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====Casting a Spell==== Spells in Scrollhammer can range from mundane utilities giving a wizard an slight edge in battle, to world-shifting sorceries. Spells are cast as needed, as required by their individual rules. As noted in the Equipping section of the rules(see page XX), a model with a hand open for spellcasting may cast any variety of spells from that hand, the same spell any number of time from that hand, different spells from different hands, and use a staff in that hand in addition to spells cast, as long as it continues to have enough Power Dice to do so. Casting Cost: Each spell has a Casting Cost. These costs can range from a simple charm (3+) to a grand inferno of fire and ice(20+ or perhaps even higher). A model attempting to cast a spell must roll equal to or higher than the casting cost to cast it. A spell's rules will say when it is appropriate to cast. A spell that can be cast "at any time" may be cast at any time, during a model's rolls, or between a model's rolls to hit and to wound. However, spells can be cast in response to another spell; in this case, the latest spell to be cast always resolves first, and is followed by the rest in the reverse order they were cast. Rolling to Cast a Spell: If a model declares itself to be casting a spell, its controller decides how many of that model's Power Dice will be expended upon that spell. Remove that many Power Dice from the model's Power Dice Pool. Roll the Power Dice as d6s. If the result is equal to or higher than the casting cost, the spell goes off! If the result is lower than the casting cost, the spell sputters and dies: it fails to go off. Surge: If a model fails to cast a spell, it may attempt to pour more magicka into it, in a final attempt to cast it. That model's controller may take one last chance to assign any additional number of Power Dice from the model's Power Dice Pool to the spell. Remove those dice from the pool. They must be rolled as d3s, however: the mage is in a rush to gain control of the magicka around him! Casting Cost is Too High?: If a model does not have the power dice necessary to reach the minimum cost to cast a spell, and no other abilities can allow him to possibly reach the casting cost, he may not attempt to cast that spell. His brain is simply unprepared to handle such dangerous energies! Magical Shooting Attacks: Certain Spells are resolved as Shooting Attacks. These spells must be used in the Shooting Phase just as one might fire a ranged weapon, unless stated otherwise in the rules. When a unit is declared to be shooting, any number of models in that unit with spells equipped may attempt to make magical shooting attacks if able to. Those models attempt to cast the spells(see above). If a model succeeds, and has Power Dice left over, it may continue to cast magical shooting attacks if it wishes too, making multiple magical shooting attacks that phase(including multiples of the same one!). After the model's controller is satisfied with the number of magical shooting attacks made, or no further magical shooting attacks can be made, roll to hit with the magical shooting attacks as normal, along with any other models in the unit that are firing. Multiple Casters: If there are multiple spellcasters in a unit, using their spells at the same time, roll different colored dice for each one to differentiate them. Of course, if a group of spellcasters are are using the same spell with the exact same profile of requirements and effects, and are each rolling a single die, you may simply roll them all at once, counting each die as a different model's spell! The same differentiations apply for rolling for Surging.
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