Spellcraft

Powers that either let you cast spells or affect the way that you cast spells.

Horrific Imagery [-2] Your Illusions are so vile they can cause serious mental harm to those who view them. You can use your illusion creating powers (evocation, glamours etc) to cause mental stress instead of its usual function. (this would allow mental attack spells with spirit illusions and allow those with the glamours ability to roll there seemings roll as a mental attack.)

//Magical Chant. // When you tag an incantation-based aspect to boost a spellcasting roll, add an additional two to your roll. //Incantation Dependency. // Whenever you cast a spell without tagging or invoking an incantation-based aspect, subtract two from your spellcasting roll.
 * CHANTER ** [-1]
 * Description: ** Most spellcasters use incantations, but for you the effects of magic words are far more pronounced. This makes your spells stronger, but much slower to cast.
 * Musts: ** You need some form of spellcasting to take this power.
 * Skills Affected: ** Discipline
 * Effects: **

**MAGICAL SELF-ENHANCEMENT** [+varies] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Limited Powers. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> When you take this power, you must select at least one other supernatural power that you possess. Which powers may be selected with this power is a matter of the GM’s discretion. The selected powers are disabled, and the character gets a rebate equal to one-third of the powers’ total cost. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Magical Self-Enhancement. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> This power allows the user to grant themselves access to the selected powers through evocation. Such evocations may be of any element that makes sense, and they may be offensive or defensive. The power required of an evocation that grants powers is equal to the total refresh cost of the granted powers plus the intended duration. The user may extend this effect using the normal rules for the extension of evocation, and they may choose to grant themselves only a few of the selected powers. This also allows them to grant lesser versions of the selected powers. For example, a character who had selected Supernatural Strength and Inhuman Speed with this power may grant themselves Inhuman Strength for 5 exchanges with a 7-shift evocation. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Magical Enhancement [-varies]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> This option removes the rebate from Magical Self-Enhancement, making the total cost of the power 0. In exchange, it gives the user the ability to cast power-granting evocations on other characters. Please note that these evocations cannot be zone-wide.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Many supernatural abilities can be mimicked through an application of spellcasting. But that requires specialization, of the sort that this power represents.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> A character must possess the Evocation, Channeling, and/or Sponsored Magic powers in order to use this one. Other powers to link this power to are also required.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, Discipline, Lore
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

MARTIAL MOJO [+1] Description: Your powers only function at very short range. Musts: A Spellcasting ability whose range is normally sensory. Skills Affected: Varies Effects: Martial Mojo. Your Spellcasting ability only functions within your zone. As a small respite, you are immune to your own zone-wide spells as long as they do not cause any fallout.

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**ALTERNATE MAGICAL PARADIGM** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Alternate Magical Paradigm. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Pick three skills. For the purposes of any spellcasting Powers you possess, use the first in place of your Conviction, the second in place of your Discipline, and the third in place of your Lore. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">No Shenanigans. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> If any of your Powers or Stunts provide a bonus to one of the skills you picked, that bonus does not apply to your spellcasting unless it only applies to your spellcasting.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your magic is different from everyone else’s. Where most practitioners cast spells with mental strength and magical knowledge, you use other methods.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must possess at least one spellcasting power in order to take this one.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Any three.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**MASTERY OF SPELLCASTING** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Evothaum. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Select a field of Thaumaturgy – that is, something you could take a complexity or control specialization in. You may cast spells from that field with the speed and methods of Evocation.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your mastery of some magical field allows you to use its spells far faster than a normal spellcaster.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must be able to cast ritual spells in the selected field in order to take this Power.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Note: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> When you write the name of this Power on your character sheet, replace “spellcasting” with the field you chose.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, Discipline, Lore
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**SELF-SPONSORED MAGIC** [-Varies] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Self-Sponsored Magic. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> This Power is in all ways identical to Sponsored Magic, except that it lacks an external sponsor. The Compels resulting from the debt taken to fuel this power are therefore obviously not connected to any external agenda; instead, they are linked to your Aspects like normal Compels.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Either you’ve studied a branch of magic long enough to understand and use it intuitively, or you’re a being of such singular power that a unique form of magic emanates from you.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, Discipline, Lore, others.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**SPONSORED CHANNELLING** [-2] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Sponsored Channelling. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may cast evocations as though you possessed the selected Sponsored Magic. This does not allow you to use Thaumaturgy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Item Slots. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Sponsored Channelling comes with two free Focus Item slots.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can use a few scraps of a sponsor’s magical power.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must select a type of Sponsored Magic when you take this Power.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Note: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> If you have the Evocation Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, Discipline, Lore
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**SPONSORED RITUAL** [-2] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Sponsored Ritual. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may cast rituals as though you possessed the selected Sponsored Magic. This does not allow you to use Thaumaturgy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Item Slots. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Sponsored Ritual comes with two free Focus Item slots.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can use a few scraps of a sponsor’s magical power.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must select a type of Sponsored Magic when you take this Power.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Note: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> If you have the Thaumaturgy Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, Discipline, Lore
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

