Spell Casting Rules

The spell casting rules are set out in the TAG Rule Set
book. It has rules for casting spells, spell points, spell point regeneration,
learning spells and how to use spells in combat.  The Following sections provide a brief
overview of the Spell Casting Rules.
Please refer to the Tag Rule Set book for detailed discussion.

## Spell Points for Mage and Cleric Realms

There are two major realms of magic and two minor realms of
magic:

·
Mage realm

·
Cleric realm

·
Mythic Engineering (minor realm)

·
Bard (minor realm)

Mage realm uses Intellect as its primary stat.  All spells in the Mage realm use the spells
points calculated off of intellect.

Cleric realm uses Wisdom as its primary stat.  All spells in the Cleric realm use the spell
points calculated off of wisdom.

Mythic Engineer realm uses Ingenuity as its primary
stat.  All spells in the Mythic Engineer
realm use spell points calculated off of Ingenuity.

Bard realm uses Countenance as its primary stat.  All spells in the Bard realm use spell points
calculated off of Countenance.

Some characters will learn spells from both the Mage and
Cleric realms.  They will then have two
different pools of spell points to use, but still Mage realm spells can only
use intellect spell points and Cleric realm spells can only use wisdom spell
points.

## Special Rules for Mythic Engineers

Mythic Engineers are different than other casters and they
have special rules for calculating spell points.  The Mythic Engineering practice uses
Ingenuity as its primary stat for calculating spell points for one selected
realm rather than Intellect or Wisdom.
In order to understand their special spell point rules you must
understand the special rules they follow for purchasing Spell Disciplines on
the Skill Acquisition Chart.

Mythic Engineers are only the 4 following classes:
Warmonger, Hooligan, Wizard or Philosopher

Mythic Engineers have special requirements for assigning
Disciplines to the Skill Acquisition Chart.

Without exception the 1st column for
Spells Discipline Costs on the Skill Acquisition Chart must be assigned to the
spell lists of the Mythic Engineering Practice.

The 2nd column for Spells Discipline
Costs on the Skill Acquisition Chart defines the characters primary realm.  If the 2nd column cost is assigned
to a mage discipline their primary realm will be mage and if the 2nd
column cost is assigned to a cleric discipline then their primary realm will be
cleric.  Following points result in that
decision:

a.
Engineers must choose either mage or cleric realm
to specialize in.

## Attack Spells

Many spells from both the Mage and Cleric realms are used
for combat.  Some of those spells are
attack spells some are save spells.

Attack spells use the Attach chart just as weapons do.  They can cause critical damage as a weapon
and there are special critical categories for the various elements of attack:
fire, lightning, etc.  Attack Spells use
magical projectiles of some type.  Thus,
they use the attack table and roll like a weapon attack.

Damage caused by attack spells is based on the Attack Chart.  The stats column will indicate which Attack
chart to use: small, medium, large or x-large.   Some spells will use the chart damage at a
penalty or a bonus.  Subtracting the
damage penalty will never reduce damage below 1.  If the hit is successful the damage cannot be
reduced below 1 point of damage.  These
special cases will be document in the spell descriptions.

Some attack spells also have a portion of their damage as
Save Spell.  In those cases the damage
for the attack portion is figured and then the save roll as described in the
save spells section that follows is used to calculate addition damage or
affects.

There are three difference types of spells to attack with:
Directed, Touch and Afflicted.  Each has
different rules and methods for attacking:

### Standard Ranged Attack

**Ranged**
Spells **– spells which are shot towards the target foe.  These spells are countered by defense and**
either physical armor or magical armor.
The caster receives the following bonuses for attacking with a ranged
attack spell based on how many levels of that spell list he knows:

a.
**+5 to hit**
for every **spell list level up to 10**,

b.
**+2 to hit**
per every **spell list level from 11-20**,
and

c.
**+1 to hit**
per every **spell list level 21 and above**

d.
**+1 damage**
**per every** level of caster

### Standard Touch Attack

**Touch**
spells **– if the attacker touches the foe it is transmitted.   This can often be determined by an attack**
roll, but because all that is required is to touch the target for a moment the
odds of hitting are greatly increased.
The caster uses his stat bonus for the stat of the realm of the spell **Intellect, Wisdom or Ingenuity stat bonus +**
Agility stat bonus + Spell list level attack bonus. **You use the same bonus as in the Directed**
Spells above:

a.
**+5 to hit**
for every **spell list level up to 10**,

b.
**+2 to hit**
per every **spell list level from 11-20**,
and

c.
**+1 to hit**
per every **spell list level 21 and above**

d.
**+1 damage**
**per every** level of caster

### Standard Afflicted Attack

**Afflicted**
Spells **- spells that are cast on a target foe.  These spells use a save verses spells roll to**
determine if they are successful or not.
The Caster adds +1 to his save roll to afflict the target for each
character level and each level of the spell list known.

a.
**Caster’s**
level + spell list level known + stat bonus = caster’s total save roll.

b.
**+1 damage**
**per every** level of caster.

