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View table: COMPLICATIONS

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This table has 22 rows altogether.

Page COMPLICATION Name COMPLICATION Costs COMPLICATION Scope COMPLICATION Description
Casting Time Casting Time Wizard Effects can be triggered in an instant, or require years of perfect ritual. The longer it takes to cast, the less expensive the base cost of the spell. In general, a single [[wet mind]] can not cast spells that take longer than 8 hours, and a group of wet minds can not cast beyond 4 days. A single hybrid mind can usually cast up to 4 days, but longer times demand a group of hybrid minds. These may be able to take two weeks on a spell. For longer casting times an AI or group of AIs is required.
Components Spell Components Base of 8DC for spells that use no components. Each component reduces this cost based on the table below. Wizard There are five types of spell components that enable and simplify the use of powers and spells. * '''Verbal''': A short series of words or sounds. * '''Somatic''': A physical movement of the body. * '''Material''': An item that the Caster wears or carries. * '''Experiential''': A sensation, emotion, thought, or other qualia. * '''Contextual''': A location, timeframe, or other circumstance the Caster must be in. A component my be common, rare, or unique to the caster. The rarer the component, the more effective it is at focusing the caster on the task at hand. This can be applied to all types of components. A sneeze, for example, is Somatic, common, and reusable. * '''Common''': Something the caster can access easily in their normal life, usually without conscious thought. Putting on your glasses is a common 'tech' component (compared to a 'spell' component). * '''Rare''': Something the caster has to expend meaningful effort to access. The effort must have narrative meaning to the caster for the component to be effective. A set of expensive designer contacts that make your eyes spooky could be a rare tech component. * '''Unique''': Something that is unique to the caster, and the caster alone. A component may be reusable, have a limited number of uses, or may be useful once only. Increasing fragility increases the power of the component. * '''Reusable / Persistent''': The component is not affected by casting or other use. * '''Depleted / Charges / Expendable''': After a small number of uses the component is used up and must be replaced. * '''Destroyed / Single Use''': The component is destroyed, consumed, ruined, transformed, or otherwise rendered unsuitable for use with this spell cast by this caster. Making use of verbal, somatic, and material components takes a few seconds (e.g., a round of combat). Experiential and contextual components may take considerably longer to use, so they are almost exclusive to Wizards. For example, a spell could be designed so it can only be activated in the context of the Caster's childhood bedroom, or within a carefully constructed circle of runes. * [[Wizard]]s use components to make it easier to create specific mental states. They can use any component at any rarity. * [[Sorcerer]]s usually use components to aid them in subsuming themselves into Magic. They do not use most Wizard spell components because they require a level of planning that can not be applied when giving yourself up to the mind of a sleeping god. Most Sorcerers They usually establish common, reusable verbal and somatic components - a magic word and gesture - that can be applied to any given casting. They may also have a reusable talisman to help them focus. A rare or unique talisman should be found as part of an adventure. * [[Adept]]s rarely use more than one component that applies to all their powers. It is often a word (Schmazram!), a gesture (flick the shades out of the way to loose the beams), or an object (mew mew). It is possible for a Sorcerer or Adept to require more powerful components to wield their powers. Spider-Man has to have his unique, refillable web-shooters to use web powers and Thor needs the unique Mewmew to be Thor in the comics. If choosing this kind Each component reduces the cost of a spell by some amount that depends on how fragile and precise the component is. Rarity and fragility make it easier to achieve the correct mental state, so these factors can greatly decrease the difficulty of the spell. Each of the factors affecting the strength of a spell component are defined in terms of the Caster, not to the whole world, so a unique item is unique to the Caster. A spell component may be destroyed as a component without actual destruction, depending on the nature of the component. A slice of lemon can only be eaten once and still be a lemon slice. A [[Wizard]] could need a unique piece of lunar regolith to scrape their skin, for another spell. The rock is intact after the [[Casting]], but that [[Wizard]] could never use that rock again.