Minor Magic [-1] Magical talent is primarily gained through maternal bonds, but what about the paternal bonds? In some people whose fathers have gross magical talent, a faint spark of magic appears. Minor Rituals: You can use rituals with 5 shifts or less of effect Minor Evocation: You can create evocations from any element of 1 shift or less.

Minor Magic [-0]: You are either a budding apprentice, a late bloomer, or otherwise have a very minor talent for magic. While not capable of true Evocation or Thaumaturgy, you can tag your high concept once per scene without spending a fate point, to perform very minor magical feats. You must have an aspect related to your magical talent, such as I DIDN’T KNOW I COULD DO THAT or BUDDING PYROMANCER, and may be subject to compels when your magical talent gets out of your control. With time, effort, and/or instruction, you may be able to upgrade to Channeling, Rituals, Evocation, or Thaumaturgy (spending the appropriate refresh). If so whichever full spell casting power you take replaces this power.

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**AQUATIC SPELLCASTING** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Aquatic Spellcasting. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your magic is not impeded by water, running or otherwise.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your magic is in tune with water and is not disrupted by its flow.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must possess some kind of spellcasting ability in order to take this power.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, Discipline, Lore
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**BLOOD MAGIC** [-0] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Blood Magic. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> If you would take a mental stress hit to power a spell or an enchanted item, you take an equal physical stress hit instead. This physical stress automatically satisfies all Catches and ignores all armour. Furthermore, it bypasses extra stress boxes from Size powers.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your magic comes from the energy of your body, rather than from the energy of your mind. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;">**<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must possess some kind of spellcasting ability in order to take this power.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, Discipline, Lore
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

Magic Mimicry [-1] Description: You can copy any magic spells you see in action. Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it. Skills Affected: Conviction, Discipline, Lore Effects: Magus See, Magus Do: This acts similarly to refinement that gives you access to a new element, only instead of that element you can cast any spell you’ve seen done before, even if you only saw it once.

Focused Study [–0] Musts: Channeling and/or Ritual. Description: Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study. Skills Affected: Discipline, Conviction, Lore. Effects: Intense Focus. You have chosen to focus heavily upon one particular application of spellcraft. When you take this power you forever give up the ability to upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy. Focused Specialization. You may now choose to gain specialization bonuses when buying the Refinement power.

Focused Mastery [-1] Musts: Focused Study Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft. Skills Affected: Conviction, Discipline, Lore Effects: Esoteric Lore. You roll Lore at +1 when dealing with magic particular to your area of focus (as determined by your element, ritual, or theme). Potent Specialization. You no longer need to structure your specialization bonuses for each ability according to the same “column” limits for skills (see page 65). You still cannot have any specialization bonuses higher than your Lore skill.

Rote Reliance [+1] Musts: At least one rote spell. Description: You aren’t very good at improving with your magic, preferring to stick to a few well rehearsed and known spells. Skills Affected: Conviction, Discipline, Lore Effects: Improvisational Block. You suck at casting any spell you haven’t worked out ahead of time. When casting non rote spells, consider your Conviction and Discipline to be 2 steps lower than the actual ratings. Total Reliance [+1]. You are totally reliant upon a few well rehearsed spells. The only spells you can cast are rote spells. When casting such spells you must roll to control the power as if you were casting them normally.

