5 Must-Have Features in a Casting Bag
Casting Spells :: d20srd.org
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Casting Spells
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.
Choosing A Spell
First you must choose which spell to cast. If youre a cleric, druid, experienced paladin, experienced ranger, or wizard, you select from among spells prepared earlier in the day and not yet cast (see Preparing Wizard Spells and Preparing Divine Spells).
If youre a bard or sorcerer, you can select any spell you know, provided you are capable of casting spells of that level or higher.
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.
If a spell has multiple versions, you choose which version to use when you cast it. You dont have to prepare (or learn, in the case of a bard or sorcerer) a specific version of the spell.
Once youve cast a prepared spell, you cant cast it again until you prepare it again. (If youve prepared multiple copies of a single spell, you can cast each copy once.) If youre a bard or sorcerer, casting a spell counts against your daily limit for spells of that spell level, but you can cast the same spell again if you havent reached your limit.
Concentration
To cast a spell, you must concentrate. If something interrupts your concentration while youre casting, you must make a Concentration check or lose the spell. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC is. If you fail the check, you lose the spell just as if you had cast it to no effect.
Injury
If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell youre casting). If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + the level of the spell youre casting). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.
Repeated damage does not count as continuous damage.
Spell
If you are affected by a spell while attempting to cast a spell of your own, you must make a Concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + points of damage + the level of the spell youre casting.
If the spell interferes with you or distracts you in some other way, the DC is the spells saving throw DC + the level of the spell youre casting. For a spell with no saving throw, its the DC that the spells saving throw would have if a save were allowed.
Grappling or Pinned
The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a Concentration check (DC 20 + the level of the spell youre casting) or lose the spell.
Vigorous Motion
If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the spell youre casting) or lose the spell.
Violent Motion
If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the spell youre casting) or lose the spell.
Violent Weather
You must make a Concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell youre casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell youre casting. In either case, you lose the spell if you fail the Concentration check. If the weather is caused by a spell, use the rules in the Spell subsection above.
Casting Defensively
If you want to cast a spell without provoking any attacks of opportunity, you must make a Concentration check (DC 15 + the level of the spell youre casting) to succeed. You lose the spell if you fail.
Entangled
If you want to cast a spell while entangled in a net or by a tanglefoot bag or while youre affected by a spell with similar effects, you must make a DC 15 Concentration check to cast the spell. You lose the spell if you fail.
Counterspells
It is possible to cast any spell as a counterspell. By doing so, you are using the spells energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.
How Counterspells Work
To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.)
If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spells level). This check is a free action. If the check succeeds, you correctly identify the opponents spell and can attempt to counter it. If the check fails, you cant do either of these things.
To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.
Counterspelling Metamagic Spells
Metamagic feats are not taken into account when determining whether a spell can be countered
Specific Exceptions
Some spells specifically counter each other, especially when they have diametrically opposed effects.
Dispel Magic
as a CounterspellYou can use dispel magic to counterspell another spellcaster, and you dont need to identify the spell he or she is casting. However, dispel magic doesnt always work as a counterspell.
Caster Level
A spells power often depends on its caster level, which for most spellcasting characters is equal to your class level in the class youre using to cast the spell.
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.
In the event that a class feature, domain granted power, or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt) but also to your caster level check to overcome your targets spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check).
Caster Level Checks
To make a caster level check, roll 1d20 and add your caster level (in the relevant class). If the result equals or exceeds the DC (or the spell resistance, in the case of caster level checks made for spell resistance), the check succeeds.
Spell Failure
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.
Spells also fail if your concentration is broken and might fail if youre wearing armor while casting a spell with somatic components.
The Spells Result
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.
Special Spell Effects
Many special spell effects are handled according to the school of the spells in question Certain other special spell features are found across spell schools.
Attacks
Some spell descriptions refer to attacking. All offensive combat actions, even those that dont damage opponents are considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves dont harm anyone.
Bonus Types
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type dont generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penaltiesa character taking two or more penalties of the same type applies only the worst one.
