Proposal: Mana Flow
Fails 4-5. — Quirck
Adminned at 12 Sep 2013 13:09:45 UTC
In rule 2.1 “Energy”, replace “New Apprentices start with 5 Energy.” with “New Apprentices start with Energy equal to the sum of each Apprentice’s Mastery of the Arcane Domain.”
In rule 2.6 “Recharging”, replace each instance of “five” with “the sum of each Apprentice’s Mastery of the Arcane Domain”.
Amend in rule 2.3 Spells:
An Apprentice may Craft a Spell by assembling one or more Powers, choosing the necessary Parameters and spending the Cost of the resulting Spell in Energy. The completed Spell has the Effects of the included Powers, with each Parameter substituted by the chosen option. When an Apprentice Crafts a Spell, they must add it to their section of the “Spellbook†wiki page with a name of their choosing, describing the Spell’s Effects and Cost.
to read
An Apprentice may Craft a Spell by assembling one or more Powers, choosing the necessary Parameters and spending the Cost of the resulting Spell in Energy. The completed Spell has the Effects of the included Powers, with each Parameter substituted by the chosen option. When an Apprentice Crafts a Spell, they must add it to their section of the “Spellbook†wiki page with a name of their choosing, describing the Spell’s Effects and Cost. Once per week per level of Mastery of the Arcane Domain, Apprentices may Craft a Spell for one less Energy than it would otherwise take.
If a majority of EVCs on this proposal contain the words “Time is money”, insert ‘Time’ instead of ‘Arcane’ in the previous amendment and amend in rule 2.3 “Spells”:
An Apprentice may Cast a Spell they Know by spending its Cost in Energy and carrying out its Effects in the order they are listed in the Spell’s description.
to read
An Apprentice may Cast a Spell they Know by spending its Cost in Energy and carrying out its Effects in the order they are listed in the Spell’s description. Once per week per level of Mastery of the Arcane Domain, Apprentices may Cast a Spell for one less Energy than they would otherwise (following other restrictions).
Give us more Energy to play with (eventually) while giving those Apprentices who gain Arcane Mastery a slight advantage. Possibly, also increase the value of the Time Domain.
Spitemaster:
Time is money.
An explicit vote for the rider.