Hot Springs Dresden
Evocation or Channeling
Spell Casting For
I always struggle with mechanics, so after studying the rules of spell crafting all week, I decided to translate them into something my brain could understand better. In case anyone else struggles with it (I doubt you guys will) I decided to post it here for everyone.
Decide how much Power I need for attack strength and zones.
Anything up to conviction costs 1 mental stress. Anything past conviction adds 1 mental stress per shift.
Add in any bonuses that I get, to my base conviction score.
Roll Discipline to control the power.
Tag aspects, accept backlash or fallout.
Enemy may defend against the spell power.
A successful attack deals Spell power + (Spell Power – Defense Roll)
- Example: 8 Spell Power + (8SP – 4 Defense) = 12 Damage
- Example 2: 8 Spell power + (8SP- -1 Defense) = 17 Damage
How much power do I want to summon?
- I can call up power EQUAL to my conviction for 1 mental stress.
- If I have any bonuses that apply to my Conviction (Power) for this spell I add them to my total conviction score FIRST to determine my base Conviction.
- For each shift of power I call ABOVE Conviction, mark off an additional mental Stress.
- Example: My conviction is 5. My attack will have a summoned power of 8. That will be a 4 point Mental stress spell. 1 to cast the spell, and 3 for going from 5 to 8.
- Example 2: My conviction is 5. My attack will have a summoned power of 8. My focus item grants me +1 conviction for attacks. This brings my conviction up to 6. That will be a 3 point mental stress hit. 1 to cast the spell, and 2 for going from 6 to 8.
Things I can use my summoned power for:
- 1 shift = Attack Weapon:1
- 2 Shifts = Attack all targets in one zone. Increase for more zones.
- 1 Shift = Block:1
- 1 Shift = 1 additional exchange of Block duration
- 2 Shifts = Cover multiple allies in the same zone with a block
- 3 Shifts= Place or remove a temporary aspect on the target or the scene. May need more than 3
- 1 Shift = Make a magically placed aspect last more exchanges (rounds)
OK.. So now I roll 4DF and add my Discipline to that roll to summon up the power.
- If I have any bonuses to my Discipline (Control) that can apply to this spell, I add them to my roll now.
- My Roll + My Disciple must meet or exceed the power I want to summon.
- If I come up short on my roll, I can tag aspects to add to it, or I can take Backlash and take physical stress equal to the deficit. I can also choose to accept fallout.
- If I accept Fallout from the spell, the GM can decide to have bad things happen, equal to the uncontrolled power. My spell effect is now only worth what I rolled.
- Example: My target power is 8. I roll +1. My discipline is +4. My focus item adds +1 Control. I have +6 total. I tag an aspect for +2. My spell goes off successfully as a Weapon:8 Attack. The enemy can attempt to defend.
- Example 2: My Target power is 8. I roll -2. My discipline is +4. My focus item adds +1 Control. I have a +3 Total. I cannot tag any aspects. I cannot take any physical stress. I accept Fallout. My spell succeeds at Weapon:3 and the enemy can attempt to defend. There is now a Weapon:5 Fallout effect that that GM can play with to make life rough.
- Example 3: My Target power is 8. I roll -1. My discipline is +4. My focus item adds +1 control. I have a +4 total. I choose to make up the deficit by absorbing Backlash. I take 4 points of physical damage, giving me a total of 8. My spell succeeds as a Weapon:8 Spell. The enemy can attempt to defend.
The enemy gets to attempt to defend.. They must beat my Summoned Power.
- Example: The enemy has a 5 to defend. The difference gets added to my spell as damage. That would make the spell inflict 11 stress total.