A few comments and questions on this, Kees.
1) Can we change the name of "Magic Sneak" to something more dashing: "Rogue"? (i.e. The Gray Mouser), "Picaro"? Instead of "Sorcerer-Knight" maybe "Warlock" or "Templar"?
2)If non-magical characters have Mana, they should have a need for it. Perhaps they expend as much Mana resisting a spell as the Mage used to cast it? Wouldn't be a conscious effort (unless you say so), just the natural "resistance" people and things in the material world have to alteration by eldritch forces, and it would explain why "sometimes the magic works, my son, and sometimes it doesn't." Actually, I've always liked the idea that Mages have less Mana than warrior-types, thus it takes cleverness and deception by the Mages to get over on the tough guys. This not only gets us away from the D&D-inspired concept of Mage-as-heavy-artillery but it fits in better with most game worlds where wizards don't literally rule but are adjuncts to plain old fashioned tough guys.
3) When a Mage casts a spell which directly causes damage:
a) casting player rolls D10 and adds points of Attack/Resistance?
b) target rolls D10 and adds points of Power:Skills?
c) It's "all or nothing"; either the attack roll is higher and the spell damages the target or the defense roll is higher and the spell's manifestation physically missed or the target shrugs off the eldritch energy.
4) Augmentation and Charms still need D10 roll? Got to get above 7? What Ability, if any, adds to these? Do they require touch or can they be Ranged?
a) Augmentation isn't resisted, if the roll is successful the spell works on any target, living or object?
b) Are Charms resisted by D10+Power:Skills exceeding the attack roll of the Charm, or by a D10 roll = 7+Attack/Resistance regardless of the attack roll?
5) LOVE the way you have abilities and categories that don't follow the D&D convention of "statistics" of amount of strength, IQ, etc. When adding Skills points to a d10 roll that is not against an opponent (E.g. jumping a chasm) is there a usual TN? I note in passing that lowest possible starting Health of the physically weakest character, a Mage, is 15, so that unless an attacker puts almost all his points into Power:Damage, it is nearly impossible to incapacitate a target in one hit.
6) Is there any way to gain points to put into abilities as the character becomes more experienced?
7) Anything not covered is just a referee decision which ability applies? For instance, we know Dexterity:Skills is for sleight-of-hand. We'd then say "Pickpocket rolls D10 and adds Dex:Skills" and make ad hoc decision that target rolls D10 and adds same Dex:Skills if has any?
8) Can more than one non-attack spell be cast per round?
9) Since can only cast one attack spell/round even if didn't just close and attack, whereas a warrior may get several physical attacks/round, a mage will never want to get within arm's reach. So, range becomes important. Is there some rule about range - for magic or missle weapons - I presume mages can't be on the next hill 5 miles away?
Legend
A few comments and questions on this, Kees.
1) Can we change the name of "Magic Sneak" to something more dashing: "Rogue"? (i.e. The Gray Mouser), "Picaro"? Instead of "Sorcerer-Knight" maybe "Warlock" or "Templar"?
2)If non-magical characters have Mana, they should have a need for it. Perhaps they expend as much Mana resisting a spell as the Mage used to cast it? Wouldn't be a conscious effort (unless you say so), just the natural "resistance" people and things in the material world have to alteration by eldritch forces, and it would explain why "sometimes the magic works, my son, and sometimes it doesn't." Actually, I've always liked the idea that Mages have less Mana than warrior-types, thus it takes cleverness and deception by the Mages to get over on the tough guys. This not only gets us away from the D&D-inspired concept of Mage-as-heavy-artillery but it fits in better with most game worlds where wizards don't literally rule but are adjuncts to plain old fashioned tough guys.
3) When a Mage casts a spell which directly causes damage:
a) casting player rolls D10 and adds points of Attack/Resistance?
b) target rolls D10 and adds points of Power:Skills?
c) It's "all or nothing"; either the attack roll is higher and the spell damages the target or the defense roll is higher and the spell's manifestation physically missed or the target shrugs off the eldritch energy.
4) Augmentation and Charms still need D10 roll? Got to get above 7? What Ability, if any, adds to these? Do they require touch or can they be Ranged?
a) Augmentation isn't resisted, if the roll is successful the spell works on any target, living or object?
b) Are Charms resisted by D10+Power:Skills exceeding the attack roll of the Charm, or by a D10 roll = 7+Attack/Resistance regardless of the attack roll?
5) LOVE the way you have abilities and categories that don't follow the D&D convention of "statistics" of amount of strength, IQ, etc. When adding Skills points to a d10 roll that is not against an opponent (E.g. jumping a chasm) is there a usual TN? I note in passing that lowest possible starting Health of the physically weakest character, a Mage, is 15, so that unless an attacker puts almost all his points into Power:Damage, it is nearly impossible to incapacitate a target in one hit.
6) Is there any way to gain points to put into abilities as the character becomes more experienced?
7) Anything not covered is just a referee decision which ability applies? For instance, we know Dexterity:Skills is for sleight-of-hand. We'd then say "Pickpocket rolls D10 and adds Dex:Skills" and make ad hoc decision that target rolls D10 and adds same Dex:Skills if has any?
8) Can more than one non-attack spell be cast per round?
9) Since can only cast one attack spell/round even if didn't just close and attack, whereas a warrior may get several physical attacks/round, a mage will never want to get within arm's reach. So, range becomes important. Is there some rule about range - for magic or missle weapons - I presume mages can't be on the next hill 5 miles away?