@@ -595,14 +595,9 @@ Casting spells in close-quarters combat works just like any other type of combat
\begin{exampletext}
A mage with Air 2 finds himself surprised by a cut-throat.
The cut-throat attacks with a knife, and with Dexterity +1 and Combat +2, his Attack score is 10.
The cut-throat attacks with a knife, and with Dexterity +1 and Combat +2, making the attack's \tn[10].
The caster rolls at \gls{tn} 10, plus 1 per \gls{mp} he spends.
He wisely decides to spend only 1 \gls{mp} for a fast, easy, \textit{Wind Blast} spell.
This lets him use his Charisma + Seafaring total of +7.
If he wins, the spell succeeds.
If he loses the roll, he gets stabbed.
The caster decides to spend only 1 \gls{mp} for a fast, easy, \textit{Wind Blast} spell, and with a \roll{Charisma}{Air} total of +4, he will reach a tie on a \gls{natural} of 6.
\end{exampletext}
Casters must meet their usual \gls{tn} to cast a spell -- if this fails, then they lose to their opponent, and receive Damage as usual.