Excerpt from my Rule Book:
Magic is a point based system. The TN to cast a spell is equal to 2 plus half the spell points needed to cast/weave it (Round Down). Spells do not do extra damage on a critical hit. When casting a spell as it requires a free hand for the somatic component and the ability to speak the verbal components.
On a failed roll, the spell does nothing, though you will still gain any appropriate Fatigue points. If you miss the TN by 2 successes or more the spell has a backlash. This causes damage to the casting mage based on the point cost of the spell. The spell points go fully to both bonus physical damage and burst area. Thus a six point spell does 2 dice of damage in a six point burst. A 15 point spell does 5 dice of damage in a fifteen point burst. The attack roll of the area effect is based on the failed check to cast/weave the spell.
A grapple (See Page 46) or taking damage forces a caster to make an Endurance check (See Page 6). On a failed Endurance check the spell will fail. Make a second Spellcraft check as if casting the spell with +2 to the TN. If you succeed you do not expend any magic energy (Keeping daily uses from being used and from gaining Fatigue points). If you fail, you lose any daily use if applicable, gain Fatigue points as normal, and might backlash as well if you miss the new TN by 2.
A spell is made up of several distinct parts and some may also have "meta" effects. One part is the Area. This can be rays, touch, or other areas. You can also shape these areas to affect only allies or only foes. Another part is the duration, which can range from an instant effect to one that lasts permanently. Any spell with a duration greater than Instant has an effect every round on the initiative of the caster. The third part of the spell in the effect of the spell. It can be anything from damage to healing, from illusions to boosting your skills. Any magical increase (Boost) is considered to be a magic bonus (And thus they do not stack). A new spell will supersede on an old spell if it is more powerful, or a lesser spell will take over when the duration of the spell ends if the lesser spell has any duration left.
Finally, magic is taxing. Every time you cast a spell with a point value greater than your Instinct, you gain 1 Fatigue. For each ten that the spell point cost is greater than your Instinct, you gain an additional point of Fatigue. If your Fatigue is greater than your Constitution, you are considered Drained. A drained mage will backlash a spell on any failure. For each ten that drain is higher than your Constitution, you become wearied (See Page 48). You may reduce Fatigue points as normal.
A spellbook weighs two pounds and costs 20 gold (200 silver). Scrolls are scribed onto regular parchment. Scribing a spell into your spellbook or onto a scroll costs 5 silver per spell point.
Mind
Charm/Fear
Command
Area:
Area Effect – An area effect has a minimum point cost of 4. The point cost for a burst effect is equal to its diameter in squares (Or twice its radius) and it is one square tall. The point cost of a cone, line, or wall is equal to its length in squares. However, a wall can be stacked on top of itself. Each point of a wall area covers a single square but is two squares tall, though each square of the wall must be adjacent to another (You can put all in the same square to reduce the area, but the effects of the wall do not stack). Each point of a line area covers two squares but is only one square tall. See the spell templates (Page 53) for example areas. Also note that a cone or line must emanate from the caster (Marked as a circle in the templates). Area of effect spells are considered to be targeting the squares they affect.
Touch – You determine a hit with a touch spell as if by an attack with a natural weapon (like an unarmed strike). This strike can not do damage by itself (You can not damage a foe with a strike and a spell at the same time).
Magical Ray - You determine a hit with a magical ray as if it were a ranged weapon (See Equipment for proficiency and range statistics on a “Magical Ray”).
Shape (Allies Only) – A spell with this shaping cannot affect foes.
Shape (Enemies Only) - A spell with this shaping cannot affect allies.
Unerring – This spell will automatically hit the target without error.
Point Cost
4
6