Crown and Skull Magic Cheatsheet Critical Concepts for All Spells Casts and Expend: Spells include 1 cast by default. Once expended, must be studied again in rest and safety to cast again. Add casts with customization (3 pts each)Magic Skill: Roll Magic skill to contain Infernal/Unstable spells, or as defense against enemy magicSomatics: By default, all spells require audible words and gestures with both handsDuration: Default is 1D6 phases. Effect ends at the end of the caster's phaseEffect: Default output is 1D6 (damage, healing, etc.). Upgrade with customizationRange: Default requires touch. Upgrade to 'ranged' (visible targets in scene) or 'area' with customizationTargets: Default affects single target. Upgrade to multiple targets/areas with customizationBasic Spell Costs Basic spells cost 3 hero points Examples: Armor (+3 Defense), Fireblast, Healing Light (heal 1 skill attrition), Purify, Sprint (double move speed) All use default values unless upgraded Must be in safe place to acquire/upgrade spells Requires appropriate facilities or mentors Spell Upgrades (3 pts each) Additional Cast: Add 1 cast to spellRanged: Cast at long range to visible targets (most of scene)Area: Affect arm's-width radius instead of single targetDice Upgrade: Increase dice by one grade (D6→D8→D10→D12)Powerful: Add additional die or upgradeDuration: Upgrade from 1D6 phases to 1 full roundLasting: Make effect permanent (15 pts, requires GM approval)Silent Spell: Cast with no spoken wordsStill: Cast with no gesturesNo single effect can stack more than 3 times total Common Spell Effects (3 pts each) Blast: Inflict magic damage of specified element/themeRestore: Heal 1 skill attritionArcane Armor: Roll output effect and add to DefenseDominate: Target rolls D20, surpass with effect to dominateCloak: Reduce chance of being spottedSummon: Conjure 1D6 1-attrition minions/constructsDispel: Roll output to surpass spell's point cost to cancelEnchant: Imbue weapon/object with gear effectMend: Repair 1 weapon, item, or armorTransport: Teleport person (effect × 10 feet)Spell Limitations (gain 3 pts each) Exhausting: Use entire phase to cast, no other actionsInfernal: Demons/devils aware when cast, may investigateUnstable: Roll Magic on crit fail or suffer backlashBlood Cost: Casting inflicts 1 attrition on casterEnvironmental: Only works in specific environmentLimited Use: Only works on specific target typeLimitations reduce spell cost by 3 pts each Minimum spell cost is always 1 pt Custom Spell Creation Start with a Basic Spell or create from scratch Each effect added costs 3 pts Each limitation reduces cost by 3 pts No single effect can stack more than 3 times Must be in safe place for 1+ days to create new spells Requires GM approval Example: Ranged Fireblast = 3 (base) + 3 (ranged) + 3 (dice upgrade) = 9 pts Divine Magic & Other Types Faith Skill: Roll Faith skill to cast divine spells/miraclesParagon of Faith: Faith skill grows by 2 on successful cast (max 16)Wild Magic: Uses Magic skill, unpredictable effectsAntimagic: Roll Magic skill to suppress or negate magic effectsSee Path of Magic section for specialized magic systems