Components Spell Components Base of 8DC for spells that use no components. Each component reduces this cost based on the table below. Wizard There are five types of spell components that enable and simplify the use of powers and spells. * '''Verbal''': A short series of words or sounds. * '''Somatic''': A physical movement of the body. * '''Material''': An item that the Caster wears or carries. * '''Experiential''': A sensation, emotion, thought, or other qualia. * '''Contextual''': A location, timeframe, or other circumstance the Caster must be in. A component my be common, rare, or unique to the caster. The rarer the component, the more effective it is at focusing the caster on the task at hand. This can be applied to all types of components. A sneeze, for example, is Somatic, common, and reusable. * '''Common''': Something the caster can access easily in their normal life, usually without conscious thought. Putting on your glasses is a common 'tech' component (compared to a 'spell' component). * '''Rare''': Something the caster has to expend meaningful effort to access. The effort must have narrative meaning to the caster for the component to be effective. A set of expensive designer contacts that make your eyes spooky could be a rare tech component. * '''Unique''': Something that is unique to the caster, and the caster alone. A component may be reusable, have a limited number of uses, or may be useful once only. Increasing fragility increases the power of the component. * '''Reusable / Persistent''': The component is not affected by casting or other use. * '''Depleted / Charges / Expendable''': After a small number of uses the component is used up and must be replaced. * '''Destroyed / Single Use''': The component is destroyed, consumed, ruined, transformed, or otherwise rendered unsuitable for use with this spell cast by this caster. Making use of verbal, somatic, and material components takes a few seconds (e.g., a round of combat). Experiential and contextual components may take considerably longer to use, so they are almost exclusive to Wizards. For example, a spell could be designed so it can only be activated in the context of the Caster's childhood bedroom, or within a carefully constructed circle of runes. * [[Wizard]]s use components to make it easier to create specific mental states. They can use any component at any rarity. * [[Sorcerer]]s usually use components to aid them in subsuming themselves into Magic. They do not use most Wizard spell components because they require a level of planning that can not be applied when giving yourself up to the mind of a sleeping god. Most Sorcerers They usually establish common, reusable verbal and somatic components - a magic word and gesture - that can be applied to any given casting. They may also have a reusable talisman to help them focus. A rare or unique talisman should be found as part of an adventure. * [[Adept]]s rarely use more than one component that applies to all their powers. It is often a word (Schmazram!), a gesture (flick the shades out of the way to loose the beams), or an object (mew mew). It is possible for a Sorcerer or Adept to require more powerful components to wield their powers. Spider-Man has to have his unique, refillable web-shooters to use web powers and Thor needs the unique Mewmew to be Thor in the comics. If choosing this kind Each component reduces the cost of a spell by some amount that depends on how fragile and precise the component is. Rarity and fragility make it easier to achieve the correct mental state, so these factors can greatly decrease the difficulty of the spell. Each of the factors affecting the strength of a spell component are defined in terms of the Caster, not to the whole world, so a unique item is unique to the Caster. A spell component may be destroyed as a component without actual destruction, depending on the nature of the component. A slice of lemon can only be eaten once and still be a lemon slice. A [[Wizard]] could need a unique piece of lunar regolith to scrape their skin, for another spell. The rock is intact after the [[Casting]], but that [[Wizard]] could never use that rock again.
Damage Damage 1DC/point caused or blocked. · 2DC/point repaired for machines · 4DC/point healed or cured for living organisms or AI minds. · 8DC/point redirected · -2DC/point of stress the spell causes the caster · -4DC/point of consequence damage the spell causes the caster Wizard Some damaging effects are persistent, as with [[Firestorm]], which summons burning napalm over a large area. This kind of effect does not change the cost of the spell, since [[Magic]] is not involved in the combustion. Poisons, toxins, and radiation can also be persistent threats which continue to do harm until the source material is dealt with. This effect is applied for shielding effects just as it is for damaging effects. One spell can heal and harm, depending on how it is interacted with (see [[Infernal Halo]]). Repairing damage is much more difficult than causing it since the Spell must be able to figure out what the undamaged state of the machine or organism was. These costs align with and accounts for the ‘Component Count’ complication, so don’t apply that complication to the DC of healing spells.
