Spellcasting is the immediate manifestation of magic through Anima. Unlike Ritual Magic, spells are shaped and released on the spot and can be used during combat or other time-sensitive situations.
A standard Spellcasting test uses:
Anima + Tradition Attribute + Spellcasting
The Tradition Attribute is determined by the caster’s Tradition.
When casting a spell, the caster also chooses its Intensity. Intensity determines the size of a Hot Bonus Die added to the Spellcasting test, increasing with Intensity up to a d12. Its Bonus Hits can strengthen a successful spell, but also generate Strain whether the spell succeeds or fails.
Individual spells determine what their Hits accomplish, what targets they can affect, whether they require Concentration, and how unwilling targets resist their effects.
Casting a Spell
Casting a spell is normally a 2 AP Action unless the spell states otherwise.
To cast a spell:
- Choose a spell you know and declare its targets.
- Choose the spell’s Intensity.
- Build the spell’s Success Target using: Anima + Tradition Attribute + Spellcasting
- Roll the d100 together with the Bonus Die granted by the chosen Intensity.
- Resolve the Spellcasting test normally.
- Read the Bonus Die for Strain, whether the Spellcasting test succeeds or fails.
- If the Spellcasting test succeeds, add the Bonus Hits generated by the Bonus Die to the spell’s Hits and resolve its effect.
Individual spells define how their Hits are used. Hits may increase damage, affect additional targets, improve duration, reveal more information, strengthen an effect, or provide another benefit specified by the spell.
If the Spellcasting test fails, the spell does not take effect. The Bonus Die provides no Bonus Hits to the spell, but still generates Strain normally.
Some spells use a different casting test or resolution procedure. Melee Destruction spells, for example, use Anima + Agility + Melee and resolve through the normal melee combat rules.
Intensity
Before casting a spell, the caster chooses its Intensity. Intensity represents how deeply the caster reaches through their Anima to empower the spell.
A spell must be cast at Intensity 1 or higher. A caster cannot cast a spell at Intensity 0.
Intensity determines the size of the Bonus Die rolled with the casting test.
| Intensity | Bonus Die |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
| 5 | 1d12 |
Higher Intensity can produce more Bonus Hits, making the spell more effective, but also risks generating more Strain.
If the casting test succeeds, add the Bonus Hits generated by the Bonus Die to the spell’s Hits normally.
Regardless of whether the casting test succeeds or fails, each Bonus Hit generated by the Bonus Die also adds 1 Strain to the caster.
Choosing Intensity therefore determines how much power the caster attempts to channel, not how likely they are to successfully cast the spell.
Strain
Casting magic places temporary stress on the caster’s Anima. This accumulated burden is called Strain.
Each Bonus Hit generated by the Intensity Bonus Die adds 1 Strain to the caster.
Strain is generated whether the casting test succeeds or fails.
A caster can safely carry Strain up to their Anima without suffering any penalty.
Exceeding the Strain Limit
Casting while carrying too much Strain damages the caster.
If a caster begins casting a spell while their current Strain is greater than their Anima, they suffer 1 Damage after the spell resolves.
If their current Strain is greater than twice their Anima, they instead suffer 3 Damage after the spell resolves.
Check the caster’s Strain before adding any Strain generated by the new spell.
For example, a caster with Anima 10 and Strain 9 can cast normally. If that spell generates 3 Strain, their total rises to 12, but they suffer no Damage from that spell. Any further spell cast while their Strain remains above 10 causes 1 Damage.
The Damage suffered from exceeding the Strain Limit depends only on the caster’s current Strain. The Intensity of the new spell does not change this Damage.
Recovering Strain
Strain can be reduced through meditation or removed immediately through violent expulsion.
Meditation
A caster removes 1 Strain for every 5 minutes spent meditating.
No test is required.
Meditation is a rules term for any practice that allows the caster to settle their Anima and recover from magical exertion. The exact method depends on the caster’s Tradition and may involve prayer, breathing exercises, chanting, ritual movement, contemplation, sigils, or another appropriate practice.
Only complete 5-minute intervals remove Strain.
Violent Expulsion
A caster may spend 3 AP to violently expel all of their accumulated Strain.
Violent Expulsion:
- removes all current Strain;
- causes 3 Damage to the caster;
- produces a loud and obvious supernatural discharge;
- normally creates a visible flash or similar manifestation.
Violent Expulsion cannot be used as an attack and does not directly cause damage to creatures or objects.
The discharge may still matter to the situation. It can reveal the caster’s position, attract attention, trigger appropriate magical detection, or serve as a distraction when the circumstances allow.
Concentration
Some spells require the caster to continuously maintain their magical effect. These spells require Concentration.
For each spell a caster is currently concentrating on, they suffer a cumulative −5 penalty to all tests.
| Concentrated Spells | Penalty |
|---|---|
| 1 | −5 |
| 2 | −10 |
| 3 | −15 |
| 4 | −20 |
There is no fixed limit to how many spells a caster may concentrate on at once. The accumulating penalty naturally makes maintaining several spells increasingly difficult.
A caster may voluntarily stop concentrating on any spell as a Free Action, immediately ending that spell.
Breaking Concentration
A sudden or significant disruption may threaten the caster’s Concentration. Examples include:
- suffering a Wound;
- being violently knocked down or moved;
- becoming Stunned;
- being caught in a major collision or explosion;
- suffering a sudden physical or mental shock;
- an effect that specifically threatens Concentration.
When this happens, make a Composure Attribute Check.
The normal Concentration penalty applies to this check.
On a success, the caster maintains all spells they are concentrating on.
On a failure, the caster loses Concentration on all such spells and their effects immediately end.
Normal movement, attacks, Spellcasting, communication, and other routine actions do not require Concentration checks.
Becoming Unconscious or Incapacitated automatically ends all Concentration spells.