Cavaliers vs Magic: Which Team Has the Better Bench?

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The prognosis for the Cavaliers vs Magic game is unclear as both teams have had inconsistent performances so far this season. The Cavaliers have struggled to find their rhythm and have a losing record. On the other hand, the Magic have shown flashes of brilliance but have also had disappointing losses. In terms of key players, the Cavaliers will rely on the scoring ability of Collin Sexton and the playmaking skills of Darius Garland. However, their defense has been lacking and they often struggle to contain opposing teams' star players. This could pose a problem against the Magic who possesses players like Nikola Vucevic, who has been a consistent scorer and rebounder.


Side question: If you use Reach Spell while casting a sustain spell, do you have increased range for the full duration? (my best guess is yes)

It d be a major handicap if Summons couldn t go outside their range as they have been able to since time immemorial , and a ruling for that would spill over into other sustained spells so I d have to lean toward sustained working at any range maybe w line of sight or line of effect limits. Errata wrote Page 459 In the first bullet point under Knocked Out and Dying, change the sentence to You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.

Sustaining the spell vinyl

This could pose a problem against the Magic who possesses players like Nikola Vucevic, who has been a consistent scorer and rebounder. The Magic, on the other hand, have a more balanced team with multiple players who can contribute on both ends of the court. In addition to Vucevic, players like Aaron Gordon and Evan Fournier provide scoring options for the Magic.

Sustain a Spell outside the spell range

Can you sustain a spell if you're outside the spell's range?

Question came up in last night's game. Wizard cast Summon Construct, then next turn moved away outside the 30ft range.

The 'Sustain a Spell' action doesn't list range as a requirement. but might have missed something.

Doesn't the spell end once you're out of range?

Quote:

Ranges, Areas, and Targets

Spells with a range can affect targets, create areas, or
make things appear only within that range.

While you're sustaining, you are still creating the spell effect. If you move out of range, the effect ends as you are no longer in range to create it.

Side question: If you use Reach Spell while casting a sustain spell, do you have increased range for the full duration? (my best guess is yes)

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Pathfinder Roleplaying Game Superscriber Ubertron_X wrote:

Side question: If you use Reach Spell while casting a sustain spell, do you have increased range for the full duration? (my best guess is yes)

Yes. You've extended the range of the spell, and sustaining the spell keeps the same spell going, so nothing changes the range once it's been cast.

I feel like you're asking about Summoned Creatures. I would interpret it as, if you're outside the range of the spell you will not be able to sustain the spell, meaning it will end at the end of your turn. With summons, they will not take actions until you sustain the spell. So you could sustain, they move outside 30 feet to attack something, and on the next turn you need to get within 30 feet again to sustain it or it will poof.

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It'd be a major handicap if Summons couldn't go outside their range (as they have been able to since time immemorial), and a ruling for that would spill over into other sustained spells so I'd have to lean toward sustained working at any range (maybe w/ line of sight or line of effect limits).

I disagree that one is creating the spell effect again. The caster is powering the spell effect or keeping it stable, yes, but not manifesting it anew.

I wasn't suggesting leaving the range would end the effect, only that you must be within range to sustain. There isn't actually any range on Sustaining a spell as far as I can tell, but summoning a creature like a Quickling and having it attack an enemy 200 feet away seems pretty strong for a 4th level spell.

Cordell Kintner wrote:

I wasn't suggesting leaving the range would end the effect, only that you must be within range to sustain. There isn't actually any range on Sustaining a spell as far as I can tell, but summoning a creature like a Quickling and having it attack an enemy 200 feet away seems pretty strong for a 4th level spell.

The caster having to be within range to sustain within one round hardly rectifies the issue. The creature cannot come back to you until you sustain, so you're going to chase it? One could hardly scout w/ it or send it on quick errands.

Quickling are Uncommon, as is normal for creatures with an ability way beyond their level. So not an option. Even if it were an option, that's +11 attack for 1d6+2 damage (+1d6 w/ sneak) and a poison ineffective at those levels. That would be horrible damage for a 4th level spell. Most casters would do better w/ a bow/crossbow! Or Fireball, 500' range.

