Casting in Motion Motes: Tactical Spellcasting
This Mote grants a Magic-User the flexibility to cast spells while moving. All ranks require a successful Agility Training (DEX) skill check; failure results in the loss of the spell slot.
Cantrip Rank (Walk-Casting) #
The caster may move while casting a spell, provided they maintain a normal walking pace.
Rule: Moving faster than a walk — such as running, riding, or actively dodging attacks — imposes a penalty on the required Agility Training (DEX) check, at the DM’s discretion.
Charm Rank (Skill Enhancement) #
The Magic-User gains improved balance and focus through dedicated training.
Bonus: The character’s effective DEX Skill Level for Agility Training checks related to spellcasting increases by +1. For example, a Magic-User with DEX 13 now checks against a Skill Level of 14.
Incantation Rank (Active Casting) #
The Magic-User may now move dynamically while casting without standard movement penalties.
Rule: This includes running, riding, or actively dodging attacks during spellcasting.
Bonus: The effective DEX Skill Level for Agility Training checks related to spellcasting increases by an additional +1, cumulative with the Charm rank bonus.
Enchantment Rank (Melee and Cast) #
The Magic-User achieves precise physical control, capable of splitting attention between martial and arcane actions in the same round.
Rule: After casting a spell, if the Magic-User can successfully strike a creature with a melee attack — meaning all bonuses and penalties applied still result in a Hit Roll of 2 or higher, he may make a melee attack in the same round.
Bonus: The effective DEX Skill Level for Agility Training checks related to spellcasting increases by an additional +1, cumulative with previous rank bonuses.
Grand Mote Rank (Concentration Mastery) #
The Magic-User achieves sufficient mental discipline to manage multiple complex magical processes simultaneously.
Rule: The caster may set aside an active concentration spell to begin casting a second concentration spell. The effects of both spells cannot be active simultaneously; however, the caster may switch which spell’s effects are active once per round at no cost to their action or movement that round.
