Quickened Enlarge Person


Rules Questions

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Liberty's Edge

Russ Taylor wrote:
People get too tied up in the turn order of a round, and forget that a combat round is a simulation of a whole bunch of things happening at the same time. Your character isn't standing around like a statue when it isn't their turn, unless they happen to be paralyzed or petrified.

This, I think, is the strongest argument that any full round action, regardless of when it comes into effect, is subject to quicken.


Happler wrote:
Stynkk wrote:
shadezofdis wrote:
Also, there are no (so far as I can find in the spell db from the srd) full-round casting time spells. There's only 1 round casting times.

This ^ is an important note. I was convinced about the 1 round vs Full-Round argument, but it is predicated on the fact that spells exist that are "full round".

The following spells have a casting time of a full-round:

Aura of the Unremarkable

Dirge of the Victorious Knights

Retrieve item

Share Senses

Enemy's Heart

Those are terrible examples. The first one said 1 standard actions. The next 3 say 1 full round, not full rund action. The only one that is full round action is the last spell. But when you read the spell description you find out why it is a full round action. You have to eat a heart, and eating the heart is what makes it a full round action. I will happily argue that due to the specifics of the spell it cannot be quickened. How can you swallow a heart faster?

The Exchange

Quote:
... How can you swallow a heart faster?

A liquidizer and a straw? ;)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Gignere wrote:
How can you swallow a heart faster?

New Feat!

Spoiler:
Swallow like Pam Anderson!!!
Prerequisite: Quicken Spell, questionable taste in men.
Effect Due to constant practice and training you are able to swallow things larger than can be believed. You may now use Quicken spell with any spell that requires you to swallow something.

Normal: You don't have hep-C.

More seriously, Eschew components?


The problem with treating the full round action spell casting (certain spells and special spontaneous castings) as 1 round spells is that the RAW specifically calls out that they are treated different.

Combat -> Actions in Combat -> Full Round Actions wrote:


Cast a Spell

A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

...

When you begin a spell that takes 1 round or longer to cast, you must continue the invocations, gestures, and concentration from 1 round to just before your turn in the next round (at least). If you lose concentration after starting the spell and before it is complete, you lose the spell.

You only provoke attacks of opportunity when you begin casting a spell, even though you might continue casting for at least 1 full round. While casting a spell, you don't threaten any squares around you.

Metamagic Feats -> Sorcerers and Bards wrote:


If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.)

A bard or sorcerer casting an extended Hold Person would spend their full-round action, with the spell coming into effect immediately.

Anyone casting Enlarge Person would spend their full-round action, with the spell coming into effect when his turn comes up the next round.

That right there is a difference in "casting time". The effect occurs before anyone else gets to act vs the effect occurring after everyone else gets to act.
This is clearly not the same amount of "time", even (if not especially) in this pseudo simultaneity, and even though your "action" for the round is the same, the amount of time spent "casting" is longer.
The Hold Person spell allows you to make attacks of opportunity, for example.. you are clearly not casting the spell anymore, even though all your proactive actions for the round are taken.

This difference is what Quicken Spell is working with.

The Exchange Contributor, RPG Superstar 2008 Top 6

No one's disputing there's a difference in casting times. But all these casting times (standard, 1 full round metamagic, 1 round) are still not longer than 1 full-round action. The first casting time longer than 1 full-round action is a casting time of 2 rounds (which, conveniently, requires 2 full-round actions).


Russ Taylor wrote:
People get too tied up in the turn order of a round, and forget that a combat round is a simulation of a whole bunch of things happening at the same time. Your character isn't standing around like a statue when it isn't their turn, unless they happen to be paralyzed or petrified.

But that fact isn't written down. Instead we have this:

PRD:
Each round's activity begins with the character with the highest initiative result and then proceeds in order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)

When the rules refer to a “full round”, they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

This text would seem to indicate that the "full round" is longer than a character's actions.

Russ Taylor wrote:
No one's disputing there's a difference in casting times. But all these casting times (standard, 1 full round metamagic, 1 round) are still not longer than 1 full-round action. The first casting time longer than 1 full-round action is a casting time of 2 rounds (which, conveniently, requires 2 full-round actions).

See above, but you should acknowledge that changing the wording to "the spellcaster finishes the spell as a free action at the beginning of his next turn" would make absolutely no mechanical difference, except for invalidating your argument. I know the SRD/PRD were not written at that level of detail, there are a thousand examples where one simple fix would make everything clear.

You're still casting after your action (as proven by you being able to be interrupted, and giving up AoOs throughout the round). The casting time is 1 full round, > a full-round action.