## Spell Base Range: 100’ + 1’ per level of caster

All spells, unless otherwise specified in the spell
description, can be cast with the base range.
The base range for a spells ability to be cast is 100’ +1’ per level of
caster.  After that range the spell
becomes ineffective.

This base range is for ranged attack spells, afflicted
spells, and spells cast on party members and objects.

Some spells are restricted to touch only and the caster must
touch the target object, foe, person or creature for the spell to function.

## Healing Spells

Healing spells gain bonuses for healing based on the
caster’s level.  +1 health in healing per
level of caster.

## Save Spells

The formula for calculating the total spell save is as
follows:

***“Caster stat bonus + character level + 1-100 roll + Spell List level***
known”***verses*** “Target stat bonus + target character level
+ 1-100 roll + racial bonus”***.***
Whoever’s total is higher wins.

If the target’s “bonus + level + roll” is higher than the
caster’s “bonus + level +roll” then the save against magic is successful.

Example:  A character
with an 81 intellect, looks 81 up on the stat bonus chart and finds that he
gets a +17 stat bonus.  Thus, he can use
that +17 to add to his save against Mage realm magic spells.  That same character has a 61 wisdom, and upon
looking the 61 up on the chart he finds that he gets a +6 stat bonus, which he
can use to save against Cleric realm spells.
He has a greater chance of saving against a Mage realm spell.

## Spell Point Regeneration

Spell points are regenerated by resting, eating and using
spell regeneration devices such as a scroll of Spell Point Regeneration.

## Stacking Spell bonuses

Typically you cannot cast two of the same spell in order to
double the bonus.  For instance you
cannot cast two level 4 Static Charge spells from the lightning spell list to
double the bonuses to +20 attack and + 20 defense.  You cannot have two of the same spells active
on any target during a round.

You can have two different spells that affect the same
attribute or skill on a target during the same round.

## Critical Hit Adjustments

Some spells may have limits or bonuses to critical
hits.  These will be listed in the spell
descriptions:

·
**Reduced**
critical hits by 1 level **– this turns an A critical into no critical; B**
critical into A; C into B; etc.

·
**Increased**
critical hits by 1 level **– this turns an A into a B; a B into a C, etc.**

·
**+ to**
critical roll **– add the amount to your critical roll.**

·
**- to**
critical roll **– subtract the amount from your critical roll.**

·
Some spells will always use a particular chart
when a critical is rolled.  For instance
many fire spells only use the fire critical chart and not the other types like
puncture, crush, etc.

## Primary Realm

Each spell caster has a primary realm, except Mystics and
non-spell classes, which we will explain later.
The Skill Acquisition chart lists the class’s primary spell realm.  For casters with a defined primary realm they
will assign one of the costs in the 4 spell discipline costs columns to one of
each of the 4 disciplines in that realm, and that will determine the costs of
each spell level of spells lists in that realm.
Spells from the other realm can also be learned, but each level of those
will be learned at the costs listed in the Other Disciplines column.

**Barbarian**
**Thief**
**Rogue**
**Cleric**
**Mage**
**Battle Mage**
**Paladin**
**Jester**
**Monk**
**Mystic**
**Warmonger**
**Hooligan**
**Wizard**
**Bard**
**None**
**None**
**None**
**None**
**Mage**
**Mage**
**Cleric**
**Mage**
**Cleric**
**Both**
**Mythic Engineering**
**Mythic Engineering**
**Mythic Engineering**
**Bard**

As an example a Mage could select his 1st
discipline within his Primary Spell Realm of Mage as Elemental, which would
mean that each level of an Elemental Spell list would cost the mage 1 skill
acquisition point.  Then the mage could
select the Sorcery discipline as his second discipline, which would mean that
each level of a Sorcery spell list would cost him 2 skill acquisition
points.  The Mage would assign the 3rd
column to one of the two remaining Mage disciplines and then the 4th
to the last.  All spell lists from the
Cleric realm cost the amount listed in the Other Disciplines list.

Mystics, Warriors, Barbarians, Rogues and Thieves have no
primary realm, so they can select any discipline from either realm to apply the
1st column on the Spell Discipline costs towards.  They can then apply the 2nd Spell
Discipline costs to any discipline from either list, then the 3rd,
and then the 4th column.  Then
all other disciplines from either realm will cost the amount listed in the
Other Discipline column.