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CASTING SPELLS

You must know a spell in order to cast it, unless you possess a magic item that lets you cast. Tell the GM what
spell you are casting, then take Concentrate maneuvers for the requisite number of. At the end of the last
second of concentration, make a success roll for the spell. Casting a spell works like any other use of a skill.
Roll 3d and compare the total to your effective skill: your base skill with the spell adjusted by any applicable
modifiers. Modifiers depend on the class of spell.
- If your roll is less than or equal to your effective skill, the spell works.
- If it is greater than your effective skill, the spell fails.

On a success, mark off the spell’s energy cost against your FP or HP. Its effects take place immediately.

On a critical success, the spell works especially well. Details are up to the GM, who should be both generous
and creative. Whatever else occurs, there is never an energy cost if you get a critical success when you cast a
spell.

On a failure, the spell does not work. If success would have cost energy, you lose one energy point; otherwise,
you lose nothing. (Exception: You must pay the full energy cost even on a failure for an Information spell)

On a critical failure, you must spend the full energy cost and the spell fails . . . badly! The GM may use the
Critical Spell Failure Table or improvise some other “backfire” he finds amusing.

PREREQUISITES
Any spell but the most basic has one or more prerequisites: requirements you must meet in order to learn the
spell. If the prerequisite is another spell, you must have at least one point in the prerequisite spell before you
can study the advanced spell. Some spells require a minimum Magery level; for instance, “Magery 2” means
you must have Magery 2 (or higher) to learn the spell. A few spells require a minimum basic attribute score, an
advantage, or even a mundane skill.

DISTRACTION AND INJURY


If you use an active defense against an attack, or are knocked back, knocked down, injured, grappled, or
otherwise distracted while concentrating, make a Will roll at -3 to continue casting your spell. On a failure,
your spell is spoiled and you must start over. If you are stunned while concentrating, your spell is automatically
spoiled. If you are injured but not stunned while concentrating, and succeed on the roll to avoid distraction, you
may cast your spell. However, the shock penalty for your injury reduces your effective skill.

TIME REQUIRED
Most spells take one second to cast. Take the Concentrate maneuver for one turn and attempt your skill roll at
the end of your turn. If you succeed, the spell takes effect instantly. Whether you succeed or fail, your turn ends
as soon as you roll the dice.
Example: Wat wants to cast Create Fire, a one-second spell. On his turn, Wat says, “I’m concentrating on
Create Fire.” This uses his entire turn. He then rolls the dice for his spell. If he succeeds, he creates fire – but
either way, Wat’s turn ends.
Some spells take more than one second to cast. This requires multiple, consecutive Concentrate maneuvers in
combat. Make the skill roll at the end of the last turn of concentration. You may “abort” an unfinished spell
before it is cast, at no penalty, but you must start over if you wish to try again.
Example: If a spell takes three seconds to cast, you must spend three turns doing nothing but concentrating.
You roll the dice at the end of your third turn.

Burning HP
You may also expend life energy to pay the cost of a spell. Mark off some or all of the cost against HP instead
of FP – the spell is actually harming you! You are at -1 on your spell roll per HP used.
Using HP to power spells is dangerous, but it may be necessary if you are badly fatigued and must cast another
spell. You may “burn” HP until you fall unconscious. Should a failed HT roll indicate that you have died, you
do not actually spend the HP. Instead, you fall unconscious.

DURATION OF SPELLS AND MAINTAINING SPELLS


Some spells produce an instantaneous effect when cast and then end immediately. Other spells last for a fixed
“duration” (given for the particular spell, but most often one minute) and then wear off – unless you maintain
them.
If you can maintain a spell, the energy cost to do so is given in its description, following the casting cost. When
the spell reaches the end of its duration, you may continue the spell by paying its maintenance cost. If you do,
the spell continues for another interval equal to its duration. This takes no time and requires no skill roll.
Distance is not a factor.
Example: The Light spell (p. 249) notes “Duration: 1 minute” and “Cost: 1 to cast; 1 to maintain.” It ends after
a minute unless, at the end of that minute, you spend one more energy point to maintain it. If you do, it lasts
another minute.
You may repeat this process for as long as you wish, provided you can supply the required energy. As long as
you are conscious, you know when one of your spells needs to be renewed. However, you cannot maintain a
spell while you sleep, and you cannot “hand off” a spell to someone else so he can maintain it for you.

