With A Single Spell
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A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action. The spell reaches as far as 25 feet away from you.
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The maximum range increases by 5 feet for every two full caster levels. Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell. The saving throw and spell resistance lines are omitted from such spells. Some spells restrict you to willing targets only. Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless such as one who is bound, cowering , grappling , paralyzed , pinned , or stunned is not automatically willing.
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity. You must designate the location where these things are to appear, either by seeing it or defining it.
Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. If a ray spell deals damage, you can score a critical hit just as if it were a weapon.
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A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. See also this FAQ item for a similar question about rays and weapon feats. When you cast a spell that allows you to make a ranged touch attack, such as scorching ray, and an enemy is within reach, do you provoke two attacks of opportunity?
Yes, you provoke two attacks of opportunity, one for casting the spell and one for making a ranged attack, since these are two separate events. As a note, since all of the rays are fired simultaneously in the case of scorching ray , you would only provoke one attack of opportunity for making the ranged attack, even if you fired more than one ray. Are spell and other area of effects 2d as in, they affect a flat grid only or are they 3d as in, they affect cubes and spheres? Any effect with a radius affects a sphere, not a circle.
A cone is a 3d area. A line is a line, not a plane. Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them.
As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect see below to all portions of the effect. Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.
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The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.
You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. Most spells that affect an area function as a burst, an emanation, or a spread. The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped.
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An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres. A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions.
With a Single Spell
Figure the area the spell effect fills by taking into account any turns the spell effect takes. Source AP The rules often assume that creatures are Medium or Small. A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder.
A cylinder-shaped spell ignores any obstructions within its area. A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes. A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads. A spell with this kind of area affects creatures directly like a targeted spell , but it affects all creatures in an area of some kind rather than individual creatures you select.
The area might be a spherical burst, a cone-shaped burst, or some other shape. A spell with this kind of area affects objects within an area you select as Creatures, but affecting objects instead. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas. A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier.
You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast. Many durations are measured in rounds, minutes, hours, or other increments. When the time is up, the magic goes away and the spell ends.
The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting. The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.
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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. See concentration. Some spells last for a short time after you cease concentrating. If the spell creates an effect, the effect lasts for the duration.
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