A Spell is an individual magic ability.
#### Casting Spells
Casting uses an [[Dice Pool Roller#Extended Check|Extended Check]].
- **Successes**: count towards the casting of the Spell.
- **Failure**: if you fail on the first roll, the Spell fails. Failures after the first roll are only setbacks and you may continue attempting to cast the Spell.
- **Botch**: if you roll a Botch at any time while casting a Spell, it will fail and you will gain Feedback equivalent to the Spell’s magnitude.
- **Delaying a cast**: once the Goal is achieved, the Spell can be cast now or delayed. However, delaying a Spell requires your full concentration. You may not take any other actions except movement, and receiving any damage will interrupt the Spell, causing it to fail.
#### Spell Statistics
Each Spell is somewhat unique, but all will have common values and effects.
- **Magnitude (MAG)**: the base Magnitude of the Spell.
- **Mode**: the casting mechanism of Spell. Immediate, Empower, Sustained, or Passive.
- **Immediate (I)** Spells are cast as soon as the amount of Successes required are achieved.
- **Empowering (E)** Spells place an effect on a target that will remain until its duration expires or it is consumed / removed.
- **Sustained (S)** Spells require the caster to focus on the Spell while it is in effect. This temporarily reduces the Caster’s Mastery value by the Magnitude of all sustained Spells.
- **Passive (P)** Spells are always in effect unless you’ve temporarily lost the ability to use magic through Reality Shift.
- **Type**: physical (Phy), immaterial (Imm), or all (All). Physical magic is negated by armor and other physical barriers. Immaterial magic is applied directly to the target and bypasses armor, but may be resisted or blocked by magical barriers. All refers to magic that affects both realms, often used for barrier Spells. _Physical magic will damage creatures that are immune to normal physical damage, but can be harmed by immaterial damage._
- **Target (TAR)**: the default target of the Spell. This can be self or touch (T), single (1), multiple (# of targets), location (L), or group (G).
- **Range**: the maximum range of the Spell at the default Magnitude. This uses the standard range bands. Targets that are not in line of sight for Immaterial Spells reduce the range band by 1.
- **Damage (DAM)**: the amount of damage a Spell will do.
- **Area Of Effect (AOE)**: the “area of effect” of a Spell. Unless otherwise stated, this cannot be increased with Magnitude or Successes.
- **Effect**: the specific effect that a Spell has, either instead of, or in addition to, damage.
#### Example Spells
Example Spells
| **Blast** | **MAG: 1** |
| ---------------------------------------------------------------------------------------------------------------------------- | ------------- |
| **Mode**: I | **Type**: Phy |
| **TAR**: L | **Range**: S |
| **DAM**: 3 | **AOE**: C |
| **Effect**: Causes a burst of energy at the target location, dealing physical damage to anyone within range / line of sight. | |
| **Heal** | **MAG: 1** |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------- |
| **Mode**: I | **Type**: Imm |
| **TAR**: 1 | **Range**: R |
| **DAM**: - | **AOE**: - |
| **Effect**: Infuses the target with healing energy. Magnitude 1 will remove 1 Stress from any Domain. Additional Magnitude or Successes will raise the power of the spell; 2 points heals 1 Strain, 3 points heals a Condition (or any combination equalling these values). | |
| **Barrier** | **MAG: 2** |
| ------------------------------------------------------------------------------- | ------------- |
| **Mode**: S | **Type**: All |
| **TAR**: T | **Range**: - |
| **DAM**: - | **AOE**: - |
| **Effect**: Creates an arcane barrier around the caster with a Soak value of 3. | |