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.
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.
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.
A compulsion cantrip can allow you to issue a simple one-word command to a target or send a one-word telepathic message to an ally.
A creation cantrip can create a tiny object worth no more than 5 gc which lasts for up to one round.
A divination cantrip can read tea leaves, throw bones, do a tarot reading, or other divination implements, to answer a single yes/no question, but this can only be done once per day. Alternatively, it can be used to detect the presence of (but not the exact location or details of) a creature, element, or virtue within 5'.
An enchantment cantrip can make a target feel a very weak emotion for up to one round.
An evocation cantrip can do 1 point of damage.
A healing cantrip can heal one point of Health; a given target can benefit from this once per day.
A hex cantrip can inflict a –1 penalty to all Defense attributes for up to one round.
An illusion cantrip can create a small, clearly illusory effect for up to one round.
An infusion cantrip can cause a creature to detect as the appropriate alignment or element for up to one round.
An affliction cantrip can cause a feeling of slight nausea for up to one round.
A movement cantrip can move a 1-pound object within a 5' area.
A displacement cantrip can cause a slight blurring effect, granting +1 to Defense for up to one round.
A summoning cantrip can summon a tiny, harmless creature like a mouse or rat for up to one round; it has no special intelligence or abilities.
A transformation cantrip can change the color of an object or target or other minor cosmetic changes for up to one round.
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.
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.
General Enhancements
Abjuration Enhancement
Compulsion Enhancements
Creation Enhancements
Divination Enhancements
Enchantment Enhancements
Evocation Enhancements
Healing Enhancements
Hex Enhancements
Illusion Enhancements
Infliction Enhancements
Movement Enhancements
Summon Enhancements
Transformation Enhancements