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?
~Aldin
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He either fears his fate too much, Or his deserts are small,
That dares not put it to the touch To gain or lose it all
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