Immediate Actions as Interrupts


Rules Questions

Dark Archive

Okay, so here's my dilemma. I saw this argument at MegaConvention2013, where someone wanted to use Emergency Force Shield as an immediate action to prevent this massive thing from basically one-shotting him.

Immediate Actions (d20pfsrd)

Immediate Actions:
Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.

Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.

The restriction is that you can't use an immediate action flat-footed. However, there is a little bit of an enumeration problem here: when an immediate action is used, when CAN it be used? It says that it can be done out of order, so it can be used as a reaction, which is specifically listed on some spells:

Paladin's Sacrifice (Paladin 2):
You open up a brief but powerful divine conduit between you and another creature, taking on the damage and any other effects that creature suffers. When a creature in range is hit by an attack or fails a saving throw, you can cast this spell and the wounds and/or effects are magically transmitted to you instead of the target. You are affected as if you were hit by the attack or failed the saving throw, taking all the damage and suffering all of the adverse effects. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects in any way.

If you use this spell against an effect that also targets you or includes you in its area, you suffer the effects for both yourself and the target you spared, potentially taking damage or suffering other consequences twice.


Blaze of Glory (Paladin 4):
You fall unconscious but also unleash a spectacular wave of holy energy that heartens and heals your allies while leaving your opponents daunted and damaged. You can cast this spell as either a standard action on your turn, or as an immediate action when brought to below 0 hit points. If cast as a standard action, you are immediately reduced to -1 hit points, but stable, after casting the spell.

When you cast this spell, any good creature within range is healed for 1d6 points of damage per two caster levels. All evil creatures within range take the same amount as damage instead (a successful Will save halves this damage). In addition, all allies and enemies within range are affected as if by the prayer spell for 1 round per caster level.


Which are two good examples of spells that specifically list when the action can be taken (as a reaction to an action). However, Emergency Force Sphere is another story:
Emergency Force Sphere (Sorcerer/Wizard 4):
As wall of force, except you create a hemispherical dome of force with hardness 20 and a number of hit points equal to 10 per caster level. The bottom edge of the dome forms a relatively watertight space if you are standing on a reasonably flat surface. The dome shape means that falling debris (such as rocks from a collapsing ceiling) tend to tumble to the side and pile up around the base of the dome. If you make a DC 20 Craft (stonemasonry), Knowledge (engineering), or Profession (architect or engineer) check, the debris is stable enough that it retains its dome-like configuration when the spell ends, otherwise it collapses.

Normally this spell is used to buy time for dealing with avalanches, floods, and rock-slides, though it is also handy in dealing with ambushes.


This does not list a specific action when it can and cannot be done. As a GM, I've always listed Immediates as Reactions, which can be done prior to another action if they are not flat-footed against it. However, this GM ruled that it could not be done as a reaction to an attack, and must be done post-turn, which didn't sit right to me. So, I'm bringing it to the Rules Questions boards.

Grand Lodge RPG Superstar 2012 Top 32

If you couldn't use an immediate action to react to something, what good is feather fall?


Pathfinder Maps Subscriber

You could use that immediate action (emergency force sphere) as a reaction to being attacked (provided you're not flat footed). However, you must decide to use it before the results of the attack are known. That is, you couldn't decide that you'd use it only if you actually get hit or if you get critted, for example.

Silver Crusade

Beyond the thought that Emergency Force Sphere should be banned, immediate actions operate much like a readied action (if X happens then Y occurs) but without having to state a precondition (unless the spell requires one). Actions that can be readied include move, standard, and swift, but not immediate since they function as a readied action in response to a situation. Most (if not all) spells that are immediate casts generally state a precursor event, aka the event it is readied against.

For example, the Bard spell Saving Finale (APG, 1st level) allows a bard to end his song as an immediate spellcast to allow one creature affected by the song to reroll not only a saving throw but a failed saving throw. This spell is more detailed on how the immediate action should take place, and I would use it as guidance.

Hence, the Sphere was written allows itself to be used reactively to an attack (assuming one is not flat-footed). Personally I'd ban it because an instantaneous invulnerable shell is just too strong for a 4th level spell. But if in play, I'd have to allow players who can react to attacks to cast it in response to an event (being attacked), and thereby interrupt the effect of that event, much like Saving Finale would interrupt the effect of a failed save by preventing the effect from setting in (ignoring the versimilitude of how one player would know a creature in range has actually failed a save...).

Agree with Slim that it could not be used after being hit because it couldn't "interrupt" the damage then.

Dark Archive

While I don't think it should be banned, this brings a lot of light to a few things. So many immediate actions that I've been reading have had "do this if this," its just that EFS doesn't have one. I agree that you can't use it once the attack roll is revealed, but you should be able to do it before the attack roll is revealed.