Dark Archive

kikanaide wrote:
Russ Taylor wrote:
People get too tied up in the turn order of a round, and forget that a combat round is a simulation of a whole bunch of things happening at the same time. Your character isn't standing around like a statue when it isn't their turn, unless they happen to be paralyzed or petrified.

But that fact isn't written down. Instead we have this:

** spoiler omitted ** This text would seem to indicate that the "full round" is longer than a character's actions.

Russ Taylor wrote:
No one's disputing there's a difference in casting times. But all these casting times (standard, 1 full round metamagic, 1 round) are still not longer than 1 full-round action. The first casting time longer than 1 full-round action is a casting time of 2 rounds (which, conveniently, requires 2 full-round actions).

See above, but you should acknowledge that changing the wording to "the spellcaster finishes the spell as a free action at the beginning of his next turn" would make absolutely no mechanical difference, except for invalidating your argument. I know the SRD/PRD were not written at that level of detail, there are a thousand examples where one simple fix would make everything clear.

You're still casting after your action (as proven by you being able to be interrupted, and giving up AoOs throughout the round). The casting time is 1 full round, > a full-round action.

From the "getting started" section of the PRD:

Quote:
Round: Combat is measured in rounds. During an individual round, all creatures have a chance to take a turn to act, in order of initiative. A round represents 6 seconds in the game world.

a "full-round" is always 6 seconds. Not 6 seconds/initiative count (6 for 1 person, 12 seconds for 2 people,etc..).

So, during 1 round (6 seconds) all creatures in the combat act. There is no time period for a single count of initiative, only for rounds (6 seconds). Initiative is just to keep sanity for the players on what order things happen in that 6 second time slice.


Russ Taylor wrote:
No one's disputing there's a difference in casting times. But all these casting times (standard, 1 full round metamagic, 1 round) are still not longer than 1 full-round action. The first casting time longer than 1 full-round action is a casting time of 2 rounds (which, conveniently, requires 2 full-round actions).

Russ,

You're mixing things here is what's happening.

Compare the following two questions:

Between a 1 round casting time spell and a 1 full-round action spell, which takes the longer action?

Between a 1 round casting time spell and a 1 full-round action spell, which takes the longer casting time?

The two are different questions asking you to measure two different things.

The first you are addressing in that both take the same amount of actions (game term) available to the PC (this is ignoring that you would not be allowed to cast an immediate action spell while casting a 1 round casting time spell or likely be allowed to perform other immediate actions during such a time). As you've said this is a game theoretic abstraction. A character's turn cannot take the full 6 seconds of the round, else they could never take immediate actions, etc.

The second is talking about the casting time of the spell. As we all can agree a 1 round spell takes longer to cast than a 1 full-round action spell.

This should not be an issue, except WotC in the grand tradition of TSR uses words for multiple terms. A casting time: standard action takes a standard action to produce. Yet the former is a casting time, while the later is an action. Shouldn't cause much confusion, while giving different names could.. so it's reasonable to name them thus.

Yet then they have a casting time: 1 full round and a casting time: 1 full round action. Both of these require a full round action to cast, but the former requires more even though it requires no other actions.

So the question is when talking about casting times and they say

quicken spell wrote:
A spell whose casting time is more than 1 full-round action cannot be quickened.

do they mean that in terms of actions or casting time?

If they had meant in terms of actions, as you are reading it (and your area of the country read it and thus has played it for quite some time), then it would need to say 'A spell whose casting time takes more than a full round action to cast'.

By using the verb 'to be' the '1 full-round action' has to be a casting time.

But anything that would require that level of splitting hairs and has this much regional variation needs a FAQ badly. This I think we can all agree upon as being the truth.

It's been a source of confusion ever since people figured out that there was a difference between casting time: 1 full round and casting time: 1 full round action.

-James


Russ Taylor wrote:
No one's disputing there's a difference in casting times. But all these casting times (standard, 1 full round metamagic, 1 round) are still not longer than 1 full-round action. The first casting time longer than 1 full-round action is a casting time of 2 rounds (which, conveniently, requires 2 full-round actions).

Except that in one case (1 full round metamagic), the spell happens immediately and can only be stopped by someone with a readied action, and in the other, everyone else gets to try to stop you from casting (either because they're after you in this round, or before you in the next).

Also, in the full-round case, you're done casting the spell and so you are threatening the squares around you and can make AoO's (perhaps with the Touch spell you just cast) -- and in the 1 round case -- you're still casting the spell and don't threaten.

This seems like the same amount of time to you? Doesn't that sort of make the Quicken way more useful for some spells than others if you play that way (eg - in some cases, you can't stop a spell that everyone would have had a chance to do something about)?


I guess what I want to know is why couldn't enlage, certainly a decent but not really overpowered spell, just be a standard action?

