Spell Casting Quick Reference Sheet

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In most cases, as soon as a spell is cast, switch to the quint timing system.

If one party is not yet aware of the other’s intentions, allow Surprise. Recall that a drawn sword is an obvious threat, but that magicians can often make their spell casting appear non-threatening due to most people's ignorance of how magic works.

If there is a combat situation where both parties are aware, roll for Initiative.

When it is a spell caster’s turn to act, the caster’s actions depend on their casting time –

For Invocative Magicians or ‘no preparation time’ magics --

  1. Roll your % to cast. (Base% + 1% for each 2 points of MA over 16 + 6% per rank. If MA is 25 or over, see Ability Score Bonuses for additional modifications.)
  2. If the cast fails, the magician’s turn is over, and they must subtract 2 from their EN.
  3. If the spell is successful, the target rolls a) their Active Will if they are aware a spell is being cast upon them, or b) their Inactive Will if they aren’t. Remember that this only applies to spells which directly affect the target (Such as Enchant or Sleep or Transmogrify – the magic manifests directly upon the target). If the magic is an indirect effect, such as a lightning bolt (the magic manifests a distance from the target and then streaks toward the target), then roll Defense instead of Will. If the spell is a sensory illusion or a spell that doesn’t affect the victim (such as the magician turning invisible), then the victim does not get a Will or a Defense roll. The spell caster must subtract 2 from their EN.
  4. If the Will or Defense fails, determine the spell’s effects.

For Substance Magicians or spells that need preparation and have no % to cast –

  1. The caster must devote the required number of quints to preparing their spell.  (If a spell's Casting Time is 4, it will require 3 quints of preparation and can be cast on the 4th quint.)
  2. If they are disturbed during the spell casting time (meaning they suffer actual physical damage of at least one DP), the spell will fail, and if they wish to cast the spell again, they must start over. An interrupted spell will not cost the magician any fatigue.
  3. If the spell is not interrupted, the victim may roll Will or Defense if appropriate (as outlined in 3. above).
  4. If the Will or Defense is successful, the spell is avoided. The caster must subtract 2 from their EN.
  5. If the Will or Defense is unsuccessful, apply the affects of the spell. The caster must subtract 2 from their EN.

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