You must know a spell in order to
cast it, unless you possess a magic
item that lets you cast it (see Chapter
2). Tell the GM what spell you are casting, then take Concentrate maneuvers
for the requisite number of turns (see
Time Required, below). 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 (see Spell
Classes, p. 11). 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 (see
Energy Cost, p. 8). 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 for
an Information spell even on a failure;
see Information Spells, p. 13.) 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.
Critical Spell Failure
Roll 3d on the table included with your spellcasting advantage. If the
result is inappropriate – or if it is the
result that the caster intended – roll
again. The GM is free to improvise
instead of using the table.
Improvisations should be appropriate
to the spell and the situation, and
should never kill the caster outright.
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 will reduce
your effective skill. See Shock
(p. B419) for details on shock
Caster and Subject
The “caster” of a spell is the person
who is attempting to cast it.
The “subject” of a spell is the person, place, or thing upon which the
spell is cast. If you are casting a spell
on yourself, you are both caster and
subject. The subject can also be another being, an inanimate object, or even
a patch of ground. If the subject is a
place, the caster can “touch” it by
extending a hand over it or touching
the ground, as appropriate for the
spell.
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. No
one can interrupt a one-second spell
unless he took the Wait maneuver on
his own turn before the caster began
concentrating.
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.
Blocking spells may be cast without
concentrating, during a foe’s turn, to
defend against an attack. See Blocking
Spells (pp. 12-13).
Energy Cost
Each spell has an energy cost.
When you cast the spell, you must pay
this cost in either FP or HP. The better
you know the spell, the less energy you
need to cast it. If you know it well
enough, you can cast it at no cost.
Exception: Never reduce the cost of a
Blocking spell; see Blocking Spells
(pp. 12-13).
If your base skill with a spell – modified only by the -5 for low mana, if
applicable – is 15 or more, reduce the
cost to cast the spell by 1. If you have
skill 20 or more, reduce cost by 2. Cost
continues to decrease by 1 per full five
skill levels beyond skill 20. Apply the
same reduction to the cost to maintain
a spell. Calculate the entire cost for a
spell (for instance, by multiplying cost
for the size of the subject or the area
affected) before applying energy cost
reductions for high skill. Energy is still
going into the spell, but your skill lets
you draw it from the surrounding
mana instead of supplying it yourself!
You normally pay the energy cost
of a spell in FP. You can recover lost
FP by resting. A mage with the
Recover Energy spell (p. 89) recovers
FP faster than normal.
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. This is instead of the usual shock
penalty for injury, and High Pain
Threshold has no effect.
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.
Treat HP lost this way just like any
other injury.
Magic Rituals
The base 'ritual' for casting spells varies depending on what type of magic you're doing. For Magery, Sorcery, and Glamour, you trace a magical-looking symbol in the air and speaking a special word (a la Dragon Prince). If you can’t perform the
ritual, you can’t cast the spell! For
instance, if the ritual for a spell
requires you to speak, you cannot cast
the spell if you are gagged or under a
spell of silence. The symbols you draw are a mix of Celtic Oghams and Sylvan characters. The verbal incantation is a phrase in The Sylvan Language.
The higher your skill with a spell,
the easier it is to cast. It takes less time,
requires less energy, and has less stringent ritual requirements. Spellcasting rituals are detailed with the various spellcasting advantages. In all cases, “skill”
refers to base skill, not effective skill.
The only modifier that matters here is
the -5 for low mana, if applicable. 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.
Cap on Spell Skill Level:
Your effective skill level with any spell cannot be higher than your skill level in
Symbol Drawing. Each magical college also has a controlling skill associated with it. For example, Healing spells are associated with
Physician and
Esoteric Medicine, so your effective skill level with Healing spells can never be higher than the lower of your Symbol Drawing and your Physician/Esoteric Medicine (whichever is better). For example, if you have 11 in Esoteric Medicine, 12 in Physician, and 13 in Symbol Drawing, then your Healing spells are capped at 12. See below for a list of allowed colleges and their controlling skills.
