1 round casting time


Rules Questions


Hello everybody and thank you for your time.

When casting a spell with a casting time of 1 round can I make a move action in round #1, start casting with my standard action, then end the casting with a move action in round #2 and take a standard action in that round? I know it's a bit of a tricky question, I hope I've made myself clear enough.

Thank you in advance for your answers.


That's an interesting question as it could interact with a surprise round. If you can spend your standard action in casting «half» a full round spell you should be able to start summoning a monster in the surprise round and then end the summoning next round as a move action, having another action left that could be used to give orders to the summoned creature.

I don't have an answer but I'd like to know too.


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PRD (my emphasis) wrote:

Start/Complete Full-Round Action

The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.

So no, it's a standard action to start and another standard action to finish.


Blymurkla wrote:
PRD (my emphasis) wrote:

Start/Complete Full-Round Action

The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.

So no, it's a standard action to start and another standard action to finish.

Thank you very much for the clarification, it is much appreciated.


Hey, cool! Good to know!


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Blymurkla wrote:
PRD (my emphasis) wrote:

Start/Complete Full-Round Action

The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.

So no, it's a standard action to start and another standard action to finish.

I am not sure your answer is correct here. I do not see any limitation in using the "start full round action" to cast a spell that takes one full round across two rounds.

You are still susceptible to having your spell disrupted at any time during the casting. It is still taking a full round to cast, i.e. you begin casting in round one and it goes off in round two.

It is not a very action economy friendly way to do it as you give up a standard action in two rounds as opposed to just one. However, if you really need that move action before the spell is cast, then it is a legitimate way to get it in there prior to casting.

This is my understanding of the rule unless I am missing something.


I have always used a move action on one round and a standard action in the other. I see I have been doing it wrong.


I guess it's good if you need to move a lot while performing your full round action. And there doesn't seem to be anything forcing your standard action to happen in any part of your turn. So, on the following turn, you could take move action, before completing the spell with your standard action, which may help with placement.


Hendelbolaf wrote:
Blymurkla wrote:
PRD (my emphasis) wrote:

Start/Complete Full-Round Action

The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.

So no, it's a standard action to start and another standard action to finish.
I am not sure your answer is correct here. I do not see any limitation in using the "start full round action" to cast a spell that takes one full round across two rounds.

I'm not sure my answer is correct either. I'm never sure. In this game, it's better not to be set in your ways =)

But I don't understand what you think is wrong with my answer. I'm saying »you can cast a 1 round spell across 2 rounds, starting it with a standard action in the first round and ending it with a second standard action in the subsequent round.« Just so we're clear with what I'm saying.

So I don't (or didn't, see below) see any limitations in using the "start a full-round action" to cast a 1 round spell across 2 rounds. I'm just saying it takes two standard actions (which, to me, seems like a way for the designers to avoid you starting casting in the surprise round and then getting off two spells in the first 'real' round of combat, which I suspect would be incredibly powerful).

However, I'm going to quote from the magic chapter too.

PRD wrote:
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.

This causes me to doubt my initial assessment.

The first sentence here supports my view. Casting a 1 round spell is a full-round action. That should make it eligible for the 'start a full-round action'.

But then comes the clause which states when a 1 round spell comes into being. If you started casting with a standard action and the spell comes into play before the beginning of your turn after you began casting the spell the spell would come into play before you finished casting it! This can't be.

Does the spell instead come into play after you finished the second standard action? Or perhaps it comes into play the round after that? Or maybe it isn't possible to cast a 1 round spell across 2 rounds.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

I am sorry! I read your reply as a "no" meaning that you could not cast a full round spell using the "start full action" of one standard action from the first round and one standard action from the second round.

Upon reading your further explanation, you and I are in agreement that it can be done.

Sorry for the misunderstanding!


Blymukla, I think you are confusing the 2 use cases of casting a full round spell.

Case 1: use a full round action, within the same round. This is the 'normal' situation. It will then 'come into effect just before the beginning of your turn in the round after you began casting the spell'.

Case 2: the special clause of a 'Full Round Action' that lets you take one (i.e. cast in this case) over multiple rounds.

I believe you correctly identified the reason why this takes 2 SAs in that it otherwise 'too powerful'. Everyone I am sure will debate this, but nevertheless, the clause exists as written.

You could argue that the spell would go off "while you were still casting it" (i.e. beginning of next turn) as RAW, or RAI would say it wouldn't go off until you actually finished using the 2nd SA (which is what I would do as a GM), but in either case you still can't get around the rule that says it does take the SA in the 2nd round to complete.

Obviously, the spell design text forgot to completely take into account the splitting up a full round action over multiple rounds text. The thing that clearly makes the most sense (unless you are a player wanting to avoid the rules, hah) is that the spell takes 2 SAs (as written) and doesn't go off until you are done using the actions required (which is after the SA in the 2nd round).

The Exchange

Melkiador wrote:
I guess it's good if you need to move a lot while performing your full round action. And there doesn't seem to be anything forcing your standard action to happen in any part of your turn. So, on the following turn, you could take move action, before completing the spell with your standard action, which may help with placement.

I don't think there's anything that permits moving while casting though, at least not without a special ability/feat of some kind that I'm not aware of.

So you're still limited to move action, start the full round cast, and complete the full round cast before you are able to move again.


This action sequence has never been used by any of my players. In some situations when you need to get out of harms way before you start a summon spell, it's handy.

Step one - Take your move and use your standard to "start a full-round action to cast a spell with a 1 round casting time.

Step two - (Just before the beginning of your turn in the round after you began casting the spell) the conditions haven't been met because the spell hasn't finished being cast.

Step three - Unless you choose to stop casting the spell, it'll take your standard action to complete the casting this turn at which point is completed and takes effect. You can move either before or after.

