Taking you time as per page 31 of the core rule book gives a nice bonus to your skill roll.
I wonder whether that really is also applicable for casting magic.
Common Magic
Up to Mag 2 spells take 1 CA to cast, if you take 2CAs it would therefore be double time, thus granting +20% to the Common Magic skill.
I see common magic as drawing on your inner reserves sort of, so this could represent taking more time in focusing etc., so this should be possibly.
Mind, given lot of preparation time, this will directly result in possibly strongly buffed PCs… you might consider that as a GM when you put up the challenge.
The added bonus would only be modifying the success, it has no effect on the actual spell
Divine Magic
Divine spells take 1 CA, regardless of magnitude.
Taking your time would give you +20% on the Lore (xyz theology) skill, surely Pact won’t be affected. I suppose it would represent the pondering before actually calling to your god for actually casting the respective spell.
Again, the added bonus would only be modifying the success, it has no effect on the actual spell (because that is dependent on Pact)
Sorcery
Now here we’re having a situation, since increasing Sorcery (Grimoire) would have a direct effect on the power of the spell. Taking only double time would increase the effect by 2 points, so to speak. Manipluation would obviously not be affected, or would it ?
Just imagine a sorcerer has Sorcery 61% and Manipulation 53% casting Damage Resistance on himself, possibly adding 3 to Duration (i.e. 4xPOW minutes) and 3 to Magnitude (i.e. Mag 4), so 3MPs and thus 3 CAs. He could do that anytime and indeed take a lot of time. Normally, that would only result in Damage Resistance 6, but by taking something like a whole minute to cast (i.e. 5 times as long) would make this Damage Resistance 10
Spirit Magic
Not really an effect, commanding the spirits is a free action anyway, releasing them is not dependent on a roll.
I wonder whether that really is also applicable for casting magic.
Common Magic
Up to Mag 2 spells take 1 CA to cast, if you take 2CAs it would therefore be double time, thus granting +20% to the Common Magic skill.
I see common magic as drawing on your inner reserves sort of, so this could represent taking more time in focusing etc., so this should be possibly.
Mind, given lot of preparation time, this will directly result in possibly strongly buffed PCs… you might consider that as a GM when you put up the challenge.
The added bonus would only be modifying the success, it has no effect on the actual spell
Divine Magic
Divine spells take 1 CA, regardless of magnitude.
Taking your time would give you +20% on the Lore (xyz theology) skill, surely Pact won’t be affected. I suppose it would represent the pondering before actually calling to your god for actually casting the respective spell.
Again, the added bonus would only be modifying the success, it has no effect on the actual spell (because that is dependent on Pact)
Sorcery
Now here we’re having a situation, since increasing Sorcery (Grimoire) would have a direct effect on the power of the spell. Taking only double time would increase the effect by 2 points, so to speak. Manipluation would obviously not be affected, or would it ?
Just imagine a sorcerer has Sorcery 61% and Manipulation 53% casting Damage Resistance on himself, possibly adding 3 to Duration (i.e. 4xPOW minutes) and 3 to Magnitude (i.e. Mag 4), so 3MPs and thus 3 CAs. He could do that anytime and indeed take a lot of time. Normally, that would only result in Damage Resistance 6, but by taking something like a whole minute to cast (i.e. 5 times as long) would make this Damage Resistance 10
Spirit Magic
Not really an effect, commanding the spirits is a free action anyway, releasing them is not dependent on a roll.