Quote:
Originally Posted by kirbwarrior
I thought penalties would come up enough for more skill to matter, and contests always want more skill. Plus, as you pointed out, reducing cost and time is still useful as skill goes up (similar to how a skill can take less time for mundane skills).
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Magic spells don't face many penalties. There's the -5 for Low Mana, and Regular spells face a -1/yard range penalty. Healing spells face repeated casting penalties. A few spells use Long Distance modifiers, but a -10 to skill will let you scry an entire planet. Resisted spells are capped by the
Rule of 16, so extra skill doesn't help much with them. Higher levels of Magery also help with casting effects of leveled spells (bigger fireballs and healing spells), which you would lose with the limited version presented here.
A skill of 20-21 is usually sufficient to mitigate most of these penalties. The primary advantage of having Spell skill over 21 is the time and cost reductions.