The Exchange

I have never seen anything that sets a precedence for being able to cast while moving. Even detailing when a Concentration check is required, or what requires a concentration check, all the instances listed are cases where the caster is standing/sitting and something they are on is moving. There is a rule in place to start and stop your full round casting as standard actions in consecutive rounds, but there is no indication that this can be done with move actions BETWEEN those standard actions. So Move, Cast (standard) end turn, finish Cast (Standard), Move. Would be a valid option. But nothing I see permits you to start casting, then move, end your turn, then move again, then finish casting.

Concentration (Combat) wrote:
You must concentrate to cast a spell. If you can't concentrate, you can't cast a spell. If you start casting a spell but something interferes with your concentration, you must make a concentration check or lose the spell. The check's DC depends on what is threatening your concentration (see Magic). If you fail, the spell fizzles with no effect. If you prepare spells, it is lost from preparation. If you cast at will, it counts against your daily limit of spells even though you did not cast it successfully.
Concentration (Spells) wrote:

To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration Check DCs). If you fail the check, you lose the spell just as if you had cast it to no effect.

Injury: If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).

If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you're casting. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.

Spell: If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.

If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score).

Grappling or Pinned: Casting a spell while you have the grappled or pinned condition is difficult and it requires a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting). Pinned creatures can only cast spells that do not have somatic components.

Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you're casting) or lose the spell.

Violent Motion: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the spell you're casting) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you're casting.

Violent Weather: You must make a concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you're casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you're casting. In either case, you lose the spell if you fail the concentration check. If the weather is caused by a spell, use the rules as described in the spell's description.

Casting Defensively: If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.

Entangled: If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you're affected by a spell with similar effects, you must make a concentration check to cast the spell (DC 15 + the level of the spell you're casting). You lose the spell if you fail.

Sovereign Court

Pathfinder Starfinder Society Subscriber

Does that interpretation extend to spells with duration in concentration? Can you walk around a room detecting magic?


Glorf Fei-Hung wrote:
I have never seen anything that sets a precedence for being able to cast while moving. Even detailing when a Concentration check is required, or what requires a concentration check, all the instances listed are cases where the caster is standing/sitting and something they are on is moving. There is a rule in place to start and stop your full round casting as standard actions in consecutive rounds, but there is no indication that this can be done with move actions BETWEEN those standard actions. So Move, Cast (standard) end turn, finish Cast (Standard), Move. Would be a valid option. But nothing I see permits you to start casting, then move, end your turn, then move again, then finish casting.

It's in your quote, the precedence is the fact that YOU DON'T HAVE TO MAKE A CONCENTRATION CHECK TO MOVE.

duration wrote:
Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end. See concentration.

So, it's not on the list because it's given you can move while maintaining concentration.

All of your examples would still apply if any of the move/move actions apply. Some move actions may not even be possible while casting a spell, like load a hand crossbow or move a heavy object.

Once a spell is in affect and it has a duration of concentration, you'd have to make checks as normal for some actions, but nothing prevents you from moving while concentrating on a spell, therefore nothing prevents you from moving while casting a spell.


If you take a move action to cast a spell, you're no longer casting a spell. You've interrupted the casting yourself and lose the spell.

There is no ability that lets you 'suspend' the casting of a spell, and take numerous actions (while maintaining concentration), then finish up your casting at a later time.


This works by my understanding.

Round 1) Move, Start Casting

Round 2) Finish casting, Move

The Exchange

Actually when it comes to maintaining a spell the spell has already been cast, so you are no longer training to actively call forth the power to create the magic, you are simply keeping something going that has already been summoned. And since you have to use a standard action to concentrate and keep it going for that round you are NOT able to move while you are concentrating. This would apply for detecting magic as mentioned by KingOfAnything. You are able to move around while the spell is active because maintaining Concentration only uses up your standard action.

You are NOT able to move around during your standard action where you perform your concentration check to maintain a spell. So to say that you can maintain a spell and move around means you can move around while casting a spell is not the same thing.

If I'm trying to separate things too logically, which I've done multiple times before. I Guess I just don't see someone walking around a battlefield casting a spell.. but then it wouldn't be the first time there were rules in place that just don't make sense.

But then once you open up the ability to move while casting a spell you also start allowing 'move actions' while casting a spell unless that is specifically restricted. So a person with the still spell metamagic feat should have no issue choosing to reload their crossbow rather than walking around in the middle of a full round or longer spell casting. Or digging around in their backpack for an item.

Sovereign Court

Pathfinder Starfinder Society Subscriber

I agree with your conclusions, Glorf.

Casting Time wrote:
These actions must be consecutive and uninterrupted, or the spell automatically fails.

The standard actions must be consecutive or the spell fails. You can't use a move action in between.


KingOfAnything wrote:

I agree with your conclusions, Glorf.

Casting Time wrote:
These actions must be consecutive and uninterrupted, or the spell automatically fails.
The standard actions must be consecutive or the spell fails. You can't use a move action in between.

That's probably the intent, but the rule you quoted is a limitation of spells that take a minute to cast.


casting time ALSO wrote:
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.

Uninterrupted means any instance where you may lose concentration.

actions in combat wrote:
The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below).

Round 1: move, begin casting enlarge person as full-round action. last second decide to drop prone for free to avoid range attacks. concentration dc 11, vigorous motion.

Round 2: draw wand of shield with my free hand. no concentration check. swap wand to my casting hand and continue casting with newly freed free hand (JUST FOR ADDED FLARE BECAUSE I CAN) finish spell.


I may not be able to get away with that last part because a hand that is currently casting isn't necessarily a "free" hand. Especially if there is material components involved. But that that point, it's not game breaking if a sorcerer with a 16 charisma wants to flare up some nonsense.

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