Casting Spells
A character must be able to hold his runes in his hands and be able to chant in order to cast a spell.
A character may only hold the runes he requires for the spell he is casting.
Whenever a spell is cast using rune magic, there will always be a sight and sound automatically detected by any creatures within ten metres times the Magnitude of the spell.
In order to successfully cast the spell, a character must succeed in the appropriate Runecasting test.
If the Runecasting test succeeds, a number of Magic Points are deducted from the spellcaster’s total equal to the Magnitude of the spell.
The spell then takes effect normally.
If the Runecasting test fails, the spell does not take effect and the character still loses the Magic Points.
Casting Modifiers Situational Modifiers
Situation .状況 |
Skill Modifier(*1) .技能修正値(*1) |
Spellcaster is unable to hold runes .術者がルーンを保持できない |
Automatic Failure .自動的失敗 |
Spellcaster is gagged or silenced .術者が猿轡をされているあるいは沈黙させられている |
Automatic Failure .自動的失敗 |
Spellcaster is restrained (but still able to hold runes) .術者が拘束されている(しかしルーンを保持することは可能) |
-30% .-30% |
Spellcaster is prone .術者がうつ伏せ状態である |
-20% .-20% |
Spellcaster is on unstable ground .術者の足元が不安定 |
-20% .-20% |
Partially obscured target .目標の一部が隠れている |
-20%(*2) .-20%(*2) |
Heavily obscured target .目標がほとんど隠れている |
-40%(*2) .-40%(*2) |
Totally obscured target .目標が完全に隠れている |
Automatic Failure .自動的失敗 |
1 These modifiers are cumulative - a prone spellcaster casting at a partially obscured target decreases their Runecasting skill by -40%.
2 These modifiers only apply if the spell has a target other than the spellcaster, his immediate location, his carried possessions or a touched object/individual.
Critical Success
A critical success on a Runecasting test means that the spellcaster has been able to control the flow of the rune magic particularly effectively.
The character loses one Magic Point less than normal for casting the spell (so a Magnitude 2 spell costs 1 Magic Point and a Magnitude 1 spell is free) and any attempts to resist or counter the spell suffer a -10% penalty.
Fumble
A fumble on a Runecasting test means that the spellcaster has been unable to control the flow of the rune magic.
Rather than losing a single Magic Point for failing to cast the spell, the spellcaster loses a number of Magic Points equal to its Magnitude.
Casting Time
No other Combat Action may be taken while casting a spell, though the character may slowly walk up to half their Movement while spellcasting.
More powerful spells take longer to cast as the character seeks to harness the power of the runes.
Such spells will always have the Casting Time (X) trait, where X signifies the number of Combat Actions is takes to cast the spell.
A spell’s effect takes effect at the end of its last casting Combat Action.
Spellcasters draw possible free attacks from enemies adjacent to them every Combat Action they spend spellcasting.
Distractions or attacks on the spellcaster as he casts will either automatically ruin the spell (if the spellcaster is blinded or disarmed of his runes, or suffers a Serious Wound or Major Wound) or require Persistence tests to maintain concentration on the spell.
Dismissing Spells
As a single Combat Action, a caster can dismiss any Permanent spell(s) he has cast.
Ceasing to cast a Concentration spell is immediate and not a Combat Action.
Overcharging Spells
It is possible to feed more Magic Points into the casting of a spell than is normally required, empowering the spell above and beyond its normal parameters.
The decision as to whether to overcharge a spell is made before the casting Runecasting test is made.
For every additional Magic Point the spellcaster decides to spend on the spell, apply a -5% penalty to the Runecasting test and any Persistence tests required due to distractions or damage during the casting period.
If the spell is successfully cast, every additional Magic Point expended in casting a spell above and beyond its normal Magic Point requirement has all the following effects:
- The spell’s Magnitude is considered to be one higher for the purposes of countering it with spells such as Countermagic or Dispel Magic.
- If the spell possesses the Resist trait, the target’s Resist test suffers a -10% penalty.
- If the spell possesses the Duration trait, its duration is increased by +1.
If the spellcasting fails, the spellcaster loses 1 Magic Point (as normal), plus one Magic Point for every additional Magic Point the intended spell was overcharged by.