WordMana
Cost
Cast
Time
Verbs
Communicate10
Control21
Create22
Heal12
Move00
Protect11
Sense20
Strengthen11
Transform32
Weaken/Destroy11
Nouns
Air31
Animal23
Body32
Earth23
Energy41
Food13
Light21
Magic24
Media(Image/Sound)22
Mind32
Plant15
Spirit24
Water23

Each Word is an IQ+Magery/VH skill with no default.

To cast a spell, first decide on the effect, and decide what Words to use. (This may require working it out with the GM.) Usually, a verb and a noun are needed; complex spells sometimes need more, and Transform needs a "from" noun and a "to" noun even if they're in the same category.

You can halve the total cast time by doubling the total mana cost. You can also make a spell more powerful by multiplying the total mana cost.

You spend the cast time projecting InstantRunes for the Words. This normally requires a gesture with one hand; adding a clearly-spoken incantation gives +2, omitting the gestures gives -2.

After the cast time has elapsed, roll skill for each Word involved; if any fail, the spell fails, stop rolling. (If that's a critical failure, the spell does something wrong, often a misinterpretation using the same Words.) If all succeed, the spell is cast; use the lowest margin for resistance. Each critical success eliminates the mana cost for that Word, and may add extra effect.

Standard Effects

A standard ranged attack with Create Energy deals 2d+2 burn(fire), or 2d+1 burn sur(lightning). Weaken Energy can fire an "anti-energy" cold ranged attack, dealing 1d burn noinc plus 2 FP. Weaken with a noun based on target type can deal 1d cor as a ranged attack. All these deal double damage as a melee attack. As a "more powerful" spell, multiply the damage.

A standard Transform covers 200pd of willing subject, or 100pd of unwilling subject, multiplied for a "more powerful" spell.

A standard Create makes 25pd of relatively-inert material, 10pd of living creatures, 10$ of valuable material, or enough of a dangerous material to deal 5d, all multiplied for a "more powerful" spell.

A standard Move will move a one-hex subject at a walking pace(Move 2). A "more powerful" spell multiplies the volume and/or speed.

Most spells are either instant, or last 1min with half to maintain. Protect spells are generally 10min, with half to maintain.