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.
- Declare which spell you want to cast among those your character has learned, and what its effect will be.
- If required, choose the targets for your spell.
- Perform the magical gestures and pronounce the formula — remember that any nearby creatures will see and hear you.
Magic Checks
If the spell is an offensive 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.
- Spend the required amount of Mind Points.
- Apply the effects of the spell.