@@ -73,7 +73,14 @@ If a sphere has not been `fully' paid for, then the remaining \glspl{xp} must be
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@@ -73,7 +73,14 @@ If a sphere has not been `fully' paid for, then the remaining \glspl{xp} must be
\subsection{Casting}
\subsection{Casting}
Spells are cast by spending a number of \gls{mp} equal to the spell's level, so 1st level spells always cost 1 \gls{mp} and 3rd level spells always cost 3 \gls{mp}.
Spells are cast by spending a number of \gls{mp} equal to the spell's level, so 1st level spells always cost 1 \gls{mp} and 3rd level spells always cost 3 \gls{mp}.
The character then spends the mana and makes a roll against some \gls{tn} to cast the spell.
The character then spends the mana and makes a roll against \gls{tn} 6 + the spell's Level.
\subsection{Spell Ties \& Failures}
Spells which fail to cast drain the caster of double the usual \glspl{mp}, so failure to cast a third-level spell drains the caster of 6 \glspl{mp}.
Once this minimum \gls{tn} has been reached, the caster can `fail' to create the desired effect; fireballs can miss, illusions might look like bad CGI, but the spell will not `backfire' in any way because of these problems.
Spells which reach the \gls{tn} precisely give the caster a choice -- either abandon the spell (at no cost), or spend double the normal \glspl{mp} to have it succeed.
\index{Mana}\subsection{Mana}
\index{Mana}\subsection{Mana}
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@@ -190,7 +197,7 @@ They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any
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@@ -190,7 +197,7 @@ They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any
\subsection{Spell Enhancements}
\subsection{Spell Enhancements}
\label{Enhancements}
\label{Enhancements}
Spell Enhancements make spells stronger, at the expense of adding to the spell's level, and \gls{tn}.
Spell Enhancements make spells stronger, at the expense of adding to the spell's level.
These Enhancements always take the form of adjectives.
These Enhancements always take the form of adjectives.
\iftoggle{verbose}{
\iftoggle{verbose}{
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@@ -202,10 +209,6 @@ These Enhancements always take the form of adjectives.
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@@ -202,10 +209,6 @@ These Enhancements always take the form of adjectives.
\Glspl{miracleworker} gain access to Enhancements by raising their Metamagic level (which is always equal to their maximum \glspl{mp}).
\Glspl{miracleworker} gain access to Enhancements by raising their Metamagic level (which is always equal to their maximum \glspl{mp}).
\subsection{Spell Failure}
Spells are always cast, even if the caster does not get the intended result.
If an illusion spell fails, the illusion persists -- it simply looks obviously magical, like bad CGI.
If a fireball spell fails, fire still comes, as the mage's mana has to go \emph{somewhere}, even if nothing hits the intended target.
}{
}{
Casters gain Enhancements through gaining Metamagic levels.
Casters gain Enhancements through gaining Metamagic levels.