See List of Known Magical Spells and Magic Skills for more information
Spellcasting in Concord refers to the ability of Magi to cast powerful spells quickly that immediately take noticeable effect in the world, as opposed to the ritual prayers of priests which take a lot of preparation to manifest. Spellcasting has a few base requirements:
Casting a spell consumes mana (either one or two depending on speed) and this can either come from your personal mana supply or from crystal mana.
Upon consuming crystal mana, the resource card should be placed in a pouch that you know is full of spent cards. You do not consume the mana if a spell fails to be completed or if you miss the target. A target declaring ‘Immune’ still consumes the spell.
You can gain mana in a variety of ways.
This includes through skills such as Bloodmage, magical items or potions.
You cannot have more than double your standard amount of personal mana at any time.
'Standard Mana' refers to the base amount of Personal Mana a character can have, such as 4 Mana for a Magus who has not spent any XP on Additional Mana. Personal Mana can be raised through a variety of ways, such as Artisan Crafts, Ceremonies and much more, but it can never exceed double the 'Standard Mana'. Using the example from earlier, a Magus with 4 Standard Mana, can never exceed 8 Personal Mana!
Characters who have no base mana may have up to 1 Personal Mana at a time through magical effects, consumption of crystal mana or any other method.
This allows a possible (but often costly method) of non-mage characters to cast spells.
You regain spent personal mana after 3 hours of rest (no combat or active spellcasting).
Casting a spell requires appropriate and obvious roleplay (this must be audible) for the length of the casting time
In order for casting to be obvious, as well as make the feat of performing magic a fantasy eperience as best as our primary medium of play allows, casting must be audible. It is highly encouraged to also adopt additional Roleplay elements (such as use of props or movement) to the process of spellcasting.
All spellcasting requires a free hand, your full attention and a walking pace. If you are struck while casting, the spell is interrupted.
This means no defending while casting, but you may hold an object or person in your off hand. You may dodge while casting, provided it does not bring you above a walking pace. Daggers do not count as an occupied hand, but be careful to not accidentally throw your dagger. While delivering a spell you may grasp a stave in two hands, even though this would violate the free hand requirement. However you do still need two hands for the casting duration.
Conclude any amount of required roleplay with a declaration of the ‘Call’ associated with the spell.
This should be as clear as possible.
Once a spell cast has been completed the spell must be delivered, successfully or otherwise, within three seconds.
Holding spells beyond this time is not valid.
Support Spells
Support spells are spells which aid and assist your allies. This includes healing, shielding and effects that improve their abilities. Support spells follow a standard set of rules:
Support spells cost one mana to cast.
Support spells all require 30 seconds of appropriate roleplay to cast. During this time you must be in contact with your target and neither of you may engage in combat.
Support spells require appropriate and obvious roleplay (this must be audible) for the length of the casting time.
Support spells may be Swift Cast, reducing the casting time to 5 seconds and raising the cost to two mana.
You may elect to complete a standard cast at any point by upgrading it to a swift cast.
Support spells may not be cast upon yourself or on an unwilling target.
Directing mana inwards towards the source is incredibly dangerous. The only exception to this rule is 'Recall'.
Combat Spells
Combat spells are spells which harm or inconvenience your enemies. They may cause damage, affect their movement or many other dangers. Combat magic follows a standard set of rules:
Combat spells cost one mana to cast.
Combat spells require five seconds of appropriate and obvious roleplay (this must be audible)
Combat spells are delivered by a thrown spell packet or by a stave if you have the Battlemage skill.
This strike need not be one that deals damage. It must only touch the target, including their costume, weapon or shield.