In order to cast a spell, choose an Effect, Time, and Type. Effects are what the spell does. Time is how long the spell takes to cast. Type is what the elemental/magical type the spell is.
It is recommended characters make a set of spells for themselves to use during the game.
Multiple Effects can be applied to the same spell and add MP accordingly. The same effect cannot be selected twice for increased effects.
Learning New Spells: Characters can choose to spend 3 TP in order to learn a new spell. Doing so requires the character to have a profession which grants them magic or for them to possess the Mystic Lineage trait.
MP can only be reduced to 1, not 0 or below.
Magic damage vs. armor: Spells which deal damage and are made as attacks against Physical Defense (excluding Psychokinetic and Damnation) go against armor normally.
Psychokinetic damage spells increase the spell's MP by 2, and Smiting and Damnation spells increase MP by 4.
Physical: Bludgeoning, Piercing, Slashing
Elemental: Fire, Water, Earth, Wind, Electricity, Ice, Acid, Corruption
Psychic: Psychokinetic (Always goes against Mental Defense)
Divine: Smiting and Damnation
Harm: An attack against a defense which deals damage to the target.
Minor: 2d6 + Secondary Attribute (4 + Secondary Attribute if it bypasses armor); MP: 1
Moderate: 4d8 + Primary Attribute (7 + Primary Attribute if it bypasses armor); MP: 3
Major: 5d10 + Primary Attribute + Secondary Attribute (10 + Primary Attribute if it bypasses armor); MP: 6
Tiring: An attack against Bodily Defense which reduces the target's Stamina Points.
Minor: 1d4 + Secondary Attribute; MP: 3
Moderate: 2d6 + Primary Attribute; MP: 6
Major: 4d6 + Primary Attribute; MP: 12
Rattling: An attack against Mental Defense which reduces the target's Resolve.
Minor: 1d6 + Secondary Attribute; MP: 4
Moderate: 2d8 + Primary Attribute; MP: 6
Major: 3d10 + Primary Attribute; MP: 10
Insanity: An attack against Mental Defense which reduces the target's Sanity.
Minor: 1d6 + Secondary Attribute; MP: 4
Moderate: 2d8 + Primary Attribute; MP: 6
Major: 3d10 + Primary Attribute; MP: 10
Healing: You can target an ally or yourself, healing wounds and regaining HP.
Minor: 2d6 + Secondary Attribute; MP: 1
Moderate: 3d8 + Primary Attribute; MP: 3
Major: 5d10 + Primary Attribute; MP: 6
Adrenaline: You can target an ally or yourself, recovering their Stamina. Each additional use of Adrenaline beyond the first on the same target within the same round halves its effects.
Minor: 1d4 + target's Stamina; MP: 2
Moderate: 1d10 + target's Stamina + Secondary Attribute; MP: 4
Major: 1d10 + target's Stamina + Primary Attribute + Secondary Attribute; MP: 6
Mental: An attack against Mental Defense which inflicts one of the following status effects at Low Intensity: Fear, Pain, Confusion, Dazed, Staggered or Stunned; MP: 3
Physical: An attack against Physical Defense which inflicts one of the following status effects at Low Intensity: Flat-Footed, Paralysis, Bleed, Broken, Stunned, or Pain; MP: 3
Bodily: An attack against Bodily Defense which inflicts one of the following status effects at Low Intensity: Illness, Pain, Bleed, Blindness, Deafness, Paralysis, Staggered, or Stunned; MP: 3
Skillful: This grants a bonus to a single non-combat skill of your choice. The bonus is equal to the average of your Primary and Secondary Attributes; MP: 1
Shielding: This grants a bonus to a single defense of your choice. The bonus is equal to the average of your Primary and Secondary Attributes; MP: 1
Accuracy: This grants a bonus to attack rolls. The bonus is equal to the average of your Primary and Secondary Attributes; MP: 1
Heavy-Hitting: This grants a bonus to damage rolls. The bonus is equal to the average of your Primary and Secondary Attributes; MP: 1
Swiftness: This grants a bonus to a movement speed of your choice. The bonus is equal to the average of your Primary and Secondary Attributes; MP: 1
Bumbling: This bestows a penalty to a single non-combat skill of your choice. The penalty is equal to the average of your Primary and Secondary Attributes.
Versus Physical Defense; MP: 1
Versus Bodily or Mental Defense; MP: 2
Opening: This bestows a penalty to a single defense of your choice. The penalty is equal to the average of your Primary and Secondary Attributes.
Versus Physical Defense; MP: 1
Versus Bodily or Mental Defense; MP: 2
Distract: This bestows a penalty to attack rolls. The penalty is equal to the average of your Primary and Secondary Attributes.
Versus Physical Defense; MP: 1
Versus Bodily or Mental Defense; MP: 2
Weaken: This bestows a penalty to damage rolls. The penalty is equal to the average of your Primary and Secondary Attributes.
