Magic

CASTING THE SPELL:

Once a Magic User decides on how he wishes to manipulate the world around him, he would spend two Simple Actions to concentrate on the formulations and attempt to spend the Mana to manifest his will. The Narrator determine’s the Base Mana Cost based on the above formula, and whether the Mage is in an area with increased or decreased Mana Flow. The Influences and Spheres that the Mage uses are also taken into account when determining the Base Mana Cost. After the Base Mana Cost is determined, the Magic user roll’s Fortitude + Channel. Each Success reduces the amount of Mana you must spend by 1, mark the Mana you do spend from your reserve as Damage to your Mana Track. As soon as the Mana cost is spent, the spell manifests.

After the last bit of Mana is spent on the Spell, the Magic user makes an Instinct + Sphere(s) + Influence(s) check. Successes are used to determine how easy or difficult the spell is to resist, dispel, dodge, or counter.

If you manage a Triumph on the Spell Task, treat this as a Success and the Mana cost is cut in half (round down) and there is no chance of Entropy occurring.

If the Spell Task fails, the Spell does not manifest, but you must still spend the Mana as if you succeeded.

If for some reason the Spell Task results in a Dire Blunder, you expend the full Mana directly from your reserve as if the Mana Resistance task failed, the Spell still, of course, does not Manifest, as well as an Automatic Success on the Entropy roll.

DISRUPTIONS

If you sustain damage, are knocked back, knocked down, or are distracted by any means while in the process of manifesting a spell, make a Spell Disruption Task (Willpower + Instinct, TN = Damage sustained or the TN of the knock down/back, or distraction). If you fail, you lose concentration on the spell and must restart if you decide to continue; the Mana spent during the turns preparing to Manifest the spell is still used, and wasted.
If you are made Unconscious, the Spell is lost.

CASTING TIME

Mana is a very powerful and potent source of energy. A Mage can only channel an amount of Mana equal to his Instinct within a single Phase. If a Spell that the Mage is attempting to Manifest has a Mana Cost higher than his Instinct, the Mage must continue attempting to manifest the Spell for each Phase until he or she pays for the Spell in full.

A Mage can attempt to channel extra Mana by Overcasting a Spell. This allows the Mage to Manifest the Spell quicker than he or she normally would by reducing the number of Phases (but not the Mana cost) down to 1 Phase. This technique can be very dangerous to the Mage: For every Phase the Casting Time is reduced, the Entropy roll gains +1d10.

ENERGY COST

Each spell uses Mana. When you attempt to Manifest a Spell, you must expend this Mana in some form. Each Spell has a Base Mana Cost (BMC) determined by its Spell Formula.
The assumption is that the Mage is not performing any gestures or chants while manifesting the Spell; however if the Mage wishes to do so, the Mana Cost of the Spell is reduced by 1 for gesturing and an additional 1 for chanting (these effects stack).
You can attempt to resist expending your personal reserve of Mana and use the ambient Mana in the area. If you decide to do this, make a Mana Resistance Task (Fortitude + Channeling). Every Success reduces the amount of Mana you must spend by 1, mark the Mana you do spend from your reserve as Damage to your Mana Track. As soon as the Mana cost is spent, the spell manifests. As with all other Ablative Track Damage, whenever the Mana track is reduced by it’s Threshold, the Caster loses 1d10 on all Magic related Tasks, except Channeling or Resistance related Tasks.
You may voluntarily increase the Mana Cost of a Spell in order to ease the Spell into existence. This will reduce the chances of Entropy occurring by penalizing the Entropy roll by 1d10 per extra Mana used.

Magic

Sedivore: The Untittled epicspire epicspire