1. A character may enter combat with no more mana in his mana pool than his Channeling attribute. Having more mana than that prepared at all times is dangerous and can result in severe mana burn and fry-out the caster's brain.
2. Combat exists at two levels: between player and an individual or group of creatures, and between player and another mage. (Note that some creatures rely on magic for battle, but they are still not of the same caliber as a true archmage and his arsenal of spells. Creatures with activated abilities may have trouble drawing enough mana to perform them on their own unless they are in a locale that provides that type of mana very freely. For example, a lone Shivan Dragon might use its fire magic to give it great power in the mountains but it would be much more limited in a swamp.)
3. Combat begins with each character in either ranged, close, or locked (a.k.a. engaged) combat with each enemy depending on the situation battle begins in. A player may be in close combat with one creature but in ranged combat with another. Engaged combat is a temporary state and only lasts for the phase before returning to close combat.
Ranged Combat: In Ranged Combat, the two combatants cannot target each other with spells or abilities that may only target creatures. They also cannot engage in direct combat of power and toughness. Instead of casting spells, a character or monster may move in to close combat or attempt to flee. (This combat zone represents a player in his seat, playing a game of Magic.)
Close Combat: In Close Combat, the two combatants can target each other as creatures or as players. The characters can freely, as an action, enter engaged combat, but other creatures or players that are also in close combat range can choose to intercept. While in close combat, a character must be focused and cannot draw mana as freely, giving a -2 penalty to Channeling. As well as casting spells, a character or monster may move to ranged combat or attempt to engage another creature it is in close combat with. (This combat zone represents a player's commander on the field.)
Locked Combat: In Locked or Engaged Combat the two engaged creatures or players are locked in a battle of sword and blade, tooth and nail, fire and fury, and skill and might. The attacking character or monster (the one whose turn it is) makes an attack roll (dice equal to Power) against the defender's Toughness (dice equal to Toughness), dealing excess damage to Life. The defender may then immediately make a counter-attack Power roll dealing damage in excess of the attacker's Toughness to its Life. (Creatures with First Strike function a little differently.) After combat, if the attacker survives, it is repelled and forced back by the defender -- knocked off guard, it needs to re-raise its defenses. (There is an exception if the creature has Vigilance.) Creatures' Toughness remains zero or the value it was reduced to until the end of the turn. Life lost remains the same unless the creature is Regenerated.
4. Combat proceeds with the character with the highest Speed acting first. In the event of a tie, roll opposing dice to determine the order. Once the battle begins, turn order is set. You can at any time choose to delay your turn, but doing so changes your turn to that point in the rotation for the rest of the battle.
5. During your turn's phases you may take the following actions.
Channeling Phase: The character may add the next spell from their Library to their Memory. The character may restore a number of Mana up to his Channeling score to his Mana Pool. (If he is in close combat with any enemies, this number is reduced by 2.) The character may exceed his maximum Mana Pool size in this way by adding colorless mana to his mana pool, but doing so will ignite the Mana stored within and it all must be spent by the End Phase or Mana Burn will cause a damaging backlash that deals damage equal to the remaining quantity of Mana in excess of the character's full Mana Pool.
Upkeep: The character may choose to maintain pervasive effects up to his Focus score. Creatures given Focus are refreshed and reinvigorated to action again.
Main Phase: A character may take a number of actions equal to his Speed score.
- Moving: A character can move freely from the close combat to the ranged combat zone or from the ranged combat to the close combat zone once per turn. If a character or creature does so, they cannot Flee or Engage that turn.
- Commanding: Once per turn the character may direct his controlled monsters to Move, Engage, or Cast a "spell" via an ability. A creature which was summoned during the same turn is affected by the brief state known as 'Summoning Sickness' and cannot be directed until your next turn (the exception is creature which have the Haste ability). A character may direct any number of creatures as a single action but all commands must be given before any other actions are taken. Controlled creatures act immediately as the order is given and may be responded to in turn by a character who makes a successful opposed speed roll.
- Casting: The character may cast a number of non-instant spells up to his Focus score minus his sustained pervasive effects. The character may not cast any spell which requires more Mana than he can muster at once. The Converted Mana Cost of the spell must be equal to or lower than the character's Mastery score. A spell may be responded to by any enemy or ally successfully makes an opposed Speed roll equal to or greater than the character whose turn it is. A resolved spell becomes null for the rest of the day and is considered to be 'in the graveyard'.
- Engaging: Once per turn, a character or creature may Engage an enemy and enter Locked Combat. If the creature or character targets another character, they may direct a controlled creature in close combat with the offending creature or character to intercept them, forcing them into Locked combat with the defending creature instead.
- Fleeing: The character skips the rest of his turn. This must be the first action taken in the phase. All pervasive effects end and all creatures are unsummoned. If the character takes less than 5 damage and is not engaged in combat by his next turn, he escape from combat. If the character has at least 2 Speed more than any other combatant, he may make an opposed Speed roll to escape immediately.
Combat: The attacking character or monster (the one whose turn it is) makes an attack roll (dice equal to Power) against the defender's Toughness (dice equal to Toughness), dealing excess damage to Life. The defender may then immediately make a counter-attack Power roll dealing damage in excess of the attacker's Toughness to its Life. (Creatures with First Strike function a little differently.) After combat, if the attacker survives, it is repelled and forced back by the defender -- knocked off guard, it needs to re-raise its defenses. (There is an exception if the creature has Vigilance.) Creatures' Toughness remains zero or the value it was reduced to until the end of the turn. Life lost remains the same unless the creature is Regenerated. If the attacker has Trample and caused enough damage to kill the defender, it may make an immediate move action to either engage another creature in locked combat or move into close combat with another target, or away to long range with a target.
End Phase: If the character has more spells held in Memory than half his Memory score (rounded up), he must forget spells until he no longer does. Any reduction to any character or creature's Power or Toughness is removed at this time. Effects that end at 'end of turn' end now.
6. Instant spells may be cast during any phase, even if it is not your own turn, provided there is enough Mana within the Mana Pool. To respond to a spell, a caster must make an opposed Speed roll equal to or greater than the controller of the targeted spell. (The exception is Split Second spells which can respond to any spell and cannot be responded to themselves.)
7. While characters can be affected by all spells that can target creatures, they are immune to "destroy" effects (as though they were indestructible) and "exile" effects as well as effects that grant control of a creature to another character.. They can only Lose or Win a battle. A player that has lost can no longer focus or channel and loses all spells in memory. They are left at the mercy of the victor and whether they live or not is up to them.
8. At end of combat, All summoned monsters are dispelled and all non-Aura Enchantments are removed. Counter of any type remain until removed by healing. Non-equipment artifacts are unsummoned at end of Combat.