Magic is a fundamental part of most high fantasy stories (though not all), and so spells are a wonderful way to increase a character's capabilities and enhance scenario progression.
How To Cast A Spell
Casting a spell is a fairly simple process. Spells are incanted (spoken) via words of power, and require no other component to fuel magic. Spells take a specified number of actions to cast, which may span multiple turns. With the exception of movement, no other action can be taken when casting a spell, including blocking or dodging. Movement in this way refers to normal movement, and excludes swimming, jumping, and climbing.
Fighting Magic with Magic
Whenever casting a spell against another character, a contested roll of skill and wits is made to see who is better: the caster or the defending target(s). Whenever the terms "caster's roll", or "Mystic roll" is used, it essentially means that the creature or character casting the spell is rolling against the target. For this, the roll is always a combination of rolling your Mystic skill (from the rolling table) + your Intelligence level (just the value of the level itself).
For example: Rolling to cast a spell with 3 levels in Mystic and 5 levels in Intelligence would look like this: (Mystic: 1d6+2) + (Intelligence Level: 5); 1d6 + 2 + 5; 1d6 + 7.
The defending targets will either defend with their own Mystic roll (also modified with Intelligence level), or some other attribute as the spell text dictates (such as Strength or Dexterity).
Graphically annotating Focus
Some spells require Focus, which when spells require the caster to remain stationary, is unable to taken any other action, and must remain conscious to keep the effect of the spell active. Spells that require focus can be broken in the following ways:
At will.
When the caster takes any other action including moving, dodging, or blocking.
When the caster takes damage and fails a contested Intelligence roll to maintain the spell.
If a square is arguably at least half covered from a spell, the creature occupying that square is impacted.
Cone Mapping
Unless otherwise stated, spells that target areas based on a cone shape are as wide at the base as they are long from the origin.
Line/Beam Mapping
Unless otherwise stated, spells that use the terms “in a straight line” or “beam” are inherently 5 ft. wide.
Basic Magic covers aspects of arcane arts that are rather mundane. It is only limited in imagination, but the scale must be small. Additionally, no damage can be applied directly from Basic Magic. Examples of basic magic:
Enchanting a spoon to self stir a mug of coffee
Lighting a few candles in a room with the wave of a hand
Changing the color of an outfit by concentrating on it
The GM may set additional boundaries or relax them as the situation permits, but Basic Magic is meant to be functional in a way that anyone with arcane talent may employ it. Using Basic Magic on Players The use of basic magic on players is allowed, provided the target player willingly accepts the effects, otherwise it will require contested Mystic rolls.
Accell/Decel Alter Continuum Caster's Gambit Reprise
Contagion Epidemic Plague Toxin
Note: This school of magic requires mineral environments such as rocks, cement, sediment, dirt, stone, etc. Metal and wood are not directly affected by these spells. However, the structural integrity of wooden or metal structures could be affected by a sudden change in the composition of a mineral-based foundation.
Fissure Quicksand Rod of Earth Sinkhole Stone Pellet Stone Cannon Tectonic Shift
Blaze Ember Inferno Sea of Flames
Absolute Zero Chill Cold Front Flash Freeze
Bright Glow Radiance Solar Flare
Cleanse Healing Ray Lessen Suffering Mend Preserve Life Sanitarium Vital Transference
Dim Obscure Pitch Black Shadows
Channel Clairvoyant Purge Siphon Memory
Cloud Burst Deluge Downpour Saturate