OOC: Reference - Magic.   Posted by Control.Group: 0
 GM, 3 posts
Wed 8 Jul 2015
at 08:58
OOC: Reference Material - Magic
This thread will host information on casting magic...

Message 02: Info: Basics of Evocation
Message 03: Info: Evocation Cheat-Sheet
Message 06: Info: Thaumaturgy Short-Form  (Cheer-Saving Thamaturgy)

As a general rule, we'll be using "Cheer-Saving Thaumaturgy" for thaumaturgical rituals...  This assumes that most rituals are an excuse to get us to the next scene, next stage, next something.  If there's no drama in the roll, we'll assume it's successful and move on.

This message was last edited by the GM at 03:44, Tue 19 July 2016.

 GM, 4 posts
Wed 8 Jul 2015
at 08:58
The Basics of Evocation
  1. Decide what you want to do:
    • Attack
    • Maneuver
    • Block
    • Counter-spell

    Evocation is a quick instantaneous spell. Must be able to see target.
  2. Decide how much power you want to put into spell. Shifts can be spent on things like:
    • Damage
    • Armor
    • Duration
    • Etc.

  3. Take 1pt of Mental Stress for Effects rated to your Conviction (and Power Focus Items, Power Refinements, Aspects, etc.), 1 extra pt of Mental Stress for each level above your Conviction
  4. Roll 4df and add it to your discipline (plus applicable Control Focus Items, Control Refinements, Aspects, Tags, etc.) The difficulty of the spell is the number of power shifts you chose.  This roll also counts as your attack roll if attacking with the spell.
  5. If you succeed, spend the shifts.
  6. If you fail, The spell backfires:
    • If the spell is an attack, the weapon-value of the effect is equal to the actual Power raised and directed.
    • The difference in control and power-called manifests as either:
      • Backlash - Which you, the caster, absorb as either Physical or Mental Stress or Consequences equal to the number of shifts difference  (shifts assigned to backlash are NOT deducted from the power of the spell-effect).
      • Fallout - Which the GM uses to describe it's impact upon the scene as a whole (shifts assigned to fallout ARE deducted from the power of the spell-effect).

  • 1 shift of power increases the Weapon rating by 1.
  • 2 shifts of power let you affect every target in one particular zone you can see. Instead of attacking zones, you can attack individual targets by splitting up your shifts of power.

  • 1 shift of power adds 1 to Armor or as a zone border.
  • 1 shift of power adds 1 additional exchange of persistence (duration).
  • 2 shifts of power allow the effect to cover multiple allies within the same zone.
  • 1 shift of power adds 1 to the block strength of the block action.

  • 3 shifts of power allows you to place a maneuver.
  • 1 shift of power adds 1 additional exchange of persistence (duration).

All shifts of power used to reduce opposing spell. Must guess the number of shifts opposition has put toward spell. A lore roll can be made at difficulty equal to opposition's discipline.

This message was last edited by the GM at 02:30, Sat 22 Aug 2015.

 GM, 5 posts
Wed 8 Jul 2015
at 08:59
Evocation Cheat-Sheet
Here's a text version of the cheat-sheets I use at our table.  It's still a work in progress, so if you think there should be changes or additions... let me know!

These are all very generalized approaches.  If you want to do something that's not covered here, talk to your GM... to work out what kind of modifications to the call-for-power is required...

Also, this is straight mechanics.  This doesn't address narrative restrictions.


+0  to increase Weapon-Value
+0  +2 For Area-Effect
      to affect the entire zone
      alternately, you can split the attack-strength
      over multiple recipients (ie attack-strength 5,
      hits one opponent at 3-shifts and another at
      2-shifts... but avoids hitting your allies in the
      zone, too.  AoE firebomb is nasty!
      Keep in mind that weapon-value (above) adds to whatever effort
      gets through the opponents defense, so that a 5-shift attack,
      passing through a 2-shift dodge and Armor:1 will do
      5-(2+1)+5 weapon-val = 7-shifts of damage!   You don't always
      need to go big!

+0  +1 per shift of Block-Strength
       Blocks fail if bypassed.  strength should be vs. anticipated
       skill... ie. veil versus expected Alertness ranking
+0  +2 per shift of Armor (armor persists if bypassed)
+0  +1 per shift of persistence (up the time-ladder)
+0  +2 to protect all allies in Zone
       alternately, you can split the block-strength
       over multiple recipients (ie block-strength 5,
       covers you at 3-shifts and 1 other at 2-shifts)

+0  +1 per shift of Block-Strength
       Blocks fail if bypassed.  strength should be vs. anticipated
       skill... ie. veil versus expected Alertness ranking
+0  +1 per shift of persistence
+0  +2 to 1-way transparency (veils only)
+0  x2 multiply by 2 for each increase in the size of affected area
       +0 = "small car size" at max.

+0  +3 for static (no opposition)  OR
    +3 or better-skill for opposed (ie, living beings)

+0  Strength of counterspell
    A lore-assessment is a free-action to guess at the strength is necessary

 GM, 8 posts
Wed 8 Jul 2015
at 09:25
Re: Thaumaturgy Short-Form (Cheer-Saving Thaumaturgy)
A lot of folks just don't want to go through the process of nickle-and-diming the Thaumaturgy math for all those shifts of power.  I don't blame you.  So, "Cheer-Saving Thaumaturgy" offers a quicker way to go about it with more focus on the narrative.

First Question...  Do you even need to roll?
A lot of thaumaturgy spells are mechanisms to get us to the next stage of the story.    There isn't any real drama in rolling a tracking spell if there's no hurry or tension...

(1) Define the spell-Effect
Boil down the effect you want to one of:
  • Place an Aspect on a target person, place of thing (ie an enchantment)
  • Force a physical mental or social Consequence on a target  (these are always lawbreaking)
  • create a block of a certain value, or a "skill" your effect gets to roll to do it's thing.
  • Create a story detail that doesn't need mechanics to model

(2) Figure out the Preparation
How far are you willing to go to get what you want with this spell?  If you have to "jump through hoops" to get it done, it's usually because one of the following Complications is in play:

  • Time-Constraints - The ritual takes a while and you're pressed for time
  • Knowledge-constraints - The caster needs more research or knowledge to make the spell work (need the name of the demon you're summoning)
  • Symbolic-Link - The caster needs a strong symbolic link to the target  (the target's hair, tears, etc)
  • Power-Constraints - The caster needs more power than is readily available (associated with time)
  • Spell-Dependencies 0 The spell depends on a condition (ie, during a thunderstormas) or a special component (blood of a albino lamb)...

So... if the spell is worth jumping through hoops for and we want the drama, then:
  • Pick one complication from the Complication List.
  • For each additional effect from the Effects list, add another Complication.
  • If the spell needs to last longer than the next sunrise, add another Complication

The GM reserves the right to require more complications for potential story-altering rituals.

Having defined the complications, figure out what you're going to do about it, and roleplay out the resolution of those Complications.

need more power?  Perhaps you can consider getting another Wizard to help, or maybe you want to bargain with a Forgotten God for the power...

If you've jumped through the hoops, we can basically assume that you've succeeded in casting the ritual.