Magic (or an equivalent skill by some other name) allows a character to use magic to accomplish their ends.
The Magic skill is not generally available; access to it is granted by the Magic Extra, or by an Aspect where it would make sense, though typically that approach does not provide the Stress track that makes spell-casting viable without potentially crippline a character.
Overcome: Magic can generally be used as a generic Overcome skill, but at a cost: If the character doesn't have the “normal” skill that would relate, the target difficulty for a spell to accomplish the same effect is at +2. | |
Create an Advantage: Magic can generally be used as a generic Create an Advantage skill, but at a cost: If the character doesn't have the “normal” skill that would relate, the target difficulty for a spell to accomplish the same effect is at +2. |
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Attack: Magic can be used to attack, which generally works in a manner similar to the use of the standard Shoot skill. | |
Defend: Magic may be used as an active defense, in which case it costs the usual Stress for use of a magical effect. An active magical defense can take several forms: the classic counterspell is a typical example, but players will likely come up with others |
Special: The Magic skill gives you additional magic stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for magical harm.
Before any modifications are applied (see below), using magic simply requires:
These factors can be changed by using Improvements, at the cost of making the attempt more difficult. The increase in difficulties can be reduced by taking Requirements and Costs (as can a base difficulty).
Requiring Extra Time as a requirement uses the negative value to reduce the difficulty for the Magic skill roll. Extending the Duration as an improvement uses the positive value to increase the difficulty:
Modifier | Time Increment |
---|---|
±1 | End of current Turn |
±2 | On character’s next Turn |
±3 | End of next Turn |
±4 | After 2 Turns |
±5 | End of current Scene |
±6 | End of next Scene |
±7 | End of Session |
±8 | End of Scenario |
±9 | End of Story Arc |
±10 | End of Campaign (essentially permanent duration) |
Like Time Increments, above, difficulties increase with how a spell‘s effects work “spatially:”
Modifier | Description |
---|---|
+1 | Affects others (touch) |
+2 | Combat range[1] |
+3 | Non-combat range[2] |
+4 | Line of Sight |
+5 | Horizon to Horizon |
+8 | Worldwide |
+1 | Everyone in an entire target hex |
+2 | 1-hex radius |
+3 | 2-hex radius |
+4 | 4-hex radius (and so on) |
+2 | Targets are selective[3] |
-1 | Area of effect fades (1 shift per hex) |
Casters may expend Stress (or Consequences) to impove their roll, over and above the one Stress required to cast any spell. This expenditure can happen after the roll, but only if that roll failed, as well as before the roll is made. In either case, the bonus to the roll is the value of the Stress- or Consequence-box used.
Casters may disconnect a cast spell from themselves, such that they no longer have any control over the spell’s effects, and its duration will continue even if the caster is Taken Out.
Note that Side Effects as a Cost (or risk) are already accounted for in the basic mechanics of the Four Outcomes: a Fail outcome can incur a serious cost, and a Tie a minor cost.
Other general requirements and costs options include:
Modifier | Description | Notes |
---|---|---|
-1 | Uses Materials[1] | Average Resources roll to acquire/replace |
-2 | Uses Materials | Fair Resources roll to acquire/replace |
-3 | Uses Materials | Good Resources roll to acquire/replace |
-4 | Uses Materials | Great Resources roll to acquire/replace |
-5 | Uses Materials | Superb Resources roll to acquire/replace |
-1 | Materials are consumed | Must be replaced |
-1 | Gestures[2] | |
-1 | Incantations[2] | |
-1 | Concentration[2][3] |
The value of the character’s Magic (or equivalent) skill indicates how many spells can co-exist at a time.
Healing: Base difficulty to heal a Consequence, using an Overcome action, without having to go through the normal recovery process, is the level of the Consequence.