@@ -184,8 +184,11 @@ The character then spends the mana and makes a roll against some \gls{tn} to cas
Anyone can buy some base \gls{mp} which is then modified by their Intelligence.\footnote{See the section on Experience, page \pageref{xp}, for costs of base \gls{mp}.} For example, someone with Intelligence +1 who buys Base \gls{mp} 2 would have a store of 3 \gls{mp} to cast spells. Those with a Base \gls{mp} of 0 can still have some \gls{mp} if their Intelligence Bonus is positive.
If a caster has no \gls{mp} left, they can still cast spells by paying the cost with \gls{hp} instead of \gls{mp}.
\iftoggle{verbose}{%
The magical energies pull the power they need from the blood and bones of the caster, leaving them with a bleeding nose, raging headache and sometimes stranger effects such as acidic pustules or discoloured skin patches.
Many a desperate caster has died through the use of their own magic rather than an enemy's sword; a wizard with their back to the wall is a dangerous opponent indeed.\iftoggle{verbose}{\footnote{\Glsentrylongpl{hp} cannot be spent instead.}}{}
Many a desperate caster has died through the use of their own magic rather than an enemy's sword; a wizard with their back to the wall is a dangerous opponent indeed.
}{}
\Glspl{fp} cannot be spent in lieu of \glspl{hp}.
Mana is a fickle thing -- when lazing \ around a village it can take hours to regain even a little driblet of magic.
When fighting in deep caves, a few minutes' focus can summon most of a mage's magical energies back.
...
...
@@ -239,9 +242,14 @@ While a tune may carry over the hilltops, the force of the magic usually remains
\subsection{Duration}
Some spells are instant -- a ball of fire flashes from the mage and incinerates someone, or a touch grants the favour of the gods, healing FP -- but most are continuous. Continuous spells can be cancelled at will or maintained indefinitely. However, while they are being maintained, the \gls{mp} required to cast them remains spent, lowering the mage's maximum \gls{mp}.
Some spells are instant -- a ball of fire flashes from the mage and incinerates someone, or a touch grants the favour of the gods, healing FP -- but most are `\textit{continuous}'.
Continuous spells can be cancelled at will or maintained indefinitely.
However, while they are being maintained, the \gls{mp} required to cast them remains spent, lowering the mage's maximum \gls{mp}.%
\iftoggle{verbose}{%
\footnote{Spell enhancements (see below) do not lock mana in this way.}
For example, Tauron the elven sorcerer casts a spell on himself to appear as a gnome -- all the better to blend into surrounding society. He spends 1 \gls{mp}. Later, he enchants an animal to be his companion for 2 \gls{mp}. Normally, his maximum \gls{mp} is 6, but he is currently reduced to a maximum of 3 \gls{mp} so long as he continues to be a bear-riding gnome.
}{}
These still-active spells are known as \glspl{standingspell}. Some mages operate by continuously casting different spells and then going `empty' when the mana is gone. Others typically operate with \gls{standingspell} alone, casting everything they might need before the day begins and leaving their useful spells `running' but leaving themselves unable to cast more.
...
...
@@ -266,6 +274,7 @@ Some mages create sparks as they cast spells, others summon dark mists -- it all
Quick Spells are challenging, and require the mage know a spell intimately. They cannot be cast with the mage's highest spell level. A mage with Polymorph at level 3 cannot cast level 3 as a Quick Spell.
\subsection{Spell Enhancements}
\label{Enhancements}
Spell enhancement increase a spell's level in return for adding some ability.
These enhancements always take the form of adjectives.
...
...
@@ -273,6 +282,12 @@ For example, the first level \textit{Fireball} spell, has the enhancement ``(1)
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.
The spell would then cost 3 \glspl{mp} to cast, and require 6 Initiative Points if cast during combat.
Spell enhancements do \emph{not} lock mana up as continuous spells do.
\iftoggle{verbose}{%
If someone casts an illusion as a level 1 spell, this would lock 1 \gls{mp} for as long as the spell lasts.
Adding the enhancements \textit{Wide}, and \textit{Solid}, so make a \textit{Wide, Solid, Illusion} of a basilisk would make the spell level 3, so it would require 3 \gls{mp} to cast, but since the spell is only a level 1 spell, only 1 \gls{mp} is locked.
}{}
\iftoggle{verbose}{
\subsection{Spell Failure}
Spells are always cast, even if the caster does not get the intended result.