Spellcraft

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Evocation

  1. Determine Effect
    • Choose what you want to accomplish
    • Decide which Element you’re using
  2. Describe as Attack, Block, Maneuver, or Counterspell
  3. Decide how many shifts of power to use in the spell
    • Primary Effect
      • Weapon Rating (1:1)
      • Block Strength (1:1)
      • Armor Rating (2:1)
      • Zone Border (2:1)
      • Maneuver (3+)
    • Duration in Exchanges (1:1)
    • Zone (2:1) / split among multiple targets
  4. Determine mental stress
    • Minimum 1 stress
    • +1 stress/shift over Conviction
  5. Roll Discipline vs. Power to Control
    • Allocate uncontrolled shifts to backlash or fallout.
      • Backlash – Mental/Physical stress to you
      • Fallout – Stress the GM distributes to the environment
    • Control roll doubles as targeting roll for attacks
  6. Narrate results.

Thaumaturgy

  1. Determine the desired spell effect.
  2. Determine complexity in shifts.
    1. If complexity <=> Lore, enter Preparation stage.
  3. Prepare ritual.
    1. Invoke aspects – gain two shifts per aspect.
    2. Make declarations – each successful declaration gives you a temporary aspect to tag and two shifts of power when you do so.
    3. Accept or inflict consequences – gain the value of the consequence in shifts.
    4. Skip a scene – gain one shift per scene skipped.
  4. Draw power – roll Discipline to control power drawn each exchange. The spell is cast when you meet the number of shifts required by the spell’s complexity.

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“The Dresden Files” is copyright Jim Butcher. This work is licensed under the Creative Commons Attribution-Noncommercial 3.0 United States License, in accord with Jim Butcher’s Fanfiction Policy.

Spellcraft

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