Arcane spells require a successful spellcasting check and any components required in its description to cast. Arcane spells might have a number of alternative names depending on the archetype that may cast them. For example, a Hermetic mage can cast “formulae” and Sufi Dervishes may choose “trances” in addition to the general arcane spell list. Divine spells (also called “miracles”) require a spellcasting check, but only need a Holy Symbol to cast successfully, in place of components.
Spells require a spellcasting check with a DC = 10 + spell’s level.
Failure may trigger a mishap with unintended consequences, and the spellcaster can’t attempt spells of that spell level again until they take a safe rest. The GM has wide latitude about the results of any mishaps. They may choose to require a roll on an appropriate Magical Mishap Table or simply describe what malady the PC suffers.
Sometimes the result of the spellcasting check is used to determine the success of a targeted spell, comparing the result to the target’s defense (e.g. 10 + a monster's RESISTANCE or a target’s relevant modifier). In this way a spellcasting check is both to see if the PC can successfully cast and hit a target. This type of check is identified as a “Magic Attack” and is indicated as such in the spell lists below.
Casting a spell generally requires an Active action, although some can be cast as a quick action. It is possible to cast several spells a round, but only 1 can be an Active action spell, the remaining must be quick actions (1 for a quick action, a second if you give up movement). Each spell in the spell lists defines its requirements, duration, and whether the spellcasting check is a magical attack requiring the check to beat the target's defense (e.g. 10 + the target’s relevant modifier) to be successful. Each spell, apart from Cantrips and Rituals, is either marked C for Spell Casting Roll needed, or A for casting roll that must exceed target's defense rating, or R for spell that can only be cast as a ritual. If the spell is marked S it will inflict its effect even on disembodied spirits.
Spellcasters can cast any spell they may know as a rite or ritual. This takes 1 hour per spell level of concentration, but doesn’t require a check.
Some spells last as long as concentration is held. Only one spell can be concentrated on at a time. Taking damage, making checks, or other distracting tasks may break concentration.