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<h2>Casting a Spell</h2>
<p>To cast a spell, you must fulfill the following prerequisites:</p>
<ul>
<li>You must be free to move your body. You can be holding items in your hands, as long as you can move your arms.</li>
<li>You must be able to speak and pronounce the invocation.</li>
<li>You must have enough Mind Points to pay for the spells total MP cost, including any additional MP used to enhance its effect.</li>
<li>Unless you are casting a spell with a target of <strong>Self</strong> or <strong>Special</strong>, you must be able to see your targets.</li>
</ul>
<p>If all of the above are true, you may cast the spell.</p>
<ol>
<li>Declare which spell you want to cast among those your character has learned, and what its effect will be.</li>
<li>If required, choose the targets for your spell.</li>
<li>Perform the magical gestures and pronounce the formula — remember that any nearby creatures will see and hear you.</li>
</ol>
<h3>Magic Checks</h3>
<p>If the spell is an offensive spell, you must also perform a Magic Check. Elementalism, Entropism, and Spiritism Checks rely on <strong>【INS + WLP 】</strong>, while Chimerism may choose between <strong>【INS + WLP】</strong> or <strong>【MIG + WLP】</strong>.</p>
<p>Non-offensive spells are automatically successful and require no Check. Fumbles and critical successes on Magic Checks generate opportunities as normal.</p>
<ol start="4">
<li>Spend the required amount of Mind Points.</li>
</ol>
<ol start="5">
<li>Apply the effects of the spell.</li>
</ol>