Casting Test Procedure (CTP)
Step CTP.10 → Choose Spell:
Declare the 🌀Spell’s name and its target(s).
Step CTP.20 → Allocate Mana:
The caster allocates any number of their available 🟪Magic Dice for this 🌀Spell.
Step CTP.30 → Overcast (optional):
The CASTER may add one 🟪Magic Dice to the dice pool. If this 🟪Magic Dice does not generate a ✨Mana result on the roll, the caster suffers 1🩸Wound in step CAST.110 → Cleanup . This action is restricted to a single use per per §7.2. Magic Phase Sequence (MAG).
Step CTP.40 → Roll Dice:
Roll all allocated dice.
Step CTP.50 → Reroll:
Resolve the Reroll Dice Procedure (RDP).
Step CTP.60 → Criticals:
Resolve the Critical Effects Procedure (CEP).
Step CTP.70 → Tally Results:
To find the total result, sum the number of ✨Mana results rolled. Then, add any ✨Auto-Successes from other rules. This combined value is the final result for the test.
Step CTP.80 → Success Check:
Each 🌀Spell has a Target Number (TN) of ✨Mana required to be cast. If the caster's total ✨Mana is greater than or equal to the (TN), the 🌀Spell is successfully cast - proceed to step CAST.80. If the total is less than the (TN), the 🌀Spell’s - it fails, go to step CTP.110.
Step CTP.90 → Dispel Window:
If the spell is successfully cast, the defender may attempt to dispel it by resolving the Dispel Test Procedure (DTP).
Step CTP.100 → Resolve Effects:
Apply the Spell’s effect.
Step CTP.110 → Cleanup:
Reduce the Caster's available🟪Magic Dice pool by the amount used. If an Overcast was attempted and that die failed to generate a ✨Mana, the caster suffers 1🩸Wound. If the Caster has resources remaining, they may cast another spell repeating procedure.
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