Incantations are used to play Actions with an Incant entry.
In order to play an Action with an Incant entry, an entity must first build up a number of Incantation charges corresponding to the number in the Incantation entry. During their Start of Turn, an entity with Incantation charges has the opportunity to play such an Action. This does not count as or against the Action that may be played later in the Action Phase. Alternatively, an entity may play an Action with an Incantation entry during their Action Phase provided the entity has sufficient Incantation charges. This expends the Action Phase as normal.
To build up an Incantation charge, an entity must first begin an Incantation. The simplest way to do this is to begin an Incantation as an Action. This Action is always available and requires no particular card or entry to perform. Additionally, many entries, such as those found on Implements, allow the entity to begin an Incantation as a part of the play.
Once an entity has begun an Incantation, the entity is now incanting. The entity continues incanting until the start of the entity's next turn, or until the entity suffers damage. An entity that suffers damage loses any current Incantation as well as any built-up Incantation charges. Some effects can prevent this loss; any effect that prevents an entity from losing its Incantation also prevents the entity from losing any accumulated Incantation charges.
During the Start of Turn, an entity that is incanting gains one Incantation charge. This charge may be immediately spent to play an Action with an Incantation entry equal to or less than the entity's current total of charges, or the charge may be stored to play later.
Whenever an entity spends any number of Incantation charges for any purpose, the entity then loses any leftover charges that may be remaining and ceases any ongoing Incantation.
The DM may determine that an entity that is not capable of playing any Actions with Incant entries can also not begin an Incantation. This would primarily be used to prevent abusive plays and combinations that make little sense. However, a player may still try to pretend to incant in order to influence enemy decisions. The DM determines how successful such a ploy would be based on the intelligence and knowledge of the enemy. Such false Incantations are not actual Incantations. For instance, they cannot trigger Assists or Interrupts that rely on Incantation-related events. An enemy capable of playing such an effect would instantly recognize the ploy.