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Beginner's Guidebook

This introductory guide will familiarize you with the Enchanted Hills at a brief glance. If you have no idea where to begin, then this is your answer.

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Spells require a mage to evoke them through manipulation of the ether. This process is known as casting. While there are numerous methods, the concept is the same across the board for all magic related abilities, statistically speaking. A spell cast has up to 3 components involved. Not all spells utilize all three components.

Spell Casting

The actual casting is known as the 'Spell cast' and is the most dangerous part of any magical action. When a character begins to manipulate the ether, channel their energies, or whatever it is that evokes the 'spell' they wish to perform, there is a chance for it to miscast. Miscasting does not neccessarily mean a failure on behalf of the caster; The aura of the Enchanted Hills arbitrarily causes chaos with all forms of magic.

Spellcasting begins by stating the name of the spell, and how much mana is being consumed in order to cast it. This is done out of character. This is followed by a roll of 1d100. The outcome of this roll determines whether the mage can move forward with the spell.

Spell Hit

Upon successfully casting a spell, there may be a component known as the Spell Hit. Not all spells require a hit. The spell hit presumes that a spell is being aimed at a target, and there is a marginal chance that it could miss. This could be the target moving out of the way, or simply poor aim on behalf of the mage.

Spell Hit is performed by roll 1d of the character's current combat dice. The challenge to successfully hit is 15. On a roll of 14 or lower, the spell misses its target and the mana used to cast it is wasted.

Spell Effect

The final phase to a spell is generally the effect. This may come after the cast itself, or follow a hit. Check individual spells for details about the requirements.

Each spell has a different effect. Part of the challenge of learning magic is understanding them. As a general rule, all effect rolls from spells are direct.This means it does not follow a 'hit chart'. 1 = 1, 2 = 2, etc.