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I would allow the movement, but I do not see the preparation as happening and then followed by the movement. I see the preparation taking the entire 10 seconds, but during that 10 seconds, the caster could also move up to 10% of their move, or whatever action they want. The concentration is just slowing them down as they are focused on the spell prep.
I agree, that 10 seconds of the round is just an amorphous blob of time during which stuff happens.
Well, remember that original RAW RM2 has a very exact sequence of action —spell, missile, movement, melee— so in RAW RM2 a caster cannot move then cast his spells. Everything else, including the alternative initiative rules, are optional rules.
I have used and allowed to use this rule to some effect. From the RMSS there is a table with a good breakdown of Casting and Activity requirements. Its actually in their DM Screen.The way I have done this in the past is that it takes 90% activity to cast a spell and 10% to hold the spell. As you have said.The rules do not say that you could not prep another spell behind the first. But in doing so I require my players to make a SD check to maintain the first spell and if they succeed, then they can prep another spell right behind the first. However, if they fail, one of three things can happen. The first spell is lost along with the PP.The second is the spell goes off prematurely. If the spell is a targeted spell then it will go off directly in front of the caster and engage the first target (friend or foe) along the path. Make attack at a modifier equal to the SD failure +/- whatever the DM wishes to tack on.The third and worst is that the spell internalizes and the caster must make a RR vs his own level (+ spell level if applicable) as if he were level 1. Failure to resist will cause an automatic magic fumble.[/li]