See also: Casting Spells

Acquiring spells involves Drawing them from enemies.

  • Range: You must be within attack range of the enemy.
  • Knowledge: To know what spells an enemy has available to Draw, you must either have prior knowledge or spend Actions to Identify them. The GM generally won’t reveal Draw Lists freely.
  • On Kill: Killing an enemy grants a free Draw of a random spell from that enemy.

Draw Action (1 Action):

  1. Cast (0 additional Actions): Immediately attempt to Cast the drawn spell without adding it to inventory. Requires having enough remaining Actions for the spell’s casting cost, and enough Mana Points (MP). The GM should inform you of the cost beforehand. See Casting Spells for more info
  2. Stock (2 additional Actions): Add multiple copies of the drawn spell to your inventory. This costs a total of 3 Actions (1 to Draw + 2 to Stock). See Draw Amount.
  3. Relinquish (0 additional Actions): Do nothing with the spell, returning it to the target. Useful if you can’t Cast it (not enough Actions) and don’t want to Stock it.

Draw Amount

When you choose to Stock (Option 2 above):

  • Roll 1d4 to determine the number of spell charges gained.
  • If you have Mastery over the spell’s element, roll 2d4 instead.
  • Add your Luck stat as a flat bonus to the roll result.
    • Example (3 Luck, no Mastery): Roll (1d4 + 3).
    • Example (3 Luck, with Mastery): Roll (2d4 + 3).
  • The maximum flat bonus from Luck added to the roll is 4.
  • The Luck bonus does not apply if you roll a natural 1.

Back to: index Related: Soul Linking Overview, Familiarity With Spells, Stats, Elemental Affinities