CASTING SPELLSMagician characters who have the needed talents, have learned spells by creating and using a grimoire, and who successfully weave spell threads can cast spells. The process of spellcasting is straightforward, as shown below in the Spellcasting Sequence section, but it has the following limits.
LIMITSYour character cannot cast every spell in this book. To cast a spell:
ConcentrationSome spells require that the magician (or the spell target) concentrate in order to control the spell. If a magician concentrating on a spell tries to make any other tests for any other action while concentrating, he breaks his concentration. Injury to the magician also breaks his concentration. Once a magician has lost concentration on a spell, he may only regain use of the spell by re-casting it, including weaving any required spell threads.
SPELLCASTING SEQUENCEThe following summary outlines the steps necessary to cast a spell. More details on each step follow the summary.
When using standard spellcasting, or matrix casting, remember that the caster
must place a spell in one of his or her spell matrices before he or she can
cast the spell. Even though the mage knows the spell, he cannot cast it unless
it is in a spell matrix. All types of spellcasting follow the procedure
below:
WEAVE THREADS INTO SPELLIf a spell requires spell threads, the magician weaves them using the appropriate Thread Weaving talent (i.e., Wizardry). A magician may use his Thread Weaving talent to weave more than one spell thread per round. To weave multiple threads, multiply the Difficulty for weaving one thread by the total number of threads to be woven.If a magician achieves an Excellent success or better on the Thread Weaving Test, he or she may weave an additional thread to the spell in that round. A magician cannot weave spell threads and cast a spell during the same round. Having woven the required threads, however, the magician must cast the spell during the next round.
Cymrics companions are in a jam, and Cymric knows the perfect spell to get them out. The 3-thread spell has a Weaving Difficulty of 4, and so each spell thread also has a Weaving Difficulty of 4. Cymric recognizes the need for speed and decides to attempt to weave all 3 spell threads in one round, giving him a Weaving Difficulty of 12. To successfully weave all 3 threads, Cymrics player must roll a 12 or higher in the Thread Weaving Test. MAKE SPELLCASTING TESTThe magician uses his or her Spellcasting talent to cast a spell, making a Spellcasting Test against the Casting Difficulty of the spell. If the result is equal to or greater than the Spellcasting Difficulty, the magician has successfully cast the spell. Each spells description includes its Spellcasting Difficulty, beginning on p. 158. The Difficulty Number is often equal to the Spell Defense of the spells target.Most living creatures have a Spell Defense based on their Perception Attribute Value, though some creatures are more resistant than others to magic. Dull-witted creatures and many inanimate objects have a Spell Defense of 2, the lowest natural Spell Defense. In all cases, the lowest possible Spellcasting Difficulty is 2.
Lowering Your Spell DefenseEven spells that benefit the target character must overcome that characters Spell Defense. A character may take an action to voluntarily lower his Spell Defense, increasing the chances of receiving the spells benefit. The target character makes a Perception Test, then reduces his Spell Defense by the result of the test, down to a minimum of 2. When a character chooses to lower his Spell Defense, he forfeits his action for that round. This means that he may not use a talent that requires an action in the same round in which he voluntarily lowers his Spell Defense. This reduced Spell Defense must be used to defend against all spells cast on the character during that round.Magicians casting spells on themselves automatically lower their Spell Defense against their own spells to 2. This occurs in the same round in which they cast their spell. The magicians Spell Defense against spells cast by other characters is NOT reduced, but a character casting a spell against a magician who has voluntarily lowered his Spell Defense adds +2 steps to his Spellcasting Test step. This bonus is similar to the advantage an attacker receives for a Blindside Attack (see Situation Modifiers in Combat).