High Skill and Cost to Maintain


Energy cost reduction for high skil also applies to the cost to maintain a spell. This can reduce maintenance
cost to zero. For instance, if you know a spell at skill 15-19, you may reduce its maintenance cost by 1; if this
cost is 1 to begin with, you can maintain the spell indefinitely at no energy cost!

Concentration and Maintenance


You can maintain a spell without concentration unless the spell requires constant manipulation and change; e.g.,
to maneuver a levitating object. Spells like this require you to take the Concentrate maneuver only. If you are
distracted, injured, or stunned, you must make a Will roll at -3. If you fail, the spell does not end, but it remains
in precisely the state it was in when you were distracted, and does not respond to change until you can
concentrate on it again. On a critical failure, the spell ends. Casting another spell does not break concentration,
but you suffer a skill penalty for doing two things at once

CASTING SPELLS WHILE MAINTAINING OTHER SPELLS


You can only cast one new spell at a time. However, you can cast new spells before older ones end. Apply the
following modifiers whenever you cast spells while you have other spells active: -3 per spell you are
concentrating on at the moment. See the individual spell descriptions to learn which spells require
concentration. -1 per other spell you have “on” at the moment. A spell that lasts permanently (as indicated in
the spell description) does not carry a penalty.

SPELL CLASSES
Each spell falls into one or more classes that define how it works in play. These classes are not mutually
exclusive, except as noted below.

Regular Spells
Most spells fall into this class. A Regular spell affects only one subject. Its energy cost assumes a humansized
subject – that is, one with Size Modifier 0. For a subject with a positive SM, multiply cost by 1 + SM: ¥2
energy for SM +1, ¥3 for SM +2, ¥4 for SM +3, and so on. There is no cost reduction for a subject with a
negative SM. A few Regular spells give special cost schemes that override these rules. Regular spells work best
if you can touch or see the subject. You do not have to see through your own eyes; any spell that lets you see
by magical means will do. If you cannot touch the subject, apply a skill penalty equal to your distance in m.
If you cannot touch or see the subject, there is a further -5 penalty. There are two ways to direct such a spell:•
Name a target location. For instance, if you specify “One yard beyond the other side of this door,” you’ll get
whoever is standing on the other side of the door. If there is nobody there, you wasted the spell. • Name a
subject; e.g., “The closest person in the next room,” or, “George, who I know is around here somewhere.” The
GM determines the actual range to the subject. This is risky! If the subject is farther away than you think – or
simply absent – you are inviting failure or even critical failure! No physical barrier affects a Regular spell.
Unless the spell backfires, a Regular spell never hits the wrong target.
Area Spells
These spells affect an area rather than an individual. They are cast on a surface – floor, ground, etc. – and their
effects extend four m. The size of the area governs the
energy cost, but not the difficulty of
the roll. The cost listed for an Area
spell is its “base cost.” The actual cost to cast the spell is equal to base cost multiplied by the radius of the area
of effect in m. (minimum one m.): ¥1 for a one-m. radius, ¥2 for a twoyard radius, ¥3 for a three-m. radius, and
so on. Some Area spells have a fractional base cost, such as 1/2 or 1/10. You must spend a minimum of one
energy point on these spells. A few Area spells specify a minimum cost; you must always pay the minimum
cost, even if this is larger than the base cost multiplied by the desired radius. If an Area spell affects living
beings, it affects everyone in the area of effect. You may choose to affect only a part of the area, rather than the
whole circle, but the cost is still the same. If you cannot touch some part of the affected area, apply a skill
penalty equal to your distance in yards from the nearest edge of the area. Otherwise, Area spells work like
Regular spells.
Melee Spells
Melee spells “charge” your hand or magic staff (see box) with harmful energies that affect the first target you
strike. These spells require two skill rolls: a roll against spell skill to cast the spell, and a normal melee attack
roll to hit your target with your hand or staff. To cast a Melee spell, concentrate for the required time, roll
against spell skill at the end of the final turn of concentration, and pay the energy cost. There is no distance
modifier – you are casting the spell on yourself! On a success, you energize your hand or staff with the spell’s
magic. On your next turn, you must do one of two things with your spell: hold it or attack with it. If you hold
your spell, your hand or staff remains “charged.” This has no energy cost and requires no skill roll. You cannot
cast another spell while holding a Melee spell. You can take any other combat maneuver (but an attack with the
energized hand or staff discharges the spell). A parry with that hand or staff does not discharge the spell; an
attack is part of the ritual, and nothing else works. A held Melee spell on a staff persists only for as long as you
wield the staff. If you lose hold of your staff, even for an instant, the spell drains away harmlessly. If someone
grabs your staff, and you are both holding onto it on your turn, your attempt to wrench it free counts as an
attack, and your opponent instantly suffers the spell’s effects! To attack, roll against DX or an unarmed combat
skill to hit with a hand, or the appropriate Melee Weapon skill to hit with a staff. This is a standard melee
attack. Your target may attempt any active defense. If he succeeds, your spell is not triggered; you may try
again next turn. If he fails, your melee attack does its usual damage and your spell affects him immediately.

