Unlike most other actions, spells may be cast by spending energy and health. If a creature does not have energy left to cast a spell, it may sacrifice D3 points of health to cast the spell.
Spellcasting usually requires two separate checks. The first check is called the spell to-hit check and it is used to determine if the spell hits the intended target (see Combat). The second check has many names depending on the spell, and it is used to determine if one or more of the random effects of the spell takes place.
Spell to-hit check uses the caster's stamina or charisma modifier as the casting modifier (offensive modifier), depending on the spell.
Spells that attempt to remove existing effects will use the casting bonus modifier against the existing effect's power level modifier and the following formula is used to determine the outcome:
Remove effect check: 2D6 + Casting Modifier >= 7 + Power Level Modifier.
Some of the following spell descriptions use X instead of (stamina bonus modifier), Y instead of (charisma bonus modifier), and Z instead of (creature's experience level / 4) . For example, if an effect's duration is XD6 x 10 turns and the caster's stamina bonus modifier is 3, the effect lasts for 3D6 x 10 turns.
- Clearcasting is a passive skill that can be learned and it gives
the caster a chance to cast spells without using energy.
Clearcasting check: D6 + Critical Hit Modifier >= 6
Note that the check always fails if the caster has no energy or the roll is a 1.