diff --git a/magic.tex b/magic.tex index e814dd27e6c02dde698bf573805211ac5da6dc67..112c4915b0dbb3a11d66fc85b1265aa8cd609fc5 100644 --- a/magic.tex +++ b/magic.tex @@ -62,7 +62,47 @@ Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls \subsection{Range} -Unless otherwise stated, spells have a range equal to five squares plus the character's Wits score. Magic extends all around the character but mages can rarely affect targets anywhere near the range of a good archer. +\begin{wrapfigure}{r}{.18\textwidth} + +\begin{rollchart} + + Wits & Range \\ + + -4 & 1 \\ + + -3 & 2 \\ + + -2 & 3 \\ + + -1 & 4 \\ + + 0 & 5 \\ + + 1 & 10 \\ + + 2 & 15 \\ + + 3 & 20 \\ + + 4 & 25 \\ + +\end{rollchart} + +\end{wrapfigure} + +Spells have a range of 5 squares plus 5 times the caster's Wits bonus. +A negative Wits Bonus decreases the range by one square per penalty. + +\iftoggle{verbose}{ +Magic extends all around the character but mages can rarely affect targets anywhere near the range of a good archer. +Metamagic can dramatically extend the range, but the basic spell range is always rather close. +}{} + +Spells which affect a large area are only restricted by where they \emph{start}. +A \textit{Wide Fireball} covering 3 squares might be cast 5 squares away, but it could extend past that, reaching a total of 7 squares. + +This range limitation applies to all magic, including Song magic. +While a tune may carry over the hilltops, the force of the magic usually remains close to the caster. \subsection{Duration}