Casting a Spell
I: Describe desired effect and
determine Aptitude.
A: If Hokum, proceed using Hokum
rules.
B: If not Hokum, decide if Gathering
or Darkcasting.
II: Casting a Hokum spell
A: The Judge sets the difficulty. It
is typically between 0-2
B: Roll Esoterica. If you are
attempting to conceal your casting, roll Larceny.
C: Effects resolve at end of round.
III: Casting a spell using Gathering.
A: Spend a Fate Point.
B: Describe the Gathering action
C: Roll Will. The difficulty is 0 for
initiate spells.
D1: If successful, Gathering is
complete at the end of the round.
D2: If failed, quit or attempt
Gathering again int next round.
D3: Repeat until successful or you
quit.
E1: Roll Esoterica. Gain +2 due to
successfully Gathering. Difficulty set by the judge.
E2: If successful, effect goes off at
the end of the round.
E3: If failed, you may attempt again
the following round by spending a Fate Point.
IV: Darkcasting a spell.
A: Gain 1 point of Corruption.
B: Describe your casting.
C: Roll Esoterica. Difficulty set by
the judge.
D1: If successful, effect occurs at
the end of the round.
D2: If failed, you may take another
Corruption to try again next round.
Corruption: Corruption is measured from
0-4. Every time corruption reaches four, reset to zero and take a
consequence.
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