Casting A Spell

Magic Dice

Instead of spell slots, spells of all kinds are cast with MD. Casters get one d6 MD per level. When casting a spell, roll at least one MD . On a roll of 4-6, the MD is not expended and can be used again that day. Spells of a higher level don't cost any extra MD, but they do take longer to cast (-1 initiative for every spell level past 1). MD replenish when you get a good night's rest.

Exceptions

There are two times where MD is not needed to cast:

Additional MD

When casting a spell, decide how many of your available MD to put into the spell. Using additional MD can increase the effect of the spell and make it more likely an important spell is actually cast.

Magical Mishaps

Magic is dangerous business, but desperate times call for desperate measures, and sometimes wizardly folk just can't help pushing their luck. Once a day, a PC can cast a spell when they have already exhausted their MD if they accept a roll on the Magical Mishaps table. Any other circumstance where a caster is ruled to be attempting a risky-but-interesting thing (ex: casting an improvised spell) will also require a Mishap roll.

In Combat

Concentration

If a spellcaster takes damage while casting, or when trying to maintain certain spell effects, they have to check Concentration.

Concentration

Roll: 1d20+ INT
Base Chance save

Make a saving throw + INT to attempt to maintain the required focus.

Failing: If the PC has only one MD left towards the spell, the MD and spell is lost (or ends if checking spell duration).

Declaration

During combat, spells must be declared before Initiative is rolled. A spellcaster cannot be in melee when they declare their spell, and they can't move or do anything else on their turn when casting.

Casting Before Combat

A caster may decide to ready a spell before combat breaks out, in which case the spell can be cast on their turn without declaring and they get their normal actions (including deciding to cast another spell). This is risky since any damage or anything else that might break Concentration risks losing the MD before combat even starts.