Limits on Effect
The effects of many spells vary
with the energy spent. For instance, a
healing spell might heal 1 HP per
energy point, or a combat spell might
inflict 1d damage per point.
If the spell description sets no
upper limit, then you may spend as
much energy as you can afford! The
more you spend, the greater the effect.
If the spell specifies a finite range
of effects and associated energy costs,
though, you cannot exceed the upper
limit without a high level of Magery
(see below).
If either type of variable spell is cast
on the same subject more than once,
only the spell with the most powerful
effects counts – multiple instances of a
given spell do not “stack” or add in any
way. Spells that heal, damage, or otherwise permanently affect the subject
are an exception: you may cast such
spells repeatedly, healing or damaging
the subject by the full amount each
time.
Magery and Effect
Talented mages may exceed the
usual limits for spells that allow a
finite number of “levels of effect” (dice
of damage, bonuses to skill, etc.). The
upper limit is the higher of the standard number of levels or the caster’s
Magery level.
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 appears alongside
the cost to cast. When the spell reaches the end of its duration, you may
continue the spell by paying its maintenance cost. If you do, the spell
endures for another interval equal to
its duration. This takes no time and
requires no skill roll. Distance is not a
factor.
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 will 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 skill
also applies to the cost to maintain a
spell. This can reduce maintenance
cost to 0. 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 had 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 (see Casting Spells While
Maintaining Other Spells, below).
Changing Maintained
Spells
A spell with a variable area of effect
cannot be expanded after it has been
cast. However, a wizard may choose to
maintain only part of a spell’s area,
paying the maintenance cost for only
a portion of the original area affected.
Spell Endurance
Spells usually resist other spells or
attacks with the effective skill of the
wizard who cast them. Some temporary and lasting spells, however, can
be whittled away by repeated assaults.
Such spells are said to have
Endurance. Like an enchantment’s
Power, a spell’s Endurance at casting
time is equal to its caster’s effective
skill. However, it may be reduced by
later events. A spell’s description
always discusses whether the spell has
Endurance and at what Endurance
the spell fails and dissipates.
One Try
Some spells only provide a wizard
with one chance. These spells note
“One Try” in their descriptions. If such
a spell fails, the caster (and any assistants) may not try that spell again on
the same subject. Some spells permit
only a single try within a given time
period – “one try per week,” for example. In this case, the caster(s) may try
again after the appropriate time has
passed. If no time period is specified,
the caster(s) may never try again.
Duration Types
There are five classes of duration
for spells: instantaneous, temporary,
lasting, permanent, and enchantment.
Instantaneous spells produce an
instant effect when cast and then end
immediately. Note that some instantaneous spells appear to last longer
because they leave behind a persistent
but nonmagical effect – Flesh to
Stone, for example, instantly turns a
living being to stone and ends, leaving
behind a stone statue
Temporary spells are spells that
require the continuing expenditure of
energy to maintain. If it has a cost to
maintain, it is most likely a temporary
spell. Only temporary spells count as
spells “on” (see below).
Lasting spells do not require maintenance, but have a limited effective
duration. Typically, they last until
some event ends the spell. Bless is a
good example; the spell lasts until the
blessing is used.
Permanent spells create a magical
effect that lasts indefinitely. Zombie is
a good example: the magic force that
animates the body persists until the
body has been physically destroyed. A
permanent spell, unlike temporary
and lasting spells, does not end in a
no-mana zone, but it is suspended
until the subject leaves the zone. At
that point the spell resumes.
Enchantments produce a still more
enduring magical effect – usually one
that generates other magical effects in
turn. Enchantments are not dispelled
by spells like Dispel Magic or Remove
Curse. Like permanent spells,
enchantments are suspended, not
dispelled, by no-mana zones.
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. Only temporary spells
carry this penalty.