Casting Spells

Casting Spells is described on page 9 of GURPS Magic. Some things to remember:
*normal failures cost 1 FP except for info which costs full FP
*crit failures cost the full FP as if as success and prompt a roll on the table
*cancelling a spell prematurely before its maximum duration (or lesser established at outset) costs 1 FP to do
==FP cost reduction==
B237 "Magic Rituals" begins this at skill 15. It also specifies...
:In all cases, “skill” refers to base skill, not effective skill.
:The only modifier that matters here is the -5 for low mana, if applicable.
There are a lot of things which normally reduce effective skill:
*Shock (rule)
*Casting Spells while Maintaining Other Spells
These don't appear to influence the rituals needed or the reduction in FP. If it did, it might make it a lot more interesting because:
*maintaining spells which could normally done for free (if holding 1) might suddenly cost energy if holding multiple ones
Recover Energy however, might actually be compromised by holding spells, if the penalty applies to that. Its advanced rates aren't based on the Magic Rituals rule.
==See also==
*Canceling Spells
*Continuous Casting - required to do something other than cast/abort at end of time.
*Duration of Spells
Category:Rules