Spell Casting

Evocation
(See Focus Items p.256,278 & Specialization p.180, 281)
 * Casting a spell requires Power and Control. A spellcaster is limited by the Power they possess, and their ability to control it. There is a nominal value for each that can be used when creating and casting spells.
 * Nominal Power = Conviction + Power focus items + Power elemental specializations.
 * Nominal Control = Discipline + Control focus items + Control elemental specializations.

Attack

 * 1) Choose the Power of the spell. Any shifts above the Nominal Power will cause equal stress to the caster. (p. 256)
 * 2) * For multiple targets, split the Power among each target as you wish, or spend 2 shifts to attack a zone (p. 251)
 * 3) Roll plus the Nominal Control to Control the spell. The Control is the value the target must defend against. (p. 256)
 * 4) If the target's Defense fails to match the Control, stress is applied for a Weapon:x where x equals the Power of the spell. (See Weapons)
 * 5) If the Control fails to match the Power the spell is successful. However,
 * the excess Power is applied to the caster as stress (Mental or Physical) (backlash) or
 * the Power is reduced to the Control and the excess is applied to the environment (fallout) (p.256-257).
 * 1) * The Control roll is split among multiple targets as you wish. (See Earth Stomp p. 293)
 * 2) Apply 1 stress plus any stress from step 1 and any backlash to the caster.

Block

 * 1) Choose the Power of the spell. Any shifts above the Nominal Power will cause equal stress to the caster. (p. 256)
 * 2) * 2 shifts of Power can be spent to apply the block to multiple targets in the same zone. (p. 252)
 * 3) * Shifts of Power can be spent to prolong the spell for an additional exchange per shift. (p. 252)
 * 4) Roll plus the Nominal Control to Control the spell.
 * 5) If the Control fails to match the Power the spell is successful. However,
 * the excess Power is applied to the caster as stress (Mental or Physical) (backlash) or
 * the Power is reduced to the Control and the excess is applied to the environment (fallout) (p.256-257).
 * 1) An Attack must overcome the Block Power. Once overcome, the Block dissipates (regardless of duration) and has no further effect. (p. 252)
 * 2) * A Block can be applied as Armor creating a rating of half the Power of the spell. Round down. Armor does not dissipate and is subtracted from the Power of attacks. A Block can be applied as zone border as well. (p. 252)
 * 3) Apply 1 stress plus any stress from step 1 and any backlash to the caster.

Maneuver

 * 1) Choose the Power of the spell. Any shifts above the Nominal Power will cause equal stress to the caster. (p. 256)
 * 2) * A minimum of 3 shifts of power is required for a standard maneuver. (p. 252)
 * 3) Roll plus the Nominal Control to Control the spell.
 * 4) * There is no defense roll by the target, however, an applicable skill may require more Power for a successful maneuver. (p. 252)
 * 5) * Shifts of Power can be spent to prolong the spell for an additional exchange per shift. (p. 253)
 * 6) * ? Split the Power to multiple targets as you wish, though the 3 shift minimum applies. ?
 * 7) If the Control fails to match the Power the spell is successful. However,
 * the excess Power is applied to the caster as stress (Mental or Physical) (backlash) or
 * the Power is reduced to the Control and the excess is applied to the environment (fallout) (p.256-257).
 * 1) Apply 1 stress plus any stress from step 1 and any backlash to the caster.

Counter-Spell

 * 1) Make a free assessment of the target spell with a Lore roll. Perhaps against the caster's discipline. (p. 253)
 * 2) * If the roll succeeds, you find out the Power of the target spell.
 * 3) Choose the Power of the Counter-Spell against the Power of the Target Spell. Any shifts above the Nominal Power will cause equal stress to the caster. (p. 256)
 * 4) Roll plus the Nominal Control to Control the spell. If the Power exceeds the Power of the Target Spell, the spell is eliminated. (p. 253)
 * 5) If the Control fails to match the Power the spell is successful. However,
 * the excess Power is applied to the caster as stress (Mental or Physical) (backlash) or
 * the Power is reduced to the Control and the excess is applied to the environment (fallout) (p.256-257).
 * 1) Apply 1 stress plus any stress from step 2 and any backlash to the caster.

Unresolved

 * What can and cannot be done post-roll?
 * What can be done with surplus shifts?

Bonuses, Specializations and Foci
1 Focus Slot = 2 Enchantment Slots

Evocation grants a element-specific +1 bonus to Power or Control

Thaumaturgy grant a bonus for ...

Thaumaturgy

 * 1) Determine want you want to do. GM determines number of power shifts needed to cast spell.
 * 2) * Create lasting changes in people and things
 * 3) * Provide inaccessible knowledge
 * 4) * Allow interaction with the supernatural
 * 5) * Shape magical energies in physical forms
 * 6) If power shifts is greater than lore wizard must do research to cast spell.
 * 7) Cast spell just like evocation. Can split up power-shifts over multiple turn (instead of casting a spell with 9 shifts (difficulty 9) you split it over 3 turns each at difficulty 3.

Sponsored Seelie Magic

 * Seelie Magic [–4] (page 166)
 * Marked by Power [–1] (page 169)
 * Item of Power (page 167).
 * page 77
 * Dept and compels