Spellcasting Overview
When a character casts a spell in a Structured
Encounter, they must choose a spell from the
ones available to their spell casting skill and a number of
optional Additional Effects for that spell. How that spell
and its customizations are narrated in-game is completely
open to the player or GM. Each spell and effect only
describes the basic mechanical effects, nothing else. Each
spell Additional Effect is named, but only as a shorthand
to that mechanical description. An effect's name does not
automatically confer any narrative description.
Players are free to describe their spell customizations however they wish. For instance, the Ice effect for the Attack spells gives the attack the Ensnare quality. There is nothing in the effect about cold, water turning to ice, or effects of exposure. Therefore, one can describe all manner of things that could cause an attack to ensnare a target. Vines, chains, or even hands are all valid ways to describe an Attack spell with the Ensnare quality.
Strain
All spells cost strain. No matter what happens during the casting of a spell, a magic user will have suffered at least two strain afterward (or 4 if they don't use a magical implement). Any a spent to recover strain can only recover strain that was available before the spell started. This aspect is key to the balance of magic as a game mechanic.
Concentration
Some spells require the use of the Concentration maneuver. These spells have effects that are ongoing and must be maintained with conscious effort. Any spell that requires the Concentration maneuver will end at the end of the caster next turn. So without the Concentration maneuver a Concentration spell will last two turns. If the caster wishes to extend that time, they must perform the Concentration maneuver on the turn in which the spell would end. Performing the Concentration maneuver on the same turn that the spell is cast does not extend the time for that spell.
While there are no rules specified about how a magic user's concentration may be broken, the sidebar on page 213 of the Genesys Core Rulebook suggests an Average (d d ) Discipline check during Narrative Encounters. GMs may find this or something very similar appropriate in some circumstances of a Structured Encounter. Table I.6-3 on page 104 of the Genesys Core Rulebook gives a result option for h to cause a character to lose the benefit of a previous maneuver. It would be reasonable to use this to either stop a character from concentrating or call for a Discipline check. Some GMs feel this is too harsh and instead will break concentration with hhh.
Counterspell
The Counterspell maneuver is available to all magic users. When performed, the Counterspell maneuver causes all opponents in Medium range to upgrade the difficulty once of their magic skill checks that cast spells. Because this is a maneuver it can be done while also casting a spell. The trick comes in when a character has cast a spell that requires the Concentration maneuver. The caster must decide between moving, concentrating, and counterspelling. Only one of these can be done for free each turn. If the caster wishes to do two they must suffer 2 strain to do so. A character can never do three maneuvers.
Implements
Spell casting implements allow casters to push magic a little bit further, letting them achieve spell effects they could not manage on their own. The rules for magic implements are on page 218 of the Genesys Core Rulebook. There you will find several items that augment a character's magic casting in a variety of ways. Many implements will increase the damage for attack spells. Some make certain Additional Effects free to use. While it is possible to cast a spell without the use of an implement, doing so increases the difficulty of the check by one and costs an additional 2 strain. (For a total of 4 strain.)
Dice Results
The spending of h and d on magic checks is clear enough with Table III.2-4 on page 211 of the Genesys Core Rulebook. If you are unfamiliar with this table, it is best to look it over before utilizing magic in a game. These negative dice results are key to magic balance as they are more impacting than the normal results table. What is not clear to many people is that a and t results on magic should use table I.6-2 on page 104; additionally, both tables are guidelines. They are meant to showcase similarly powerful mechanical effects for particular results. Players and GMs are encouraged to narrate these effects and to create new ones that work in their game.
Players are free to describe their spell customizations however they wish. For instance, the Ice effect for the Attack spells gives the attack the Ensnare quality. There is nothing in the effect about cold, water turning to ice, or effects of exposure. Therefore, one can describe all manner of things that could cause an attack to ensnare a target. Vines, chains, or even hands are all valid ways to describe an Attack spell with the Ensnare quality.
Strain
All spells cost strain. No matter what happens during the casting of a spell, a magic user will have suffered at least two strain afterward (or 4 if they don't use a magical implement). Any a spent to recover strain can only recover strain that was available before the spell started. This aspect is key to the balance of magic as a game mechanic.
Concentration
Some spells require the use of the Concentration maneuver. These spells have effects that are ongoing and must be maintained with conscious effort. Any spell that requires the Concentration maneuver will end at the end of the caster next turn. So without the Concentration maneuver a Concentration spell will last two turns. If the caster wishes to extend that time, they must perform the Concentration maneuver on the turn in which the spell would end. Performing the Concentration maneuver on the same turn that the spell is cast does not extend the time for that spell.
While there are no rules specified about how a magic user's concentration may be broken, the sidebar on page 213 of the Genesys Core Rulebook suggests an Average (d d ) Discipline check during Narrative Encounters. GMs may find this or something very similar appropriate in some circumstances of a Structured Encounter. Table I.6-3 on page 104 of the Genesys Core Rulebook gives a result option for h to cause a character to lose the benefit of a previous maneuver. It would be reasonable to use this to either stop a character from concentrating or call for a Discipline check. Some GMs feel this is too harsh and instead will break concentration with hhh.
Counterspell
The Counterspell maneuver is available to all magic users. When performed, the Counterspell maneuver causes all opponents in Medium range to upgrade the difficulty once of their magic skill checks that cast spells. Because this is a maneuver it can be done while also casting a spell. The trick comes in when a character has cast a spell that requires the Concentration maneuver. The caster must decide between moving, concentrating, and counterspelling. Only one of these can be done for free each turn. If the caster wishes to do two they must suffer 2 strain to do so. A character can never do three maneuvers.
Implements
Spell casting implements allow casters to push magic a little bit further, letting them achieve spell effects they could not manage on their own. The rules for magic implements are on page 218 of the Genesys Core Rulebook. There you will find several items that augment a character's magic casting in a variety of ways. Many implements will increase the damage for attack spells. Some make certain Additional Effects free to use. While it is possible to cast a spell without the use of an implement, doing so increases the difficulty of the check by one and costs an additional 2 strain. (For a total of 4 strain.)
Dice Results
The spending of h and d on magic checks is clear enough with Table III.2-4 on page 211 of the Genesys Core Rulebook. If you are unfamiliar with this table, it is best to look it over before utilizing magic in a game. These negative dice results are key to magic balance as they are more impacting than the normal results table. What is not clear to many people is that a and t results on magic should use table I.6-2 on page 104; additionally, both tables are guidelines. They are meant to showcase similarly powerful mechanical effects for particular results. Players and GMs are encouraged to narrate these effects and to create new ones that work in their game.
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