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Geos:Fate-Fudge Rules:Magic:Imperial Magic
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===Modifying the Difficulty: Caster=== Casting a spell typically takes one turn, during which the character can't do anything else, other than take a supplemental action. A caster can defend herself against attack (and take other free actions) without penalty. If the result is an injury, the difficulty of the spell increases by the level of the injury; if the result is a situational consequence, one or more of the aspects inflicted may increase the difficulty of the spell. <!-- May edit this --> A character can take extra time for a +1 to skill. How much time is necessary depends upon the spell's base difficulty: * Base difficulty 0: one minute * Base difficulty 1: one hour (or scene) * Base difficulty 2: one day (or game session) * Base difficulty 3: one week (or adventure) * Base difficulty 4: one month (or longer) Casting a spell reactively (i.e., as a free action) increases the effective difficulty by 2. Any number of spells can be cast during a combat turn. However, the consequences of failing are potentially extreme, since the caster is cutting out safeguards and self-protective measures. Failure to successfully roll the effective difficulty doubles the negative consequences. Casting a spell without using gestures adds one to effective (not base) difficulty. Casting a spell with only gestures adds one to the effective difficulty. A caster cannot do both, unless they are channelling natural magic β something normally impossible for humans. Using a number of measures of static thauma equal to the base difficulty of a spell adds one to effective skill. Additionally, if the spell is potentially permanent, a similar amount of thauma can be used to seal the enchantment. <!-- Adding to a spell adds to modified difficulty, caster pulling funny stunts alters effecive skill--> <!-- Distraction, etc., adds to mod diff.--> <!-- Aspects can be invoked-->
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