Cast a Spell

Wizards and priests may choose to cast spells during combat. All spells are assigned an action phase just as weapons are. The character is considered to begin casting in the very fast phase and to finish in the spell’s action phase. If the spellcaster is injured by an attack during the casting, the spell is lost.

Spells and spell-like abilities are assigned action phases based on their casting times:


Casting Time
Phase

1–3
Fast

4–6
Average

7–9
Slow

1 round or more
Very Slow

When a character casts a spell, she loses any Dexterity benefit to her Armor Class, since she must hold still and concentrate to make the spell work. After the spell has been cast, the mage or priest may apply her Dexterity bonus to her Armor Class again. If the spellcaster doesn’t cast a very slow spell, she can take a half-move at the end of the round.

Psionic powers take effect during a randomly determined phase, regardless of the psionic creature’s regular Base Phase.


Random Psionic Initiative

d10 roll*
Base Phase

1-2
Very Fast

3-4
Fast

5-6
Average

7-8
Slow

9-10
Very Slow

*Add the power’s Preparation Time to this roll.

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