The Casting One-Sheet

Every roll and cost on one page. Print this.

The Cast (one round, four beats)

BeatWhat happens
SPEAKDomain + casting level (M0–M6, ≤ Magery) + parameter dice. Dice this round ≤ Magery (sustained workings each occupy one).
ROLL 3d6 vs skillTechnique if trained, bare Domain if not. Crit (3–4): full effect, tithe only. Success: margin = budget. Fail: ladder below — the dice still roll and bite.
ROLL THE MAGIC DICEOne per level + parameters. Each 6: accept (explodes — bolts = damage, else overshoot one scope step; never depth) or decline.
PAY & RESOLVECost below. Utility: effect = the level; faces = cost + loudness. Bolts: faces = damage.
COST = 1 QP tithe (every casting) + 1 per die showing 4–6 + sum of matched faces − margin
Margin relieves only trained spells · never below the tithe · six-born costs are irreducible · failure pays in full

Skill box: Domain ≤ Ritual Magic ≤ QN + Magery. In-vocation Domain defaults RM−6; glimpsed outside Domain RM−10. Spells: Hard techniques, Domain−4 default, RAW costs (Domain+0 = 5 pts · +2 = 7 · +4 = 9). Deceptive Casting −2 per −1. Extra time +1 per doubling. Subtle Casting −3 (loudness = highest die: 1–2 whisper · 3–4 plain · 5–6 blazing).

The Speeds

SpeedTimeDiceNotes
Cantrip (M0)instantnoneFree; concentration-bound, harmless, brushable, hex-scale, illusions confess, Law of Sight.
Fast1 round≤ MageryReach = presence; range/duration read from dice.
Charged≤3 rounds≤ 3×MageryDamage only. Interruption: every gathered die releases into you.
Ceremony10 min/die+set, not rolledOwn page. Enduring, unattended, M5+, named targets.

Envelope

Range by dice: 1 touch · 2 room ~10 yd · 3 courtyard ~25 · 4 field ~100. Targets: +1 die second target · +2 group · +3 roomful. Duration by total dice: minute · ten minutes · hour · until sunrise. Sustained = while held (1 die occupied). SET: objects/places only, never people; no enduring self-buffs.

Failure Ladder

MoF 1–2Flawed success — holds; warp = its flaw
MoF 3+True failure — no effect, full cost, warp = residue
Crit (18; 17 at eff ≤15)Worst warp row + backlash to HP
17 at eff 16+Counts as MoF 1 — masters fail flawed

Defense & the Pool

Conjured energy: DR stops it; remainder burns QP first (Gifted), then double-drain (1 QP + 1 HP per point). UnGifted: straight HP. Arranged harm (the dropped rock) hits as itself. Resisted workings ignore DR. Bolts: all Force M1; trapping sets type only; range = dice released; cast one round, thrown the next (Heroic Spellslinger: same turn at −3/−3, or −1/−1 with Weapon Master). Power Block: 3 + Force/2 (+1 retreat); 1 QP on success; extras −4 (−2 Block Mastery); −1 per incoming die past the first. (Adapted from GURPS Powers p. 167.)

Exposure: <1/3 QP Attenuated (−1, Sight −2) · 0 Exposed (−2, Will to work, costs from HP) · below 0 double-drain · −QN Collapse. Recovery: 1 QP per 10 min of quiet rest; QP given to a circle returns with the seventh day.