Casting A Spell

To cast a spell, you must know the secret associated with the spell, you must have enough Magic Points available to cast it, and your Magic attribute must be at least equal to the MP cost of the spell.

Casting a spell costs one action and requires a MAG attribute check equal to 10 + the spell’s MP cost, unless it targets an unwilling creature, in which case a MAG attack vs. the creature’s Ranged, Mental, or Vital Defense must be made instead, or unless the spell performs an action for which an attribute check would normally be required (such as picking a lock). If two or more of these things apply, the highest is used.

The minimum difficulty of a spell is 10. For example, a spell which simply creates a wall of stone across a passageway requires a MAG check equal to 10 + the spell’s MP. The magic-user then deducts the cost of the spell from his current MP pool, and the spell is cast. Firing a bolt of fire at a goblin requires the magic-user to make a ranged Magic attack at the goblin, and unlocking a locked door requires a check vs. the difficulty to pick the door’s lock.

Spell Difficulty = 10 + MP Cost
(or target’s Defense, whichever is higher)

Components. Spells require verbal (spoken) and somatic (physical) components, meaning that in order to cast a spell, the caster must be able to move and speak freely. Certain exploits can eliminate the need for these components.

Designing a Spell

Magic-users can create spells on the fly using the verb-noun (skill-secret) system. Spells combine skills with secrets (fire, air, blood, demon, undead, ice, plant, beast, etc.) to create an effect defined by the skill(s) and secret(s) involved.

A magic-user can use compulsion and the secret of undead to compel undead, but not to compel animals or summon undead. A spell might use the skill abjuration and the secret of undead to create an effect (abjure undead) which protects the caster from the undead. Similarly, a create fire spell can light a candle.

Basic Spell (Cantrip)

A basic spell  which costs 0 MP, is as follows.   

Cost                           0 MP

Casting Time        1 action

Duration                 1 round

Range                       Touch or self

Target                       One creature, object, point in space, or 5' square

Effect                        One action (e.g. open a door, light a candle, deal 1 point of damage, move 1 lb.)

Check                       10+ MP cost; but unwilling creatures require an attack roll using the caster’s MAG attribute

Listed below are example uses of 0 MP cantrips for each skill in order to give a sense of what is appropriate for a minor effect associated with such a spell.

An abjuration cantrip can grant a simple 1 point of Soak against a specific damage type for up to one round. This is enough to provide basic environmental protection against non-extreme conditions.

Improving Your Spell

Use the table below to increase duration, range, target, and casting time by spending MP. You cannot spend more MP on one spell than your MAGIC attribute.

Spell Enhancements

In additon to duration, range, area, and casting time, you can spend MP on specific effects. These are categorised into different skills (Abjuration, Evocation, etc.) although you do not need skill ranks in that skill to use those effects as long as you have the MP to spend. However, if you do have ranks in those skills, your attribute checks to cast spells will benefit from them.