| m0narch |
| 1 person marked this as FAQ candidate. 1 person marked this as a favorite. |
Hi,
First :
How can we determine that a wizard is currently being casting in front of us ?
I mean ... There are some color or something ? (The rune circle like the PRPG's picture ?)
Second :
Now, when you try to identify a spell when it cast (Spellcraft check). We use the effective level or the level's slot ?
So a fireball (3rd) cast with still spell, count as 4st level for spellcraft check ?
Spellcraft DC for fireball cast with still spell is 18 or 19 ?
I mean : Somatic or Verbal components may be signatures for a specific spell.
If some of them is absent, or a spell is modified, this spell may be more difficult to identify, no ?
Thanks !
| Ckorik |
RAW a silent, and still spell is still identifiable via spellcraft if you can see the wizard that is casting.
As to the DC...
Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities.
Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.
The DC is 15+ spell level + perception modifiers
What are those modifiers?
Perception Modifiers DC Modifier
Distance to the source, object, or creature +1/10 feet
Through a closed door +5
Through a wall +10/foot of thickness
Favorable conditions –2
Unfavorable conditions +2
Terrible conditions +5
Creature making the check is distracted +5
Creature making the check is asleep +10
Creature or object is invisible +20
So to answer your question - the DC for a still fireball is 18 +/- modifiers as per above.
| Kayerloth |
Ckorik covered it thoroughly and quite well but I'll put one final thought in there expect some table variation. For example, I can think of reasons to up the DC or not up it based on it being 'Still' (or other metamagic) >>> small things are harder to see clearly (like small precise hand movements), so higher DC for Perception) or conversely it might be considered not significantly harder to see the wizard just used a fireball despite having no hands free (all tied up or pinned) or maybe because he wasn't seen "wigglin' his fingers". Perhaps that could be said to be even easier. Something like this may fall under "favorable or unfavorable conditions" since these are essentially an open invitation for the GM to use his judgement and make a call.
| Ckorik |
Ckorik covered it thoroughly and quite well but I'll put one final thought in there expect some table variation. For example, I can think of reasons to up the DC or not up it based on it being 'Still' (or other metamagic) >>> small things are harder to see clearly (like small precise hand movements), so higher DC for Perception) or conversely it might be considered not significantly harder to see the wizard just used a fireball despite having no hands free (all tied up or pinned) or maybe because he wasn't seen "wigglin' his fingers". Perhaps that could be said to be even easier. Something like this may fall under "favorable or unfavorable conditions" since these are essentially an open invitation for the GM to use his judgement and make a call.
For reference Jason B. (the guy that writes the rules) said he'd assign a +4 (+6 perhaps) DC per meta applied to the spell for the check - however that's not RAW and it would be a house rule.
When/if it comes up at your table unless you talked it over with your GM (or thought about it before hand if you are the GM) expect wide variations on how it's interpreted... some of us old school types are used to *way* back in the day when a silent/still spell was a way to cast in a crowded room without anyone noticing.