I'm rereading the Thaumaturgical section, and some Questions are popping up...
If the complexity of the spell is greater than your Lore, your wizard must enter a preparation stage during which he researches the spell further, assembles the necessary components, acquires additional sources of power, and finishes the spell construct.
I assume, if you do that once and need the exact same spell again (like summoning and binding the same creature again) you don’t need to research the spell again.
Should there e a rule for research between sessions? (Like Item creation.)
Inflicting a mild disease on a fairly hale target—say, Good (+3) Endurance—would be a 13 complexity spell: 7 to match the best Endurance roll possible, 4 for the target’s stress track, and 2 more for the mild consequence.
The goal is to inflict an Mild consequence right? Wouldnt a 11 complexity spell be enough, since if they dont take at least mild consequence they pass out and you can dictate the illness?
So a curse that acts as a maneuver to put Bad Luck on a target might start from “15 minutes” (about the length of that particular scene), and you could make it last all day by adding five shifts of complexity to the spell.
But only the first tag is free, right? It’s there to be invoked, but doesnt do a thing by itself.
Make Declarations
As part of preparation, you can use your skills to declare you have access…
Hmm, can a skill be used multiple times for the same ritual for different declaration?
Accept or Inflict Consequences, page 269
…Actually committing murder on a sentient being as part of a spell grants the wizard all of the shifts for all levels…
Page 248
There are various sources that a wizard can draw on to power his spells:
…
Unwilling magical creatures; the deliberate sacrifice of humans or animals.
First magical?
Second, how much shifts would an animal grant?
Third, sacrificing animals isnt against the law, right?
I’ll try an Containment, Summoning and Binding Ritual.
Please tell me if I missed something…
My sample will be an Air-Spirit who is supposed to carry the summoner around.
I’ll give the Spirit
- inhuman Strenght
- Wings
- Veils aka. Glamours (so nobody is wondering about that flying wizard…)
What conviction should that being have? I’ll go with Superb +5 for the example…
Containment:5 + 4 +2 for an Aspect to be on the save side is an +12 complexity containment.
SummoningWould be the same +12 complexity.
BindingBinding is a full conflict.
We need (+4 for lucky dice, +4 for stress boxes, +20 for all conditions [inkluding extreme condition], +5 to extend the duration of afternoon to a month) a +33 complexity ritual.
Casting that thing would’nt be that hard, if we play it save (+1 per exchange) and took our time.
Researching it would need many declarations or skipped scenes…