## Casting a Spell

To cast a spell, you must fulfill the following prerequisites:

- You must be free to move your body. You can be holding items in your hands, as long as you can move your arms.
- You must be able to speak and pronounce the invocation.
- You must have enough Mind Points to pay for the spell’s total MP cost, including any additional MP used to enhance its effect.
- Unless you are casting a spell with a target of Self or Special, you must be able to see your targets.

If all of the above are true, you may cast the spell.

1. Declare which spell you want to cast among those your character has learned, and what its effect will be.
2. If required, choose the targets for your spell.
3. Perform the magical gestures and pronounce the formula — remember that any nearby creatures will see and hear you.
4. Spend the required amount of Mind Points.
5. If the spell is an offensive (rr) spell, you must also perform a Magic Check. Elementalism, Entropism, and Spiritism Checks rely on 【INS + WLP 】, while Chimerism may choose between 【INS + WLP】 or 【MIG + WLP】.

   Non-offensive spells are automatically successful and require no Check. Fumbles and critical successes on Magic Checks generate opportunities as normal.

6. Apply the effects of the spell.