Casting

With AdVarTa, the proposed casting mechanics are reliant on Skill Checks. The ability to cast depends on knowing particles, having enough of some "magic attribute" and executing the adaptable rolls.

Basics
Casting makes use of the Dice Pool mechanics. This means that

Basically, a spell is defined by its particles and the intensity of each. Then, you get to know the absolute difficulty (essentially a number that can range from 1 to anything integer) and the relative difficulty, as explained in the table. According to the difficulty, you get to roll. Two dice are rolled simultaneously, with the lower value being called 'power', and the higher one being called 'control'.

Note: Sometimes, a third dice is rolled for effects depending on the spell.

Proposed Arcane Particles
For the Default Setting, five groups of particles or "Magical Flavours" are proposed:

Alteration
Simple in principle, alteration deals mostly with the physical structure and interactions of matter. Using alteration particles in a spell allows for one substance to act differently for the duration of the spell, for example, greatly increasing surface tension of a liquid or even replicating entirely another substance's properties for a limited duration.

Particles of Alteration:
 * Cohesion
 * Enhancement
 * Perish
 * Preserve
 * Reform
 * Reproduce
 * Transmute

Cognition
Dealing with pure information and subjects' minds, cognition carries utility during exploration and character interactions, while being somewhat limited to short-duration effects. It's very versatile and also the largest default group. Things from increases in perception to thought probing can be performed using cognition particles.

Particles of Cognition
 * Induce
 * Question [Discipline, Interference]
 * Ressonance [Ideal, Sensible]
 * Sensing
 * Simulate [Auditive, Tactile, Visual, Extrassensorial (Premonitive)]

Equilibrium
This one group has been troublesome. Some other systems would associate it with "Abjuration" or "Neutralization". It basically influences magic formes in ways like reducing some spell power, disabling a select effect or compensating something unbalanced.

Particles of Equilibrium
 * Atenuate
 * Compensate
 * Prevent
 * Reject

Invocation
Like alteration focuses on aspects of matter, invocation focuses on spatial manipulation. Linking two separate points, as in translocations or even allowing for arcane energy to take on form of a body, or to call upon extradimensional intervention, invocation's complexity is deceived by its low number of particles.

Particles of Invocation
 * Conjure Dynamic
 * Conjure Static
 * Conjure Specific
 * Translocate

Manifestation
This last group completes the trio of "matter, space and energy" alongside alteration and invocation. Manifestation is all about converting arcana into some energy of physical perception. Electricity, Heat, Kinetics and overall Entropy are subjects of the manifestation particles.

Particles of Manifestation
 * Accelerate
 * Cool [also Spontaneous Freeze]
 * Electrocute [also Charge]
 * Erode
 * Heat [also Spontaneous Combust]
 * "Kannaranar" [also "Naranargo"] - Setting specific