Beginner Question: Spellcasting - concentration, SR, saves


Advice


Whenever I cast a spell that requires me to roll/check concentration, SR, or saves, I generally go the "tell me what to roll ... tell me what add to it" route. And, in the heat of the battle, I don't retain what I just did so the next time it comes up, it's like I've never done it before. I'd like to become more self-sufficient and less "tell me what to do."

Could someone explain who-what-when-where-how I'm suppose to use concentration, spell resistance, and saves. As Cleric Level 8, I know that my Concentration(12)=Wisdom(4)+Caster Level(8). My spell DC(14 to 18)=10+Wis(4)+spell level(0 to 4)

Thanks


I'm assuming you're the one casting the spell.

Saves: you do nothing other than announce you're casting a spell. The GM rolls the saving throw. This is different than 4.0 where casting a spell is an attack. You roll a saving throw in response to a spell.

Concentration: The correct answer is that your GM is supposed to figure out what the concentration check DC is. You just roll and add that concentration value you mention.

Spell Resistance: This is just your caster level added to your d20 roll. There are a few feats/abilities/items that add to this roll (like Spell Penetration).

Quote:
I'd like to become more self-sufficient and less "tell me what to do."

There's self-sufficient and there's jumping the gun and thinking you've passed a roll when you really haven't. The majority of the time, you just add what you're supposed to add to the d20. The GM decides if the value is a pass or a fail.

Contributor

Concentration: make a check if you're casting a spell and are
* trying to cast defensively so you don't provoke an attack of opportunity from an opponent
* being grappled
* being shaken/experiencing vigorous motion, like by an earthquake, a storm, or while riding a horse
Making a concentration check is a reactive thing you do, in response to something affecting you.

Spell resistance: Your character probably does not have spell resistance, it is a defensive ability some monsters have (though you may have a spell that gives you temporary SR). Overcoming an enemy's SR is like making an attack roll: you roll 1d20 plus your caster level (which is your cleric level), and if your result equals or exceeds the target's SR, the spell works as if the target didn't have SR. If your result is less than the target's SR, the spell doesn't work on them at all.
Making a spell resistance check is an active thing you do, when trying to affect certain monsters with your magic.

Saves: Saves are resistance rolls you make to avoid or lessen the effect of special attacks used against you. For example, you save against poison, disease, most enemy spells, traps, and weird monster attacks like turning to stone from a medusa. All of these incoming attacks have a difficulty class (DC) and a saving throw type (Fortitude, Reflex, or Will).
Fortitude saves are for physical attacks that you resist by being tough (like poison, or turning to stone). Reflex saves are for physical attacks that you can dodge or drop flat to evade some of the effect, like explosions. Will saves are for mental attacks, like fear and mind control.
The GM will tell you what kind of save to make (Fort, Ref, or Will), so roll 1d20 and add your bonus for that kind of saving throw. If your total equals or exceeds the special attack's DC, you partially or completely resist that attack. The GM doesn't have to tell you what the DC is, so you may not know if it's an easy or difficult attack to resist.
Making a saving throw is a reactive thing you do, in response to something trying to affect you.


meabolex wrote:


Quote:
I'd like to become more self-sufficient and less "tell me what to do."
There's self-sufficient and there's jumping the gun and thinking you've passed a roll when you really haven't. The majority of the time, you just add what you're supposed to add to the d20. The GM decides if the value is a pass or a fail.

First, thanks for your explanation. It was short and exactly what I was looking for. My goal is to not stare blankly when the GM asks "What's your concentration?" not to jump the gun. Knowing when I'm suppose to roll something and what to add to the roll verses just giving the number on my sheet is my goal at this point.


Thanks Sean K Reynolds for differentiating what is active and what is reactive. It adds more understanding of why and when I do what.


This may contain more information than you're looking for:

If you're casting a spell that allows a saving throw, the DM will probably ask for what the saving throw is. In this case you should tell him something like, "DC 15 Will negates." What kind of save is determined by the spell, and the DC is determined as 10+Spell Level+Modifier of your casting stat.

So if I'm a wizard with 16 int, the DC for a level 1 spell is 14. So if I cast color spray, I would announce something like this to my DM: "I cast Color Spray, which should hit kobolds 1 and 2. DC 14 Will negates." If the kobolds are special and have spell resistance, the DM will ask me to roll to overcome spell resistance, which the others have explained already.

And if you're standing by one of the kobolds, I recommend declaring:

"I cast Color Spray defensively." *rolls dice* "17 concentration, so I make it. The spell hits kobolds 1 and 2. DC 14 Will negates."

Generally the DM will tell you when you need to make a concentration check, except (in my experience) when casting defensively. You'll need to remember to do that yourself to avoid provoking. Therefore, you should try to remember that the DC for casting defensively is 15+(2*spell level). Therefore Color Spray is a DC 17 concentration for you to cast defensively (since it's a first level spell). The number you add to your d20 roll for a concentration check is: d20+caster level(your level)+Modifier of your casting stat. Plus any other modifiers, of course, such as the Combat Casting feat.


Thanks Castarr4. I don't think it was too much information. Good information. I have a reach weapon (long spear) and am generally in a position to not have to, and other times I just take the attack of opportunity. Good to take note of the equation though. Will add it to my notes.


Taking the attack of opportunity can be bad. If you get hit, then you have to make a concentration check anyways or lose the spell, and the check for taking damage has a tendency to be higher than the check to cast defensively. So not only do you still have a chance to lose the spell, but you've also taken damage.


Excellent points Castarr4. I must admit that I have lost a spell and/or received damage. I'm still learning to make the judgment call of when the DC increase of casting defensively is worth it.

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