Thaumaturgy involves 5 steps: 1) Determine the desired spell effect and complexity, 2) Prepare rituals and symbolic links to gain power shifts if complexity exceeds skills, 3) Draw power by rolling Discipline vs amount drawn with risks of backlash on failure, 4) Store drawn power, 5) Cast spell when stored power meets complexity. Spells can solve problems, create lasting changes, provide knowledge, interact with supernaturals, or shape energies, with complexity based on type and scale of the intended effect.
Thaumaturgy involves 5 steps: 1) Determine the desired spell effect and complexity, 2) Prepare rituals and symbolic links to gain power shifts if complexity exceeds skills, 3) Draw power by rolling Discipline vs amount drawn with risks of backlash on failure, 4) Store drawn power, 5) Cast spell when stored power meets complexity. Spells can solve problems, create lasting changes, provide knowledge, interact with supernaturals, or shape energies, with complexity based on type and scale of the intended effect.
Thaumaturgy involves 5 steps: 1) Determine the desired spell effect and complexity, 2) Prepare rituals and symbolic links to gain power shifts if complexity exceeds skills, 3) Draw power by rolling Discipline vs amount drawn with risks of backlash on failure, 4) Store drawn power, 5) Cast spell when stored power meets complexity. Spells can solve problems, create lasting changes, provide knowledge, interact with supernaturals, or shape energies, with complexity based on type and scale of the intended effect.
Overview 1. Determine the desired spell effect. 2. Determine complexity in shifts. a) If complexity <= Lore, you have everything needed, go to dra ing po er. !) If complexity " Lore, enter #reparation stage. $. #repare ritual. a) Invo%e aspects & gain t o shifts per aspect. !) 'a%e declarations & each successful declaration gives you a temporary aspect to tag and t o shifts of po er hen you do so. c) (ccept or inflict conse)uences & gain the value of the conse)uence in shifts. d) *%ip a scene & gain one shift per scene s%ipped. 4. Dra po er & roll Discipline to control po er dra n each round. +he spell is cast hen you meet the num!er of shifts re)uired !y the spell,s complexity. Determine Spell Effect 1. Solve improbable or impossible problems 2. Create a lasting change 3. Provide inaccessible knowledge 4. Interact with the supernatural 5. Shape supernatural energ into ph sical !orms Evaluating omple!ity 1. "ction t pes a# Solve improbable or impossible problems $ simple action. b# Create lasting changes% &emporar $ a maneuver. Permanent $ winning a con!lict. c# Provide inaccessible knowledge $ assessment. d# "llow interaction with the supernatural $ contest o! wills. e# Shape magical energies into ph sical !orms $ attack ' block plus duration. 2. Simple actions $ solvable b mundane skill rolls given time and resources. Includes "ssessments( )eclarations( unopposed *aneuvers( and other skill usages. a# Comple+it is e,ual to the successes re,uired to do this through mundane means. 3. -pposed *aneuvers a# *ust beat de!ender.s skill. b# *ust get through an &hresholds( /ards( or other protections. c# *a chain multiple aspects $ pa ing !or each o! the above separatel . d# "dd shi!ts !or persistence ' duration. 4. Contests and Con!licts a# "s -pposed *aneuvers plus% b# *ust have enough shi!ts to account !or Stress and Conse,uences. c# )eath or permanent trans!ormation must take the target out $ over!lowing their entire stress track and all conse,uences. 5. )uration a# 0ach additional shi!t moves duration up one level on the chart 1-/ 315#. b# &haumaturg usuall starts at 15 minutes 1appro+imatel one scene# or .until sunrise. depending on target. -pposed spells 1living target# start at 15 minutes. 2nopposed spells 1ob3ect or area target# start at .until sunrise.. Preparation 1. Creating a spell construct a# 4itual 4esearch the 4itual Casting space ' area Components $ chanting( ritual movements( inscriptions( etc. Ph sical implements $ athame( other tools( ingredients( etc. b# S mbolic 5inks &rue names Scale models " piece o! the whole c# Power Sources 1optional# $ -/ 246. 2. "d3udicating preparation a# Invoke aspects b# *ake declarations c# "ccept or in!lict conse,uences d# Skip scenes Dra"ing Po"er 1. )ecide how !ast to draw power a# &ake mental stress e,ual to the amount ou draw over Conviction b# 7o stress i! drawing power below Conviction 2. 4oll )iscipline vs the amount o! power drawn each e+change a# -n a !ailure( all shi!ts o! stored power prior to and including the !ailed e+change( become !allout and ' or backlash. b# -n a success( the amount o! power drawn in the e+change is added to stored power. 3. -nce stored power matches or e+ceeds the number o! shi!ts needed !or the spell( it is success!ull cast.