Evocation
Alternate Rule: The player can take a consequence to add that many shifts to Attack/Maneuver/Block Strength.
Stress
All evocation actions cost 1 Mental Stress.
Attack
Roll Discipline + Focus Item
Strength = Conviction + Specialization
- Reduce Strength by 2 for each Zone affected
- Caster can choose to limit the Spell Strength
Maneuver
Roll Discipline + Focus Item
Strength = Conviction + Specialization
Difficulty to Remove Aspect = Strength
- Reduce Difficulty by 1 for each Exchange added
- Reduce Difficulty by 2 for each Zone affected
Block
Roll Discipline + Focus Item
Counterspell
Treated as Thaumaturgy
Rote Spell
Removed
Fallout/Backlash
If you miss, the GM can choose to Compel your High Aspect to cause Fallout or Backlash.
- Fallout effects are up to the GM, and should be influenced by the spell strength. (The spell hits bystanders nearby. The spell adds a Scene aspect. etc.)
- Backlash means you get hit with whatever you tried to cast (assume zero extra shifts and no defense roll).
Alternate Rule: If Compelled by the GM, the player can choose whether they want Fallout or Backlash.
Philosophy: The main intent here is to streamline Evocation a little bit, to make it play more like the other skills/powers in the game. This also slightly limits Evocation power, so that it's not quite as overpowered. And since the risk of Fallout/Backlash is greater, it forces a Wizard to be much more careful about the magic they sling around.
Assuming you use your optional rules, this isn't a bad system. I can understand the desire to remove the complication of comparing strength version control, then determining Fallout/Backlash, etc. Other than that, there really isn't much change here from the RAW, except for explicitly applying Focus items to Discipline and Specializations to Conviction.
I'm in agreement with others here in that I don't see any reason to change the Block rules to rely soley on Discipline + Focus items. It seems like it's giving spellcasters a stronger ability to set up Blocks than your average individual is going to get, with no real downside.
I'm not sure why you would remove Rote spells - I'm assuming you want there to be the opportunity for casters to fail with every spell.
Other thoughts - the compel for Backlash/Fallout gives casters another opportunity for FP gain, not sure that's fair, though the consequences can be... painful. Also, why change Counterspell? Just make it an attack-type action on a spell, Strength vs. Strength, and move on.
Thaumaturgy
Stress
All thaumaturgy actions cost 1 Mental Stress.
Casting
- Difficulty: Calculate difficulty for a spell using the same guidelines as before.
- Casting The Spell: Roll Lore + Focus Item; Target = Difficulty of Spell
- Timing: Casting a thaumaturgical spell takes one exchange. On the other hand, tagging/invoking enough Aspects to cast the spell successfully may take a bit longer.
Alternate Rule: The player can take a consequence to add that many shifts to the Casting roll.
Fallout/Backlash
If you miss the Target, the GM can choose to Compel your High Aspect to cause Fallout or Backlash.
- Fallout effects are up to the GM, and should be influenced by the spell strength. (The spell hits bystanders nearby. The spell adds a Scene aspect. etc.)
- Backlash means you take physical or mental stress equal to the Difficulty of the spell.
Alternate Rule: If Compelled by the GM, the player can choose whether they want Fallout or Backlash.
Note that "Thaumaturgy at the Speed of Evocation" is redundant under these rules.
I like the idea that it's the build-up that takes time, where-as the actual casting moves quite quickly, thogh I'm not sure that a single exchange is what I would choose. I'm assuming that in addition to tagging/invoking Aspects, you are also including declarations and assessments.
I'm NOT sure that I'm on board with only using Lore, though I can't come up with a solid argument against it. Only having one thing to worry about sure does make like simpler.
Crafting
The Crafting rules are mostly unchanged, with the following exceptions:
- There are no Crafting specializations or Focus Items.
- Add the highest relevant Specialization to the Strength of an Item.
Example: A Wizard with Lore +3 and Specialization: Earth +1 could create an Enchanted Item that created a +4 Block (or Armor:2)
I don't have any issue with this part. I'm assuming you are still on board with using additional item slots to add to strength or frequency on enchanted items?
SummaryI think you've accomplished your goal and streamlined the magic rules. I can't say I'm fond of cutting out Conviction from Evocation Blocks or of using only Lore for Thaumaturgy, though I think only the change to Evocation Blocks makes any real power difference, and I think it makes them more powerful, not less (especially since, as far as I can tell, there is no way to fail them).
I know you said you wanted to take some of the powerhouse out of Evocation, but I really think you have made spellcasters more powerful rather than less. Individual spells make carry a smidge less oomf, but it feels like a lot of the danger of magic has been tamed.
I wonder if you might be better served sticking with the original rules in general and simply clarifying any ambiguities, such as you did with the Focus Items and Specializations, rather than trying to change them. Have you tried playtesting these rules extensively to see where the biggest changes are?