To cast a spell, roll Charisma plus the Skill which the spell requires.
The spell will state the \gls{tn} and \gls{mp} cost.
To cast a spell, roll Charisma plus the Sphere used to cast the spell.
\item
Casters can spend a number of\glspl{mp}equal to the highest sphere they are using to cast a spell.
The spell's level is the\gls{mp}cost, and the \gls{mp} cost is the level.
\item
Casters without \glspl{mp} lose \glspl{fatigue} instead.
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A failed spell rips double the normal \glspl{mp} from the caster.
The target determines the spell's \gls{tn}.
Hard rocks resist shattering, and small rivers will not flood easily.
\begin{itemize}
\item
When spells affect a creature, the creature may also resist by dodging rocks, or ignoring mental suggestions from the Mind Sphere, et c.
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If the spell has two \glspl{tn}, the highest applies, then half of the second-highest, and so on.
\end{itemize}
\item
Some spell \glspl{ingredient}, pulled from the heart of a plant, or the guts of an animal, can boost a caster's Sphere level by +1 for a single moment.
Casters without \glspl{mp} lose \glspl{fatigue} instead.
\item
Spells cannot target something too far below their range.
\begin{itemize}
\item
Spells which target something a few steps away can target anything, even within touching distance.
\item
Spells which target something a stone's throw away cannot target something nearby.
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Spells which target within shouting distance cannot affect anything within a stone's throw.
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Finally, spells which target anything within line of sight cannot target target anything in shouting distance.
Spells which target something 'a stone's throw' away cannot target anything nearby.
Spells which target within shouting distance cannot affect anything within a stone's throw, and so on.