The Exchange Contributor, RPG Superstar 2008 Top 6

kikanaide wrote:
See above, but you should acknowledge that changing the wording to "the spellcaster finishes the spell as a free action at the beginning of his next turn" would make absolutely no mechanical difference, except for invalidating your argument.

Why would I acknolwedge that, when it isn't true?

If there's a bodak in the room, and I fail my save and die on my turn, it makes a lot of difference that the spell completed just before my turn began.

The Exchange Contributor, RPG Superstar 2008 Top 6

Tilnar wrote:
This seems like the same amount of time to you?

In the very post you quoted, I said they don't take the same amount of time.

These possible casting times would all fit the requirement of taking no more than one full round to complete:

immediate action
swift action
move action (none exist that I know of)
standard action
full-round metamagic
1 round

I've always wondered how this argument gets past "A spell that takes 1 round to cast is a full-round action", but that's just me.


Russ Taylor wrote:

Why would I acknolwedge that, when it isn't true?

If there's a bodak in the room, and I fail my save and die on my turn, it makes a lot of difference that the spell completed just before my turn began.

Fine. Let's change it to "at the beginning of his next turn, before other 'beginning of turn effects' are resolved." Happy? I still feel that was a little petty.

Russ Taylor wrote:
I've always wondered how this argument gets past "A spell that takes 1 round to cast is a full-round action", but that's just me.

Mainly because the text goes further than that.


One more note:

You will not find text saying that a full-round action takes 6 seconds.

That would be silly. Consider a 1st level trip fighter (combat reflexes). He can trip once on his turn. He can trip four times (in addition) if opportunities are open, and take an immediate action as well. Do those AoO's really take no time at all, and the single attack take 6 seconds?

If I delay (waiting for other characters to act), does that really take no time at all?

No, full-round actions are a portion of the 6 seconds. It doesn't define what portion, but when you see the mechanics for things like 1-round casting times, it definitely makes that clear.


kikanaide wrote:

One more note:

You will not find text saying that a full-round action takes 6 seconds.

That would be silly. Consider a 1st level trip fighter (combat reflexes). He can trip once on his turn. He can trip four times (in addition) if opportunities are open, and take an immediate action as well. Do those AoO's really take no time at all, and the single attack take 6 seconds?

If I delay (waiting for other characters to act), does that really take no time at all?

No, full-round actions are a portion of the 6 seconds. It doesn't define what portion, but when you see the mechanics for things like 1-round casting times, it definitely makes that clear.

Personally I think that the designers just neglected to update casting time wording to reflect the new wording on Quicken. Almost all of the one round or one full round casting spells don't look over powered at all even if it is allowed to be quickened. Come on a 5th level slot for enlarge person is in no way or shape OP.

So far posters only found one spell out of hundreds that have a full round action as a casting time. Like I posted earlier based on the specifics of that spell I don't think it can be quickened at all.


Russ Taylor wrote:
Tilnar wrote:
This seems like the same amount of time to you?

In the very post you quoted, I said they don't take the same amount of time.

These possible casting times would all fit the requirement of taking no more than one full round to complete:

immediate action
swift action
move action (none exist that I know of)
standard action
full-round metamagic
1 round

I've always wondered how this argument gets past "A spell that takes 1 round to cast is a full-round action", but that's just me.

Because you're obviously not done the spell after the full-round action in Round 1 - because if you were, your spell could no longer be interrupted (certainly not interrupted by people going in Round 2!) and you could go back to being "ready" in terms of threatening the squares around you, etc, etc.


Gignere wrote:


So far posters only found one spell out of hundreds that have a full round action as a casting time. Like I posted earlier based on the specifics of that spell I don't think it can be quickened at all.

Again, no. The vast majority of spells have a casting time of a full-round action. If you're a spontaneous spellcaster trying to, say, apply the Quicken Spell metamagic feat to it.

Arguing that the wording of Quicken has to include 1 round casting time spells, because there aren't any full-round casting time spells, is silly. The entire point of adding that sentence was to allow spontaneous spellcasters to use quicken spell at all.


Gignere wrote:
Personally I think that the designers just neglected to update casting time wording to reflect the new wording on Quicken. Almost all of the one round or one full round casting spells don't look over powered at all even if it is allowed to be quickened. Come on a 5th level slot for enlarge person is in no way or shape OP.

Well, it sure makes Quicken far more powerful for some spells than others.

Unless you have a readied action (or I provoke an AoO), you can't stop me from casting magic missile. However, if I quicken it (+4 levels), I get to take a whole other standard or full-round action that round - which means I could cast a second spell. That's quite the benefit and allows me a whole lot of things I can do.

