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<h2>Casting a Spell</h2>
<p>To cast a spell, you must fulfill the following prerequisites:</p>
<ul>
<li>
You must be free to move your body. You can be holding items in your hands,
as long as you can move your arms.
</li>
<li>You must be able to speak and pronounce the invocation.</li>
<li>
You must have enough Mind Points to pay for the spells total MP cost,
including any additional MP used to enhance its effect.
</li>
<li>
Unless you are casting a spell with a target of <strong>Self</strong> or
<strong>Special</strong>, you must be able to see your targets.
</li>
</ul>
<p>If all of the above are true, you may cast the spell.</p>
<ol>
<li>
Declare which spell you want to cast among those your character has learned,
and what its effect will be.
</li>
<li>If required, choose the targets for your spell.</li>
<li>
Perform the magical gestures and pronounce the formula — remember that any
nearby creatures will see and hear you.
</li>
</ol>
<h3>Magic Checks</h3>
<p>
If the spell is an offensive spell, you must also perform a Magic Check.
Elementalism, Entropism, and Spiritism Checks rely on
<strong>【INS + WLP 】</strong>, while Chimerism may choose between
<strong>【INS + WLP】</strong> or <strong>【MIG + WLP】</strong>.
</p>
<p>
Non-offensive spells are automatically successful and require no Check.
Fumbles and critical successes on Magic Checks generate opportunities as
normal.
</p>
<ol start="4">
<li>Spend the required amount of Mind Points.</li>
</ol>
<ol start="5">
<li>Apply the effects of the spell.</li>
</ol>
<div>
<h2>Casting a Spell</h2>
<p>To cast a spell, you must fulfill the following prerequisites:</p>
<ul>
<li>
You must be free to move your body. You can be holding items in your
hands, as long as you can move your arms.
</li>
<li>You must be able to speak and pronounce the invocation.</li>
<li>
You must have enough Mind Points to pay for the spells total MP cost,
including any additional MP used to enhance its effect.
</li>
<li>
Unless you are casting a spell with a target of <strong>Self</strong> or
<strong>Special</strong>, you must be able to see your targets.
</li>
</ul>
<p>If all of the above are true, you may cast the spell.</p>
<ol>
<li>
Declare which spell you want to cast among those your character has
learned, and what its effect will be.
</li>
<li>If required, choose the targets for your spell.</li>
<li>
Perform the magical gestures and pronounce the formula — remember that any
nearby creatures will see and hear you.
</li>
<li>Spend the required amount of Mind Points.</li>
<li>
If the spell is an offensive (rr) spell, you must also perform a Magic
Check. Elementalism, Entropism, and Spiritism Checks rely on
<span>【INS + WLP 】</span>, while Chimerism may choose between
<span>【INS + WLP】</span> or <span>【MIG + WLP】</span>.
<p>
Non-offensive spells are automatically successful and require no Check.
Fumbles and critical successes on Magic Checks generate opportunities as
normal.
</p>
</li>
<li>Apply the effects of the spell.</li>
</ol>
</div>