Re: Massive fatigue spells
"By using a magic gem, a caster gains one skill level in that magic path. This can be used both to allow a mage to cast a spell for which he would not normally have the skill, or to reduce the fatigue of a spell, or both."
"Example: Bageroth is a Fire-3, Astral-2 mage. He wants to cast Astral Fires in battle. This spell requires Astral-3 and Fire-1. Bageroth could use one Astral gem to increase his Astral skill to 3, which would make him able to cast the spell. He could use two Astral gems, which would not only allow him to cast the spell, but would reduce the spell fatigue by half. He could not use three or more gems because his original skill in Astral magic is two."
The Manual, page 89, "Using magic gems in combat", referred to in the index, page 290, as 'gems, in combat, 89'.
The mechanics work as was intended. It seems Kristoffer was wrong on the part where he was quoted. Perhaps he misremembered; it wouldn't be the first time.
The AI doesn't work as it should. That can be listed as a minor bug. I suggest that you now discuss how many gems AI should be allowed to use in a single spell, without adding in a checkbox for "spend these gems", without adding in a selection tool for how many gems can be used in a battle, without complicating spell selection by you having to choose how many gems are used per spell, and without adding any other mechanics.
As an example:
It would be better if AI only used one gem for reducing fatigue. 400-fatigue spell cast by a mage 2 levels higher than the required level could use 4 gems and be left at 133 fatigue + enc, or 5 gems and be left at 100 fatigue + enc, but not 6 gems and be left at 80 fatigue +enc. At least there wouldn't be any confusion about the matter.
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