What is the difference between innate magic and normal magic from an actual casting standpoint? I noticed some of the creatures in the monster book have innate spells that replicate normal spells, but why have a creature with an innate spell that burns 4 mana when they can cast the spell normally for 1 mana?
Linda H., Philadelphia, PA
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Innate spells serve a few purposes. Primarily, innate spells aren't restricted by prerequisites. For example, normally the Aether and Void elements are only available to spellcasters that meet strict requirements for their magic user type. But an innate spell can be built with this Elements without the prerequisites needing to be met. Secondly, you can design an innate spell that doesn't require an actual "casting" at all, particularly if it only affects the caster. For example, in Karmic Races: Dwarves, the Dwarrow ability Stoneskin, when casts on the Dwarrow, does not require a spell check. It automatically succeeds. A spell check is only needed if casting it on another person. The same is true with the Davlinn power Elemental Call: Earth. The Davlinn can activate it automatically, and an elemental will come to his aid. No actual roll is required.
Even when a check is required (such as the Pixie's "Charm" ability) the check is simply to set the parameters for the opposed check. The spell itself would go off automatically. Innate spells can't be silenced, and aren't negatively affected by spells or spell-like effects that may otherwise add penalties to a spell check. Normal spells require concentration, and as such anything that interferes with the caster's concentration would impact the spell. Innate spells are as natural as breathing, and as such in most cases do not suffer penalties.

