Spells? Of course I know what I-....wait what?


Rules Questions


I know, I know. The name SHOULD signify I know how to use spells, which I..sort of do. Now, keep in mind, linked to my profile name is my current character in a campaign I'm playing; Storm Sorcerer Arcturus. But friends, fellow travelers, I have a request for you..help!

Now, I've played..three games as a Sorcerer, and it's been a blast! I'm an Elemental Air Sorcerer (now the equivalent to the Avatar) and I've never really had a problem with it..though, I have been noticing something odd; I've never actually rolled to hit someone I'm attacking. My GM just rolls a dice behind his GM Screen and tells me if the spell hit or not. Now..that strikes me as a bit odd, and given I don't quite understand how magic works completely, I just went along with it. But today, seeing as how I'm going to start a new campaign with spell-casting NPCs for my players to face off against, I figured I should read up on the Core.

Now, good people of Paizo, is the Concentration check to actually hit someone with the spell? 1d20, plus caster level, PLUS ability score modifier, and in return, said person being hit would roll a d20,and add spell resistance?

Apologies friends, it never struck me until now that he may just be house-ruling spell casting and I was unaware this whole time.


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No concentration unless something is interfering with you.

Your GM is rolling a saving throw behind the screen.

Your casting ability score and the level of the spell sets the DC for that saving throw.

You should probably read the rules on magic if you're to continue playing casters. A lot of your character choices could be affecting the spell save DC, which is arguably the most important number on a caster's character sheet.

Spells are notable in that they often don't require a roll to hit (unless it is a touch spell, or a ranged touch spell). Instead, the enemy usually gets a saving throw to negate some or all of the damage.

If you're GMing, try to avoid assuming the result of the spell, and ALWAYS check to see if it allows a save.


Unless needed, you should never need to roll a concentration check to hit someone with a spell. In fact, unless prompted in the spell itself that says you need to roll an attack, most of the time it's touch attacks, the spell will automatically hit the person you're aiming with no rolls needed. The only other thing I can think of is that there could be miss chances involved where your target of the spell is covered.

Otherwise, no, you never need to roll to actually hit with a spell. The GM rolling to see if your spell hits is completely house ruled. The only time a GM should be rolling after you cast a spell is if there's miss chance involved, or your spell calls for his creature to make a saving throw or some other type of roll.


Also, there's no "rolling a d20 and adding AC" in Pathfinder. AC is AC, and it only applies versus rolls to hit (such as spells that require an attack roll). Spell Resistance doesn't get added to a roll either; it's a static number.

I'm going to agree with Lincoln - you should really read the Magic section of the rules so that you know what's what. :)


Mythic Evil Lincoln wrote:

Your GM is rolling a saving throw behind the screen.

Your casting ability score and the level of the spell sets the DC for that saving throw.

Thank you sir, thank you very much! That makes things way more simple than I originally thought, thank god.

And yes, I'm definitely going to go over the Core over and over; I'm unfortunately very new to Pathfinder, and even more new to becoming a GM, and the size of the Core has been..well..intimidating haha

Many thanks for the help..and on a side note, I can now say Abraham Lincoln told me how to play Pathfinder


Oladon wrote:

Also, there's no "rolling a d20 and adding AC" in Pathfinder. AC is AC, and it only applies versus rolls to hit (such as spells that require an attack roll). Spell Resistance doesn't get added to a roll either; it's a static number.

I'm going to agree with Lincoln - you should really read the Magic section of the rules so that you know what's what. :)

Whoops! Didn't even notice that little error in the text, fixed it! And I believe I shall. I'm very new to using magic, so I had never glanced at the section of the book until now, though I'm going to try my best to get all the important facts memorized!


Storm Sorcerer Arcturus wrote:
Oladon wrote:

Also, there's no "rolling a d20 and adding AC" in Pathfinder. AC is AC, and it only applies versus rolls to hit (such as spells that require an attack roll). Spell Resistance doesn't get added to a roll either; it's a static number.

