Casting a Spell

Spellcraft Checks

Attacking with a spell is similar to attacking with a weapon, however the spell's attack roll must also succeed a DC check to be cast successfully.
When Casting a Spell roll a Spellcraft Check; if the results are greater than the Mana Points spent +10, the Spell is Successful. 

When casting a spell, a caster will need to determine the Range, Area, and Duration of the spell. Also known as RAD, because I couldn't think of a better acronym. 

All spells are cast using this method, and you may find some spells sound odd when not taking into account RAD.
Spells will not state the need to use RAD, or how it is intended to be cast as far as RAD is concerned, this is up to the caster.
Spells always have a cost unless explicitly stated by a Talent or Spell.

When casting a Spell, the Caster will roll a Spellcraft Check as part of an Action, and spend Mana points to determined the spells Range, Area, and Duration.

All Spells originate from the caster and extend outward. 

All Spells require the Caster's hands to be free in order to be cast

Range


The Range of a spell determines how far out it extends from the Caster. Usually this is the distance between the caster and the enemy they wish to blow up. This determines your Target Hex for your spell and the path your spell will travel when it is cast. This also marks where projectile like spells will land or fizzle out. 
For each Hex away from the Caster, increase the Mana Cost of the Spell by 1. Spells that are cast within the Caster's own Hex have a cost of 0. 

Area

The Area of a spell extends outward from hexes between the caster and the Target Hex, as well as the Target Hex itself. 
The Area can extend out in a any shape, but each Hex must be adjacent to atleast one other Hex. No Gaps.
Each Hex increases the Spell's cost by 1, if the Spell does not effect any squares outside of the Target Hex, then the Area cost is 0.


Duration

Determines how long the spell will last. Spend 1 Mana Point for each Round you wish the spell to be active, this includes the current round and thus means all spells cost at least 1 Mana point to cast. The Spell will continue to apply its effect to the chosen area or effected targets, allowing spells to keep dealing damage each round, or create buffs and status effects that last throughout the battle.  The Duration of an already cast spell can be upped each round by spending more Mana points.

Spell Saving Throws

Spells will often require an opponent to make a Saving Throw to avoid its effects.
The Difficulty Check to pass these Saving Throws is always equal to 10 + the caster's Moxie Mod + Proficiency Rank