Missile Spell

(REDIRECT TO Missile Spells)
B240 mentions after a Missile Spell is created that it can be held as a free action or enlarged via up to 2 more Concentrates to reach a maximum of 3 x Magery.
Holding normally prevents casting other spells. If injured, a will roll is made or else the spell affects the user.
While this difficulty scales up with the damage taken (-1 to IQ from shock creates -1 to Will) it appears equally difficult to maintain spells of different intensity.
Since perhaps you think holding a 1d6 fireball should be easier than holding a 3d6 fireball, perhaps penalties or bonuses should happen in relation to intensity as an optinal rule.
-1 to will roll per 1 energy maintained in the spell, for example, though that could make it very hard. Perhaps add magery as a talent to the will roll to make it easier.
Someone who is very good at a certain spell (normally pull off without a hitch) might have a better chance of maintaining his expert spell. For that reason, perhaps instead of a raw will roll, they should make a will-based (rather than IQ-based) roll against that magical skill to keep control of it, including an option to expend FP to offset penalties to that roll.
There should be a limit to how much FP people can spend over time to offset penalties though. This is why Action Points are good because when you run out of them you have to regenerate them back or spend FP.
To spend FP to regain AP should probably cost a Concentrate maneuver.
Category:Magic Concepts