Especially if you're a bit dim...you may not have more spells in mind than INT÷5. You may not cast a spell with an Active Point value greater than your INT x 5.
All spells must cost END to cast and maintain; "Reduced END" may be taken only with the express permission of the GM (which will not usually be forthcoming). If the spell is created with charges, it receives an additional -½ for also using END. Some spells, notably Transformations and Summons don't require END expenditure to maintain the effect once created, but the initial casting of the spell must cost END. Some spells may cost Long Term END (See HSR p168-169); this is a -1 Limitation to the spell.
All spells should have "Side Effects" attached to a failed Skill-roll. You can make these as mundane as you like, but I will look favourably on those who entertain me. Rat came up with the idea of a variable side-effects chart, which seemed to work well enough and certain spells or special effects will suggest their own side-effects. (The Side Effects limitation is not compulsory, but it fits in well with my idea of how magic works)
Some spells may require that the wizard make use of an assistant of some sort in the casting. The value of this limitation depends on the nature of the assistant:
Limitation | Value |
---|---|
Assistant can be anybody | -¼ |
Assistant must be a specific type of person or creature | -½ |
Assistant must have magical training (Magic Skill) | Additional -¼ |
Magic can be very hard work, and some spells are especially draining. These spells count their END cost as Long Term Endurance loss, which is not regained with a simple Recovery. A character recovers Long Term END at the rate of his or her REC every 5 hours if resting, or his or her REC per day if not resting. Especially vigorous exertion may mean that the END is not recovered at all.
Uses Long Term END is a -1 Power Limitation