Versus Physical Defense; MP: 1
Versus Bodily or Mental Defense; MP: 2
Languid: This bestows a penalty to a movement speed of your choice. The penalty is equal to the average of your Primary and Secondary Attributes.
Versus Physical Defense; MP: 1
Versus Bodily or Mental Defense; MP: 2
Free: This spell does not cost Stamina to cast. MP: +15
Easy: This spell costs 2 Stamina. MP: +9
Standard: This spell costs 5 Stamina. MP: +4
Strenuous: This spell costs 8 Stamina. MP: +1
Out of Combat: This spell must be performed outside of combat. MP: 0
Duration cannot be applied to Damage, Stamina Damage, Kill Resolve, Kill Sanity, or Healing spells, as they always default to Instantaneous. Otherwise spells default to Short duration at 0 cost instead of Instantaneous.
Instantaneous: This spell happens immediately, it does not last. MP: 0
Short: This spell lasts 1d4+1 rounds. MP: +2
Medium: This spell lasts 1d8+2 rounds. MP: +6
Long: This spell lasts 2d4 minutes. MP: +12
Extreme: This spell lasts 1d4 hours. MP: +15
Melee: This spell has a range of melee. MP: -1
Close: This spell has a range of 6 squares. MP: 0
Medium: This spell has a range of 12 squares. MP: +3
Long: This spell has a range of 24 squares. MP: +6
Spread is used for spells which use an area of effect such as lines, bursts, radii, and so on.
Ray / Single: This is either a ray or a single target spell. It affects the target it's aimed for, and nobody else. MP: 0
Burst: This spell affects a single target first, then affects other targets adjacent to the original target. The adjacent targets are only affected partially by the effect; if it deals damage it only deals half, if it is a bonus/penalty it only uses half the bonus/penalty (minimum of 0), and so on. MP: +1
Radius: This spell bursts out in a radius from a target square, spreading out from that area. Those within the area of effect take full effect if hit or half effect on a miss. The range of the spell is instead used for the radius' spread (for example, a Range of Close uses a spread of 6 squares), and the range of the spell is instead multiplied by 5. MP: +2
Line: This spell comes out as a line from the origin square of the spell. Those within the area of effect take full effect if hit or half effect on a miss. The range of the spell is instead used for the line's range, and the spell's origin square is the caster, the range of the spell is instead multiplied by 5. MP: +2
Cone: This spell comes out as a cone from the origin square of the spell. Those within the area of effect take full effect if hit or half effect on a miss. The range of the spell is instead used for the line's range, and the spell's origin square is the caster. MP: +2
Spiral: This spell comes out as a spiral from the origin square of the spell. Those within the area of effect take full effect if hit or half effect on a miss. This functions as a Line, but after the first 2 squares a new leg is created and turns 90 degrees (left or right, caster's choice), and each round after the first a new leg sprouts and turns 90 degrees. This is done out to the length of the spell if it were a Line, creating the final leg of the spell before dissipating the round thereafter. MP: +4
Stream: This spell comes out as a stream from the origin square of the spell. Those within the area of effect take full effect if hit or half effect on a miss. This functions as a Line, but every round so long as the duration is 1 round or more, you can move the line as if you had cast it again. Doing this will require a new attack against any enemies caught in the attack after it has been moved. MP: +6
These special effects for spells either reduce or increase MP, granting benefits or penalties onto the spell as well as affecting various aspects of the spell's usage.
Pinpoint Precision: This spell does not require an attack roll to hit, it just does. This can only be used on spells with the "Minor Damage" type, this includes Minor Damage, Minor Stamina Damage, and so on. MP: +4
Line of Sight: In order to use this spell, you need to see your target clearly. Any form of concealment, cover, or visual impairment (such as smoke) prevents you from targeting the individual with a spell. For example, even if you can see the individual's outline in the smoke, you cannot target them due to the impreciseness of the spell. This cannot be applied to spells with a range of melee. MP: -3
Inner Spell: This spell starts its damning course through the individual's body. This can only be applied to spells which would normally go against Physical Defense, it instead goes against Bodily Defense. MP: +1
Mental Spell: This spell wracks the target's brain first and foremost. This can only be applied to spells which would normally go against Physical Defense, it instead goes against Mental Defense. MP: +1
Triggering Choice: Through careful selection a spellcaster can modify their spell to only activate at a certain circumstance. When the spell is cast the spellcaster can specify a circumstance they wish to activate the spell, and if the circumstance occurs within the next 8 hours the spellcaster's spell activates. This can only be used on spells which affect allies, not enemies. MP: +0
Unstable: An unstable spell is cast with less magical resources, but is dangerous. If the spell deals damage, you take the spell's damage as well as if you were hit by it (armor applies if necessary). If the spell bestows a penalty, you also take that penalty for the same duration. This can only be applied to Harm effects or Penalty Effects. MP: -2