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Verified Commit 85dc1350 authored by Malin Freeborn's avatar Malin Freeborn
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remove references to old enhancements

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......@@ -52,10 +52,10 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes}
\subsubsection{Spells}
\paragraph{Standard Spells:}
With Invocation 2, the alchemist can focus for 2 rounds and spend 2 \glspl{mp}, and cast a \textit{Raging Fireball}.
With Invocation 2, the alchemist can focus for 2 rounds and spend 2 \glspl{mp}, and cast a \textit{Wide Fireball}.
This spell inflicts $1D6+2$ Damage, but isn't terribly useful, due to the long casting time.
With Illusion level 1, the alchemist can focus for 1 round and spend 1 \gls{mp} to make anything look like anything.
With Illusion level 1, the alchemist can focus for 1 round and spend 1 \gls{mp} to make a shadow three-dimensional shadow appear.
\paragraph{Fast Spells:}
The alchemist can cast a \textit{Fast Fireball} spell for 2 \glspl{mp}, by spending only 5 Initiative.
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......@@ -206,18 +206,25 @@ They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any
\subsection{Spell Enhancements}
\label{Enhancements}
Spell enhancements make spells stronger, at the expence 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, and \gls{tn}.
These enhancements always take the form of adjectives.
For example, the first level \textit{Fireball} spell, has the enhancement ``(1) Enhancement -- Raging'', meaning the mage can cast a \textit{Raging Fireball}, which would count as a second level spell.
The enhancement ``(1) Wide'' can be used on any spell to have it cover a wide area, so while a Fireball spell would normally be level 1, a \textit{Wide, Raging Fireball} would be a level 3 spell, with \gls{tn} 9.
The spell would then cost 3 \glspl{mp} to cast, and require 3 rounds to cast.
\iftoggle{verbose}{
The \textit{Lending Hand} spell allows someone to add a Bonus to an ally's rolls at the cost of 1 \gls{mp}.
But anyone with the \textit{Wide} Enhancement can add a level, and cast a \textit{Wide Lending Hand} spell, which boosts multiple allies' rolls as a second level spell (costing 2 \glspl{mp}; or with the \textit{Fast} Enhancement, a \gls{miracleworker} could cast a \textit{Fast Lending Hand} spell.
The Invocation sphere in particular may seem very limited, where casters can only benefit from a Level 1 \textit{Fireball}.
However, anyone with Invocation 3 could spend 3 \glspl{mp} to cast a \textit{Fast, Potent, Fireball}, or a \textit{Fast, Wide, Fireball}, which targets many enemies instantly.
\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.
}
\end{multicols}
......@@ -294,25 +301,13 @@ Rare and powerful spell-songs are swapped as currency among bards -- spells whic
\noindent
The more \glsentrylongpl{mp} a mage has, the more Metamagic they have to change their spells.
A mage with 2 spheres and an Intelligence Bonus of +1 would have a total Metamagic rating of 5.
A mage with 2 spheres and an Intelligence Bonus of +1 would have a total Metamagic rating of 7.
Every power level offers the caster new spells or -- more often -- enhancements to existing spells.
The enhancements drawn from Metamagic can affect all spells the caster has, not simply the spells listed here.
Every power level offers the caster new spells or Enhancements (which make spells more powerful).
The Enhancements drawn from Metamagic can affect all spells the caster has, making every one more powerful.
In this way, spells can be combined for greater effects.
\iftoggle{verbose}{
For example, early invocationists can cast a \textit{Fireball} spell as a Level 1 spell.
With sufficient \glsentrylongpl{mp}, the mage can cast a \textit{Wide Fireball} as a level 2 spell, affecting more targets.
Fireballs can also be enhanced by making them \textit{Raging} when cast at +1 level (which adds +2 to the Damage).
Finally, combining all these effects, a mage could cast a \textit{Wide, Raging Fireball} as a level 3 spell (assuming the mage had level 3 Invocation).
This would inflict $1D6 + 2$ Damage, plus the mage's Intelligence Bonus, over a wide area.
}{}
Anyone who walks any Path of Magic can make use of any of these abilities, even if they haven't bought any spheres.
These spells are not like the formal spells in magical spheres.
They require no words, hand movements, or anything else to use.
However, such spells quickly become expensive.
A level 8 Metamagic spell requires 8 \glspl{mp} to cast, and requires 11 Initiative points.
Anyone who has bought any magical Knacks can make use of any of these abilities, even if they haven't bought any spheres.
\spelllevel
......@@ -557,9 +552,11 @@ Any applicable enhancements, such as \textit{Wide}, affect both spells.
The smaller spell adds a number of levels equal to half its own level.
For example, a priest of \gls{wargod} might cast a \textit{Raging Fireball} at someone, alongside \textit{Curse}.
The highest level spell there is \textit{Raging Fireball} at level 2, and the other is at level 1 and only costs half the usual \glspl{mp}.
With the two spells together, the total cost is 3 \glspl{mp}, and the spell takes 7 Initiative points to cast.
For example, a priest of \gls{wargod} might cast a \textit{Fast Fireball} at someone, alongside a \textit{Curse}.
The highest level spell there is \textit{Fast Fireball} at level 2, and the other is at level 1 and only costs half the usual \glspl{mp}.
With the two spells together, the total cost is 3 \glspl{mp},
\footnote{Always round up.}%
and the spell takes 7 Initiative points to cast.
The caster has an Intelligence score of +3, so the target is hit with $2D6+1$ damage from the fireball, and loses $1D6+2$ \glspl{hp} directly.
\spelllevel
......
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