How many spells could you cast during a turn?


Advice

Liberty's Edge

Wondering what the maximum amount of spells a character could cast on their turn is.

Right now I see 4

1 - Quickened
2 - Normal standard
3 - Hero point
4 - Pathfinder Chronicler (inspire action)

Is there any other ways to cast more? perhaps some sort of reverse Share spell using Familiar Spell (Metamagic)?


Many spells only take an imidiate action... Some a swift... There should be time for those...

Liberty's Edge

You can only cast one swift spell per round.


wait, a round or a turn? Some can be done as an immediate action I thought. I don't play spell casters a lot.


Mythic spell Borrowed Time grants an aditional Swift Action - spell number 5

3 Standart Actions
-- Normal
-- Pathfinder Chronicler
-- Hero Point

1 Move Action
-- Are there any spells that require a moveaction?? i dont think so

2 Swift Actions
-- Normal
-- Borrowed Time

Only one Swift Action can be used to cast a Spell, change second Swift Action to Immediate Action

This makes 5 Spell per Round or 3 Spells per Turn (As you get the PFC action in the PFC's turn)

Theoretically you can get out 4 Spells per Round + 1 per Pathfinder Chronicler

Dark Archive

Are there feats or class / AT abilities that allow someone to unleash a buff as a free action upon a creature being summoned, or upon yourself when you wild shape, or something similar (such as along with a cure spell)? I vaguely recall such a thing in 3.X...

Something like that might be a way to get an extra spell out in a round, if the goal is just a thought experiment in throwing them out.

Liberty's Edge

zauriel56 wrote:
wait, a round or a turn? Some can be done as an immediate action I thought. I don't play spell casters a lot.

sorry, during your turn.

also

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.


Does familiar spell count? If so you could get two more out of your familiar (a normal familiar spell and a quickened familiar spell).

I mean familiars are class feature so technically part of your character right?

Liberty's Edge

Found another one that should work

Heroic Finale - You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end the performance, and one creature within range affected by your bardic performance can make a move action or a standard action of their choice.


now the question is
how many can you cast at a higher level.
is it set to a specific number (as everyone has been trying to figure out how to get around), or can you cast a certain amount do to multiple BAB?
like, a monk 8 sorcerer X multi-class for instance.
at 8th level the monk gets a second BAB, so could this not allow 2 castings in of itself?
you could at least make a ruling as DM to allow it to work that way if you are going rules light if the rules do specify elsewhere in the rules.


Don't forget that Metamagic Feats can be applied to scrolls. Also don't forget that by the time Quickened Spell comes online you could have a familiar, with the right build and magic items, with a Use Magic Device of +24 (assuming a Level 9 full spellcaster). So said familiar could be reasonably expected to succeed at casting a Quickened spell from a scroll with a CL of 6 or less. Don't know if that counts as "casting a spell" but I figured I'd throw it out there.


Wasteland_Wizard wrote:

now the question is

how many can you cast at a higher level.
is it set to a specific number (as everyone has been trying to figure out how to get around), or can you cast a certain amount do to multiple BAB?
like, a monk 8 sorcerer X multi-class for instance.
at 8th level the monk gets a second BAB, so could this not allow 2 castings in of itself?
you could at least make a ruling as DM to allow it to work that way if you are going rules light if the rules do specify elsewhere in the rules.

Umm...I think I know what you mean, but I'm honestly not certain that I know what you mean. I believe you are saying that if you get itterative attacks due to a high BAB you should be able to cast multiple spells in place of attacks?

To answer that question: No. Itterative attacks only apply when doing the Full Round Attack action. Magic works on whatever actions each individual spell calls for unless modified by other abilities. There is no way to get "itterative spell casting".

Most spells require a standard action. A few spells use swift actions, and Quicken Spell turns any 1 round or less spell into a swift action. I'd like to say there is a spell that takes a move action to cast, but I can't think of one. The hero point thing is trading a very limited resource for a standard action that anyone can do if hero points are being used. Swift actions can't be traded for a different kind of action, and immediate actions consume a swift action (either now or next turn depending on when it is used).


Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action.

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.

I think there's a hard limit of two spells per round, unless you have an ability that specifically says that you are allowed another casting of a spell.


Wonderstell wrote:
I think there's a hard limit of two spells per round, unless you have an ability that specifically says that you are allowed another casting of a spell.

Nope. There is no "normal limit of one spell per round". The bolded part is leftover from 3.5, but without a general rule, it does nothing, and it certainly doesn't make a rule.


Derklord wrote:
Wonderstell wrote:
I think there's a hard limit of two spells per round, unless you have an ability that specifically says that you are allowed another casting of a spell.
Nope. There is no "normal limit of one spell per round". The bolded part is leftover from 3.5, but without a general rule, it does nothing, and it certainly doesn't make a rule.

Really? That's great news!

Make a Constable Cavalier with at least 11 levels, and give your caster ally a Padma Blossom to negate the Dazed condition.

Instant Order (Ex):
At 11th level, a constable can bark an order to an ally within 30 feet as a standard action. That ally can instantly take a single move or standard action to comply with the order. Taking the action dazes the ally for 1 round afterward. At 20th level, the constable can use this ability as a move action, but no more than once per round. This ability replaces mighty charge and supreme charge.
***

In addition, another character could play a Drunken Sensei of the Four Winds so that they can give the Cavalier the effects of the Slow Time ability.

Slow Time (Su):
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity.
***

Then you can basically funnel the Slow Time standard actions through the Instant Order ability, giving your caster ally three additional standard action spells during a round.


Wonderstell wrote:
Really? That's great news!

Well, I searched the CRB PDF for the words "round" and "turn" in the magic section, and there is no such rule to be found.


1 person marked this as FAQ candidate.
Mark Hoover 330 wrote:
Don't forget that Metamagic Feats can be applied to scrolls. Also don't forget that by the time Quickened Spell comes online you could have a familiar, with the right build and magic items, with a Use Magic Device of +24 (assuming a Level 9 full spellcaster). So said familiar could be reasonably expected to succeed at casting a Quickened spell from a scroll with a CL of 6 or less. Don't know if that counts as "casting a spell" but I figured I'd throw it out there.
scrolls with quickened spells still take a standard action.
Nethys wrote:
Activating a scroll is a standard action (or the spell’s casting time, whichever is longer)


Casting time stop would allow more spells to be cast in your turn.


If you can get Imbue With Spell Ability, then you can get another to cast your spell for you with their immediate action on your turn.
Likewise, if you can get Spite, you have basically held spell that triggers when someone touches you.
Some magic items can act automatically, and might be able to be triggered by your will without an action.

/cevah


heaving other cast for you should not be on this list. as the leader of leaders can get summoned hoard and all can cast.


Wotdcasting can let you combine multiple buffs into 1 spell.

Also, if you cast timestop, you can get multiple rounds to self buff, or summon, you can't really attack enemies (unless you use delayed blast fireball)

Which you can get up to 5 rounds, each round you could cast 2 spells if one is quickened, drop 5 delayed blast fireballs, and quicken some smons, and you can turn the tide of a battle in the blink of an eye :D


If you can somehow get your hands on tech artifacts, the Temporal Accelerator nets you 2 standard, 2 move, and 2 swift actions every turn it is active.

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