Casting Spells
His Majesty the Worm · p.199
Open source p.199When energy from one of the far realms enters the plane of Flesh, it burns our reality, causing a strange, unpredictable, and violent reaction. This is called a spell.
Sorcerers deal in spells. They make study of them, learn them, trade them, and use them. You may cast spells if you have one of the “Magic of the…” talents from the Path of Wands.
Spells are summoned into our world by use of representational and iconic objects, called components.
- Components are not consumed when used. If the component is something like powder, the sorcerer merely expends a pinch and has enough for innumerable castings.
- Components may be destroyed, lost, or stolen.
Sorcerers use the Prepare Components City Action (p. 159) to fill their pack with components. When the sorcerer prepares components, they may fill their pack with as many spell components as they wish, each of which takes up one pack slot.
A spell is cast when a sorcerer holds the component in their hand and expends an effort of will by spending 1 or more Resolve.
- You may cast a spell on anything you can touch or see.
- You must be able to speak loudly and clearly. Casting a spell is super obvious.
- If the talent being used is in training, you must also use 1XP to cast the spell.
Iron resists magic. That is because iron is the bones of the plane of Flesh.
- Spells cast on iron objects fail.
- Spells cast on targets carrying a significant amount of iron also fail.
- You cannot cast a spell if you are carrying a significant amount of iron or steel (since steel is an iron alloy).
The effects of iron on spells are further elaborated on page 201. In summation, to cast a spell you must:
- Spend 1+ points of Resolve;
- Hold the spell component in one hand;
- Not wear or carry a significant amount of metal;
- Be able to speak loudly; and
- Be able to see or touch your target.
Casting during the Crawl
During the Crawl Phase, you may easily cast spells that target your allies, untended items or the environment. This requires no tests, only an expenditure of Resolve.
If your spell targets an unwilling creature or anything carried or worn, you must spend 1 Resolve and test Wands. On a success, the spell takes effect. On a failure, the target avoids or resists the spell.
Casting during a Challenge
During Challenges, you must spend 1 Resolve and Speak Incantation to cast a spell. When casting a spell targeting the environment, the action’s value is irrelevant—the spell instantaneously manifests. When casting a spell targeting an unwilling creature, the Speak Incantation value must exceed your target’s Initiative.
Scavenging components in the Underworld
It might be possible (though rare and difficult) for a resourceful sorcerer to prepare a component in the Underworld. This would require them to find the proper requisite items and prepare them ritualistically during the flow of game—probably as a Camp Action. The GM adjudicates this as necessary.