And as mentioned, there's no range on Sustain. Adding a limit seems odd given that many sustained spells make a point of how far one can be from the effect. So it seems intentional that the default sustain has no such limit.

Castilliano wrote:

Adding a limit seems odd given that many sustained spells make a point of how far one can be from the effect.

That is an interesting point I had not noticed before. Searching the books yielded spells like Dancing Lights and Project Image which mention this. Also there is Magic's Vessel with a range of touch, where it would be odd if you couldn't sustain outside that range.

Archives of Nethys wrote:

Dancing Lights

Range 120 feet; Duration sustained
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.

Project Image
Range 30 feet; Duration sustained up to 1 minute
You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.

Magic's Vessel
Range touch; Targets 1 creature; Duration sustained up to 1 minute
A creature becomes a receptacle for pure magical energy sent by your deity. The target gains a +1 status bonus to saving throws. Each time you Cast a Spell from your spell slots, you automatically Sustain this Spell and grant its target resistance to damage from spells until the start of your next turn. This resistance is equal to the level of the spell you cast.

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I haven't seen anything in the rulebooks that says you have to be within intitial range to sustain a spell. Sustaining a spell is not reactivation, it's sustaining. They would have called it reactivation if that's what it was.

Forbidden ward would become a nearly unusable mess if we played by those rules, as that means you have to stay within 30 feet of two different moving targets.

Summons also aren't particularly strong as it is.

Sustaining is very clear. You can't be fatigued, and you have to have a spell with a sustained duration.

"Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn. "

Range isn't mentioned once.

‘Nine Spells’ is a collection of vocal-only compositions by experienced vocalist and multimedia artist Jolanda Moletta, a musical tribute to nine of her female ancestors.
Cavaliers vs magic prognosis

However, their inconsistency and lack of chemistry have been evident in some of their recent losses. In terms of style of play, the Cavaliers like to push the pace and rely on transition scoring. They have young and athletic players who can run the floor and finish at the rim. On the other hand, the Magic prefer a more methodical approach, using their size and strength to create mismatches in the post. Overall, the outcome of the game will depend on which team can execute their game plan more effectively and make adjustments throughout the game. Both teams have areas they need to improve on, but the Cavaliers may struggle to contain the Magic's scoring options. At the same time, the Magic will need to find consistency and limit turnovers. **In conclusion, the prognosis for the Cavaliers vs Magic game is uncertain as both teams have shown potential but have also had their fair share of struggles. The outcome will depend on which team can overcome their weaknesses and capitalize on their strengths.**.

Reviews for "Predicting the Final Score of Cavaliers vs Magic Game"

1. John - 2 stars - As a basketball fan, I was really disappointed with the "Cavaliers vs Magic prognosis" game. The whole game felt lackluster and uninspired. The players seemed disengaged and didn't give their best effort. The match lacked any exciting plays or thrilling moments. It felt like a complete waste of time and I wouldn't recommend watching it.
2. Sarah - 1 star - I couldn't believe how dull and uneventful the "Cavaliers vs Magic prognosis" game was. There was no intensity or energy from either team. The players seemed disinterested and were just going through the motions. It was a snooze-fest with no highlights or memorable plays. I was expecting a competitive game, but all I got was a boring experience. Definitely not worth watching.
3. Mike - 2 stars - I was really looking forward to watching the "Cavaliers vs Magic prognosis" game, but it turned out to be a major letdown. The teams lacked chemistry and there was no fluidity in their gameplay. The whole match felt disjointed and disorganized. It was hard to get invested in the game when the players didn't seem motivated or focused. Overall, it was a disappointing game that didn't live up to my expectations.
4. Emily - 1 star - I found the "Cavaliers vs Magic prognosis" game to be extremely boring. The teams seemed to be going through the motions without any real passion or desire to win. There were no exciting moments or standout performances from any player. The lack of energy in the game made it difficult to stay engaged or interested. It was definitely not a game worth watching, in my opinion.

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