Detailed Detailed Detailed: DC 2< · sup> · n< · /sup> · -1, where n=(Count/10)-1 · Simpler: See chart Wizard The number of unique components that make up the thing the spell affects, especially for summoning spells. These DC costs are ballpark figures that attempt to account for repetition of the same component, such as a protein, a transistor, or a link in a chain. Do not apply this complication to healing effects.
Detailed Detailed Detailed: DC 2< · sup> · n< · /sup> · -1, where n=(Count/10)-1 · Simpler: See chart Wizard The number of unique components that make up the thing the spell affects, especially for summoning spells. These DC costs are ballpark figures that attempt to account for repetition of the same component, such as a protein, a transistor, or a link in a chain. Do not apply this complication to healing effects.
Duration Duration DC0 for instantaneous and permanent effects · Base cost: DC1 / 6 seconds for flexible duration effects · Base cost: DC1 / 15 seconds for fixed duration effects · Operating Cost: DC 1 / second of operation for flexible duration effects Wizard Many effects are instantaneous (see [[Miasma of Incandescent Plasma|Miasma...]]) or create permanent objects (see [[Summon Gold]]). Once the casting time is completed, no more magical energy is required to sustain the effect. Many other spells, such as [[Telekinesis]], can be in operation for some time. If the duration is fixed to a specific number of seconds in the base cost is much lower, and the casting cost is not affected. A [[Force Field]] that must operate for 1 minute is enormously less expensive that a force field that can operate for up to 1 minute. This complication includes an element of [[Flexible|flexibility]], so don't take that complication on top of this one. A spell with a duration of up to 30s has a base cost of 5, not 7. Operating Cost refers to the ongoing energy drain the caster experiences. This drain does not count against the casting cost, but it does empty out energy pools and available ambient magical energy.
Energy Pool Energy Pool If this complication is taken for ''any'' powers it must be taken for ''all'' powers. There is no change to the cost of using a power, but an energy pool is both more reliable and more restrictive than drawing energy from the background magical field. All casters normally have access to the magical energy within about 3m, or 100 points. If an adept has the prerequisite MRO or similar structure to access dark power independently of [[Shadows]] magic, their reserves of spell energy are called an 'Energy Pool'. These Adepts have 100Duc of energy to work with as well, but are not subject to magical tides, winds, or pressure. Their energy refreshes at a rate of 1Duc/minute, just like a natural magical field.
Existing Design Existing Design x½ one design factor · x⅓ two design factors · x¼ three design factors Wizard If a Wizard has an existing, human-created design to summon a functioning machine, object, or tool, the difficulty of the casting can be dramatically reduced. There are three factors which can each reduce the spell difficulty by 3: the detailed product design, detailed production process, and detailed operations manual for the completed tool or machine. For traditional manufacturing of complex machines, there types of files are the work of dozens to hundreds of people working for hundreds or thousands of hours. The intellectual property value of these kinds of files can run to the tens of millions of dollars, so they tend to be closely guarded secrets.
Flexible Flexible Add DC2 to base cost per flexible element. · Add DC1 to base cost per point of variability. · Add DC1 to casting cost per point of variance when cast. Wizard [[Wizard]] spells are generally locked down, inflexible, and reliable. If a spell has aspects that can be altered, the DC goes up by 2, and any additional DC costs from the new aspect are added. To determine the flexibility of the spell, first establish a default for the aspect. For example, a normal fireball has a range of 30m – no more, no less - but a flexible fireball might have a variability of +/-2DC on that range: :'"`UNIQ--nowiki-00000002-QINU`"' Flexibility can get very costly, very quickly.
