New Combat Rules for both game campaigns:
Quicken spell: Quicken spells will now work a little different: A quickened spell (0-3rd level) will go off quicker than your normal initiative modifier. You will gain a +1 to your initiative with a quickened spell for every two levels you have as a spellcaster (maximum 10). So a 20th level druid or wizard would cast a spell with a +10 on initiative die roll not counting other modifiers like dexterity or improved initiative. A quickened spell is always the lower level of the two spells you cast in that round. So if you are casting a 1st a 2nd level spell, the quickened spell is the 1st level spell.
Combat now works as follows:
1. Declare spells: (declare dodge or other foe related declarations)
2. Repeat Spells go off: (a repeat spell cannot be a touch spell and will not go off if the target has moved more than 30’ from the initial blast)
3. Roll Initiative
4. Movement
5. Combat Action in order of initiative (including quicken spells which will go off faster than the spell caster’s normal attack but not necessarily first in relation to everyone else)
6. 2nd Attacks
7. 3rd Attacks
8. Partial Actions (applies only to Haste, there are no other partial actions)
9. Expert Tactician (only on declared foes (see step 1)
10. Final Movement (Anyone who has not moved and wants to move before the combat round ends).
new_combat_rules_for_both_game_campaigns.docx |