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5e and casting spells at melee range.

Started by danskmacabre, September 10, 2014, 06:52:50 AM

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danskmacabre

A caster is in melee with an enemy who wants to hit them.

Do they have to make any special roll to cast a spell whilst in melee range?

I know if they take damage whilst trying to concentrate on a spell they have to make a concentration check.

I also know if the spell requires an attack roll or something, it's at disadvantage if they're in melee, much like when firing a missile weapon whilst in melee.

Does casting a spell generate an attack of opportunity or something?
Is the AC lowered, such as removing DEX https://lincoln-casino.org/promotions/">casino bonus?
Does the caster need to make some sort of check to get off a spell in melee?

One Horse Town

Yeah, by the book it's just disadvantage on ranged attacks (either missile or spell) if you're within 5 feet of an active foe.

danskmacabre

OK thanks, I had a good look through the PHB and that's all I could see.
I just wanted to be sure I didn't miss anything.

It seems it's easier to cast spells in melee now.

Blacky the Blackball

If you're using Feats, one of them ("Mage Slayer") gives you the following:

1) You can make an opportunity attack against anyone within 5' who casts a spell (it doesn't disrupt the spell, but it will obviously be a discouragement to casting in melee).

2) When you hit someone who's concentrating on a spell they get Disadvantage on their saving throw to avoid disruption.

3) You have Advantage to saves against spells cast by anyone within 5' of you.
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estar

Keep in mind that a spell attack is defined as either a spell ranged attack or a spell Melee attack. As stated earlier, spell ranged attack are at a disadvantage if cast within 5 feet of an opponent. A spell Melee attacks require the caster to be in Melee range.

5e is careful about spelling this out in the spell's description.

Marleycat

#5
Spell melee includes Shocking Grasp among others that do not impose disadvantage also I am pretty sure you could use a familiar to deliver a spell. War Caster helps with concentration and a couple other things also in mid levels the Eldritch Knight imposes disadvantage on any spell they use after a successful physical melee/ranged  hit.

So yes, they are typically fine with doing the Bladeinger thing once they hit the appropriate levels.
Don\'t mess with cats we kill wizards in one blow.;)

danskmacabre

Quote from: estar;786155Keep in mind that a spell attack is defined as either a spell ranged attack or a spell Melee attack. As stated earlier, spell ranged attack are at a disadvantage if cast within 5 feet of an opponent. A spell Melee attacks require the caster to be in Melee range.

5e is careful about spelling this out in the spell's description.

OK: so a spell melee attack is not cast at disadvantage at melee range?
If so, yes that makes sense.

danskmacabre

OK thanks for the clarifications.
It makes sense spell melee attacks are not cast at Disadvantage at Melee range.

Gronan of Simmerya

"Make a concentration check?"  Rather than "lose the spell and your turn?"

Crom's hairy nutsack, and people wonder why casters dominate.
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

danskmacabre

Quote from: Blacky the Blackball;786154If you're using Feats, one of them ("Mage Slayer") gives you the following:

1) You can make an opportunity attack against anyone within 5' who casts a spell (it doesn't disrupt the spell, but it will obviously be a discouragement to casting in melee).

2) When you hit someone who's concentrating on a spell they get Disadvantage on their saving throw to avoid disruption.

3) You have Advantage to saves against spells cast by anyone within 5' of you.



Thanks, yeah I took a good look at the feats last night and noticed that one.
The 5th Ed seem individually more powerful than feats in 3.5/PF .
Which is ok, as there's less of them available to take and less allocated to characters anyway.

Blacky the Blackball

Quote from: Old Geezer;786248"Make a concentration check?"  Rather than "lose the spell and your turn?"

Crom's hairy nutsack, and people wonder why casters dominate.

I think you've misunderstood how concentration works in 5e. This is actually much more harsh for the spell caster than in previous editions.

In earlier editions, generally once a spell was cast it was cast - and barring a Dispel Magic or the like you just have to wait out its duration. Similarly, a caster can cast multiple spells and have them running at the same time.

The 5e concentration thing is a limit on that. Many more spells now need concentration than in previous editions, and that has two main effects - both of which are bad for the caster:

1) The caster can only have one of these spells going at once, rather than casting multiple spells and having them all active together.

2) Stopping most spells is simply a matter of hitting the caster to disrupt their concentration. You don't need to just wait for the durations to run out.

So both of these are actually penalties to the caster, not things that make it easier for them.

Are these penalties enough to offset the fact that spells can't be disrupted while they're being cast? Your mileage may vary on that. But this edition has been thought through, and has much less caster dominance than most other editions - and I'm talking about the TSR editions too, not just the more recent WotC ones.
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Exploderwizard

Quote from: Blacky the Blackball;786273Are these penalties enough to offset the fact that spells can't be disrupted while they're being cast? Your mileage may vary on that. But this edition has been thought through, and has much less caster dominance than most other editions - and I'm talking about the TSR editions too, not just the more recent WotC ones.

I'm not going to make that call until I have had more 5E play experience, and at higher levels. From what I can tell so far its looking pretty good and because there are already bitches whining online about the relatively few spell slots at higher levels I already have a high degree of confidence that it will be better than 3.X.

The unanswered question is, how much better? ;)
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crkrueger

Quote from: Blacky the Blackball;786273has much less caster dominance than most other editions -
oh Christ here we go, wait for it...

Quote from: Blacky the Blackball;786273and I'm talking about the TSR editions too, not just the more recent WotC ones.
5e isn't even fully released yet and already we hear how the game that gives us unlimited and unstoppable Pew Pew, among other things is less caster dominant than TSR editions.

How about wait for the game to be released fully so there's actually a chance you're not just lying?
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Omega

Quote from: CRKrueger;786281oh Christ here we go, wait for it...

5e isn't even fully released yet and already we hear how the game that gives us unlimited and unstoppable Pew Pew, among other things is less caster dominant than TSR editions.

How about wait for the game to be released fully so there's actually a chance you're not just lying?

Most or all of the combat cantrips require some form of to hit roll or save to actually connect so Id say they are far from unstoppable.

Unlimited? Pretty much Yes. But so is swinging a sword.

As for the rules not being out. The Basic DMG is allready online.

The real question is what will the optionals in the published DMG change and how radically.

So far to me it seems that yes, the 5e casters have been toned down. Mostly in the late stage game. They feel a little toned UP in the early stage game.

The disadvantage effect for casting in melee seems viable.

I'll see for myself how this goes in a few days hopefully.

Gronan of Simmerya

Quote from: Blacky the Blackball;786273In earlier editions, generally once a spell was cast it was cast - and barring a Dispel Magic or the like you just have to wait out its duration. Similarly, a caster can cast multiple spells and have them running at the same time.

The 5e concentration thing is a limit on that. Many more spells now need concentration than in previous editions, and that has two main effects - both of which are bad for the caster:

1) The caster can only have one of these spells going at once, rather than casting multiple spells and having them all active together.

2) Stopping most spells is simply a matter of hitting the caster to disrupt their concentration. You don't need to just wait for the durations to run out.

So both of these are actually penalties to the caster, not things that make it easier for them.

So do you mean that a magic user can't have "Fly" and "ESP" and "Clairaudience" and "Protection from Normal Missiles" all going at the same time?  Interesting.
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.