Casting / praying procedure | Heroes of Fantasy

Casting / praying procedure

In this chapter we explain the general procedure for casting, praying or invoking a mental ability.

1. Determine your speed

Rfx : 2 + skill : 2 + 2d6

2. If you have actions, use the ability

3. Determine success, or Total success / Fatal failure

4. On success, the victim rolls to resist

5. Resolve the effects

Speed

The base speed of mental skills, casting or praying is determined as:

Speed

Speed = Rfx : 2 + 2d6 + the given skill : 2

Speed is important mainly for determining the order (and it is definitely not good for it to be 0 or less), but also advantages.

Actions

Timing in general is described in the chapter Fight timing .

Spells and prayers have various lengths, which we measure in actions (you will not manage to cast longer spells measured in minutes or hours in combat). The acting itself follows rules similar to Ranged fight timing ).

Number of actions

You have 2 actions per round

Casting, psionics and praying do not use advantages, and you can cast at any opponent.

The casting itself

When you cast a spell or prayer, you often must speak or gesture. For the individual areas of casting or praying, the conditions are described under which you can omit some of these acts. Similarly you can also shorten or prolong the invocation time (if possible).

Mental skills require only inner concentration, so they need no words or gestures.

Spells with a target

If a spell or ability has a clear target, you must see it or know its position perfectly. If you do not know the position, you have a -10 penalty to casting.

Vearmea wants to cast Enchantment on an approaching assassin who is, however, hidden in fog. Since she does not see him and thus does not know his exact position, she has a -10 penalty to invoking the spell.

Total Success

Determining success differs slightly depending on the skill used. On success, the effect described for the spell, prayer or ability takes place. If the success is truly brilliant (i.e. you beat its difficulty by 10), you can choose one of the following advantages for your spell:

Longer duration

The duration of the spell, prayer or effect is one step longer (according to the table Time shift ).

Full control

You can end the spell, prayer or effect at any time, even if the description does not mention it.

Higher difficulty

The spell, prayer or effect is much stronger, so it is harder to resist. The difficulty the victim must overcome is 3 higher. If, on the contrary, you are the one rolling, you have a +3 bonus. If the spell includes an attack, its accuracy will be 3 higher (this also applies to poisons, fire or frost).

Other advantages

The spell, prayer or effect has other advantages determined by the GM.

Fatal failure of spells

The worst possible failure is a Fatal failure . Depending on its strength (and the strength of the spell), something very bad happens, at the GM's discretion or by a random effect. On a fatal failure the spell is essentially cast, but has entirely negative consequences, other than the caster intended (the effect can never be chosen so as to help the caster).

Fatal failure of Spellcasting
1d6 Effect
1-2 You additionally get another X MP of the spell
3-4 The spell wounds you for X MP in HP
5 The spell hits another target (only on 2 ones)
6 The spell hits you (only on 2 ones)
Summary of modifiers
Casting modifiers

(applies mainly to spells and prayers)

- 10 omitting the formula
- 10 omitting the sign
- 10 for insufficient feat (magic or priesthood)
Disruptive influences (spells)
- 5 minor influences: you are riding a horse, walking, loud noise
- 10 medium: influences: you are fighting, running
- 15 extreme influences such as a fall, explosion
Disruptive influences (mental skills)
- 5 medium: influences: you are fighting, running
- 10 extreme influences such as a fall, explosion
Armor
-2/-4/-6 by armor, but only for S or R spells (penalty as for skills)
Modifiers for sorcery
- 2 per spell level you do not master the wizard's language


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