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Old 09-23-2022, 04:30 PM   #20
maximara
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Default Re: Very High Mana, Critical Successes, Maintenance, and Missile Enlargement

Quote:
Originally Posted by mburr0003 View Post
It was also brought up that "older editions" made spellcasting "free in VHM!" By "older editions" they mean exactly one older edition, GURPS Fantasy (1st edition). GURPS Magic has never made spellcasting entirely free in a VHM, it's always been "spend energy/cast the spell and get the FP back next turn". (just putting that argument to rest in advance)
It seems that Basic Set Third Edition, First Printing had "Anyone can cast spell, if he knows them. Mages can do so at no energy cost!" as well as the errata correct it with "In a very-high-mana area, the energy a mage used is renewed every second, but there is an energy cost; a mage cannot cast a spell for which he does not have energy."

All subsequent printings of the Basic Set Third Edition had the correct definition for Very High Mana. In 4e this old version of Very High Mana is Wild Mana

Classic: Celtic Myth had its own version of Wild mana which allowed one to "cast any spell in only one second, and using only 1 energy point, whatever the normal point cost for that spell." (pg 80)
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