Flexible Flexible Add DC2 to base cost per flexible element. · Add DC1 to base cost per point of variability. · Add DC1 to casting cost per point of variance when cast. Wizard [[Wizard]] spells are generally locked down, inflexible, and reliable. If a spell has aspects that can be altered, the DC goes up by 2, and any additional DC costs from the new aspect are added. To determine the flexibility of the spell, first establish a default for the aspect. For example, a normal fireball has a range of 30m – no more, no less - but a flexible fireball might have a variability of +/-2DC on that range: :'"`UNIQ--nowiki-00000003-QINU`"' Flexibility can get very costly, very quickly.
Hasty Hasty Decrease DC by 2 · Add genuinely dangerous and damaging side effect to the spell. Wizard [[Wizard]] spells that are created on the fly tend to be a buggy mess with side effects, but they can get the job done in a pinch. For example, a hasty version of [[Heal]] might read '"`UNIQ--nowiki-00000005-QINU`"' The cost of the first [[Casting]] is DC(8 - 2 - 2) * 2 = (4 * 2) = 8. The second [[Casting]] costs 7 because the Caster has had some practice. After the fourth [[Casting]] the spell settles at DC4 - and the [[Wizard]]’s friends are all terribly scarred.
Mass Mass 0DC for spells that affect less than 10kg. · 1DC/10kg that the spell interacts with. Wizard Interactions include summoning, transforming, moving, crushing, etc. A spell may affect a small portion of a larger object, for example repairing a puncture in a tire, or stirring someone’s brain inside their skull. Spells that affect a mass under 10kg have DC0. If this seems unbalanced, blame reality: anyone with a handgun or kitchen knife can do the same thing.
New Spell New Spell x2 DC for spells that have just been invented. · -1DC for the inventor each time the spell is cast. Wizard The DC of new, unpractised [[Wizard]] spells is double that of spells that have been learned and practised. The cost decreases with practice at a rate of -1DC per [[Casting]] - successful or not. For example, a 12DC Fireball would cost 24DC to cast the first time the inventor casts it. The next [[Casting]] would cost 23DC, then 22DC, until the Caster has it completely debugged. Spells can not be taught until the inventor has reached this point. After determining the base DC of the spell from its complications, a [[Wizard]] or team of [[Wizard]]s can increase their chances of successful spell creation by creating advantages. These have a standard DC of 6 for each attempt to create one. Each advantage takes 3h for one [[Wizard]] on the team to create. See the rules for [[Teams]] for research groups that make spells together on a regular basis. If other advantages make narrative sense in your campaign add them to the list. Advantages are retained for as long as it takes the inventor to get the spell down to the base DC. * '"`UNIQ--nowiki-0000001A-QINU`"''''Thorough Testing (DC6)''''"`UNIQ--nowiki-0000001B-QINU`"': The Caster has carefully taken the time needed to find bugs in the spell as written and as performed.; * '"`UNIQ--nowiki-0000001C-QINU`"''''Work Smarter (DC6)''''"`UNIQ--nowiki-0000001D-QINU`"': The Caster has cleverly reused or simplified part of the spell.; * '"`UNIQ--nowiki-0000001E-QINU`"''''Brilliant Insight (DC6)''''"`UNIQ--nowiki-0000001F-QINU`"': The Caster has flashily found a new way to do some aspect it the spell better.; * '"`UNIQ--nowiki-00000020-QINU`"''''Dogged Determination (DC6''''''"`UNIQ--nowiki-00000021-QINU`"': The Caster has forcefully practised a component of the spell [[Casting]] to make it second nature.; * '"`UNIQ--nowiki-00000022-QINU`"''''Agile Iterations (DC6)''''"`UNIQ--nowiki-00000023-QINU`"': The Caster has quickly worked though many iterations of the spell, honing in on a more effective approach.; * '"`UNIQ--nowiki-00000024-QINU`"''''Beautiful Hack (DC6)''''"`UNIQ--nowiki-00000025-QINU`"': The Caster has sneakily used an unorthodox method to improve the spell.; Failed attempts at creating these advantages may represent a minor setback - a few hours wasted - or if time is of the essence, they may give the spell the Unreliable complication. [[New Spell]]s are automatically [[unpracticed]], so do not apply the [[unpracticed]] complication on top of the [[New Spell]] complication.
