Targeted Magic skill
Targeted Magic (or TM, Target) is defined as channeling offensive (mostly destructive) magical energy toward targets.
TM spells typically have no preparation time, but usually rely upon actual targeting on the caster's part for accuracy. Utilizing the TARGET command fully will afford a large accuracy bonus, while negating it will turn this into a large penalty. Fine targeting of specific body parts is possible with added difficulty, though not all spells allow this.
Spell difficulties have special importance in the TM model. Higher difficulty spells tend to have narrower mana ranges (higher min prep, lower max prep), much steeper difficulties, and do more things than just one attack (like multi-strike or AoE). The average number of ranks needed to cast a TM spell at minimum mana are around 1 rank for intro, around 20 for basic, around 60 for advanced, and around 200 for esoteric. After the spell has been successfully cast the TM contest works very much like a ranged attack.
Targeted Magic is the primary sphere of influence for Warrior Mage magic. Clerical TM versus Undead, however, is matchless.
Spells and abilities that boost Targeted Magic
- Aspects of the All-God (Cleric)
- Iridescent crystal inkpot
- Ivory Mask (Necromancer)
- Sandstone inkpot
- Substratum (Warrior Mage)
- Tamsine's commune (Cleric)
- Will of Winter (Bard)
Spells and abilities that decrease Targeted Magic
Training
TM experience heavily depends on the damage inflicted by the spells, and fine targeting body parts provides no boost. Targeting critters of difficulty appropriate to your skill levels may also be necessary for effective learning. Discipline increase TM accuracy, Intelligence and Wisdom increase damage.
Tactics
Opponent balance is a key factor in the outcome of a targeted spell. An opponent with compromised balance is significantly easier to hit with a targeted spell, and moreover, they are likely to receive significantly more damage.
Fine targeting of spells can be useful in partially disabling or disarming opponents or, for destabilizing their balance - for instance, an opponent who receives enough damage to a weapon hand or arm can be forced to drop the weapon in hand, while enough damage to a leg can cause the opponent to fall to the ground.