Spells that fail do nothing (except occasionally for Sorcerers). No matter what, the Capacity is spent. For example, a spell with a DC of 25 failed with a roll of 20 costs 10 capacity.
+
Spells that fail do nothing (except occasionally for Sorcerers). No matter what, the Capacity is spent. For example, a spell with a DC of 25 failed with a roll of 22 costs 8 capacity.
+
+
You can never spend more than 10 capacity on a single spell roll (meaning you can spend more on a mixed spell). If you roll a natural one (which still counts as a roll of 1) you can spend up to 15 capacity.
=== Determining DC, etc ===
=== Determining DC, etc ===
== Sustaining Spells ==
== Sustaining Spells ==
−
Spells whose effects last longer than a single round must be sustained by setting aside some [[Tenacity]] specifically for the spell.
+
Spells whose effects last longer than a single round must be sustained by setting aside some [[Tenacity]] specifically for the spell equal to the amount of Capacity the caster spent in casting the spell.