Magery

Add your Magery to IQ when you learn spells. Also, reduce the time to learn spells by 10% per Magery level.

Distraction and Injury (Losing Concentration)

Time Required

Energy Cost

Magic Rituals (Obviousness of Casting, Time to Cast & Cost to Cast)

Spell Classes (Types of Spells)
Regular, Area, Melee, Missile, Blocking, Information, Resisted, Enchantment.
Regular Spells

Area Spells

Melee Spells

Missile Spells

Blocking Spells

Information Spells

Resisted Spells

Enchantment Spells

Identifying Spells
Thaumatology roll

Canceling Spells
A spell lasts until its duration is up, or until a shorter duration that you set when you originally cast the spell is up.
You can cancel a spell before the time is up, but must pay one energy point (FP or HP) to do so.

Concentrating on Spells & Maintaining Spells
Some spells require Concentration maneuvers to manipulate or change what is happening, but if you lose Concentration the spell simply remains in the same state without change (except on a Crit Fail, where the spell ends). You can Concentrate on it again to regain control.
Casting another spell does not break concentration, but you suffer -3 per spell you are Concentrating on at the moment.
You also suffer -1 per other spell that you are maintaining currently.

Spell Endurance
Spells usually resist other spells or attacks with the effective skill of the original caster. Some spells however have Endurance that can be whittled away by repeated assaults. When cast these spells have an Endurance equal to the caster's effective skill. The spell in particular will explain what Endurance the spell fails and dissipates at.

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Long Distance Modifiers Table
Distance Penalty
200 yards 0
1/2 mile -1
1 mile -2
3 miles -3
10 miles -4
30 miles -5
100 miles -6
300 miles -7
1,000 miles -8
For every additional factor of 10, add -2.

Dissipating Melee or Held Spells
This can be done as a free action at any point during your turn - the spell evaporates harmlessly.
A Missile spell can also be gotten rid of via "dropping" it at your feet as a free action - this doesn't damage you unless it is explosive, but does damage whatever you are standing on!

Trading Energy for Speed and/or Skill
One way to introduce more flexibility into standard spellcasting is to allow casters to exchange extra energy for special benefits. Below are two examples; see Adjustable Spells (this page) for an additional option. All such rules give magic-workers who have lots of spare energy (high personal FP, piles of Powerstones, etc.) a considerable advantage. The GM should avoid them if he wants wizards to be wrinkled old men who value skill above physical conditioning and magical toys.