01-27-2012, 12:14 PM | #1 |
Join Date: Jan 2012
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Magic, Reduced Power Cost, and Missile Spells
This is probably answered somewhere but my search-fu, both here and in the PDFs is failing me.
If I have Magery 3, and know the Fireball spell at 15-, and am in a normal mana area, the cost of the spell is reduced by one, so I can toss a 1 point Fireball for no cost, up to a 3 point Fireball for 2 FP. What happens if I wait, and on the second turn, imbue it with "three more points" - do I pay all three, or just two, reduced, again, by my skill with the spell? There's reference to taking the total cost of the spell before you apply the modifier, but I wanted to make sure that everyone else sees that this rule applies in this situation, and I don't get to toss around 9 die Fireballs for just 6 FP, right? |
01-27-2012, 12:29 PM | #2 | |
Join Date: Dec 2007
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Re: Magic, Reduced Power Cost, and Missile Spells
Quote:
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01-27-2012, 02:51 PM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Magic, Reduced Power Cost, and Missile Spells
The discount is taken off the total cost when you cast the spell.
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01-28-2012, 11:42 AM | #4 |
Join Date: Jan 2012
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Re: Magic, Reduced Power Cost, and Missile Spells
Excellent. Just wanted to make sure I was reading it right, and you couldn't come up with 3 die fireballs for free if you were patient, and had a modicum of skill.
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Tags |
fatigue, gurps, magic, missile |
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