Rules Discussion
== The Sorcerous Arts ==
Save: Magic which affects people directly often allows the target to make a saving throw to resist the spell.
The spell/ritual tells you whether the target gets a save or not.
Unless otherwise noted, the target should make a saving throw versus spell.
Cantrips
Cantrips are simultaneously the weakest, most flexible, and most dangerous type of magic.
Each cantrip covers a wide range of related minor effects which are possible.
A mage casts these lesser magicks “on the fly,” making up the particulars of the casting on the spot.
In general, cantrips produce only minor effects.
They cannot damage a target, they only work at ‘Near’ range, and they do not produce any permanent effect.
When a mage fails a cantrip roll, one of two things can happen at the player’s discretion: either the mage finds himself robbed of his magical energy until she has rested, or the magic spins out of control.
Spells
The simplest and most reliable sort of magic comes in the form of spells, codified effects taught to mages by their masters or studied from books.
A mage may cast a number of spells per day equal to their level.
After that, they are considered to be exhausted and may cast no more, though they may still attempt to cast cantrips or rituals.
Rituals
Rituals are the most powerful form of magic detailed in Beyond the Wall, and also the most time consuming.
Every ritual has a level associated with it, and a mage must be of that level or higher in order to attempt to cast it.
Casting a ritual requires a number of hours equal to the level of the ritual, as well as special ingredients detailed in the ritual’s description.
The mage requires complete concentration during this time, and things may go disastrously wrong if they are interrupted.
Mages may attempt to cast rituals which they do not know if they have an appropriate source, such as a book or scroll detailing the ritual.
This is quite dangerous, however, and the test at the end of the ritual suffers a -10 penalty.