To cast a spell, the magic user rolls a Mind Check. If the check is successful, the spell takes effect. If the check fails, the magic user cannot cast that spell again on the same day.
The difficulty of a spell check starts at the difficulty of that spell (for example, the Spell Adhere has a difficulty of 1). Every time the character casts the spell, the difficulty increases by 1. This resets only after eight uninterrupted hours of sleep.
If the check to cast a spell fails, the Magic User can decide to Force the Spell. They take 1d6 of damage that cannot be reduced by armor or other protections and treat the check as a success (increasing the difficulty for future castings of the spell).
Should the Magic User die as the result of the damage, they treat the check as a Critical Success instead. The Spell takes effect and then the character dies.
If the check was a critical failure, forcing the spell is impossible.
A Critical Success on a spell check allows you to double one of the numerical aspects of the spell (Duration, Range, Damage Dice, etc.).
A Critical Failure on a spell check causes an Arcane Mishap. Roll on the Arcane Mishap table below:
| 1d6+Difficulty | Result |
|---|---|
| 1 | Poof. Dense smoke fills the air within 30'/9m of you. |
| 2 | Hand Slipped. You target a random ally with the spell. |
| 3 | Refraction. You target yourself with the spell |
| 4 | Nightmare. Supernatural horror causes you to scream uncontrollably for 1d3x10 seconds. |
| 5 | Surge. You take 1d6 damage (ignoring armor) from out of control energies. |
| 6 | Dissolve. A random piece of your equipment disappears forever. |
| 7 | Mind drained. The Magic User's mind is fatigued, leaving them unable to cast spells for 1d6 hours. |
| 8 | Unstable Energy. You are filled with unstable energy for 1d6x10 minutes. Everything you touch takes 1d6 damage (ignoring armor). You have to successfully cast a spell every 10 minutes or take 1d6 damage from overflowing energy. |
| 9 | Explosion. The out of control arcane energies cause an explosion, dealing 4d6 damage (ignoring armor) to every creature in a 30'/9m radius around you. |
| 10 | Petrify. You get turned to stone for 1d6 days. |
| 11 | Hellgate. You accidentally create a portal to a hellish dimension. A terrible fiend will come through in 1d3x10 seconds. |
| 12+ | Rip the Weave! The fabric of reality rips in a 30'/9m radius around you. Everything inside that radius disappears into the void. |
Characters can learn spells when they level up (See Advancement). They also can attempt to learn spells from Spellbooks found during their Adventures. They need to spend one week to understand the Spell. During this process they can attempt to copy it into one of their own Spellbooks.
At the end of the week, the Characters does a Mind Check with a difficulty of 3 or the difficulty of the spell, whichever is higher. If the check is successful, they gain the ability to cast the spell.