Freecasting

What is Freecasting?

Most spellcasting traditions have access to rituals that enable Freecasting (e.g., Improvisation, Thermal Manipulation). This allows for the casting of improvised spells in combat, capable of producing an effect as defined in the ritual description.
The exact effects and costs of improvised spells are subject to negotiation between player and GM, though they should follow certain guidelines.

Freecast Check

Freecasting any spell requires an Spellcraft or Religion check, whichever makes more sense for the spell in question. The DC for this check depends on the estimated tier of the spell's effect:
Tier I: DC 10
Tier II: DC 20
Tier III: DC 30

The freecast check is eased by the caster's primary spellcasting attribute as well as any appropriate proficiency values (e.g., Arcane, Cacophony, Luna) ……

Failure

If the check fails, the spell does not materialize. In most cases, the caster does not lose any MP for a failed freecasting attempt.

Success

If the check succeeds, the caster may execute the improvised spell. If the spell targets an unwilling creature, player and GM must determine the Cast Type and any involved attributes.
After executing all required rolls, the caster must make a Chaos Check.

Casting Types

There are five primary Casting Types: Spell Attacks, Projectile Attacks, Spell Defense, Determined Cast, and Surecast.
With the exception of Surecast, each type requires various Attributes:

Spell Attack

Attributes: Spellcasting Attribute, Save Attribute
Syntax: SA Spellcasting Attribute Modifier vs Save Attribute Modifier
Use cases: Beam spells, AoE attack spells …

Projectile Attack

Attributes: Spellcasting Attribute, (Secondary Attribute)
Syntax: PA Spellcasting Attribute Modifier (+ Secondary Attribute Modifier)
Use cases: Any spell that behaves like a ranged attack.

Spell Defense

Attributes: Spellcasting Attribute, Secondary Attribute
Syntax: SD Spellcasting Attribute Modifier + Secondary Attribute Modifier
Use cases: Reactive spells to defend against basic attacks or projectile attacks.

Determined Cast

Attributes: Spellcasting Attribute, Save Attribute
Syntax: DC Spellcasting Attribute Modifier vs Save Attribute Modifier
Use cases: Control spells, Affliction spells, persistent spells (-> Concentration) …

Surecast

Attributes: None
Syntax: None
Use cases: Support spells, terrain-changing spells …

Attributes

Spellcasting Attributes

The primary attribute for any freecast is the main spellcasting attribute of the caster's tradition:
INT: Alchemist, Wizard
WIL: Acolyte, Bard, Druid, Shaman
PER: Nox, Sorcerer

Secondary Attributes

Some Projectile Attacks and Spell Defenses may require a secondary attribute to make them comparable to ranged attacks and basic defenses.
The caster may pick any attribute for this, as long as the choice is reasonably justifiable.
GM Note: INT, WIL, PER, or DEX tend be good picks, depending on spell and character flavor.

Save Attributes

If a spell targets an unwilling creature, the target is entitled to a Save. This Save Attribute should be chosen according to the following criteria:
CON: Physical, not dodgeable
STR: Physical, can be countered with sheer bodily strength
DEX: Physical, dodgeable
INT: Mental, interference with rational thinking
WIL: Mental, interference with emotions/psyche
PER: Mental, interference with perception

Guidelines

SA Spells

Tier I

Beam attacks, single target Affliction/Control
~1d62d6 Damage
1–2 MP

Tier II

Beam attacks, AoE attacks (~2m radius), multi target attacks, multi target Affliction/Control
~2d64d6 Damage
2–4 MP

Tier III

Beam attacks, AoE attacks (4m+ radius), multi target attacks, multi target Affliction/Control
~2d8+ Damage
3+ MP

PA Spells

Tier I

Single target projectiles
~1d82d8 Damage
1–2 MP

Tier II

Single & multi target projectiles
~2d84d8 Damage
2–4 MP

Tier III

Single & multi target projectiles
~2d10+ Damage
3+ MP

SD Spells

Tier I

Reactive self-shielding
~1d42d4 Shielding
1–2 MP

Tier II

Reactive self-shielding, reactive ally shielding, reactive self-displacement
~1d82d8 Shielding
2–4 MP

Tier III

Reactive self-shielding, reactive ally shielding, reactive area/multitarget shielding, reactive self-displacement
~1d12+ Shielding
4+ MP

DC Spells

Tier I

Single target control/affliction
Concentration

Tier II

Multi target sustained damage, multi target control/affliction, area control/affliction
Concentration

Tier III

Multi target sustained damage, multi target control/affliction, area control/affliction
Concentration

Surecast Spells

Tier I

Single target support/healing, terrain change, movement

Tier II

Multi target support/healing, area support/healing, terrain change, movement

Tier III

Multi target support/healing, area support/healing, terrain change, movement