So regarding thaumaturgy, maybe something like this:
ThaumaturgyPermissions: You must have an appropriate aspect related to your magical training.
Cost: 1 Refresh
Normally, you can use all forms of thaumaturgy, but you may choose to be a focused practitioner, focusing on one form of thaumaturgy or one thematic type, such as necromancy. You do, however, gain +1 to all rolls involving your specialism.
Thaumaturgy is the magic of symbolic links; you cast a spell on a small scale, invest it with energy, and use symbolic links to expand the power and scope of the spell. For very powerful spells you will need top fuel the spell with greater magic by tapping into storms, leylines, emotional energy, pain or even blood sacrifice.
PreparationYou need to build a construct to hold the energy in your spell. Create as many aspects as you feel is necessary as preparation for this; it usually take one scene for each
create an advantage action and will require Average (+1) skill results but the Gm may assign higher values when he wants more drama and tension. Once the preparation is complete, you must make a Lore roll to build the construct; this typically takes a scene and your result determines the spells
complexity. If you are desperate, you may inflict or take consequences; each consequence increases the spells
complexity by the consequence's value.
Powering the RitualNow you need to gather power into the spell construct. Make a Focus roll with a difficulty equal to the
complexity of the spell. For each additional exchange spent gathering power, you may add 1 to your skill result.
- If you fail, the ritual fails and all the preparation is wasted; perhaps you are distracted while casting. You may choose to succeed, but you must take fallout or backlash just like an evocation spell.
- If you tie, you ritual is ready to be cast, but you must take a point of mental stress. If you cant do this, the spell fails and the preparation is wasted.
- If you succeed, you channel the energy into the spell.
- If you succeed with style, you channel the energy into the spell and gain a free boost; you may use this to increase the complexity of the spell by 2.
If the spell construct isdamaged or your concentration is broken in any way before releasing the spell, the spell fails and you must take fallout or backlash.
Releasing the SpellDecide what you are going to do with the spell:
Solve an improbable or impossible problem: Take an overcome action using the spell's
complexity. The Gm sets the difficulty; for example, tracking someone with magic might require a Legendary (+8) result.
Creating Lasting changes in people and things: Take an attack action using the spell's
complexity. Depending on the effect this will either be resisted by Physique or Will, and cause physical or mental stress. Any consequences inflicted result in lasting transformations.
Provide Inaccessable knowledge: Create an aspect using the spell's
complexity. Characters may defend using Will.
Allow interaction with the supernatural: Take an overcome action using the spell's
complexity. The supernatural entity can resist your attempts with Will.
Shape magical energies into a physical form: Create an aspect using the spell's
complexity. This is typically Average (+1), but higher difficulties may be needed for complicated veils, wards or conjured items; a veil that is a one-way mirror may need a Good (+3) skill result, while conjuring a field of animated frogs might require a Legendary (+8) result or more. Any aspect created provides a passive
opposition of Mediocre (+0), and you may actively defend using your Will. If you gain a success with style you gain an additional free invoke for every 2 shifts of success above 3[size=78%] [/size]
Duration: A standard spell has a duration of "till the next sunrise" unless the spell is an
attack or
overcome action. You may reduce your shifts of success; each shift reduced increases a spells duration by one time increment:
a day, a few days, a week, a few weeks, a month, a few months, a season, half a year, a year, a few years, a decade, a generation, a mortals lifetime, several lifetimes etc
For instance, Harry needs to summon Chauncy the demon. He first needs to build a summoning circle to contain him. He reckons 11 complexity should be enough to resist Chauncy escaping for the duration. He makes a Lore roll to research demonology, Resources to create a new silver summoning circle, Scholar for more research and Will to meditate before the ritual. He makes all of these rolls, so makes a Lore roll at +8 to build his construct, getting a result of 10. He decides to take a consequence from a migraine, boosting the complexity to 12. Harry is now ready to power the spell and decides to spend 10 exchanges casting the ritual so he needs to make a Focus roll at +9. Fortunately he makes that and can finally release the spell. The Creating the Summoning Circle aspect will require an Average (+1) result. Thats 11 shifts of success, providing 3 invokes and a passive opposition of 11. Before summoning Chauncy, Harry goes for a lie down...