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===Casting the Spell=== Once the difficulties are determined, the caster should roll 4dF and add her effective skill. Compare this to the base difficulty. If the roll is less than the base difficulty, the spell fails completely. Otherwise, for every point the roll exceeds the base difficulty, the GM adds one aspect to the spell, using the caster's chosen aspects first <!-- opt: GM chooses randomly, weighted towards player's desired aspects -->. These aspects should generally make the spell more powerful or dramatic; they are, after all, the direct result of the caster's competence and caution. On rare occasion, these beneficial aspects may be a nuisance. The caster may find a spell expanding past the bounds he desires, or conjuring a much smarter and devious monster than is wise. When the GM does this, he should offer a Fate point to the player as compensation. The player must spend a Fate point of his own to cancel the undesirable bonus aspect, or accept the Fate point from the GM. If the spell roll is less than the modified difficulty, add one aspect for each point the roll missed. These aspects should be negative, reducing the power and effectiveness of the spell. If the player doesn't like these aspects, she can use a Fate point to counter them (one Fate point per aspect.) <!-- Number of free tags by success? --> <!-- Complete spellcasting example: --> <!-- Maintaining spells --> <!-- Other aspects (e.g., Air talent, extensive spell list) -->
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