Line Of Sight/Astral SenseBefore a magician can cast a spell against a target, he must be able to see or astrally sense the target within range. Spells arent like rocks thrown blindly into the dark in hopes of a hit. Spells travel in an astral arc between the caster and the target, an arc the spellcaster creates only upon seeing or sensing the target. Without the correct arc from caster to target, the spell veers into astral space and has no effect against its intended target. It might also draw the attention of the denizens of astral space, including the Horrors.Creatures whose primary sense is not sight may create this arc using their primary sense. In other cases, magicians may also violate this rule. For example, creating the astral arc is unimportant for the magician who is touching a target when casting a spell because the touch makes him certain of the targets location. A magician could also place the center of an area effect spell at the edge of his outstretched fingertips.
CHECK SUCCESSIf the outcome of the Spellcasting Test is less than the Difficulty Number, the spell fails. If the Spellcasting Test dice result is equal to or greater than the Difficulty Number, the spell succeeds. The character must then determine the spells effect and duration.A combat spell that does damage may have a high enough success level to qualify as an Armor-Defeating Hit, negating the advantages of physical or mystic armor (see Armor-Defeating Hits in Combat).
DETERMINE SPELL EFFECTThe effect of each spell is given in its description. The character makes an Effect Test using the Effect step listed in the spell description.Some spells have a predetermined effect that occurs if the result of the Spellcasting Test is equal to or greater than the Spellcasting Difficulty. These spells do not require an Effect Test. Other spells effects are described in a form such as Willforce + 5 steps, for example. If one of these spells is successfully cast, the magician makes an Effect Test to determine the effect of the spell. The Effect Test steps of the spell are the characters Willforce (or Willpower) step plus the indicated number (5 in the example above). Combat spells, or spells that cause damage to targets, use their Effect Test as the Damage Test (see Make Damage Test in Combat).
DETERMINE DURATIONAfter determining the spells effect, the caster must determine its duration. Most combat spells have a duration of a single Combat Round; once the spell has affected the target, its duration ends. The description for most non-combat spells lists the spell duration as, for example, 7 + Rank rounds, minutes, or some other time period. The word rank refers to the magicians Spellcasting Talent Rank. The more competent a magician, the longer his spells will last.
If a spell has a variable duration, the magician immediately rolls the dice
indicated in the spell description to determine the spells duration. |
MATRIX TABLE | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Working with spell matrices is a delicate business and reattuning on the fly is risky. Once a magician begins to reattune a matrix, he should not take an action other than reattuning the matrix. If the magician chooses or is forced to take another action, all of his spell matrices are wiped clean. The new spell is not placed in the matrix, and all of his spells are dislodged from the rest of his matrices. The magician may not cast any spells (except by casting raw magic) until he has once again attuned his spells to a matrix.
A magician must declare which spell matrix he is trying to attune before making his Thread Weaving Test.
Magicians can attempt to reattune more than one spell matrix at the same time. To do this, the magician adds up the Reattuning Difficulty of all the spells he is trying to reattune to get the final Difficulty Number.
Jerreck, the elven Wizard, needs to reattune two of his spell matrices in the same round. The two spells he is trying to reattune are Dodge Boost and Ignite. Dodge Boost has a Reattuning Difficulty of 8, and Ignite has a Reattuning Difficulty of 11. Adding these together, Jerrecks player needs to roll a 19 in his Thread Weaving Test to successfully reattune both spells.
A damaged spell matrix will recover on its own in 24 hours, as the magicians Willpower slowly repairs the damage done. The magician can make a Recovery Test to repair a damaged spell matrix before the 24 hours are up. The result is the new, temporary Death Rating of the matrix. Once the 24 hours have passed, the matrix returns to its normal Death Rating.
Grimoires are similar to spell matrices, in that grimoires contain the spell patterns for all the spells written in them. In fact, the concept of the spell matrix was derived from the way grimoires store spells. Use the following specific steps to cast a spell from a grimoire.
1. Attune the Spell
The magician must first attune the spell he wishes to cast. When
casting from a grimoire, attuning links the character to the spell pattern in
the grimoire. Increase the listed Reattuning Difficulty by 2 when attuning a
spell from a grimoire.
