A player can cast spells in the magic phase of his own turn. After the strength of the winds of magic has been established the cards are dealt as described above and the player can proceed to cast spells:
CAST. The player declares that he is casting one of his wizard's spells. The spell card is laid on the table together with the number of power cards required to cast it (or the Total Power card if this is being used - more about this card later).
COUNTER. The opposing player may attempt to counter the spell using a counter magic card. The player can add additional power cards from his hand to boost the chance of success as explained below.
REINFORCE. The caster can expend further power to reinforce his spell, decreasing his opponent's chance of dispelling as explained below. Note that the dispelling player has to put up all his power cards before the caster decides whether to reinforce his spell or not.
SPELL FAILS. If the spell is successfully countered then it does not work. The spell cannot be cast again that turn, but it can be cast thereafter as normal. All cards used to cast or counter the spell are returned to the Winds of Magic deck. If the spell has been countered by a card other than Dispel then proceed to work out any further effect as described eg, Drain Magic, Rebound, etc.
SPELL SUCCEEDS. If the spell is not countered then proceed to work out its effect as described on the spell card. The spell cannot be cast again that turn. If it Remains in Play or Lasts 1 Turn the card is left in place to show this (see below). All cards used to cast or counter the spell are returned to the Winds of Magic deck.CAST AGAIN. The casting player selects a wizard and declares he is casting one of his remaining spells. This spell is cast and can be countered as before. The player continues to cast spells in the same way until he decides to stop, runs out of power or runs out of spells to cast.
Important Rule
Note that only one attempt can be made to counter any spell when it is cast.