Yits Crogan
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Quick question:
If a first level bard casts a spell in a round (cure light wounds on wounded ally) and then spends a hero point to get an additional standard action, can she cast an additional spell (with a casting time of 1 standard action; e.g., a cure light wounds on another adjacent wounded ally) that round too? Why or why not? The bard was down to their last first level spell of the day and the party with no cleric needed healing fast...
Thanks
| The Eel |
If, as the friendly halfling above me said, the bard was out of spell slots, they could burn a hero point to recall the spell. Then they could cast it like normal the next round. Otherwise, yeah, it's legit. Even if the bard had to use a higher level spell slot (was out of 1st level slots but had a 2nd, for example), then it's a perfectly fine use of the hero point. Also remember, as the GM, you have the authority to bend the rules. Hero points are an optional system, which means to me that it's more open to rules bending. Then again, I think the same thing about most of the core as well.
| Devilkiller |
I was asking something similar a while back, and somebody pointed out this rule, which might prevent a PC from casting a second spell in a single round using a Hero Point:
Cast a Quickened Spell
You can cast a quickened spell (see the Quicken Spell feat), or any spell whose casting time is designated as a free or swift action, as a swift action. Only one such spell can be cast in any round, and such spells don't count toward your normal limit of one spell per round. Casting a spell as a swift action doesn't incur an attack of opportunity.
The bold emphasis was mine. It seems that there's a limit of one spell per round. Casting a quickened spell explicitly lets you bypass that limit by one spell. There's nothing in the Hero Point rules which specifically says that a Hero Point allows you to bypass the limit, so I'd say that it is the DM's call.
That said, I expect that most DMs who allow Hero Points would allow you to cast the second spell. Having seen the various spells, feats, and items which grant extra Hero Points I'm a bit leery of it myself. If one did allow an extra spell to be cast using a Hero Point I wonder if it should be possible to cast 3 spells in a round (regular spell, quickened spell, hero point spell). It seems like a bit too much potential to go nova to me unless you exclude Blood of Heroes, Heroic Fortune, etc (in which case Hero Points are pretty tough to come by)
| Slaunyeh |
The bold emphasis was mine. It seems that there's a limit of one spell per round. Casting a quickened spell explicitly lets you bypass that limit by one spell. There's nothing in the Hero Point rules which specifically says that a Hero Point allows you to bypass the limit, so I'd say that it is the DM's call.
Is there a hard limit on the number of spells you can count in a round though? Beyond the normal limitation of standard actions, I mean.
| Skylancer4 |
Devilkiller wrote:Is there a hard limit on the number of spells you can count in a round though? Beyond the normal limitation of standard actions, I mean.
The bold emphasis was mine. It seems that there's a limit of one spell per round. Casting a quickened spell explicitly lets you bypass that limit by one spell. There's nothing in the Hero Point rules which specifically says that a Hero Point allows you to bypass the limit, so I'd say that it is the DM's call.
Apparently there is, as per the bolded statement. Looks like 2 spells max per round (normal spell, then quickened/doesn't count spell). Of course there might be other exceptions built into feats/class abilities as time goes on.
Asteldian Caliskan
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Hero points allow you to do something HEROIC, in my opinion that means going above and beyond the normal realms of possiblity.
So, yes, I would consider casting an additional spell in a round to heal as legit (or, if you want to keep to the rules of casting, essentially the Hero Point allows you to cast a spell as if effected by Quickened - the intensity of the situation and the adrenaline rush from such a life or death moment allows you to perform beyond your usual abiity)
You need to remember, Hero points are an optional rule which give extra options and it is up to the GM to decide what is or is not ok. I personally like a brief explanation of the situation to justify the moment of heroism
Such as a party climbing a cliff, someone fails their climb miserably and falls (now, the Hero point COULD be spent on a reroll, but that to me is not as fun and also still depends on luck) I prefer to go with more unusual methods to save the situation - and for other party members to spend hero points on the players behalf - so, as the Fighter begins the fall to his death, the Barbarian (who kindly spent his Hero Point) shakes his hips causing his ridiculously long Trouser Snake to slip from his loin cloth and dangle like a rope which the Fighter grabs onto! (perhaps you want to use a slightly more serious story on how the Heroic Deed was done, but you get the point :P )
| The Eel |
....as the Fighter begins the fall to his death, the Barbarian (who kindly spent his Hero Point) shakes his hips causing his ridiculously long Trouser Snake to slip from his loin cloth and dangle like a rope which the Fighter grabs onto! (perhaps you want to use a slightly more serious story on how the Heroic Deed was done, but you get the point :P )
OUCH!!