Also, its not an invulnerable sphere. It only has 10 HP/Level, and it costs a 4th Level spell...which is expensive when you first get it, and since you generally only get to 6th Level in most campaigns (Cap out at 14th-16th Level), its expensive enough. Plus, it takes the Wizard out for at least one action: it can't use swift, it costs a standard to lower the shield, or a teleport spell to get out of it. My wizard is generally out for two rounds when he uses EFS: Greater Invis, DDoor, then he can cast spells the round after.

Back to the OT, thanks for clearing it up for me.

Sovereign Court

I think EFS was written with collapsing ceilings and avalanches in mind, and somehow the writer hadn't really worked out how it would work in combat.

While I would much rather ban the spell, if I did allow the spell, I'd say you can use EFS when an enemy is about to attack you (d20 in hand) but before the roll is made.


1 person marked this as FAQ candidate.
Touc wrote:
...immediate actions operate much like a readied action (if X happens then Y occurs) but without having to state a precondition (unless the spell requires one).

Are we sure about this?

I never see any general rules about immediate actions getting to interrupt other actions.

(They cannot be readied actions, but that is because readied actions change your place in the initiative order. That fails to prove they work as readied actions by default.)

Cases such as Paladin's Sacrifice are possibly examples of "specific rules trump general rules" rather than guidelines for how all immediate actions function.

Thus I see no reason the rules allow using Emergency Force Sphere to interrupt an attack.

Dark Archive

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That spell is awful and I have a vested interest in hearing the conclusions from this thread.

As far as I know, there's no official ruling about how actions that take place at the same time resolve. I let the spell work against attacks, but that just seemed like a common sense adjudication to me. If you can't use it against attacks, why can you use it against a ceiling collapse? Also, even though there's no general rule about getting to interrupt other actions, the general rules also do not restrict when they can be used:

d20pfsrd wrote:
an immediate action can be performed at any time—even if it's not your turn.

Emphasis mine. So there's no limitation on when you can use them in the rules. My guess is that whoever wrote EFS forgot to define the parameters under which it can be used, but we'll never know that unless a dev comes in to clarify. I'm just gonna call the spell OP for now.


xn0o0cl3 wrote:
I'm just gonna call the spell OP for now.

The spell is a great panic button, but OP? As someone else said, it is a 4th level spell and it essentially wastes your next turn as you are now trapped inside of a sphere.

EDIT: I was going to say a Teleportation sub-school Wizard with it would be pretty awesome until I remembered that he wouldn't be able to use his swift action teleport to escape it the round after casting because he already used his swift for that round by casting EFS.

Dark Archive

Well, the only encounter I've had with it is in a module from level 12-15, so the wizard had plenty to throw around. At that level of play it more or less allowed the wizard to enter melee with impunity.


As xn0o0cl3 points out, an immediate action is equivalent to a swift action save that it can occur at any time. I'd have no problem with allowing it to be used in reaction to an attack; in fact, the last line of its description seems to indicate just that ("...though it is also handy in dealing with ambushes").


xn0o0cl3 wrote:
Well, the only encounter I've had with it is in a module from level 12-15, so the wizard had plenty to throw around. At that level of play it more or less allowed the wizard to enter melee with impunity.

I'm still thinking that the Wizard taking himself out of the fight for a round is penalty enough for having that level of protection, but I've never seen it in actual play.


xn0o0cl3 wrote:
Well, the only encounter I've had with it is in a module from level 12-15, so the wizard had plenty to throw around. At that level of play it more or less allowed the wizard to enter melee with impunity.

How'd he do anything? Since it's based off Wall of Force, and Wall of Force blocks line of effect for spells (it's called out in WoF), then sure he could enter melee - and just stand there, doing nothing.

Paizo Employee Design Manager

xn0o0cl3 wrote:

That spell is awful and I have a vested interest in hearing the conclusions from this thread.

As far as I know, there's no official ruling about how actions that take place at the same time resolve. I let the spell work against attacks, but that just seemed like a common sense adjudication to me. If you can't use it against attacks, why can you use it against a ceiling collapse? Also, even though there's no general rule about getting to interrupt other actions, the general rules also do not restrict when they can be used:

d20pfsrd wrote:
an immediate action can be performed at any time—even if it's not your turn.
Emphasis mine. So there's no limitation on when you can use them in the rules. My guess is that whoever wrote EFS forgot to define the parameters under which it can be used, but we'll never know that unless a dev comes in to clarify. I'm just gonna call the spell OP for now.

That was my understanding of immediate actions as well: any time means any time including in the middle of someone else's action.

Dark Archive

There's plenty of spells that don't need line of effect.

Also, where does it say it takes a standard action to lower the wall? Is that just from the general magic rules in the CRB?


The general rule is that it is a standard action to dismiss a spell. In regards to your first statement, could you give me some examples of spells your Wizard used in conjunction with EFS? Line of effect isn't something I normally paid attention to as its rare for me to be in the position of being able to see something =/= being able to attack it.


xn0o0cl3 wrote:

There's plenty of spells that don't need line of effect.

