Game Mechanics for Simulating Magic

Magic Spells
Most magic is done with spells, which are treated as Narrow Skills. The dice value of the spell can be used alone, combined with your Magic dice to make a Second Roll, or combined with both Spirit and Magic to make an Action Roll. Most spells roll Spirit + Magic + the Narrow-Skill dice of the spell.

Local Magic Resistance
A Threshold value which all magic Action Rolls must overcome. Special times or places can alter local magic resistance. In Burning Sky the default magic resistance is 3 dice.

Restrictions on Learning Magic

 * You cannot have more dice in Magic than you have in Spirit.
 * You cannot have more dice in Magic than the total of all your spell dice.
 * You cannot have more dice in any individual spell than you have in Magic.

Sensing Magic
Any character with at least 1 die of Magic may spend a few minutes attempting to sense magic in Melee Range by rolling Spirit + Magic. If successful you sense there is magic either present or absent, perhaps as a tingling through your spine, a barely perceivable hum in the air, or some other fleeting quality that vanishes after only a moment. The sign is different for everyone, and most commoners are unaware of their own cues. Illusion magic cannot be detected in this way, as part of its power includes fooling rudimentary detection methods of this kind.

ideas: ?? Add 3 die --> feel spell being case ?? ?? 5 die --> see spell being cast ??

Boosting Spells
You may boost the power some spells by taking Fatigue Damage. For every point of Fatigue taken, add dice equal to your Magic dice to your roll. If your spell inflicts Damage, boosting increases that damage by 1 Fatigue/Victory (total, not per Fatigue taken).

Abbreviations
“Vic” means the number of Victories; “SL” means the number of dice in the spell; “Fat” means Fatigue Damage.

Combat, Travel and Camp Magic
These are rough categories which suggest default values for various spells.