Most spells can be cast during the course of a single combat round, although some—particularly high level ones—require more time.
Casting a spell requires certain actions, and if these are interrupted, the spell cannot be cast and it is lost from memory. A good example of this is a magic-user about to cast a fireball spell being struck by an arrow when in the midst of the spell.
Magical silence or physical gagging will prevent verbal (“V”) spell completion. Magical immobility prevents any spell casting. Physical restraint, including grappling, grasping, binding, etc. prevents proper somatic (“S”) spell completion, for gestures must be exact and movements free and as prescribed.
Despite these restrictions, there is no doubt that spells in general are potent offensive and defensive weapons, providing the caster does not hesitate, i.e. he or she must know which spell is being cast when the combat round begins.
Spell-casters will always insist that they are able to use their powers during combat melee. The DM must adjudicate the success of such use.
Consider this: The somatic (movement) portions of a spell must be begun and completed without interruption in a clean, smooth motion. The spell as a whole must be continuous and uninterrupted from beginning to end.
Thus, casting a spell requires that a figure be relatively motionless and concentrating on the effort during the entire course of uninterrupted cast-ing. The spell caster cannot use his or her Dexterity bonus to avoid being hit during spell casting; doing so interrupts the spell.
Spells cannot be cast while violently moving - such as running, dodging a blow, or even walking normally.
Once interrupted, for any reason whatsoever, the spell is spoiled and lost (just as if used). Being struck by something during casting will spoil the spell. They are interrupted by a successful hit — be it blow, missile, or appropriate spell (not saved against or saveable against).
For example, a magic-user casting a fireball must be in sight of the intended area of effect during the course of the spell (although an associate could be there to open a door intervening between caster and target area at an appropriate time — provided the timing was correct, of course).
The caster cannot begin a spell, interrupt it just prior to completion, run to a different area, and then complete the spell; interruption instantly cancels it. Unless a spell has no somatic components, the caster cannot be crouching, let alone prone, during casting.
It can thus be understood that spell casting during a melee can be a tricky business, for a mere shove at any time can spoil the dweomer! Any spell can be attempted, but success is likely to be uncertain.
Because spell casting will be so difficult, most magic-users and clerics will opt to use magical devices whenever possible in melee, if they are wise.
These attacks are the spell-like discharge functions of rods, staves, wands and any similar items. These attacks can occur simultaneously with the discharge of missiles, spell casting, and/or turning undead. The time of such discharge by any magical device is subject to initiative determination.
Special Attacks detail such things as [special abilities], magic-use, and so forth. Refer to the main text [in the MONSTER MANUAL] for a detailed explanation of these; including the method and frequency of the attack, the damage it inflicts, and any special effects which might result from it. Unless a monster’s ability to cast spells is given in the text, that ability is at usually the level of its hit dice.
Some creatures have breath weapons - notably dragons, gorgons, winter wolves, etc.—and some have gaze weapons—notably umber hulks, basilisks, medusae, catoblepas, etc.
These attack forms will affect those in the area of breath effect or those upon whom the gaze falls. Precautions can be taken to avoid or minimize breath and gaze weapons’ effects.
Most allow the victim a saving throw which will reduce or negate the weapon effect if successful.
These attack forms are speedy, and they will usually be unpreventable if the creature which generates them is alive when its action during a melee round occurs.
A gaze attack is normally an active attack by a creature, using it's ocular organs to deliver the effect. If a radius is not specified, the radius will be 60-ft. in bright light and 30-ft. in shadowy light (and no gaze can affect those who cannot see!). This is a quick attack as the creature flicks it's eyes over the battlefield looking for a likely victim.
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Each round, during declaration, the GM will roll a gaze check for each individual in the area of effect.
If the gaze check is successful, the creature can be targeted by the gazer during their group's innate abilities initiative. The gazer knows which targets are meeting it's gaze. Normally, only a single creature can be targeted with a gaze attack each round unless stated otherwise in the creature's description.
Once the gaze attack is delivered, the creature can then attack in melee or with a missile weapon, move, or perform other actions. A gaze attack cannot be performed in the same round as spell-like abilities or spells (invocations or incantations).
A creature targeted with a gaze attack adds it's Dexterity Dodge save adjustment to the save.
A creature with a gaze attack that cannot see a target (due to invisibility or the like), cannot deliver a gaze attack against the target.
Victim is/has
The surprised condition (and over 1 seg. of surprise)
The surprised condition
Not in melee with the gazer
In melee with the gazer
Averted their eyes*
Closed their eyes**
Chance of Meeting Gaze
100%
80%
60%
40%
20%
None
Adjustments (using Size Category)
Those targeted are smaller than the gazer
Those targeted are larger than the gazer
-10%
+10%
* Averting Your Eyes. (declared) You declare one creature in combat to avert your eyes from. You suffer a -4 penalty to attack rolls that target the creature.
** Closing Your Eyes. (declared) You declare you will close your eyes during the melee round. You are blind during that round.
[See The Cleric.]
Magical control is given over certain creatures by means of potions, scrolls, rings and similar magical means. A potion ingested will allow a character a chance to control the actions of a dragon, a scroll read will prevent elementals from attacking, a ring will allow its wearer to command mammals. All such actions affect monsters encountered and are part of combat. Opportunity to employ the magical means of control must be available, so surprise, initiative, and melee situations must be considered. A potion cannot be found, opened and swallowed while a giant is beating upon the character with a club. A scroll cannot be read in the whirlwind of an air elemental’s attack. And it is too late to command a hungry weasel not to attack when it is already feasting on prey! [PHB p.104]
The magical charming power of creatures such as nixies and vampires is much more powerful than that of the simple charm person spell. While it will eventually wear off, until it does, the charmee is subject to mental commands by the charmer, unlike either the charm person or charm monster spell. This means that a monster-charmed character does not need to speak the creature's language to understand commands from the monster which charmed it, although only basic emotions or simple commands can be mentally communicated to the charmee unless some mutual language is common to both the charmer and the charmee.
While the charmed character is not an automaton, he or she will certainly hasten to carry out whatever instructions or commands are received from the charmer, except those which are obviously self-destructive. This relatively complete control of the charmee's mind enables the charmer to make the victim almost totally subject to its will, including giving up personal possessions, betraying associates, and so forth.
Mental communication between charmer and charmee extends only to sight range or up to a 60-ft radius if not in sight range.
Magic circles of protection (spells or specially drawn) will break the communication link and seemingly cause the charm to be broken, but unless magically dispelled, or until the power of the magic wears off, the effect is again evident when the charmee is outside such protection. [DMG p.65. See also Protection from Evil, 10-ft Radius spell.]