Tarsia XI Fantasy RPG
With all other skills, you can attempt to use them even if you haven’t put any points into the skill. You just roll the associated Stat by itself. Such is not the case with magic; you must have put at least enough experience points into a magical skill to get at least one die, before you can attempt to use it.
There are three broad categories of magic: normal, reactive, and ritual magic. Normal magic spells require an action to cast and are based on a single roll. Reactive magic is intended to be used in defense and is a free action that can be used whenever necessary, like parrying. You can only use a reactive spell once a round. Ritual magic takes longer, and usually involves multiple rolls.
Normally, your magic can only affect targets or areas that you can see.
You have a number of magic points equal to your Faith plus your Willpower. Each spell costs 1 magic point to cast, except for Rituals, which are free. Your magic points replenish after restful sleep. Normally this means 8 hours of rest, but certain spells and conditions can reduce the number of hours needed.
The Magic Roll
When casting a normal magic spell (one that only takes one action), roll Faith and the appropriate Skill. The number of Successes you roll will determine the effectiveness of the spell. Magic never misses its mark, so there is no to-hit roll, but targets can often include an additional Stat or Skill with their Endurance & Armor roll to absorb the damage, if any. For rolls involving Reactive or Ritual magic, see the individual spell descriptions.
For spells that do damage, the amount of damage done is the considered the number of the Successes on the magic roll; there is no need to roll twice.
The most common magical Specialties are individual spells. In particular, damaging spells can reach great heights of effectiveness when you take them as Specialties.
Using the right inks (usually with powdered gems added to them), any magic user can make a scroll that contains one of her spells. The process takes an hour, during which the magic user carefully writes an empowering phrase or small poem onto a piece of writing material. This is a crafting roll; at the end of the hour, the magic user rolls Creativity & Communication. The quality of material added to the ink may give you a bonus to this roll; uncommon gems add +1, rare gems add +3, and super-rare gems add +5. If you do not add gems of any kind to the ink, take a -2 penalty. The result of this roll determines the potential of the spell to be cast from the scroll – the maximum number of Successes the spell can have. If the roll is not favorable, the crafter can choose to abandon the effort. The materials are lost, and the scroll cannot be reused. Otherwise, the caster now casts the spell into the ink of the scroll. The caster rolls the appropriate dice for casting the spell. The number of Successes rolled is the number of Successes the spell actually has, up to the maximum determined by the first crafting roll.
Once a scroll is written, anyone that is able to read can read the scroll aloud and release its magic. The person reading the scroll determines the targets of the spell and the allocation of the Successes, if applicable.