Signature Spell [-1] Musts: At least one rote spell. Description: You are well known for one spell in particular. You might be a one trick pony, but it’s a damn good trick! Skills Affected: Discipline, Conviction, Lore. Effects: Choose one of your rote spells when you buy this power. This spell then becomes your signature spell and gains the benefits listed below when you cast that spell by rote. You may only have one signature spell at a time. At the game masters discretion you may be able to change your signature spell after a Significant or Major milestone. Efficient Spellcraft. You’ve refined one spell so greatly that you can cast it with incredible efficiency. When determining the mental stress cost (page 250) of your signature spell, consider your Conviction to be 1 step higher than its actual rating. One Last Spell. You’ve learned to keep a little bit of energy in reserve for your favorite spell. You may spend a Fate Point instead of taking metal stress when casting your signature spell.

Signature Spell [-1] Description: You have a single spell that you can perform better than any others. Musts: You do not need to have other magical abilities, but if you do the bonuses from this power stack with any bonuses you get from them. Skills Affected: Conviction, Discipline, Lore Effects: Favorite Spell: You gain +2 control and +1 power or +2 power and +1 control (choose which when you take the power) to a single spell. If you have no other magical abilities, then this is the only spell you can cast.

[-3] Spell-like Abilities You have 2 spell-like abilities you can use twice per day each – or you may use one by taking a 1-point mental stress hit. You aim SLAs with Discipline or an other thematically appropriate skill. Their power is equal to your Conviction or your Lore, whichever is higher, and you can have any Evocation or Thaumaturgy effect as an SLA. However, once chosen those abilities are fixed and cannot be changed. You may lower the Power of an ability when initially chosen by a number to increase its number of uses by the same number – though it still costs 1 point of mental stress to use. [-1] Improved Innate Magic You have more varied spell-like abilities available than normal. Each time you take this ability, you get four new SLAs, each one following the same rules as your original SLAs. Instead of new SLAs, you may take an existing SLA more than once, adding up the total number of uses. [-1] Potent Innate Magic Your innate magic is stronger than normal. Each time you take this ability add 1 to the Power and number of uses of each SLA you have. You may take this ability a number of times equal to your Lore or Conviction.

Spell-Like Ability [-1] Description: You have the ability to cast one spell. Musts: Nothing more than any other power requires. Effect: Spell-Like Ability. Design a spell with complexity or power equal to the higher of your Conviction skill and your Lore skill. You may cast that spell as an evocation rote. Potent Spell-Like Ability [-1]. Add two to the power of one of your spell-like ability. This does not increase the difficulty to control it.

Healing Light [-2] Description: By channeling your supernatural energy into somebody else you allow them to begin the healing process, and may even help them recover to perfect health. Skills Affected: Conviction, Scholarship Effects: Starting Recovery. You may use this power to make scholarship declarations to justify the start of natural recovery from physical consequences, just as if they’d gone to a doctor or the hospital. Healing Pool. You have a pool of healing power equal to your conviction. Healing Surge. You may spend a fate point to allow somebody to recover from all of their physical consequences up to severe as if they where a mild. Subtract the value of the highest consequence so affected from your healing pool. Healing Backlash. At the end of the scene you must roll against a hunger attack with a value equal to the number of negative points in your healing pool. If you have used other powers attached to your feeding dependency during the course of the scene, this (positive) value is added to the overall strength of the hunger attack you would suffer from use of your powers instead.

