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