Quote:
Originally Posted by FeiLin
1) How would I do minor changes to spells such as changing element (a Splashing Acidball instead of Exploding Fireball), changing range/duration. I'm guessing that it's perks that I didn't find, or are there limitations/enhancements for spells somewhere, or something else?
2) What's the thing about extending spells: if I cast for instance Shapeshift Other, is there a range the subject can escape beyond to not suffer having the spell be extended?
3) Some spells in Magic has an Item clause at the end of the entry; is that the only (RAW) way/items possible when enchanting or what do they signify? I'm guessing so, and the cost is the enchantment cost for quick and dirty, and slow and sure.
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1) See Thaumatology. It's explained there though it's an option and not as tandard thing.
2) I'm not sure what you mean by "extending". If you mean "maintaining" then no. If a spell gets successfully cast (where distance is a factor usually) then it's not a factor in maintaining the spell.
3) Items described in Magic are "standard" and can be found at least as easily as any other magic-based thing can be found. Variants are certainly possible but are a GM decision. The numeric cost in the entry is indeed how much energy is required for Q&D or how mucg time for S&S.