Ways to avoid AoO on melee touch spells


Rules Questions


Is there a way to do this? By RAW, if you cast the spell next to your target, you'd provoke an attack unless you took a 5ft step away, but then you wouldn't be in range for the tough attack.

Silver Crusade

Cast, move, touch.

You can cast a touch spell, move to the target, then touch them. The rules state as such in the magic chapter. This works for helpfull spells too, such as cure light wounds.

Alternatively, if you are already adjacent to the target, cast defensively.


You can cast the spell from way in the back, then move up to touch them.

In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target.

There's also a concentration check.


There is also the warding weapon spell


It is feat intensive but Eldritch Heritage + Improved eldritch heritage let you make melee touch attacks from more distance.


And Illusion of Calm

RPG Superstar 2012 Top 16

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are you thinking that making a touch attack with spells triggers an AoO because you aren't armed?

You're wrong, if so. Making a touch attack with a spell is considered an armed attack that does not trigger an AoO.

==Aelryinth


No, the question is, "I'm already adjacent to the target, and want to hit him with a touch spell but don't want to be AoO'd for casting a spell while adjacent."

Casting defensively can negate the AoO, but if you blow the roll you lose the spell, so it's risky. The Combat Casting feat helps with the concentration roll for that. So does having a good AC. Or mirror image up. Or any other spell that gives a miss chance.


The Lunge feat could allow a five foot step, cast, then attack with reach but you have to have a +6 base attack to get it. Unless you are multiclassed, that would be level 12 typically.


Improved unarmed strike?
Am I doing it wrong?


2bz2p wrote:

The Lunge feat could allow a five foot step, cast, then attack with reach but you have to have a +6 base attack to get it. Unless you are multiclassed, that would be level 12 typically.

And by level 12 making the concentration check is usually a non-issue (unless you are casting a max level spell).

Grand Lodge

Big Lemon wrote:
Is there a way to do this? By RAW, if you cast the spell next to your target, you'd provoke an attack unless you took a 5ft step away, but then you wouldn't be in range for the tough attack.

It's called casting defensively. In order to pull it off you make a concentration check DC being 15 x 2xspell level. Modifiers to the D20 roll are your caster level plus casting stat bonus plus any other modifiers such as the +4 granted by combat caasting.

Failure to meet the DC means the spell is expended to no effect.


Reach Metamagic Rod will turn melee touch into ranged touch (close).

Spellguard Bracers (UE p275, 5000gp) allow you to (3/day) roll 2d20 and take the best when casting defensively and they add +2 to casting defensively concentration checks.

Otherwise, try to cast, move, touch as others have stated.

- Gauss


Spectral Hand .. 2nd level wizard spell


Have your familiar deliver it?

The game is all about there being risks to offensive actions. Even taking a full melee attack has its risk because you leave yourself close to the enemy. Ranged attackers are (generally) more open to opposing ranged attacks, for instance. Rock, paper, scissors.


Is there a throwing magus? I have plans for the improved familiar critical feat and the worlds most abused hedgehog familiar...


Alright. so basically the options are cast defensively and risk losing the spell, or cast normally, provoke and attack, and risk getting hit/losing the spell from the damage.

That answers my question.


BigNorseWolf wrote:

Is there a throwing magus? I have plans for the improved familiar critical feat and the worlds most abused hedgehog familiar...

It looks like you can't use throwing weapons with the default magus abilities, but an archetype... that would be interesting to see.


Big Lemon wrote:

Alright. so basically the options are cast defensively and risk losing the spell, or cast normally, provoke and attack, and risk getting hit/losing the spell from the damage.

That answers my question.

Also, spells cast with the Quicken metamagic do not provoke.

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