One of the first things you learn as a mage is that "magic" is just a blanket term for a dizzying variety of strange powers and abilities. The steps you take to summon a lightning bolt from the heavens are completely different from the steps you take to heal a wound.
Magic is broadly grouped into categories known as spheres. Spheres represent a particular way of working magic, involving similar occult symbols and rituals.
Spheres are treated like skills. Every rank you buy in a Sphere costs 1 experience point.
Every rank of a sphere you purchase allows you to add 1 spell of that sphere to your spellbook.
Spells are categorized, broadly, into ranks that define a spell's relative power. Most mages can only access spells up to the Legendary ranks.
You unlock higher levels of spells at the following Proficiency Ranks in the sphere:
Rank 1 (Apprentice) - Apprentice Proficiency Ranks
Rank 2 (Novice) - Trained Proficiency Ranks
Rank 3 (Advanced) - Advanced Proficiency Ranks
Rank 4 (Expert) - Expert Proficiency Ranks
Rank (Master) - Master Proficiency Ranks
Rank 6 (Legendary) - Legendary Proficiency Ranks
If you are trying to affect a target with a spell, you make a Spell Check against the defence indicated by that spell. This check is equal to:
d20+your Proficiency Bonus in the Spell's sphere+the sphere's ability modifier+the spell's level
If someone is attempting to make a check against your spells, such as to dispel them, the DC is equal to:
10+your Proficency Bonus in the Spell's sphere+the sphere's ability modifier+the spell's level
Reminder: Many spells utilize Basic Checks against a target's Defenses. If a spell lists "basic" under the Defense category, use the following rules:
Basic checks involve many attack rolls, spell attack rolls, and ability checks that involve area-of-effect abilities, such as explosions, spells, and jets of flame that target a defence aside from AC. Basic checks work just like any other roll; the "basic" part refers to the effects. The following outcomes apply based on your degree of success:
Casting a Rote Spell takes 2 Actions, unless otherwise noted in the spell's description.
Casting a Rote Spell provokes Attacks of Opportunity from foes you are in Melee with unless you take 1 Action to Cast Defensively.
Casting a Ritual Spell takes the next time unit higher to cast.
A spell with a Rote time of 1 Reaction has a ritual time of 3 Actions
A spell with a Rote time of 1 Action has a Ritual time of 1 Minute
A spell with a Rote time of 1 Minute has a Ritual time of 1 Hour
A spell with a Rote time of 1 Hour has a Ritual time of 1 Day
Spells cost anima. You can either spend anima from your Anima Pool or use Spellcraft to Channel Anima. A spell costs an amount of anima equal to 2 x the spell rank. So a 1st Level spell costs 2 Anima, a 2nd Level Spell costs 4 Anima, and so on.
A spell with variable levels has different effects depending on the amount of anima you channel into the spell. It only counts as one spell known for the purposes of learning spells or your rote spells known.
When you learn a variable spell, you learn to cast it at all the spell levels you can cast for that sphere. Each time you unlock a new level of spells in that sphere, you unlock the ability to cast the variable level spell at that increased level.
The concentration required to cast a spell is sufficient to cause you to briefly lower your defenses. If a foe is in Melee with you, casting a spell proves an Attack of Opportunity unless the spell's description specifies otherwise.
Normally, you can concentrate even in a distracting situation, but if you’re casting a spell and you take damage from either a successful attack that targeted your AC or from an effect that you failed a saving throw against, the spell fails.
You can take 1 Action to Cast Defensively and deny enemies an Attack of Opportunity against your spellcasting actions until the start of your next round.
If you ever try to cast a spell in conditions where the characteristics of the spell can’t be made to conform, the spell fails. For example, if you try to cast a banishment spell on a human on the Mortal plane, the spell fails.
The Sphere of Air includes spells that involve the primordial element of air.
Focus: A wand, a wind instrument, an arrow, or an amulet with quartz.
The Sphere of Animal includes spells that involve wild animals.
Focus: A necklace or bracelet made of animal bones and fangs, a prepared animal pelt.
The Sphere of Artifice includes spells that control machines and modern technology.
Focus: A smartphone, a tablet computer, a smartwatch, a pocket watch.
The Sphere of Blood includes spells that are tied to the power of blood.
Focus: An athame, a chalice, wine.
SPECIAL: The Sphere of Blood is usually limited to Vampires who learn the Arte of Blood Magic. Most living mages can never learn these spells, and those that do must delve into dark arts, becoming Warlocks in the process.
The Sphere of Charms involves manipulating emotions and controlling others' feelings.
Focus: A mirror, a mask, a crystal orb, a pocket watch.
The sphere of curses focuses on jinxes, hexes and other means of imparting bad luck upon a target.
Focus: A voodoo doll, a wicker figurine, an athame.
The Sphere of Darkness includes spells that manipulate and control darkness, shadows, and fear.
Focus: A rod or staff of bone, a skull, an onyx or obsidian amulet.
The Sphere of Earth includes spells that involve the primordial element of fire.
Focus: A coin, an iron rod, a pick, or an amulet with emeralds.
The Sphere of Entropy includes spells that involve the manipulation of forces of destruction and decay.
Focus: A rod of iron, a lead coin, an athame, a skull.
The Sphere of Electricity includes spells that involve the manipulation of electrical energies.
Focus: An rod of copper, an anthame, or an amulet with topaz.
The Sphere of Fate includes spells that involve the manipulation of forces of fate and chance.
Focus: A coin, a crystal orb, hanging scales.
The Sphere of Fire includes spells that involve the primordial element of fire.
Focus: A sword, a candle, a lighter, a torch, or an amulet with rubies or garnets.
The Sphere of Force includes spells that involve the generation and control of kinetic energy.
Focus: A wand of oak or lead, an arrow, a hammer.
The Sphere of Healing includes spells that cure an ally's wounds and purge them of ailments.
Focus: A staff, a wand of white oak, a religious icon, a chalice, a medicine bag.
The Sphere of Illusion includes spells that involve the manipulation of one's perception of reality.
Focus: A mirror, a mask, a prism, a crystal orb.
The Sphere of Light includes spells that involve the manipulation of light and Radiant energies, typically associated with the Empyrean.
Focus: A religious or sacred symbol, a relic, a prism
The Sphere of Metal includes spells that control magnetism and metallic objects.
Focus: A magnet, a rod or amulet of magnetite, a hammer.
The Sphere of Plant includes spells that manipulate plant life.
Focus: A staff or rod of wood, an emerald amulet, a smoking pipe
The Sphere of Scrying includes spells that open one's eyes to things beyond one's mundane senses.
Focus: A crystal orb, a chalice, spectacles or glasses
The Sphere of Space includes spells that warp and twist spatial dimensions to the caster's will.
Focus: A puzzle box, an athame, a spyglass
The Sphere of Time includes spells that bend the flow of time. Actual time travel is declared black magic by the Compact of Babylon, so most Time spells only involve temporal alterations lasting a few dozen seconds at most.
Focus: A pocket watch, a rod of redwood, an amulet made of fossils or petrified wood.
The Sphere of Trickery includes spells that involve tricking the senses of others or forcing them to act against their better judgment.
Focus: A mask, a string instrument, a pocket watch
The Sphere of Warding includes spells that protect the caster and their allies from harm.
Focus: A shield, a bracelet or an amulet of steel.
The Sphere of Water includes spells that involve the primordial element of water.
Focus: A cup or chalice, a bowl, a coral or pearl amulet