163 576 |
The main difference between casters and fighters is that not all spells make attacks.
If it's an area-effect spell, you just pick the area. If someone is inside, then the spell happens to them. (Usually they get a saving throw, but that's a roll THEY make)
If it's a single target spell, then it's often just a saving throw, like charm person. If they make the save, they're fine. If not, the spell happens.
All you really do is calculate what the saving throw difficulty is, and you only have to do that once.
There are also spells that work more like weapons, like scorching ray. Make an attack roll, and if you hit, roll damage.
| Death Dealer Rex |
The main difference between casters and fighters is that not all spells make attacks.
If it's an area-effect spell, you just pick the area. If someone is inside, then the spell happens to them. (Usually they get a saving throw, but that's a roll THEY make)
If it's a single target spell, then it's often just a saving throw, like charm person. If they make the save, they're fine. If not, the spell happens.
All you really do is calculate what the saving throw difficulty is, and you only have to do that once. Thanks everyone for clearing that up for me. From just reading the book it was confusing but now it all makes sense thanks guys
There are also spells that work more like weapons, like scorching ray. Make an attack roll, and if you hit, roll damage.