Also, where does it say it takes a standard action to lower the wall? Is that just from the general magic rules in the CRB?

Unless the spell specifically says otherwise, all spells need line of effect, per the general magic rules.

Line of Effect:
Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).

An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect.

But actually, Wall of Force (and by extension Emergency Force Sphere) goes one step further, in that the text of WoF actually says it blocks all spells save teleportation and similar effects.

Wall of Force:
A wall of force creates an invisible wall of pure force. The wall cannot move and is not easily destroyed. A wall of force is immune to dispel magic, although a mage's disjunction can still dispel it. A wall of force can be damaged by spells as normal, except for disintegrate, which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a wall of force has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a wall of force.

Breath weapons and spells cannot pass through a wall of force in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a wall of force.

The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

As to dismissing a spell, it's in the combat rules.

So yeah, a Wizard could walk into the midst of melee combat and cast EFS - but it greatly limits what he can do (effectively to teleporting out of the sphere, using gaze attacks, or [possibly] using non-spell abilities, although to be honest my assumption is that supernatural and spell-like abilities would be blocked as well).

Dark Archive

Summons, pits, mind affects, anything that doesn't require shooting your spell through an object.

And the standard action to dismiss spells is something I don't believe our wizard was aware of (nor was I), so that would knowledge would have gone a long way to balancing the spell.


Yeah essentially the wizard is stuck in a bubble that he can only transport in. Sure he can buff himself for a while, but he loses crucial turns. This is why the spell itself is perfectly leveled to begin with. It is only really useful for protection against something that might just kill you. If you ask me, I'd rather throw black tentacles out there, or summon, or heck even a stinking cloud is probably more useful than this spell.

Dark Archive

Reading wall of force again, it does state explicitly that spells cannot pass through in either direction. However, I'd always taken that to mean any spell that actually requires something to pass through the wall though, like rays and such. If the wall is invisible, why wouldn't say, a pit spell, be able to be conjured on the other side?


xn0o0cl3 wrote:
Summons, pits, mind affects, anything that doesn't require shooting your spell through an object.

Those still require LoE to the target. To re-quote: "You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect." So things like Charm Person still require line of effect to the target you want to charm. If you wanted to charm a person who is on the other side of a glass window, you have to either move to an open doorway or bust out a pane of glass. Same with Create Pit - you need line of effect to the area where you wish to create the pit.

That's standard game mechanics, separate from Wall of Force, actually. LoE does not apply only to spells that have apparent travel paths from caster to target (like Fireball and Magic Missile) or for spells that require an attack roll (like Scorching Ray); it applies to all spells unless the spell explicitly states otherwise.

[edit]
There are a few cases where the spells can be assumed to function without line of effect but don't explicitly spell it out. For example, divination (scrying) spells don't usually mention requiring LoE (primarily because the general school description calls out an alternative - that lead sheeting can block such spells).

Dark Archive

I always took the line about visibility to mean that the solid barrier would likewise not impede a spell's casting unless it obscured visibility, so an invisible barrier wouldn't impede a spell that wasn't actually moving something through the barrier. HOWEVER, you learn something new every day. Now we'll see how our group takes the rules change...


Personally, I think a lot of people house rule it. The morally-questionable Bard who is eavesdropping outside the window and decides to loosen up the tongue of the person on whom he's spying seems like a pretty common fantasy trope; when he has to knock out a pane of glass first it makes that far more difficult to accomplish.

But it does serve its balance purposes. For instance, it makes Emergency Force Sphere a very useful spell, but only for an "Oh $&*@" moment, not for the purposes of letting the Wizard set up a transparent bunker from where he can sling his Fireballs.


Greetings all

I realise this is extreme thread necromancy but I have a question pertaining to immediate actions.

The spell vengeful comet states that you can fire a comet at a person that targets you with a spell.

This comet shot being an immediate action I was wondering if it would actually force a concentration check vs damage as he casts the spell.

Specifically, targeting someone with a spell and casting the spell are not the same thing so it could be feasible to say that it does but there's no clear ruling.

What does the board think.

Liberty's Edge

@AlastarOG Generally No. If you read Vengeful Comets, it says "As an immediate action whenever you are affected by a spell cast by another creature".

If you have already been affected by the spell, the spell has already been cast and there is nothing to interrupt. The only instance where a concentration check would be needed by the opponent caster is if the spell required concentration to maintain beyond the initial casting.


I would not call the spell overpowered. It is always centered on the caster and also prevents the caster and allies in the sphere from attacking while the spell is up. It is the same level as a wall of bone. The wall of bone has less defense but can be cast at range and has a greater duration. The wall of bones can also attack creatures.

Basically, it can halt combat on both sides for a short duration.


Stranger, this necro brought to you by spam.

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