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Casting Spells

To Add

You can't parry when casting, it's as good as an interruption. You can hold your weapon out in front of you in a vaguely threatening manner, but you can't move it around to parry, or push against an incoming blow, without losing your spell.

If a weapon or effect, or any call strikes you while you are casting, then your casting is interrupted and you must start the vocal over, but do not lose any magic or spirit. The only exception to this is if the call is, precisely, "NOTHING". This is very strict, so a RED NOTHING will interrupt anyone, even a pyrokin, as it is not a "NOTHING" - the reason being that even that effect is distracting enough to break your concentration. This means you are interrupted in all other situations, for example if you DAC a blow, or you have magical armour. You are not mechanically interrupted when someone distracts you, say, by throwing a bucket of water over you, however you should feel free to roleplay losing the spell or miracle and starting over.

Source: Rules clarifications

Magic and Metal

Old Text

Metal is a very good magical conductor. So good, in fact, that it acts as an 'earth'. This doesn't have much effect at the business end of a spell, but it interferes somewhat with the control of magical energy. If a mage is carrying more than a certain amount of metal - that is, three daggers OR one shortsword OR one suit of studded leather armour or equivalent - then they are taking a significant risk of the mana in their focus becoming unstable and earthing. If you are exceeding your 'metal allowance', then you may not cast magic; a tingling sensation starts which slowly increases over thirty seconds to a minute; after this time, all the mana you have stored will discharge through your focus in a spectacular fashion. This will leave you with no mana left until you next sleep, but is unlikely to permanently damage your focus. Picking up metal for 20 seconds, putting it down and then picking it up again, will not reset the counter - in fact, it is liable to increase the final discharge due to the 'ref capacitor effect'.

New Text

Metal is a very good magical conductor. So good, in fact, that it acts as an 'earth'. This doesn't have much effect at the business end of a spell, but it interferes somewhat with the control of magical energy. If a mage is carrying more than a certain amount of metal then they are taking a significant risk of the mana in their focus becoming unstable and earthing. If you are exceeding your 'metal allowance', then you may not cast magic; a tingling sensation starts which slowly increases over thirty seconds to a minute; after this time, all the mana you have stored will discharge through your focus in a spectacular fashion. This will leave you with no mana left until you next sleep, but is unlikely to permanently damage your focus. Picking up metal for 20 seconds, putting it down and then picking it up again, will not reset the counter - in fact, it is liable to increase the final discharge due to the 'ref capacitor effect'.

The metal allowance for a mage is measured in daggers (this is used both in an out of character for convenience). The maximum a metal a mage can safely carry is "3 daggers worth" of metal, thus they could carry with daggers with them with no adverse effects, but any more will trigger discharge.

Common metal amounts:

Should be added:

Vocals

Remove the paragraph about interruptions as they are now described in the casting section in more detail.

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Edited March 28, 2011 1:34 pm by Draconas (diff)
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