Quote:
Originally Posted by Pursuivant
I've got something similar called Auxiliary spells, which are effectively a sub-set of Metaspell College spells. You cast any auxiliary spells first and then cast the spell they modify. Total time and energy costs for auxiliary spells + the main spell are combined, although you need to make successful skill rolls against all the spells involved for the combination to work.
The auxiliary spells add specific enhancements or limitations to the spell they modify.
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I think, in the interest of reducing rolling and speeding play, I'd have just one roll, against the least skilled of the two (or more?) spells. This also reduces the chances of critical failures and removes partial successes, which might not be worth the streamlining, depending what you're after, of course.