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====Magic Techniques==== After using an Active magic technique, your next action must be either to cast a spell or use another Active magic technique. When calculating MP cost of a spell modified by an Active technique, figure out the total cost of all modifications to the spell without rounding, and then round up. Note that although the word "spell" is used for these techniques, they can be applied with equal ease whether the effect is produced from a magic item or cast from the character's own learned or innate ability. See the [[Legend_of_Zelda_RPG#Magic_Rules|Magic Rules]] section for further details on the distinction (or, more accurately, relative lack thereof) between learned and item-based magic. '''Area Spell''' (Active) *Requirements: |Magic| 3 *XP Cost: 3 *Action: Single *Effect: Your next basic spell that targets a single creature or object instead targets all creatures and objects in an area centered in an origin space within range of the spell. This increases the cost of the spell by 100% per meter outward from the origin space the spell reaches, to a maximum number of meters equal to your Magic skill. '''Burst Spell''' (Active) *Requirements: |Magic| 2 *XP Cost: 2 *Action: Single *Effect: Your next basic spell that targets a single creature or object instead targets all creatures and objects in a burst outward from your own space. This increases the cost of the spell by 50% per meter outward from your space the spell reaches, to a maximum number of meters equal to your Magic skill. '''Chain Spell''' (Active) *Requirements: |Magic| 3 *XP Cost: 4 *Action: Single *Effect: Your next basic spell that targets a single creature or object also targets additional creatures or objects within range of the spell. This increases the cost of be spell by 50% per additional target, to a maximum number of target equal to your Magic skill. '''Channel Spell''' (Active) *Requirements: |Magic| 3; |Melee|, |Heavy|, or |Ranged| 2 *XP Cost: 5 *Action: Single *Effect: The next basic spell you cast is channeled into a weapon or piece of ammunition you touch. After that, the next attack with the enchanted weapon delivers the spell's effect as well as the weapon's damage. After the weapon attack is resolved, resolve the spell effect as if it had been cast normally with your weapon's target as the target and origin of the spell. If the weapon attack is not successful, the channeled spell is wasted. A weapon or piece of ammunition can only hold a single channeled spell at a time, and the channeled spell fades after one minute if unused. '''Charge Spell''' (Active) *Requirements: |Magic| 3 *XP Cost: 2 *Action: Single+ *Effect: The next basic spell you cast has its effects increased. This increases the cost of the spell by 50% for doubled effects. You may spend multiple consecutive actions charging a spell, adding an additional multiplication of the spell's effects and increasing its cost by an additional +50% per action spent charging. The maximum number actions you can spend charging a spell is equal to your Magic skill.
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