Editing Geos:Fate-Fudge Rules:Magic:Imperial Magic

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==Using Magic in FATE-Fudge==
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==Using Magic in FATE-FUDGE==
 
In order to reliably cast a spell, a character needs skill in a school of magic, or a magical text.  Some creatures also have specific powers, but these aren't considered 'spells' per se.
 
In order to reliably cast a spell, a character needs skill in a school of magic, or a magical text.  Some creatures also have specific powers, but these aren't considered 'spells' per se.
 
 
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Unnatural effects have a base difficulty of 3, regardless of circumstances.  Creating a house ex nihilo or growing wings sufficient to fly would be an example – although wings are natural, big wings aren't.   
 
Unnatural effects have a base difficulty of 3, regardless of circumstances.  Creating a house ex nihilo or growing wings sufficient to fly would be an example – although wings are natural, big wings aren't.   
  
Effects that are completely alien to reality have a base difficulty of 4 or more.  Creating cold fire that freezes what it consumes, being in two places at once, or are completely alien things.  Not only are they unnatural, they're also plainly impossible by the commonly understood laws of nature.<!--  @todo:  permanency rules-->
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Effects that are completely alien to reality have a base difficulty of 4 or more.  Creating cold fire that freezes what it consumes, being in two places at once, or are completely alien things.  Not only are they unnatural, they're also plainly impossible by the commonly understood laws of nature.
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===Modifying the Difficulty: Caster===
 
===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 -->
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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:
 
A character can take extra time for a +1 to skill.  How much time is necessary depends upon the spell's base difficulty:
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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.
 
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.)
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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.   
 
 
 
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