Missile Spells
This class of spells encompasses long-distance “projectile” or “bolt” attacks, such as Fireball (p. 247) and
Lightning (p. 244). Missile spells require two skill rolls: a roll against spell skill to cast the spell, and a roll
against Innate Attack skill (p. 201) to hit the target. To cast a Missile spell, you must concentrate for one
second. At the end of your turn, roll against your skill with the spell. There is no modifier for distance – you are
creating a magical missile in your hand. On a success, you may invest one or more points of energy in the spell,
to a maximum number of energy points equal to your Magery level. The missile then appears in your hand,
“charged” to the desired level. On your next turn, you have three options with your missile: make a ranged
attack with it, hold it, or enlarge it. If you opt to enlarge your missile, you must concentrate for another second.
At the end of your turn, you may invest more energy in the spell – anything from one point to points equal to
your Magery level. This does not require a skill roll. The turn after that, you have the same options: attack, hold,
or enlarge. On your fourth and subsequent turns, you may only attack or hold. You cannot spend more than
three seconds building up a Missile spell. Once you stop enlarging a Missile spell, you may “hold” it in hand,
ready to attack. You do not have to launch the missile until you want to. While holding a Missile spell, you
may move up to your full Move, take a Wait or Aim maneuver, or even attack using the hand that isn’t
“holding” the missile. You may defend normally. However, you cannot cast another spell. There is one
drawback: if you are injured while you have a missile “in hand,” you must make a Will roll. If you fail, the
missile immediately affects you! When you are ready to attack, roll against your Innate Attack skill to hit. This
is a standard ranged attack, subject to the usual modifiers for target size, speed, and range. Once launched, the
missile flies in a straight line to the target. Physical barriers affect it just as they would affect any missile
weapon. Your target may block or dodge, but not parry. If he fails, he is hit and the spell affects him. The
strength of the effect depends on the energy invested. Most Missile spells inflict 1d of damage per point of
energy. Damage Resistance – whether natural or from armor – protects normally against damaging Missile
spells.
Blocking Spells
A Blocking spell is cast instantly as a defense against either a physical attack or another spell. It is the magical
equivalent of a block, parry, or dodge (and often counts as one of these defenses; see the spell description for
details). You may cast only one Blocking spell per turn, no matter how skilled you are. You cannot attempt a
Blocking spell against a critical hit. If you try a Blocking spell, it automatically interrupts your own
concentration. You lose any spell you were preparing exactly as if you had failed the Will roll to resist a
distraction. If you are holding (not casting) a Melee spell, it is unaffected. If you are holding a Missile spell,
you cannot enlarge it further but may retain it for later use. Blocking spells do not get an energy cost reduction
for high skill.