Magical Healing [-1] Description: You are trained in the ways of healing, and can work healing more effectively than most mages. Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it. Skills Affected: Conviction, Discipline, Lore Variations: This spell clears physical stress but varieties could exist for mental or social stress. Effects: Treatment: You may clear a stress box on you or an ally by casting a spell with at least as much power as the number of the box in question. A 4 power evocation could clear any of a character’s first 4 stress boxes. You may justify beginning recovery on a consequence with a power of spell at least equal to the consequence’s value. Cure: You may clear multiple stress boxes at once, and even reduce the severity of consequences by 1 step by summoning enough power. The chart below lists effects. 1 Power: Clears 1st stress box. 3 Power: Clears first 2 stress boxes. 6 Power: Clears first 3 stress boxes. 10 Power: Clears first 4 stress boxes. 12 Power: Clears all stress boxes and all minor consequences. 16 Power: Same as 12 power, plus lowers a moderate consequence to mild. 22 Power: Same as 16 power, plus lowers a severe consequence to moderate. 30 Power: Same as 22 power, plus lowers an extreme consequence to severe. 40 Power: (With GM approval) Revives a character from death assuming character’s body is still in relatively good condition. The character comes back with all consequence slots filled but a clear stress track. Additionally, he must take a [-1] Stunt Back from the Dead Which grants no bonuses. If the revived character lacks the refresh, he may trade in one of his stunts or powers to make up for it. Note: excessive injuries raise the difficulty. Having the head cut off raises it to at least 50. Someone’s who’s burnt to ashes just isn’t coming back even with 1000 power. Note the Second: Death is a continuum in Dresden Files, not a set point. Even after “death” a few of your cells are still alive for awhile. A revivification spell provides enough juice for them to replicate and reconstruct the body. This shouldn’t be a violation of the 5th law, though wardens may not see it that way. Final Note: Just because the chart lists power levels for certain amounts of healing doesn’t mean you’re not abusing the rules to get those shifts of power. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Awakened Magic [-6] Spheres: Basically, Awakened Magic works as Evocation and Thaumaturgy with the following differences: Instead of the five Elements of standard Dresden Files Evocation, Mages have the Nine Spheres and get Power and Control Specializations to them as normal as if they were Elements. They gain access to five Spheres with purchase of Awakened Magic, but still only one free Specialty Thaumaturgy is re-divided into the same nine Sphere categories, and the character likewise has access to only five of them...the same five as they have access to with Evocation. They also get one Thaumaturgy Specialty as normal. Item Slots are gained as normal (meaning Awakened Mages start with 4), and may be used likewise, but Foci must be specified as either Thaumaturgy or Evocation (sibnce the Category names are now the same). Specialties are still entirely separate between the two categories (a +1 Evocation Forces Control will not apply to Forces Thaumaturgy). Awakened Refinements: Refinement is purchased differently for Awakened Magic. One level of Refinement will grant any of the following: Access to one additional Sphere for both Evocation and Thaumaturgy. Two Specialties to divide amongst Evocation and Thaumaturgy. Two Additional Item Slots for whatever use you like. One each Specialty and Item Slot. Awakened Paradox: Instead of Backlash or Fallout, Awakened casters take Paradox when they fail Control rolls. This can take the form of either Backlash or Fallout (or something else entirely), but is treated like Backlash for purposes of whether the spell works. The bad side is that the player in no way controls what the Paradox does, that’s entirely up to the GM. The GM has three options of how to use Paradox: 1. As Backlash. 2. As Fallout. 3. As a magical effect of his choice with a shift value equal to what the Control roll was failed by. This should be appropriate for the spell in question, but may always include Summoning (and not Binding) inimical “Paradox” spirits. Incidental Differences: The Laws of Magic do not apply to Awakened Magic, but neither do awakened Mages I the ability to bestow a Death Curse or ever gain Lawbreaker (even if they wanted to). They do not Hex technology by default, and must use an appropriate Sphere effect to do so on purpose, and suffer an appropriate Paradox effect to do so accidentally. Other Powers: Aside from Refinement Awakened Mages may purchase any Powers they desire that their Spheres can justify. Most will have Feeding Dependency (Magical Energy) and some may have Human Form. Life Mages often gain physical enhancements, Mind or Spirit Mages often gain the Sight, etc.

