Uncertainty is about the possibilities which exist within the current plane. Less useful on a Vision Quest, where more possibilities exist.
Magic is cast by losing focus on the world around you with uncertainty as to the result. Chose the spell you want to cast, fix that in your head, call “Casting”, for the next 20 seconds your cannot run and at the end of it MUST make the call you selected. You need to be capable of making a call at the point you call casting but are under no restrictions when the cast completes. It is advisable to not look around just prior to the spell going off to avoid the appearance of impropriety. Visually your eyes go weirdly out of focus for the duration of the casting. You can have multiple spells casting at the same time if you wish.
Summon a weapon you are attuned to, you are IMMUNE DISARM whilst wielding it, it ceases to exist if you stop holding it for other reasons.
MASS BE SAPPED 30
MASS GAIN VOID MENTAL
MASS GAIN 10 HITS 30
MASS X, X is the last damage component you took (or HEX if last damage was somehow above that)
MASS BE BUFFED 30
MASS BE FROZEN 5
MASS BE FELLED
When saying “casting” choose a point you cannot currently see to relocate to (eg 10 paces that way, or by that little tree). When the spell resolves call GONE and relocate to that point where you call APPEARING, you may have other uncertainty spells counting down whilst doing this but cannot start one mid movement.
MASS BE EFFECTED DISAPPEAR
MASS X, X is chosen damage component up to HEX
MASS BE DISARMED EVERYTHING