Atlantean Trilogy Archive
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Spell Casting and Combat

Rule, Magic

Casting in combat is limited: grappled, bound, running or fast-riding casters cannot cast, those under close attack may use only first level spells, and wounds force a Will save to keep concentration. Casters may use any weapon but no armor, and judges may run simultaneous written spell duels.

From the book

Casting under combat conditions carries several limits. Without a magic item, no spell can be cast by someone who is held by an attacker, tied up or entangled, running, dodging, or riding a mount faster than half its speed.

An unprotected caster who is being attacked at close quarters by one or more foes can cast only first level spells from memory, and has no time to use a scroll at all. Magic items remain usable in this situation as long as the caster can still say the command word.

A caster wounded while working a spell from memory or from a scroll must save vs Will to keep concentration, with a penalty of -1 for every 2 points of damage the wound inflicts.

Casters of any profession may fight with any weapon they are physically able to handle, but none may cast while wearing armor. Paladins are the one exception, since their patron deities let them cast in armor.

Because most spells take a round, the Game Judge may run duels between casters as Simultaneous Magical Combat. Before each round every opposing caster, including any the Judge is playing, secretly writes down the spell to be cast; all reveal at once, the results are compared, and the process repeats until the fight is settled.

At a glance

Cannot cast
In an attacker's grasp, bound or entangled, running, dodging, or riding faster than 1/2 speed (unless using a magic item)
Under close attack
Only first level spells from memory; no scrolls; magic items allowed
Wounded while casting
Save vs Will at -1 per 2 points of damage
Simultaneous Magical Combat
Optional: opponents secretly write their spell each round, then reveal and resolve