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Bringing Back the Dead
Several spells have the power to restore slain characters to life.
When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creatures deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead means retrieving his or her soul and returning it to his or her body.
Any creature brought back to life usually loses one level of experience. The characters new XP total is midway between the minimum needed for his or her new (reduced) level and the minimum needed for the next one. If the character was 1st level at the time of death, he or she loses 2 points of Constitution instead of losing a level.
This level loss or Constitution loss cannot be repaired by any mortal means, even wish or miracle. A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of Constitution by improving his or her Constitution score when he or she attains a level that allows an ability score increase.
Preventing Revivification
Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released.
Revivification against Ones Will
A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.
Combining Magical Effects
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:
Stacking Effects
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type dont stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).
Different Bonus Names
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isnt named stacks with any bonus.
Same Effect More than Once in Different Strengths
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies.
Same Effect with Differing Results
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
One Effect Makes Another Irrelevant
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.
Multiple Mental Control Effects
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that dont remove the recipients ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
Spells with Opposite Effects
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spells description.
Instantaneous Effects
Two or more spells with instantaneous durations work cumulatively when they affect the same target.
How to make sand casting molds? (For foundries and DIY)
Sand casting is a metalworking process in foundry that uses sand as the molding material, allowing for low-cost casting of unique metal shapes. Sand casting molds are the indispensable parts in the sand casting process and play the vital role in casting a range of industry applications. In this blog, VIC will help you get more knowledge about how to make sand molds for metal casting in a simple and easy way to understand.
What are sand casting molds in the metal casting?
Sand casting molds are molds used in metal casting that used once after pouring metal fluid and being broke to collect the casting. The collected casting shaped in a sand mold features low precision, poor surface finish, and a large metal excess that would require post-machining.
Green sand moldsSand molds are advantageous on making intricate and heavy mass casting plus low molding cost.
To make sand casting molds for metal casting, whether at the foundry or at home, the molding process must be done in a well-ventilated area to avoid dust from sand and smoke from molten metal.
Explain How to make molds for metal casting in video:
Simple sand mold making (by northgatetechnology)Things to prepare before making molds
Prepare technical issues
- The technical department bases on detailed drawings to create drawings of casting, pattern, cores and allowances to make patterns more accurate.
- Create patterns, cores, and gating systems from the drawing. Pattern gives the outward appearance while the core gives the inner shape of the casting. The gating system is to guide molten metal and release air for the mold.
- Determine components in the molding mixture to ensure the properties of the mold.
What are sand casting molds properties?
- Refractoriness: is the ability to prevent the mold from flowing into the casting when pouring liquid metal into the mold.
- Permeability: During casting process, a large amount of the generated gas needs to be released out of the mold. If not so, the casting defects can be created.
- Strength: When a mold is subjected to external forces such as moving, assembling, or molten metal pouring, it must retain both inside and outside shape.
- Collapsibility: sand casting molds must be elastic so that when the object is condensed, it will not be obstructed by the mold leading to warping and cracking.
- Cohesiveness: Helps sand to retain its original shape after removing the pattern from the mold.
Sand casting molds mixture
Sand casting molds mixtureThe sand casting molds mixture includes:
- Sand: is divided into sand coat and base sand.
- Bentonite clay is mixed with sand to help create durability for the mold. Bentonite also absorbs more water which increases its binding strength.
- Binders (often using vegetable oils, water-soluble substances) help increase the strength and flexibility of the mold mixture.
- Auxiliary substances (sawdust, coal powder, straw) help increase the air permeability for the mold and at the same time help the sand mold mixture resist heat better.
The above substances are mixed in certain proportions depending on the casting.
Currently, green sand mold mixture is very popular in sand casting technology because green sand has natural moisture that increases the strength of the mold.
Prepare equipment to make sand casting molds
What to prepare before making molds- Pattern: Read pattern making article.
- Powder or chalk dust: Powder is coat on the surface of a pattern to prevent sand from being sticking on. It is also covered the surfaces of the cope flask and drag the flask so they do not stick together.