2. Weave Spell Threads
After he attunes the spell, the magician must weave any spell threads
the spell requires. Reduce the magicians Thread Weaving talent step by
2 steps when weaving spell threads to a spell cast from a grimoire.
3. Make Spellcasting Test
After weaving the necessary spell threads, the magician makes his
Spellcasting Test as normal. Reduce the magicians Spellcasting talent
step by 2 steps when casting spells from a grimoire.
4. Effect and Duration The effect and duration of spells cast from a grimoire are the same as though the spell were cast from a spell matrix.
To cast raw magic, the magician weaves spell threads and casts the spell as for any other spell. The gamemaster then consults the Raw Magic Table below to determine the consequences of his cast, if any. Spells cast with raw magic have the same effect and duration as spells cast using matrices. The only differences are the potential consequences to the magician represented by Warping, Damage, and Horror Mark Tests. The likelihood and seriousness of these side effects depends on the extent to which astral space has been corrupted by the Horrors.
The warped nature of astral space itself warps and energizes the spell as it is being created. The strength of this effect depends on how recently the area has been occupied by a Horror. The more recently a Horror occupied or touched that space, the worse the warping effect. The warped astral energy causes damage to a magician casting raw magic.
The four classifications of astral space distinguish the extent to which corrupted astral space may warp a spell, and the potential damage the magician may take. The classifications are Safe, Open, Tainted, and Corrupt. See also the Raw Magic Table for specific game information on each of the four classifications of astral space.
Safe: Safe regions of astral space are those areas the Horrors were unable to touch or corrupt. For example, because the entire city of Throal and the surrounding area was sealed off from the rest of the world during the Scourge, the astral space connected to Throal was not invaded by the Horrors and so remains pure. It is safe to cast raw magic in Throal.
Open: Open regions are those areas where Horrors passed through, but used little magic. In these places they caused little pain and suffering and left the countryside mostly intact; what they did destroy has been rebuilt since the end of the Scourge. Most of Barsaive fits into this classification.
Tainted: Tainted regions are those areas where the Horrors caused considerable destruction and pain. Though Horrors may no longer be active in the area, the region once suffered terribly under the Horrors influence. Some areas of the cities of Parlainth and Haven fall under this classification.
Corrupt: Corrupt regions are areas currently inhabited by a Horror. A Horror can affect a region varying in size from a few hundred yards to hundreds of square miles, depending on its power. The Badlands, the Wastes, and some areas of Parlainth are Corrupt.
If the Warping Test is successful, the magician takes damage. The gamemaster then makes a Damage Test for the Warping using the step shown in the Raw Magic Table, below. This step is based on the classification of astral space for the area in which the caster used raw magic and the Circle of the spell he cast. Because this damage is also internal, only the characters basic mystic armor helps defend against this damage.
Cymric wishes to cast a Circle 1 spell using raw magic. He casts the spell along the road to Throal, which he guesses is Open space. Unfortunately, he is wrong. The road he is on passes close to an undiscovered kaer, one that is Tainted. The Warping steps are Circle + 10, for Step 11 (1D10 + 1D8). Cymrics basic Spell Defense is 9. The gamemaster makes a successful Warping Test, rolling 10. The twisting of astral space has warped Cymrics spell, and so his use of raw magic damages him. The gamemaster then makes a Damage Test using Step 13 (1D12 + 1D10) and gets a result of 14. Cymric takes 14 points of damage.
Anytime a character uses raw magic, the gamemaster makes a Horror Mark Test in addition to the tests for Warping and Damage against the basic Spell Defense of the caster. A successful result means a Horror has noticed the caster and marked him or her. The mark is usually visible only to Horrors, even in astral space, and has the same effect as any other use of the Horror Mark power (see Horror Mark of Creatures).
Horrors use their mark to locate the caster at any time. Many Horrors have ways of communicating with marked victims who are hundreds of miles away. Some can cast spells on their victims from a great distance. Below are some additional guidelines for using Horror marks.
RAW MAGIC TABLE | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|