The descriptions of the spells follow an identical format.
Spell Name (Mj 2/Mn 3/N 4)
CTN: # SP Cost: #
Vs: varies Range: #
Description: This is a description of the spell’s effects.
Casting OptionsCTN SP
Options… +? +?
Spell Name & Costs: The spell description starts off by giving the spell’s common name. Different branches of a School of Magic and/or some spell users may give the spell a fancier name to make it sound more important. But for our purposes, we simply give you its most common name.
Next to this, in parenthesis, we give you the Character Point cost for this spell. This is broken into 3 specific costs, Major (Mj), Minor (Mn), and Non-Adept (N). If an Adept is trying to learn a spell from a different School, they would use double the Non-Adept CP cost.
If the name and Base Cost of the spell is followed by an asterisk, this means that the spell may be Fast Cast. A Fast Cast spell is cast using only 1 Action Point rather than the normal 4 that is required to cast a spell.
CTN: CTN stands for Casting Target Number, and this is what the caster must meet or beat with a Spellcasting roll for its School of Magic. Universal spells are always cast using the spell user’s best Spellcasting skill bonus.
SP Cost: This is how many Spell Points that the caster needs to spend in order to cast the spell.
Vs: This stands for Versus. Some spells receive Saving Throws, and if this is the case, the stat will be listed here along with the Target Number that the person that the spell is cast on has to save against.
If this section says DEF, then the casting roll, once you have determined if the spell is successfully cast or not, is used to resolve the attack in the same manner that a ranged attack is resolved. Only the one roll is made, not two separate rolls. Spells, unlike other ranged attacks, do not have range modifiers. Also, it is completely possible that the casting roll might be high enough to have allowed the attack to hit the target, but not high enough to successfully cast the spell.
Range: This is how far the target of the spell may be from the caster. Unless otherwise stated, the cast must also be able to see the target and have a straight line of sight to that target.
Duration: This is how long the spell lasts. Some spells only have a dash. This means that they are practically instantaneous, that they only last a few moments. However, any physical effects, such as damage caused by the spell, will remain once the duration of the spell has expired. Description: This section will give you a description of the effects of the spell.
Casting Options: This section, if present for a given spell, lists the various casting options that are available for that spell. Not every spell will contain casting options. Only Adepts may use casting options. Thus, if a Scout or a Fighter were to learn a spell that included casting options, they would not be allowed to use those casting options and would be restricted to using Boon Points.
Each option will include an adjustment to both the CTN and the number of SP required by the spell. These modifiers are all added to the original CTN and Spell Point cost of the spell.
If the spell requires that the target make a Saving Throw, then the TN of the Saving Throw is increased by 1 for every 2 Spell Points that the casting options require.
Example: The spell, Flash, has a Save TN of 16 normally. If the caster decides to increase the spell so that it lasts for 3 rounds instead of one, the Spell Point cost of the spell is increased by 2 points for the “Increase Duration” option. This means that since 2 extra Spell Points are required by the altered spell, that the Save TN is increased from 16 to 17. If the caster also increased the effects of the spell to Stun the target, the Save TN would be increased to 18, since that adds another 2 Spell Points to the casting cost.
Errata has been applied to correct the example on this page.