Rules

Magic

Spells cost energy – represented by HAP – and different spells cost different amounts to cast, depending on the spell level and on your character’s talents. If your character has either the Mage Sense or Spirit/Dreaming Speech talents, at the level of the spell being cast, the HAP cost is the same as the spell level. If they do not have these talents, then double the spell level to find the HAP cost. This is expressed on the table below:

Spell LevelHAP cost –
no talent
HAP cost –
with talent
121
242
363
484
5105

Similarly, the casting time and duration are dependent on your character’s talents, this time including the Channel Power talent. If your character has none of the above talents, the spell takes 3 seconds per level to cast. If they have one of the talents, it will take 2 seconds per level. If they have one of the talents and Channel Power, it will take 1 second per level. This, and the basic duration per level, is expressed on the table below:

Spell LevelCasting time –
no talent
Casting time –
with talent
Casting time – with talent
AND Channel Power
Duration
13 seconds 2 seconds1 second30 seconds
26 seconds4 seconds2 seconds60 seconds
39 seconds6 seconds3 seconds90 seconds
412 seconds8 seconds4 seconds120 seconds
515 seconds10 seconds5 seconds150 seconds

During casting you must actively be casting the spell (gestures/words/preparing a ritual etc), if you are wounded during this time the spell is lost (the HAP is not used). The spell takes affect after the casting time is completed.
Some spells (like Resists) have a casting time of Instant, they have no casting time no matter what your skills are.
Some spells have set casting times, noted in their descriptions, there will be 3 given as part of the spell description, these are for No Talent, Talent and Talent+CP, in the format such as 300s/240s/180s.

Touch of Grace

This Talent is focused on Healing, as such you can use your Touch of Grace level to replace both your Magic Sense & Channel Power level when casting spells from the Heal spell list. You do not get any other benefits of those Talents, however.

Spell Duration

For spells that have a duration, the base time for all spells is 30 seconds per level of the spell.
For Spells that can have an extended Duration the Caster must inform the Target when the spell ends. These are shown as the initial time + how long the extension lasts. So 90+30/HAP would mean the spell lasts 90 seconds initially, but for every HAP you spend you can extend the spell another 30 seconds. These extended spells do not have to be declared when cast – as long as the caster is conscious and has HAP they can maintain the spell.
Some spells are instantaneous and have No Duration, these cannot be extended.

Maintained Spells & Abilities

Certain Spells and Abilities can be Maintained, keeping running for an amount of time as defined in the ability. While these abilities are running and being maintained there are a number of things to take note of:

  • While Maintaining Spells you cannot regain HAP normally or through Meditation (Channel Power 3+). You can still gain HAP from external sources like Potions or energy transfers. The spells you are maintaining consume any HAP you would regenerate normally.
    • When in a situation where there is no ability to regain HAP you cannot Maintain spells.
  • While Maintaining Spells your Maximum HAP is reduced by the total of all the Maintained Spells.
  • Unless noted otherwise, you can only have 1 version of a Maintained Spell running at once.
  • While Maintaining Spells you can cast spells, complete actions, fight etc as normal.
  • When a Maintained Spell stops, your Max HAP gets the points back, which can be recovered as normal.
  • If you fall unconscious due to wounds – any Maintained Spells are lost. They will not be lost by normal sleep, but you will still not recover HAP naturally over this time.