Spellcasting Module

Rules Catalog
Rule #
Name
Text
Dependencies

R401
Spell Level
A spell’s general power is measured by its level. Spell level
determines a spell’s number of casting actions and its
casting damage.

R402
Casting Actions
Casting actions are the actions required to make a spell occur. If there are more than one action, these actions must be combined during the spellcaster’s turn, and regardless of the attributes used, the actions use the metaphysical bonus.
R203, R205

M403
Action Substitution
Any physical or mental casting actions required by a spell
may be made with metaphysical actions and the
metaphysical bonus instead. Physical or mental actions
cannot be used for metaphysical casting actions.
R105, R203

M404
Minimum Casting Contest
A spellcaster who fails to roll a contest result higher than 0 before he has finished combining spellcasting actions, fails to cast the spell. A failed spell does not cause casting damage.
R006, R013

R405
Spell Effect
What a spell does is called its effect. Spell effects become more potent at higher spell levels.

R406
Half-Effect
When a target succeeds on one defense against a spell, he begins suffering only half of the effect of the spell, called its half-effect.
R006, R007, R008

R407
Damage-over-time
If a spell deals damage once for each of its casting actions, the caster incurs casting damage during the first casting action.
R203, R205, R402

M408
Spell Defense
A target may end a spell effect on itself with one favorable
defense action of the attribute type listed first in casting
actions, for each casting action of the spell. The defense
contests are opposed by the caster’s final casting contest.
R203, R205, R402, R406

M409
Casting Damage
Casting a spell causes metaphysical damage, equal to d8+
(spell level). Casting damage occurs when the spell takes
effect.
R105, R208, R211, R309

M410
Spell Attributes
Each spell has several attributes that facilitate its use: spell
level, casting actions, spell difficulty, targets, range, effect,
and half-effect.

M411
Spell Difficulty
Spell difficulty is a difficulty bonus added to each contest
used to cast a spell. Penalties reduce the contest. Difficulty
increases with target type and range.
R006, R010

M412
Spell Targets
Each spell affects a target category. These are: self (affects
caster only), single (affects one target only), and multi
(affects one target per casting action).

M413
Removed.
Spell Cover
A spell is rated by the amount of cover that it can overcome. The types are none, partial, full, and indirect.

R414
Spell Duration
A spell exists during its casting actions (for damage-over-time) or on the final casting action to the beginning of the spellcaster’s next turn. Delaying does not extend this duration.
R202, R203, R205, R217, R402

M415
Maintain Action
For a spell to last beyond the beginning of a caster’s next
turn, the caster must begin his turn with a maintain
(mental defense) action to continue the spell. Damaging
spells cannot be maintained unless noted in their spell
effect.
R202, R203, R205, R217, R402, R414

M416
Spell Range
A spell effect is limited by its range, and casting becomes
more difficult with range. Spells of close range usually
represent direct-line effects. Short range represents farther
reaching effects or indirect effects. Medium range applies
to spells that ignore barriers. Long range represents all
longer-reaching spells.
R003

Spellcasting Module

Modos RPG Mich43L