Casting Spells
Spells cast from items always take one round to cast, regardless of the level of the item's user. [2, R, 10/18/99]
Spells cast from items count against the one spell per turn limit. [11/17/99]
You must use your own directed spell bonus when using an item to cast a spell. [11/17/99]
You don't need powerpoints for each realm. If a chanelling spell-user casts a mentalism spell, he still uses his chanelling power points. [11/9/99]
If you are casting a spell of a realm different from yours, the spell retains it's realm (for RRs and such), but you have to meet the casting requirements for your realm (armor, equipment, and such). [3, 11/10/99]
Non-spell casters cast based on the realm they chose when they started learning spells. [1/8/00]
A hybrid spell user treats both of the realms as "own realm" for development point costs. [11/10/99]
Instantaneous spells go off in whatever phase you declared them in, not necessarily the snap action phase. [11/17/99]
A hybrid's base spells can be dispelled by spells affecting either realm. [R, 12/10/99]
A hybrid's PP progression is the lower of the two for his realms. [R, 1/8/00]
A hybrid's realm stat is the average of the two realm stats for his two realms [R, 1/8/00]
Hybrids get the own realm bonus to RRs against both of their realms. [1/13/00]
Arcanists only get the own realm bonus to RRs against Arcane. [1/13/00]
Hybrids get the own realm bonus against hybrid base spells that share one of their realms. [1/15/00]
Penalties for armor, equipment, and such apply to subconcious spells. Penalties for not speaking, waving hands, and such do not apply. [X, 12/17/99]
Subconcious spells will be prepared enough rounds to cast the spell automatically. [12/18/99]
When rolling on the spell failure chart, only apply the negative mods from the SCSM, not the positive ones. [3, 1/3/00] This means check each individual mod for positive/negative, not the total modification. [1/4/00]
You do get the +10 for casting a spell in the deliberate action phase. This really only affects SCSMs. [1/11/00]
The ranges on the SCSM chart in RMSS are correct. [3/9/00]
Injuries, hits taken, and exhaustion do not interfere with automatic spell casting, as long as the caster is concious. [2/22/00]
SCSMs are modified by the general static maneuver modifications in T-4.4, and by penalties from injuries. [2/22/00]
Preparation has no effect on the chance of casting an instantaneous spell. [3/12/00]
Penalties from criticals do apply to SCSM's, but not ESF rolls. [4/26/00]
You may cast a spell while concentrating on another spell. [4/27/00]