Information Spells
Information spells are cast to gain knowledge. Some require you to touch the subject, while others function at a
distance; see Long-Distance Modifiers (box) for range penalties. Spells intended to find things are at -1 per
“known” item you choose to ignore in your search. Most Information spells have additional special modifiers,
so be sure to read the spell description carefully. When you cast an Information spell, the GM rolls for you in
secret. If the spell succeeds, the GM gives you the desired information – the better the roll, the better the
information. If the spell fails, the GM says, “You sense nothing.” On a critical failure, the GM lies to you!
Regardless of the outcome, you must always pay the full energy cost for the spell. Information spells generally
allow only one attempt per day by each caster (or ceremonial group). “Seek” spells are an exception to this.
Except where specifically noted, Information spells have no duration. They grant a momentary glimpse of
insight and end immediately; therefore, you cannot maintain them.
Resisted Spells
A spell of any type can also be “Resisted.” A spell like this works automatically only on a critical success. On a
regular success, your spell must defeat the subject’s resistance to work. The subject always has a chance to
resist, even if he is unconscious. A conscious subject is aware that something is happening, and may choose not
to resist. Individuals who are unconscious, unfamiliar with magic, or wary of hostile magic always try to resist.
To resolve a Resisted spell, you must first succeed at your skill roll. If the spell has a single subject (that is, it
isn’t an Area spell), you have a penalty equal to the subject’s Magic Resistance (p. 67), if any – even if he is
willing! On a failure, the spell fails and the subject notices nothing. On a success, note your margin of success;
e.g., if you rolled a 6 against an effective skill of 13, you succeeded by 7. If the subject is living or sapient, the
Rule of 16 applies (see The Rule of 16, p. 349). There is no such limit if the subject is a spell.

The subject then attempts a resistance roll. A character resists using the attribute or other trait indicated in the
spell description – usually HT or Will. The subject’s Magic Resistance, if any, adds to his resistance. A spell
resists using the caster’s effective skill when he cast the spell. Compare the subject’s resistance roll to your
skill roll in a Quick Contest. If you win, your spell affects the subject. If you lose or tie, the spell has no effect
– but you must still pay the full energy cost! A conscious subject feels a slight mental or physical wrench
(depending on which attribute he resisted with), but no other effect. You know whether or not the subject
resisted your spell. Resisted Area Spells: When casting an Area spell that is Resisted, make the usual success
roll for the spell and record your margin of success if you succeed. Everyone in the area gets a resistance roll,
and those with Magic Resistance get double the usual benefit. Your spell affects those who make their roll by
less than you did.

Special Spells
These spells follow special rules given in the spell description.

Skill 9 or less – Ritual: You must have both hands and both feet free for elaborate ritual movements, and you
must speak certain words of power in a firm voice.
Time: Doubled.
Cost: As listed.

Skill 10-14 – Ritual: You must speak a few quiet words and make a gesture.
Time: As listed.
Cost: As listed.

Skill 15-19 – Ritual: You must speak a word or two or make a small gesture (a couple of fingers are enough),
but not necessarily both. You are allowed to move one yard per second while taking the Concentrate maneuver.
Time: As listed.
Cost: Reduced by 1.

Skill 20-24 – Ritual: None! You simply stare into space as you concentrate.
Time: Halved (round fractions up to the next second). Minimum casting time is still one second.
Cost: Reduced by 2.

Skill 25-29 – Ritual: None.


Time: Divided by 4 (round up).
Cost: Reduced by 3.

Skill 30 or more – As above, but for every five levels of skill beyond skill 25 (that is, at levels 30, 35, 40, etc.),
halve casting time again and reduce energy cost by one more point.

Certain spells always require a specific ritual. Such requirements override the rules above. For instance, high
skill has no effect on the cost to cast Blocking spells or the time to cast Missile spells.

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