However, if I take a spell like Enlarge or Summon Monster, which normally gives everyone near me a whole set of actions (including, for people with higher initiative, their full round action in the following turn) in which to try to stop me from casting the spell and quicken it - I get not only the bonus of being able to cast 2 spells in a round, I *also* get a version of the spell that you can't stop me from casting... at the same +4 levels that got me the ability to still do a full-round action! What a bargain!

The Exchange Contributor, RPG Superstar 2008 Top 6

Slaunyeh wrote:
Arguing that the wording of Quicken has to include 1 round casting time spells, because there aren't any full-round casting time spells, is silly. The entire point of adding that sentence was to allow spontaneous spellcasters to use quicken spell at all.

The wording for Quicken dates back to when the only spells with a full-round casting time that could have been quickened were 1 round casting time spells, since back in 3.5E spontaneously metamagiced spells could not be quickened.

So it's valid to point out that in the rules that were copy-pasted, the restriction on Quicken would have made no sense if you couldn't quicken 1 round casting time spells.

The Exchange Contributor, RPG Superstar 2008 Top 6

Tilnar wrote:

Well, it sure makes Quicken far more powerful for some spells than others.

This has always been true about metamagic feats and spells in general. Not all spells are improved equally by metamagic.


Russ Taylor wrote:


So it's valid to point out that in the rules that were copy-pasted, the restriction on Quicken would have made no sense if you couldn't quicken 1 round casting time spells.

In correct, they simply could have been drawing a line in the sand without requiring anything to be on that line.

That said, I agree it's been a source of contention since people understood that there was a difference in casting time between a metamagic spontaneous spell (1 full round action) and a 1 full round casting time spell.

It is worth a FAQ answer and decision,

James


james maissen wrote:
It is worth a FAQ answer and decision,

+1

Contributor

FAQ!


Russ Taylor wrote:
Kaisoku wrote:
Russ Taylor wrote:
A spell with a casting time of 1 round constitutes the longest possible full round action. As such, it is indeed quickenable. It's not longer than a full round, because if it were, it'd take a piece of your next action, and it doesn't.
You are assuming casting time and action spent are the same thing. They aren't, and Quickened Metamagic is specifically calling out casting times, not the action used to cast the spell.

I'm not assuming anything. I've thought about this issue a lot, not just in this discussion, and somewhere in my mail I have something like a two page examination of all the rules in question, along with various statements about full-round actions. This would all be back in the 3.5E days, so some of the discussion about action types is now gone, but suffice it to say, a full round action's supposed to consume all of your possible effort in a round, and casting a spell with a casting time of 1 round does exactly that.

People get too tied up in the turn order of a round, and forget that a combat round is a simulation of a whole bunch of things happening at the same time. Your character isn't standing around like a statue when it isn't their turn, unless they happen to be paralyzed or petrified.

Translation: eff the way the rules obviously and demonstrably work. I want this to be legal!


Actually meatrace since you can start a full round action with a standard action he's got a very valid point.


Since I actually read the messages, especially the dev messages, I feel very safe in saying that you can Quicken Enlarge Person. :)


The text of Quicken Spell should be updated from "a full-round action" to "1 full round". Then no more argument.


AvalonXQ wrote:
The text of Quicken Spell should be updated from "a full-round action" to "1 full round". Then no more argument.

No more argument now. The FAQ has been updated to indicate that yes, it's the type of action, not when the spell takes effect, that governs the interaction with Quicken.

Silver Crusade

As Sean Renyold's posts. You can indeed cast an Quickened ENlarge person so bow to the great knowlege of Lyrax AKA the great mage Jordan

Lyrax was in COT with me and was run by Research who knows the rules as good as the DEV's and would have Corrected Lyrax if he tried to cast a spell incorectly. Both my Character and Max benifited many times for a Quicened Enlarge Person,


Sweet, quickened Summon Monster XI coming up!

Liberty's Edge

FAQ provided (with a source time of "yesterday)!

Ruling: Yes you can Quicken EP.


Sweet, sweet FAQ.


shadezofdis wrote:
Sweet, sweet FAQ.

So very true.

The Exchange Contributor, RPG Superstar 2008 Top 6

meatrace wrote:


Translation: eff the way the rules obviously and demonstrably work. I want this to be legal!

It'd be unseemly to gloat right now, but I think I'm ok with that :)


Sean K Reynolds wrote:
FAQ!

Can't say I'm particularly happy with the ruling, but I am VERY happy with having it clarified so as to be played the same way at every table. Thank you.


kikanaide wrote:
but I am VERY happy with having it clarified so as to be played the same way at every table.

Sorry, but I can't promise that. ;)

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