Both sides previous revision
Previous revision
Next revision
|
Previous revision
Next revision
Both sides next revision
|
combat-magic [2021/10/27 20:30] naaira [Gem Usage] |
combat-magic [2021/10/27 21:52] naaira [Fatigue] |
//Example:// Consider the Alteration 5 spell ??Maws of the Earth??, which requires an {{path>E3}} caster and {{gems>1E}}. | //Example:// Consider the Alteration 5 spell ??Maws of the Earth??, which requires an {{path>E3}} caster and {{gems>1E}}. |
* An {{path>E1}} mage cannot cast this spell at all. | * An {{path>E1}} mage cannot cast this spell at all. |
* An {{path>E3}} mage can cast it by spending {{gems>2E}}; one to boost to {{path>E3}}, and another for the spell's requirement. | * An {{path>E2}} mage can cast it by spending {{gems>2E}}; one to boost to {{path>E3}}, and another for the spell's requirement. |
* An {{path>E1}} mage who has {{gems>3E}} //can// cast ??Maws of the Earth??. First the mage uses {{gems>1E}} to cast ??Summon Earthpower?? to raise their current level to {{path>E2}}. The mage then spends {{gems>2E}} to cast the spell. | * An {{path>E1}} mage who has {{gems>3E}} //can// cast ??Maws of the Earth??. First the mage uses {{gems>1E}} to cast ??Summon Earthpower?? to raise their current level to {{path>E2}}. The mage then spends {{gems>2E}} to cast the spell. |
| |
When a spell has been succesfully cast the spell's effect is resolved. Each spell has a [[spell description]] that determines what happens when a spell is cast. | When a spell has been succesfully cast the spell's effect is resolved. Each spell has a [[spell description]] that determines what happens when a spell is cast. |
==== Fatigue ==== | ==== Fatigue ==== |
Just like attacking in combat, casting spells in battle incurs [[fatigue]]. Each spell has a listed fatigue cost which a caster incurs when casting that spell. For each skill level in the required path that the mage exceeds the minimum, he incurs 1 / (1 + (mage skill – minimum skill) of the listed spell fatigue. In other words, having an extra skill level means the mage suffers only ½ fatigue, two extra skill levels means he suffers only 1/3 as much, three extra is ¼, and so forth. | Just like attacking in combat, casting spells in battle incurs [[fatigue]]. And just like all other units, a mage that reaches **100 fatigue** will pass out. For this reason, fatigue management is very important for spellcasters. It is often the limiting factor in combat, and higher-pathed mages thus have an advantage in that they incur less fatigue. |
| * Each spell has a listed fatigue cost which a caster incurs when casting that spell. For each skill level in the required path that the mage exceeds the minimum, he incurs 1 / (1 + (mage skill – minimum skill) of the listed spell fatigue. |
Spellcasters also incur fatigue equal to their base Encumbrance value + 2 x Encumbrance value of any armor worn for each spell cast. This is not subject to reduction by skill bonuses. It is harder to make magical gestures in heavy armor. | * In other words, having an extra skill level means the mage suffers only half fatigue. |
| * Two extra skill levels means he suffers only 1/3 as much. |
Finally there is a random component that might increase the fatigue cost of a spell. | * Three extra is ¼, and so forth. |
| * Spellcasters also incur fatigue equal to their base [[Encumbrance]] value + 2 x Encumbrance value of any armor worn for each spell cast. This is not subject to reduction by skill bonuses. It is harder to make magical gestures in heavy armor. |
| * Finally there is a random component that might increase the fatigue cost of a spell. |
| |
Various factors may affect this basic calculation: | Various factors may affect this basic calculation: |
* Some effects might incur a fatigue penalty to spellcasters. Most notably Fire spells cost double when cast during a ??Rain??. | * Some effects might incur a fatigue penalty to spellcasters. Most notably Fire spells cost double when cast during a ??Rain??. |
| |
Fatigue is very important for spell casters. It is often the limiting factor in combat, and higher-skill mages thus have an advantage in that they incur less fatigue. Spells that reduce fatigue, like ??Reinvigoration??, ??Summon Earthpower?? and ??Relief??, can be very useful as well. | {{template>spellfatigue}} |
| |
<WRAP box 800px center>==== Spell Fatigue ==== | Spells that reduce fatigue, like ??Reinvigoration??, ??Summon Earthpower?? and ??Relief??, can be very useful as a way of getting mages to cast more spells in combat. |
<WRAP column 120px rightalign>**Spell fatigue:** \\ \\ \\ \\ \\ \\ </WRAP> Spell fatigue cost / (1 + mage's path level - minimum path level required) \\ | |
+/- 10% per scale in [[Scales|Drain]] or [[Scales|Magic]] \\ | |
+ Base [[Encumbrance]] \\ | |
+ 2 x Armor [[Encumbrance]] value \\ | |
+ [[Temperature|Cold]] / [[Temperature|Heat]] penalties \\ | |
+ Other [[fatigue]] modifiers \\ | |
+ a random component | |
</WRAP> | |
| |
<WRAP column 35px>{{ :abilities:spell_singer.png?nolink |}}</WRAP>A mage with [[spell singer]] halves the basic fatigue cost of all spells cast by the mage. | <WRAP column 35px>{{ :abilities:spell_singer.png?nolink |}}</WRAP>A mage with [[spell singer]] halves the basic fatigue cost of all spells cast by the mage. |
===== Communions ===== | ===== Communions ===== |
Joining a communion significantly changes spellcasting in different ways. It boosts the path level of communion masters and spreads the fatigue cost between masters and slaves. Please refer to the [[Communions]] page for an in-depth explanation. | Joining a communion significantly changes spellcasting in different ways. It boosts the path level of communion masters and spreads the fatigue cost between masters and slaves. Please refer to the [[Communions]] page for an in-depth explanation. |