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Old December 30th, 2003, 12:03 AM
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Default Spell Fatigue

Okay, I want to make sure I really understand this. In my own words:

1) When a unit has 100 fatigue it falls unconscious and will then recover fatigue until fatigue hits 0 at which point the unit becomes conscious again.
1a) Magic effects created by the unit do NOT go away just because the unit becomes unconscious.
1b) Greater fatigue (150? 200?) will cause the unit to die.
1c) In a master/slave relationship only the slaves take fatigue (they share the total fatigue proportionally across however many slaves there are).

2) Having more spheres than required lowers fatigue cost using the following progression; 1,1/2; 2,1/3; 3,1/4; 4,1/5; 5,1/6; etc.
2a) Slaves not only spread fatigue among themselves, they also add to the master's spheres and thus lower overall fatigue.
2b) Multi-college spells are easier to lower the cost of because you can exceed the required spells in both colleges to additively cut the cost. Example: A 2D2N mage casting a 1D spell would cast at 50% fatigue cost, but would cast a 1D1N spell at 33% fatigue cost.

3) Encumberance modifies fatigue by adding 'spell casting encumberance' to fatigue each time a spell is cast.

4) Heat/Cold add 1 point of fatigue per casting for each scale of difference between the province level and the caster's ideal scale.
4a) Cold-blooded casters take 3 points per casting instead of 1 in cold provinces.

5) Casters with reinvigoration will recover their reinvigoration value in fatigue each turn.

Thanks in advance for the correction I'm sure many of you will offer. I just see a lot of spells that are fatigue 100+ and I'm trying to see how those are cast (and also to figure out how to balance my caster's fatigue against what they cast). Have I missed anything (not counting movement and combat) that adds to or subtracts from a caster's fatigue or alters the fatigue cost of spells?

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Old December 30th, 2003, 01:22 AM
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Default Re: Spell Fatigue

I'll let more expert folks cover the details, but on point 1), I think units regain consciousness as soon as they go back below 100 fatigue - they don't have to rest all the way back to 0.

As for casting the 100-fatigue spells, it will tend to knock out a caster with the same level of power as the spell required. As you noted though, having more power cuts the fatigue to half or better.

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Old December 30th, 2003, 04:34 AM
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Default Re: Spell Fatigue

1) Pvk is true
the unit regain conciousness once its fatigue hits 100 and less
and (and probably the unit will do something and re-lose its conciousness again)

1a) yes
1b) 200
1c) yes
2) yes
2a) yes
2b)yes
3) yes

4) don't know
4a) this one neither

5) yes

globally the most powerful casters are those than have not only power but also some kind of reinvigoration to allow them to keep casting & casting & casting

if you could reduce fatigue to zero on a necromancer of example
in a deathmatch condition it could be very difficult to get to hit it in melee as he will keep casting undead & undead
(in deathmatch arena it happens often that somme AI fighters are overrun by the undead of ermor)
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Old December 30th, 2003, 06:47 AM

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Default Re: Spell Fatigue

2b) Only proficiency in primary requirement influences fatigue from multipath spells, IIRC.
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Old December 30th, 2003, 10:19 AM
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Default Re: Spell Fatigue

Note:
A unit reinvigorates, regardless if it is unconscious or not.

I'm not shure if it is 5/turn if conscious, though, might as well be 3/turn.

A.
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Old December 30th, 2003, 11:54 AM

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Default Re: Spell Fatigue

Units don't normally recover when conscious, unless they have some sort of reinvigortation effect.
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