Range Range DC0 for spells that have a range of ''Touch''. · 1DC/10m distance from Caster to target or to the centre of the volume affected. Wizard Range represents how far away from the caster the effect begins. Spells with effects that start within 1m of the caster are considered to be touch spells, because the Caster is the source of the effect (e.g., a [[Cone of Cold]] emerging from their hands). Do not use [[range]] to cheat on [[volume]] costs.
Source Source x1 Wizardry or secondary source · x0.5 Sorcery · x0.25 Adept Powers Wizard The base cost of a spell is modified based on how the Caster connects to the power source for the effect. Wizardry is the most expensive, but Wizards can collaborate to pool their energies for truly epic effects. Sorcery is half the cost, but Sorcerers work alone and lose their grip on reality until overtaken by madness. Powers are narrowly focused so Adepts have little flexibility in their use of magic - but great intensity in their specific domain. All Adepts use MRO to access their power, circumventing the Magic interfaces and dark technology altogether. Normally a character can access magic from one source, but it is not impossible to access power from more than one. The character must pay full price for any spells that use a second or third source, however. See also, [[Energy Pool]].
Source Source x1 Wizardry or secondary source · x0.5 Sorcery · x0.25 Adept Powers Wizard The base cost of a spell is modified based on how the Caster connects to the power source for the effect. Wizardry is the most expensive, but Wizards can collaborate to pool their energies for truly epic effects. Sorcery is half the cost, but Sorcerers work alone and lose their grip on reality until overtaken by madness. Powers are narrowly focused so Adepts have little flexibility in their use of magic - but great intensity in their specific domain. All Adepts use MRO to access their power, circumventing the Magic interfaces and dark technology altogether. Normally a character can access magic from one source, but it is not impossible to access power from more than one. The character must pay full price for any spells that use a second or third source, however. See also, [[Energy Pool]].
Tiny Tiny DC=2< · sup> · n< · /sup> · where n=the negative order of magnitude decreasing from mm. Wizard Spell difficulty increases exponentially as the volume affected shrinks. For example, a spell like [[SUDO Admin]] that can edit the electrical charge of individual bits in an integrated circuit works on a nm scale, so it has a DC64. This kind of spell can usually only be cast with the support of a large team, [[Power]]ful [[Magic]]al devices, or both. Do not apply this complication to healing spells.
Unpracticed Unpracticed x1.5 base cost · Reduced by DC1 after three hours of study and practice. · Reduced by DC1 for each attempt to cast, successful or not. Wizard While learning a spell the DC is higher than normal by a factor of 1.5. For example, a wizard learning an existing spell with DC12 would be casting against DC18 on their first attempt to cast the spell. The next attempt would be against DC17. [[New Spell]]s are automatically [[unpracticed]], so do not apply the [[unpracticed]] complication on top of the [[New Spell]] complication.
Unreliable Unreliable Decrease DC by 2 Wizard An unreliable spell has the aspect Unreliable added to the high concept/trouble statement. Enemies can invoke this with a Fate Point any time the spell is cast, causing the spell to fail or misfire in some way. The base DC for the spell is ''decreased'' by 2 if this complication is added.
Volume Volume DC0 for spells that affect a volume of less than 1m< · sup> · 3< · /sup> · . · 1DC/10m< · sup> · 3< · /sup> · that the spell interacts with. Wizard Larger effects are more difficult to produce. Volume is calculated based on simple shapes like cylinders, spheres, cubes, and cones. Do not use volume to cheat on Range costs. Spells smaller than 1mm<sup>3</sup> have the “Tiny” complication (see below).
Volume Volume DC0 for spells that affect a volume of less than 1m< · sup> · 3< · /sup> · . · 1DC/10m< · sup> · 3< · /sup> · that the spell interacts with. Wizard Larger effects are more difficult to produce. Volume is calculated based on simple shapes like cylinders, spheres, cubes, and cones. Do not use volume to cheat on Range costs. Spells smaller than 1mm<sup>3</sup> have the “Tiny” complication (see below).