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Concentration

Concentration checks are made whenever your character is distracted during the act of casting a spell. It is also used to avoid the effects of the Taunt skill.

AbilityConstitution
Requires trainingNo - it works with no ranks in it
Armour check penaltyNone
Available toEvery class

How it works

Check. The DC to avoid casting failure is equal to 10 + damage received + spell level. The caster receives a -4 penalty to his check if casting within three meters of an enemy.

Use. Automatic.

  • Taunt is rolled against it: the taunter's Taunt + 1d20 against your Concentration + 1d20. Bullheaded adds +2 to your side.
  • A summon that needs concentration stays only while you keep passing the check. If you fail, the summon is lost.
  • While you have such a summon, each of these actions rolls Concentration + 1d20 against 20 + the action's value: the spell's level when you cast, 9 for attacking or picking a pocket, 6 for a healing kit, 3 for taunting, Animal Empathy or any work on a trap.
  • Being stunned, paralyzed, asleep, frightened, petrified, confused, knocked down or polymorphed breaks the concentration with no check.

Skill point cost by class

One point per rank: Bard, Blackguard, Cleric, Druid, Dwarven Defender, Elite Guard, Fighter, God's Eye Scout, Monk, Northern Templar, Paladin, Pale Master, Ranger, Red Dragon Disciple, Shifter, Skald, Sorcerer, Warlock, Wizard.

Two points per rank: Arcane Archer, Assassin, Barbarian, Divine Champion, Purple Dragon Knight, Rogue, Shadowdancer, Weapon Master.

Required for

ClassRanks needed
Northern Templar5
Skald8

See also