I'm going to agree with Lincoln - you should really read the Magic section of the rules so that you know what's what. :)

Whoops! Didn't even notice that little error in the text, fixed it! And I believe I shall. I'm very new to using magic, so I had never glanced at the section of the book until now, though I'm going to try my best to get all the important facts memorized!

Spell resistance doesn't get added to a roll either; it's just a number. And it's never opposed by Concentration checks. :)


Oladon wrote:

Spell resistance doesn't get added to a roll either; it's just a number. And it's never opposed by Concentration checks. :)

...Oh!, well then. Thanks for taking your time to help this new player haha all the little things help greatly!


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Storm Sorcerer Arcturus wrote:
Oladon wrote:

Spell resistance doesn't get added to a roll either; it's just a number. And it's never opposed by Concentration checks. :)

...Oh!, well then. Thanks for taking your time to help this new player haha all the little things help greatly!

Any time! Happy games, and feel free to come back and post a new thread when next you have a question!


To echo what others have said:

-A spell that requires a roll to hit the target will call it out explicitly in the spell's description. Most often it will say something like "...makes a ranged touch attack" or "...requires a successful touch attack"
-Many spells have saving throws included. For example, Fireball allows for a Reflex save, and if successful the creature only takes half damage from the attack. It's quite possible the GM is rolling those saves
-Some creatures (generally at higher levels) also have spell resistance. This means that when you want to affect them with a spell, a roll is required to see if the spell has any affect on them at all. I've usually seen the player make such a roll, but it's possible the GM is making it; again, this would usually only apply at higher levels (probably 8+), as weaker monsters don't usually have SR
-A concentration check is made when the caster is being affected by some distraction, or when they are casting defensively. A distraction might be that the caster is taking ongoing damage (like they have a Bleed effect on them), or there is a cacophonous noise that is difficult to ignore. Casting defensively is used when the caster wants to cast a spell without provoking an attack of opportunity from a creature that threatens him (normally this means he has an enemy adjacent to him)


Ok, so spellcasting 101:

lesson 1:
Look at the description, what you need to know.

Lets look at a portion of a classic spell, magic missile

Quote:


Magic Missile
School evocation [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

So it says it has a range, no saving throw and spell resistance applies. The description of the spell says it strikes unerringly. Meaning unless your target(s) have some special in the way(like the shield spell) they get hit.

No save, means that the only defence is potentially spell resistance. If a target has spell resistance, the caster (you) must make a caster level check (1d20+your caster level) to overcome whatever that value is.

Lets look at another

Quote:


Fireball
School evocation [fire]; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a ball of bat guano and sulfur)
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

This one has a save and spell resitance, and creates an area effect. So you pick a target location within its range, and the area (20ft radius sphere) is centered there. Targets within that area make saving throws for half damage, and if they have spell resistance you must make caster level checks to overcome those individually.

Quote:


Acid Arrow
School conjuration (creation) [acid]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (rhubarb leaf and an adder's stomach), F (a dart)
Range long (400 ft. + 40 ft./level)
Effect one arrow of acid
Duration 1 round + 1 round per three levels
Saving Throw none; Spell Resistance no

An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.

Here you need to make a ranged touch attack (dex+bab) against the targets touch AC (without armor, natural armor, or shield bonuses) to take effect. It has no save and no spell resistance, so if you hit, it takes effect.


Oladon wrote:

Any time! Happy games, and feel free to come back and post a new thread when next you have a question!

..and this is why I love the Paizo community; keep on being awesome guys! Thank you so much! I'll definitely make sure to turn here for questions!


Xaratherus wrote:

To echo what others have said:

-A spell that requires a roll to hit the target will call it out explicitly in the spell's description. Most often it will say something like "...makes a ranged touch attack" or "...requires a successful touch attack"
-Many spells have saving throws included. For example, Fireball allows for a Reflex save, and if successful the creature only takes half damage from the attack. It's quite possible the GM is rolling those saves
-Some creatures (generally at higher levels) also have spell resistance. This means that when you want to affect them with a spell, a roll is required to see if the spell has any affect on them at all. I've usually seen the player make such a roll, but it's possible the GM is making it; again, this would usually only apply at higher levels (probably 8+), as weaker monsters don't usually have SR

Ohh okay, I think I may be starting to get it now. Well, currently I'm playing a level 10 Sorcerer, so he may just be saving time and doing a lot of the rolling himself then. Thank you for the help! Hopefully I'll be doing all this right when I myself start GMing


I highly recommend the Beginner Box.

