Note: These are fictional rules for casting equally fictional spells. These spells are only real in the fantasy world that is the Seventh Kingdom and nowhere else.
Step 0: Determine what you need for the spell – Is it a Glyph spell? Does it require components?
Step 1: Channel the magic/Perform the Ritual – If a spell requires you to Channel or perform a Ritual, then you must spend the requisite amount of time before you cast the spell. This is also the step where you deduct one or more SP from your Spirit Point pool if the spell should require it.
Step 2: Speak the incantation – Speak the incantation without stumbling over words or being interrupted. If you are interrupted during this step, the spell is ruined. It is as if you cast the spell to no effect- the SP and Components remain spent.
Step 3: Deliver the Spell– If it is a Bolt spell, you have up to 5 seconds to throw the spell packet – you may not move from your position until the spell packet is thrownIf it is a Whirlwind spell, preface the Effect with “Whirlwind” while whirling your weapon in the air. If it is a Glyph spell, give the Glyph to the recipient of your spell or pin the Glyph to your spell’s target (if it is a location).
Step 4: Speak/Invoke the Spell’s Effect – Invoke the spell’s damage or the effect it inflicts upon your enemies or grants to your allies. If the spell is a damage effect, the number will usually come before the kind of damage it is (unless it’s normal damage, which is simply called as “damage”). If the spell is a special kind of effect, the number afterward will determine how long (in seconds) the target will be placed in the effect- a Daze 30 will last for 30 seconds.
Exceptions exist, of course. Knock back 30 will knock an enemy back for 30 steps. “Heal 3” will allow the target of the spell to regain 3 HP.
Generally, most spells will only bestow only 1 effect (either Daze or Confuse or Damage but not all at once) upon an enemy. The main exception to this are spells that are cast upon allies, since their multiple effects can be more easily explained to a comrade than to an opponent in the middle of a duel.