Magic in MythCraft: Difference between revisions

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== Conjuring ==
== Conjuring ==
Some spells have the Conjuring tag. These spells must be cast over multiple rounds. “Conjuring 1” means that you must spend at least one full round conjuring the spell. Rounds are counted at the beginning of your turn, meaning that even if you move and then start conjuring a spell, at the start of your next turn you are considered to have spent 1 full round conjuring.
Some spells have the conjuring tag. These spells must be cast over multiple rounds. “Conjuring 1” means that you must spend at least one full round conjuring the spell. Rounds are counted at the beginning of your turn, meaning that even if you move and then start conjuring a spell, at the start of your next turn you are considered to have spent 1 full round conjuring.


Your spell activates the moment that you have met both the number of conjuring rounds needed, and have spent enough AP to cast the spell.
Your spell activates the moment that you have met both the number of conjuring rounds needed, and have spent enough AP to cast the spell.
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== Upcharging ==
== Upcharging ==
Some spells will give you the option to make them more powerful by upcharging them. This involves spending additional AP and/or SP. This additional AP and/or SP must be spent when you initially cast the spell in [[order]] to upcharge it. If you upcharge a spell but the spell fails, you still lose the upcharged SP, even if the spell lets you retain the base amount of SP on a fail.
Some spells will give you the option to make them more powerful by upcharging them. This involves spending additional AP and/or SP. This additional AP and/or SP must be spent when you initially cast the spell in order to upcharge it. If you upcharge a spell but the spell fails, you still lose the upcharged SP, even if the spell lets you retain the base amount of SP on a fail.


== Enhance ==
== Enhance ==