A spell’s general power is measured by its level. Spell level
determines a spell’s number of casting actions and its
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.
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.
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.
What a spell does is called its effect. Spell effects become more potent at higher spell levels.
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
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
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
Casting a spell causes metaphysical damage, equal to d8+
(spell level). Casting damage occurs when the spell takes
R105, R208, R211, R309
Each spell has several attributes that facilitate its use: spell
level, casting actions, spell difficulty, targets, range, effect,
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.
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).
A spell is rated by the amount of cover that it can overcome. The types are none, partial, full, and indirect.
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
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
R202, R203, R205, R217, R402, R414
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