Spirit Points (SP): This spell costs a number of SP to cast equal to the number preceding “SP”. At level 1, you start out with 3 SP. You may increase your available pool of SP by gaining levels of experience and spending build points on the Apotheosis skill (see Master Skill List)
If all of your SP is depleted, you need to take a short rest (10 minutes of restful activity) to regain it.
Channel: Channeling requires a greater concentration than Ritual spells as the spellcaster gathers the necessary energies in his thoughts. To represent this concentration, the spellcaster must incant the following, firmly and slowly without stumbling over his words: “Channeling 1, Channeling 2, Channeling 3…” until the reaches the required amount of channeling (the number following “channel” in the spell’s entry). At that point, the spellcaster can invoke the spell’s incantation and finish casting the spell.
Ritual: This spell takes a number of minutes to cast equal to the number that follows the word “Ritual” (i.e. Ritual 1 takes 1 minute to cast)
While casting a ritual, a spell-caster must be in peace and quiet. You may perform minor activities while casting a ritual but you must remain in one place and you must not be disturbed (or else the ritual is ruined and you must start anew). Examples of these minor activies are:
- Concentrating in silence while in a meditative pose- many spell-casters focus their thoughts in silence while casting a ritual
- Humming or singing a song or Intoning a poem or a tale – many spell-casters focus their thoughts through songs or prose.
- Reading a book or a tome – the favorite method of Necromancers, this ritual method combines the first two methods in attaining the required focus for a ritual spell
- Scribing the spell into a Glyphic Cipher -Usually done when the spell is a glyph spell
Component: This spell requires components in order to cast it. Components are naturally occurring energies that have materialized into tiny objects. Components come in different grades and in different varieties. The grade of a component describes how powerful and rare it is (basic, rare and pure). The variety of a component determines what kind of elemental energy it has whether it’s something as mundane as an herbal or a metal component to something otherworldly and unlawful like a demonic or a death component.
To use a component in a spell, its power must be placed into a glyph – the glyph must then be approved by a staff member.
Latent: This spell is a Latent effect and therefore requires the use of a Character’s latent effect slots. Characters may only carry a limited amount of Latent effects. Beginning characters may have up to three Latent effects At 5th level (75 or more Build points spent), this increases to five Latent effects. At level 10 (150 or more Build points spent), this increases to seven Latent effects.
Glyph: This spell requires a Glyphic Cipher, an item that can be made by those of the Scholar profession. Usually Glyphs are not required unless the spell is of the “Conjuration” type (meaning that it is a powerful magical construct) and/or the spell requires the expenditure of Components to cast.
Church or Coven: This spell requires additional recipients to cast. Church spells require the Priest spellcaster to be assisted by other members of their religion, also known as the Chosen of their faith. Coven spells require the Witch to be assisted by Witches with similar skillsets or those that the Witch has bestowed their Favor upon (through the use of the Favor of the Spirits skill).
Interruptions: If at anytime a spell-caster is interrupted while Channeling, casting a Ritual or speaking an Incantation, the spell is ruined. It discharges without effect (unless the spell was a ritual spell or a powerful ritual effect, which case the effect is far more dramatic).
There are two kinds of Interruptions:
Minor: Damage, crippling, stumbling over incantations
Major: Daze, Stun, Silence, Confuse, Fear, Knock-back effects, pausing while speaking incantations, moving from one’s place without the Mobile Spellcaster skill.
Special: Invoking a latent defense does not disrupt spell-casting as long as the spell-caster goes back to the part where he was interrupted immediately.
Special 2: Charm, Blind and Taunt effects do not affect incantations and channeling although they might require the spell-caster to change their actions somewhat- A taunted spellcaster casting an attack spell will target his taunter. A charmed spell-caster will not attack the one who charmed him. A Blinded spellcaster cannot use an attack spell at all, but beneficial effects that he casts are uninterrupted.