Probably the easiest solution would be to say that each Mage can only ever have a single WP battery 'crafted' at a time. Also, it needs a full rest to charge. There's a heroic ability in the game that grants just two WP, so giving five extra from a single spell is quite easily abused unless limited.If someone want to do something, they will have to do it during actual gameplay, when there is a risk with failed skill rolls, events, etc. But sure, that's me.Page 62
Charge Spell
As written, these WP batteries never expire. Quite likely a player state their mage uses Charge twice a day every day he never casts other spells, especially if time passes between adventures.
For example, one week between adventures could produce 7 WP batteries. (Or 14 if you do Charge for one shift and Rest the next shift, then start over again)
Perhaps if the Charge is for a magic item, the WP is permanent, but if it is just on a pebble or something, it has a duration?
What parts of the above paragraph are to be considered optional? I assume that the only optional rule here is the ability to push magic rolls, but why is it baked into other non-optional rules like this? It makes it hard to read for no reason. Here's an alternative:To cast a spell you must spend Willpower Points (WP)
and roll against your skill level in the relevant school.
Any school can be used to cast general spells. If the roll
succeeds, the spell has the intended effect, as per its
description. Otherwise, it has no effect. You can push
the roll if this optional rule is used. Magic tricks succeed
automatically and always cost 1 WP.
To cast a spell you must spend Willpower Points (WP)
and roll against your skill level in the relevant school.
Any school can be used to cast general spells. If the roll
succeeds, the spell has the intended effect, as per its
description. Otherwise, it has no effect. Magic tricks succeed
automatically and always cost 1 WP.
As an optional rule at the GM:s discretion,
you can also push the skill roll.
Probably not best place to answer, but almost all if not all "optional rules" are intended as "you can optional don't use them, but this game was designed with them in use". Is kinda opposite to "normal" optional rules.Pg. 58 Casting SpellsWhat parts of the above paragraph are to be considered optional? I assume that the only optional rule here is the ability to push magic rolls, but why is it baked into other non-optional rules like this? It makes it hard to read for no reason. Here's an alternative:To cast a spell you must spend Willpower Points (WP)
and roll against your skill level in the relevant school.
Any school can be used to cast general spells. If the roll
succeeds, the spell has the intended effect, as per its
description. Otherwise, it has no effect. You can push
the roll if this optional rule is used. Magic tricks succeed
automatically and always cost 1 WP.
To cast a spell you must spend Willpower Points (WP)
and roll against your skill level in the relevant school.
Any school can be used to cast general spells. If the roll
succeeds, the spell has the intended effect, as per its
description. Otherwise, it has no effect. Magic tricks succeed
automatically and always cost 1 WP.
As an optional rule at the GM:s discretion,
you can also push the skill roll.
In the old game it was extremely expensive to learn this spell because of its high ranking. FL seems to have forgotten to add a rule for this in this beta. They sorted out the spells in ranks and that is the first step, the next step is for FL to write a rule how many advancement marks it will cost to learn it (or whatever method they will choose).I’m also a little concerned (without having played the beta thus far) about Charge and lots of mage batteries hanging around. Or even the question of why aren’t these common in the world?
Spell mishap may put some breaks in this if you’re using that optional rule but I do feel this spell might benefit from another pass, some additional limitation (expensive or rare material component?)