- Sand coat: used to coat the pattern to give it high flexibility. Sand coat in direct contact with liquid metal and accounts for about 10-15% of sand for molding.
- Base sand: used to make molds or cores. Base sand must have high air permeability, accounting for 60 90% of the total amount of sand in the mold.
Currently, sillica sand is the most popular sand for base sand since it is readily available and cheaper than other types. In addition, it has all the properties needed to make molds as outlined above.
- Cope flask and Drag flask: are two upper and lower halves of the mold, separated by parting line (also called parting plane). You can buy flasks on internet or make it from wood.
- Mold Jacket: is a metal box that fits in the sand casting mold to support the structure of the mold and ensure that the mold does not break when being moved.
- Sprue: is a funnel that leads liquid metal from a pouring cup into the tapered sprue, then through the runner, going into the gates one after another.
- Sand compactor: used to compact the sand in flask to make the casting surface more detailed and reduce the time to clean the casting. You can use a pestle or shovel to compact the sand as alternative choices.
- Sand sifter: filter sand to be finer and cleaner.
Prepare protective safety equipment for sand casting molds process
- Safety glasses: protect your eyes from debris and dust.
- Gloves: keep your hands safe from dangers in the foundry such as cuts, burns, abrasions
- Safety boots: The shoes toe is armored to protect the toe tips from falling, collisions or being attacked by heavy objects.
- Long pants: they are protective pants with thick fabric to protect your feet from heat, impact
How to make sand casting molds for metal casting?
1. Making drag molds
Making drag mold- Place the pattern on the pattern plate. Parting planes are in contact with pattern plate.
- Put half a cup of chalk dust into a sock or a small cloth bag. Sprinkle evenly on the pattern surface to help the sand not stick to the pattern when pattern removal.
- Fill the sand base into the mold through sand sifter. Remove sand lump through sifter.
- Use a pestle or shovel to compact the sand in the mold so that it is tight and evenly from the edges to the middle. This step creates the mechanical strength of the sand mold to help the mold cavity shape be more detailed. Make sure all corners are tight.
- Flatten the upper surface to clean the excess sand.
- Oblique holes 40mm apart to allow air to escape.
- Flip mold 180 degrees.
2. Making cope mold
- Place the other half of the pattern on top to exactly match the pattern in the drag flask.
- Attach the upper mold to the lower mold to match the connecting rod.
- Arranging pouring pipe by using sprue to create holes to lead into mold cavity. This is where the liquid metal will be poured into the mold during the casting process.
- Fill sand in and remove excess sand like with drag flask.
- Cut the pouring funnel.
3. Remove pattern
Make sure the drag flask is located under the cope flask.
Remove the patterns from flasks- Pick up the cope flask set aside and rotate 180 degrees. You can now see the pattern placed in the flasks.
- Cut the dirt trap through the pouring pipe.
- Smooth the part of the mold in contact with the pattern.
- Slowly remove the pattern from the drag flask and cope flask in the vertical direction.
4. Assemble molds
Assemble moldsIn case the casting has holes, the core must be inserted in the correct position in the mold (see core & core print). The core must be painted and dried and polished.
- Place the cope flask on top of the drag flask, they must be aligned in the same fashion as they were with the pattern.
- Attach the respective flasks fixed together. Then remove both flasks slowly upwards carefully to avoid damaging the sand casting molds.
- Set mold jacket over the sand mold to increase the stability of the mold. Do not tighten much to avoid deforming sand molds.
Thus, set of sand casting molds are finished. You just need to pour liquid metal into the pouring funnel, then wait for it to cool down and break the mold to collect the roughcasting in accordance with the designed pattern.
With the VIC casting method outlined above, whether you are a DIY casting or casting business, you can still fabricate a set of sand mold for your foundry.
VIC is a skilled foundry using a variety of casting technologies. Sand casting is one of the key casting technologies of VIC. To build a business partnership with VIC, please contact us here.
Sand casting in VIC foundryRemember to follow VICs articles on casting, if you want to use our articles as a reference, dont forget to credit the source.
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