It is a simple (yet valid) version of the rules. It comes with great swag that even veteran players can use. The Core Rulebook is a beast.

You would do well to run your first campaign with the BB instead of the CRB.


Mythic Evil Lincoln wrote:
I highly recommend the Beginner Box.

Actually, I own the Beginner Box! Ever since I bought the Core I never looked back, I need to open it up again, thanks!

Lantern Lodge

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Don't let the size of the Core throw you off. Most of it isn't stuff you really need to read per se. But if your going to GM you should at least read all of 'Getting Started', the races and classes your players are going to play, 'Skills', skim through Feats but at least read the intro, skim through equipment, you can read the intro to each section and read up on the specific items as they come up, All of 'Additional Rules', 'Combat', 'Magic' and 'Gamemastering'. Skim through Environment, read what interests you or what you think you'll find useful to your game. Skim through creating NPCs, if youve made a character before it isn't too different. And then just read the intro to section of Magic Items and try to start familiarizing yourself with them.

And then... oh, wow that is a lot of reading... Yay homework!


Oh good.

It would be wise of you to stick to that as a baseline for your first campaign. Not the adventure, mind you, but the player options and stuff. Maybe introduce the first few levels of the other classes, but make it clear to your players where your comfort zone lies.

GMing is incredibly rewarding and I hope you take to it.


Thank you Kolokotroni, you know honestly I keep forgetting there's a spell description page just beyond the list of spells..our GM usually just told us what they did so I never bothered, plus I never owned my own Core Rulebook or Ultimate Magic until awhile ago. Thanks for doing spellcasting 101! It was very helpful to this new GM


Revenantdog wrote:
Don't let the size of the Core throw you off. Most of it isn't stuff you really need to read per se.

Thank you for the tips! Haha. Just with the randomness I've heard of and seen from players, it's hard to not panic for me and just look at every small detail; as a new GM, I want to be prepared for anything they might do or ask of..but, then again, you can't truly be prepared for everything, that's the love of Pathfinder.

I've skimmed through my Core and the Game Mastery Guide, it's just..mind boggling haha. My current GM has been GMing since 2nd Edition D&D, whereas I only started playing three years ago, and only recently started GMing a few months ago. My biggest concern is just trying not to disappoint!


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As a veteran GM, I love playing in new GM campaigns.

In a lot of ways, your greatest advantage is not knowing how things are "supposed" to be done. Knowing too much can hold you back creatively.


Mythic Evil Lincoln wrote:

Oh good.

It would be wise of you to stick to that as a baseline for your first campaign. Not the adventure, mind you, but the player options and stuff. Maybe introduce the first few levels of the other classes, but make it clear to your players where your comfort zone lies.

GMing is incredibly rewarding and I hope you take to it.

Mm, I do believe you are right with this one, it would DEFINITELY make things less stressful, and a comfort zone does need to be established.

Also, thanks for the support! There aren't enough GMs in the world I find, so hopefully I'll be able to change that around; creating a world, NPCs, telling grand stories..problematic, no doubt, but it's too good of an opportunity to pass up!


Mythic Evil Lincoln wrote:
As a veteran GM, I love playing in new GM campaigns.

Oh? I've never had the experience of being a player in a new GM's campaign

Mythic Evil Lincoln wrote:
In a lot of ways, your greatest advantage is not knowing how things are "supposed" to be done. Knowing too much can hold you back creatively.

Hmm, I suppose you're right! And also, I suppose I panic way too much at the thought of getting a player who's a Rules Lawyer, or perhaps, a player who takes advantage of my not-knowing of the rules, and breaks the game in their favor (paranoid, yes, but it does trouble me so!)

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