In structured time, characters use the Cast Magic Primary Action to cast spells. Follow these steps to resolve spellcasts:

Step 1: Caster Declares Spell and Target

First the caster must choose a spell to cast from among those they know. If the spell has a target (or targets) other than themself, they must choose them now provided they satisfy the spell conditions (range, etc).

Step 2: Casting Test

The caster makes a skill test with the skill corresponding to the school of the spell (the Destruction skill for Destruction spells, and so forth). This test suffers a -10 penalty for each point by which the spell level exceeds the character’s Spellcasting Level with that spell.

Their Spellcasting Level is determined by taking the spell’s school skill level and adding one. If the character is Untrained in that school’s skill, the Spellcasting Level in that school is considered zero, and they cannot cast spells from that school.

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Spell Components

If the character cannot speak they suffer a -20 penalty to the casting test. They suffer an additional -20 penalty to the test if they do not have two free hands, either because they are holding items or because their movement is restricted in some way.

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Step 3: Resolve the Spell

Pass or fail, the caster reduces their Magicka by the listed cost of the spell. If this would reduce the character’s magicka to below zero, then the spell is not successfully cast.

If the caster passed the test, resolve the effects of the spell as written. If the character is casting a multi-part spell, then resolve each part of the spell simultaneously (meaning that none of the parts benefit from the effects of any of the other parts).

Attack Spells

Attack Spells

Spells with the attack attribute count as attacks. They are resolved as appropriate for an attack of that type (either ranged or melee):

  • The casting test for the spell is also the attack test, and the caster’s Degrees of Success are compared to the defender’s.
  • Spell casting tests can suffer from circumstantial Modifiers that the GM rules are appropriate.
  • Spells cannot gain or benefit from advantages.
  • Spells cannot be parried or countered, only blocked/evaded.
  • Critical successes cause damaging spells to deal maximum damage. Non-damaging spells double their Magicka cost reduction from Spell Restraint (still subject to the 1 cost minimum).
  • Spells cannot benefit from the use of Stamina Point abilities.
  • Spells with the AoE attribute are resolved as AoE attacks.
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Spell Restraint

Spell Restraint

On a successful spellcast, a mage can use their will to limit excessive use of Magicka. This is known as Spell Restraint or restrained spellcasting. A character can choose to reduce the cost of a successfully cast spell by their Willpower bonus to a minimum of 1.

While typically this is desirable, sometimes not holding back with a spell can have extra benefits. Some spells have the Overload attribute, which will state certain extra effects the character can benefit from if they choose not to restrain the spell when casting it.

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Magical Backfires

Magical Backfires

If a character critically fails when casting a spell, or fails normally when casting either an unconventional spell or any spell with a spell level above their Spellcasting Level in the corresponding school, then they suffer a Magical Backfire. A Magical Backfire is an uncontrolled, and often harmful, consequence of incorrectly manipulating unfamiliar magic. Find the table corresponding to the backfired spell’s school in the Magical Mishaps section, roll a d4, and add the spell level to the result of the roll.

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Resolving Opposing Spell Effects

Resolving Opposing Spell Effects

Certain spell effects can be seen as opposing (Frenzy (Spell) and Calm (Spell), for instance), which can bring some confusion if a target struck by one is then hit by the other. Resolve all such instances by simply assuming that the newer spell effect overrides the old one.

Unless otherwise specified, spell effects do not stack with themselves (multiple fortify spells do not stack on top of one another, for example).

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