Full round casting time and quickened spells


Rules Questions


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If I'm casting a spell with a 1 round casting time, such as enlarge person or summon monster, is it possible for me to cast a quickened spell in the same round AFTER I've started casting the first spell?

From a flavor perspective, I shouldn't be able to because I'm still in the middle of casting the first spell (which takes effect just before my next turn, and any damage to me in the meantime might cause me to lose concentration--and the spell).

However, from a mechanical perspective, I CAN do this, seeing as I only have to spend a full round action that round, allowing me enough time for a swift action.

So...which interpretation is the one that was intended to be followed by the game designers???

EDIT: I realize I could cast the quickened spell first, but for the purposes of this discussion lets assume that I need to cast it second for a certain combo to work properly.

Grand Lodge

No, because if you break a spell casting action, you lose the spell completely, as if you were interupted by combat. Since the spell is a full round cast that does not terminate until the next round, there is no room for quickened spells in that round.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I think I found the answer on my own. The pertinent bits are highlighted below.

Casting Time wrote:

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.

You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.

The Exchange

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'Course, the opposite order (casting a quickened spell first) should be legit if I'm reading the rules correctly.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Lincoln Hills wrote:
'Course, the opposite order (casting a quickened spell first) should be legit if I'm reading the rules correctly.

Yep. No interrupt then.

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