At least one magic crystal (embedded in body or held in hand)
The character announces which spell he/she wishes to cast
The player rolls all d6 from the MagicXP attibute and the d10 from respective spell class
Dice can explode (roll max-number dice again)
The highest rolled number must be higher or equals the TN of the spell (+ modifiers defined by the DM)
The TN can increase if the character is exhausted (+1 TN per exhaustion point)
If a character decides to invest time into learing a spell, he/she adds the respective spell class of the spell (e.g. for "Fireball" → "Heat Magic") as Skill below [Attribute: MagicXP] into the character sheet
The sparetime to invest follows the same rules as other skills
Skilled spell classes grant d10 in addition to the d6 from MagicXP for all spells in that class
Some spells appear in multiple spell classes but might have different target numbers
Example: The player wants to cast [Spell: Fireball].
He has 3d6 from [Attribute: MagicXP] and skilled enough into [Skill: Heat Magic] to earn 2d10.
The TN of the spell is [9]
The player rolls 3d6 + 2d10 at the same time. Every die counts as their own throw, so do not add up the numbers of the dice. As dice can explode, the d6 that rolled a [6] and the d10 that rolled a [10] can be thrown again. Their new rolled number get added to their previously rolled number. A d6 that rolled a [6], then a [6] again and finally a [2] will be counted as a 14 (=6+6+2).
The highest number of all the rolled dice is the one that counts. If it is geater equal the TN of the spell, the casting was a success. In this case the 2xexploded die that rolled a 14 was sufficient to activate the spell.
As with all checks, the character can decide to hold back (shift) dice to gain additional boni.
For each shifted dice, the player can:
reduce the desired spell TN by 1 (only for spells!)
invest in a spell bonus (different for each spell. e.g. Range, Damage, Duration, ...)
The player has to announce how many dice he/she wants to shift and what the bonus effect is desired BEFORE the remaining dice are rolled.
Example: The player wants to cast [Spell: Fireball] see example above). He has a pool of 3d6 + 2d10 and decides to shift the 3d6 to reduce the TN from [9] to [6] => The remaining dice are now rolled against a [6].
Casting spells can create a local Disturbance. This means the magical energy field around the place where the spell was casted gets more chaotic. Other spellcasters in that area are also influenced by that disturbance and can increase it as well with their spells.
For each rolled 1 in a magic check (except shift dice), the DM will put 1d10 into the local disturbance pool
Every time new dice are put into the pool, the DM rolls all dice that are now in the pool
Depending on how many dice resulted in a 10, something bad (scaled by the number of 10s) might happen to the previous caster or everyone in the disturbance field
Antimagic disturbance and Magic disturbance can negate each other:
For each rolled 1 in an antimagic check, the DM will put 1d10 into the local antimagic disturbance pool and remove that many dice from the normal magic disturbance pool
For each rolled 1 in a magic check, the DM will put 1d10 into the local magic disturbance pool and remove that many dice from the antimagic disturbance pool
Some places in the world might already have some dice in the disturbance pool
Player-created disturbance will dissolve after some time (~3d10 per hour)
Goin somewhere else will also reset the disturbance pool
Example: The players are fighting against some enemies. One of the players casts a Fireball and rolls his dice. While his spells succeeded, he rolled two 1 which now put 2d10 into the disturbance pool. The DM rolls these 2d10 but none result in a 10.
The second player casts Waterwhip with one die revealing a 1. The DM puts 1d10 into the disturbance pool which now holds 3d10 and rolls all three dice. This time one of the dice resulted in a 10, so the DM announces, that the water of the waterwhipping caster evaporates after the whip hit the target.
One of the enemies now casts an Illusion spell that reveals two 1. The DM puts 2d10 into the antimagic disturbance pool and removes 2d10 from the normal disturbance pool (which now holds only 1d10). The DM rolls the 2d10 in the antimagic disturbance pool and both of the dice result in a 10, so the DM announces that the illusion suddenly flashes up, completely blinding everyone in the area for several minutes.
Boost spells like [Spell: Boost Strength] do not have the possibility to improve by shifting dice. Instead, the player gains +1 of the boosted attribute per success.
Boost spells can be used before a check that requires an attribute that can be boosted. Casting the boost spell takes a moment so it cannot be used when the character is Rushed.
After the effects of a boost wear off, the player receives +1 exhaustion.
Example: The player slipped into a deep pitfall. He can climb out but is not the strongest fellow. He would need to roll with his 1d6 [Attribute: Strength] and 1d10 [Skill: Climb] against a TN of [6].
The player is however skilled in magic and attempts to boost his strength. He rolles his 3d6 [Attribute: MagicXP] + 2d10 [Skill: Focus Magic] against a TN of [8] and gets two successes. He gains +2 dice for [Attribute: Strength] which upgrades his pool against the climb check to 3d6 + 1d10.
He succeeds and can climb out of the pitfall but gains +1 exhaustion afterwards.