Hama
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The rules on spending hero points are quite clear.
And there is a limit on 1 spell per round, unless the first or second one is a quickened spell.
If a character spends a hero point to gain another standard action, he can cast a spell with casting time of one standard action, provided that the didn't cast a spell in that same round.
I for instance allow a cleric to cast a spell and then channel energy in a single round if he burns a hero point.
| Bobson |
And there is a limit on 1 spell per round, unless the first or second one is a quickened spell.
Do you have a rule source for this limit? The text of Quicken Spell isn't relevant, because I don't have that feat, and it's entirely possible that it's a holdover from 3.5, a badly worded reference to the standard action limit, or referencing a limit which has since been cut. Unless you can find a source which says that in the general case there's a limit of one spell per round, there isn't.
Hama
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So, wait, if there is a rule, which was by some oversight written only in the text of a feat, you would disregard it if your character didn't have that feat?
Rules are rules, no matter where they are written.
The devs have said that it is the rule (don't ask me where exactly it was several months ago), and also, since the text survives to this day in the PRD AND the fourth printing of the core rulebook, i say that it is valid. Because they would have corrected it already if it was an oversight left from the 3.5 era.
Anyway, quote from the PRD quicken spell feat:
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened.
They say even casting another spell, which means that you normally can;t cast two spells per round.
A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round. Casting a spell with a casting time of 1 swift action doesn't provoke attacks of opportunity.
As clear as it gets. One. Spell. Per. Round. Limit.
If you don't believe me, Here is the link For the magic section of the PRD...scroll down to the middle of the page and look for casting time.
| Doskious Steele |
Quote:And there is a limit on 1 spell per round, unless the first or second one is a quickened spell.Do you have a rule source for this limit? The text of Quicken Spell isn't relevant, because I don't have that feat, and it's entirely possible that it's a holdover from 3.5, a badly worded reference to the standard action limit, or referencing a limit which has since been cut. Unless you can find a source which says that in the general case there's a limit of one spell per round, there isn't.
In the Magic Chapter in the Core Rulebook, under the heading of Casting Time (Pg 213), the general rules have this to say:
Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action.
A spell that takes 1 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.
A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action, just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell.
A spell with a casting time of 1 swift action doesn’t count against your normal limit of one spell per round. However, you may cast such a spell only once per round. Casting a spell with a casting time of 1 swift action doesn’t provoke attacks of opportunity.
Note that while a general or "normal" limit of one spell per round, the initial text seems to me to imply that this "normal" limit is borne out of the fact that most spells have a standard-action casting time, as opposed to some other explicit limitation. As such, using a hero point to get an additional standard action seems suitably abnormal to me to allow that standard action to be used to cast another spell with a casting time of one standard action, regardless of other actions in the round.
| BigNorseWolf |
Why then does it say this?
Quote:A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round.
Because that rule pre dates the heropoint rules by about 10 years. You have only 1 standard action per round, and thus can only cast one spell per round. They weren't written with the idea of having 2 standard actions per round
| Doskious Steele |
Why then does it say this?
Quote:A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round.
Bad editing?
Seriously, though, the phrasing that refers to some "normal limit of one spell per round" appears only in cases that identify the use of swift action spells or the use of quicken spell to cast as a swift action. The phrasing implies that the concept of a "normal limit of one spell per round" is more fully identified somewhere else when, in fact, it is not.
This, along with the fact that there are other bad editing errors, such as the section on Casting Times utterly ignoring spells (such as Feather Fall) that have Immediate Action casting times, leads me to conclude that the section was generally not closely gone over in editing reviews, and the text you've bolded is the victim of simple oversight in the transition from 3.x
Asteldian Caliskan
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A normal limit of one round. A Hero Point allows you to do something extraordinary, casting a second spell would fall into that category, or as I said earlier, if nothing else then the Hero Point could esentially be used to give you Quicken Spell for that round.
Hero Points are an optional extra which leave room for a lot of choices, using them to the exact limitation of the description is defeating the purpose of them, the decription was an example of how they could be used, ultimately Hero Points are just a universal Houserule that is used differently from GM to GM