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">A channeler of the Wheel of Time series has access to what is effectively Sponsored Magic equivalent to Soulfire. Channeling the True Source enables all Thaumaturgy effects as Evocation, but the channeler must be taught the general effect (i.e. creating fire, controlling wind, physical blocks, healing and opening gateways are basic effects) or discover it through experimentation. Via experimentation, a channeler can discover new effects on his own-roll discipline vs conviction per attempt; a failed roll means he draws as much power as he can and not a small, controlled amount. Then roll again to control the power. If the control roll fails, //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">all //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> of the power goes to backlash. Typically untaught channelers have 75% chance to kill themselves before they learn enough. Experimenting with individual weaves (spells) causes fallout instead and on a failed control roll, only the excessive power becomes fallout. Male Channelers get +1 to Power for all types of magic. Female Channelers get +1 Control to all types of magic. A Channeler can use “sponsor debt” to overchannel, casting small spells for free or bigger spells than he normally can. Those future unavoidable compels can be used in subsequent encounters to reduce either Power or Control for spellcasting (spread evenly). They are persistent; unless paid off by a Fate Point when the channeler is not actively using magic, they can be compelled repeatedly. A channeler can typically accumulate up to the average of his power and control in Debt before being cut off from the source. If the channeler is willing to sacrifice his ability, he can accumulate up to twice that in one encounter but then takes the “Severed from the Source” extreme consequence. Channeling the True Source uses Refinements normally for the standard elements of Fire, Air, Water, Earth and Spirit. Channeling does use focus items and enchanted items. However, an Angreal costs 4 focus item slots per +1 bonus but its bonus applies to all spellcasting rolls. Sa’angreal offer a bonus of +4 or higher but require “Item of Power”. For example, Callandor offers a +10 bonus for -18 refresh as an Item of Power. An average channeler is submerged, typically leaving 5 refresh open to pay off overchanneling Debt when he or she rests. They have Wizard’s Constitution and live a bit longer than DF wizards (600+ years)
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Channeling of the True Source [-5] **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">A DnD wizard gets a lot of power but far less flexibility than a DF wizard. At its most base, the DnD wizard gets to cast both evocation and thaumaturgy spells at the speed of evocation. He casts spells with a Power equal or less to his Lore -2 but he must memorize those spells in advance; he gets 5 slots //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">per session //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> to fill with spells. He makes the control roll (using discipline) to store the energy in his mind and, as if doing a ritual, he can memorise more slowly, spreading the energy so there is no chance of backlash or fallout. When releasing the spell, he only needs to make a discipline roll to target it. He gets specialisation and item slots as if he had evocation and thaumaturgy, boosting Power or Control on the following types of magic; Evocation, Enchantment, Illusion, Transmutation, Divination, Abjuration, Necromancy and Conjuration. The base ability costs [-5] refresh. For an additional -1 refresh the wizard puts into DnD wizardry, he gets 5 more slots, memorizing spells of Power equal to his Lore -1. For the next point of refresh he gets 5 more slots equal to his Lore. And so on until he takes the full -17 refresh, memorizing spells up to Lore +10. A DnD Wizard will also take Refinements for foci and enchanted items (representing DnD magic items) and Specialisations (representing metamagic and other magic-boosting feats). An average lvl 10 wizard is refresh 9 for his magic only, another 9 or more for refinements. An epic wizard could easily be -40 refresh; -17 for his spells, -17 for refinements, -3 for stunts and another -3 to take true Thaumaturgy to represent Epic Magic.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">DnD Wizardry [-5 to -17] **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">A wizard of the HP universe –or other similar wand based caster- //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">replaces //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Evocation with Wand Magic. They still get Thaumaturgy but not The Sight, Soulgaze or Wizard’s Constitution. At its most basic, this form of magic requires a Wand [+2] and is treated as ranged mental maneuver or block at Conviction +2 to hit [-2]. They don’t need to make a control roll. A budding caster usually has only a couple effects he can do [-1]. For someone studying magic enough to learn multiple spells the ability is treated as modular instead as they can spend a few moments (an exchange) to remember a new spell [another -1]. Once a wizard has grown strong enough to cause harm with his magic, it can also be used as Weapon 2 [-1]. An average wizard would use it as weapon 4 [-1] and would only need a supplemental action to use a new spell [-1]. Master Wizards can take Refinements for Wand Magic, upping their skill with one of the following spell types; elemental, enchantment, illusion, transfiguration, transportation, protection, curses, healing, divination, dark magic. Rules for bonus pyramid still apply. The bonus can be added effect’s power, the wizard’s attack roll, or split between the two. Thaumaturgy bonuses are as per normal. Wand Magic does not use or benefit from Foci. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"> <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;">Momentum of the Mountains **[-1]** Gain a +2 to Discipline and +2 to Conviction when you take an additional action to cast an Earth Evocation spell (does not stack).
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Wand Magic [-2 to -5] **