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==CASTING MAGIC== Casting Magic is not so simple as swinging a sword, but it can be far more powerful. To use magic follow these steps: 1. '''Determine the effect you wish to create.''' The GM will let you know whether it is within the aegis of your magical sphere, and also if you are of a sufficient level to achieve that effect. 2. '''Prepare the spell.''' This takes a single round, and generally involves some sort of ritual gestures or words consistent with the magical style. For example, a Sarcomancer intending to animate a corpse to do his bidding may whisper a word of power into its mouth then stitch its lips shut. 3. '''Cast the spell.''' This also takes a single round, and must be done as soon as you have finished preparing the spell. Casting a spell is a simple D6 roll, with the number of D6 rolled equal to your Circle of Mastery plus any bonus from the prime attribute associated with that magical style (e.g. Intellect for Nomenclomancy). The target number depends on your skill trait in the Spellcasting Skill.(e.g. if you have Elite Wyld Sorcery, then you need 3+). 4. '''Resolve the spell.''' If you score 0 successes, then you fail to cast the spell. If you score one or more successes, the spell takes effect with more successes equating greater effect. There are some exceptions to this process. First of all ''Initiate-level'' effects generally do not require spell preparation β you can skip straight to the casting, which only takes a single round. Second, you can choose to ''quick-cast'' a spell, combining preparation and casting into a single round. However, doing so adds +2 to the target number (e.g. from 3+ to 5+) so this is really only an option for more talented magi. The default spheres available in the basic game are listed below. You can create new spheres, or even new Spellcasting Skills, but no two spheres within a single magical style can ever use the same prime attribute. This is an intentional a game balance factor, but can be justified in-character as being unable to tap the same aspect of yourself twice to achieve different spheres of magic. β’ Unless otherwise stated allies summoned through Archmage-level magic are 2nd Circle, and through Master level magic are 1st Circle. β’ Damaging effects deal one or two Wounds per success, in the same way as weapons, except where otherwise noted.
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