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Effect

The effect of the spell. Measured on a scale of 1-5 corresponding to 2D-6D and being called mundane, minor, medium, major, and massive respectively. The effect of 1-3 bonus dice/malus dice are considered minor, major, and massive respectively. In the case of transferring potential to or from the caster, the effect corresponds to the amount of potential that can be transferred.

Note that as spells can combine several effects into one, it might be necessary for the gamemaster to adjudicate the value of a spell’s effect or even require the desired magical effects to be cast as two different spells. Imposing malus dice to a target’s resistance and causing physical damage could in theory be constructed as a single spell using the magical aspects agency, essence, and sunderance; but it would be prudent to instead split the effects into two different spells. One for imposing malus dice and one for causing harm.

Effect Description Bonus/Malus Dice (e.g. Damage) Potential
1 mundane N/A 2D 1
2 minor 1B/1M 3D 2
3 medium 2B/2M 4D 3
4 major 3B/3M 5D 4
5 massive N/A 6D 5

Effects with Bonus Dice

There are a few ways that a spell’s effect can gain bonus dice. When it comes to effects that require a composed roll to achieve something, e.g. a gust of wind blowing a foe over a cliff, add and use the bonus dice as normal. When it comes to other effects, the bonus die can instead be converted into a potential that is regained. Consider the magical effect to have required less effort than normal. Note that this does not reduce the number of spell dice and hence the spell difficulty or cost of sustaining the spell’s effect.

FIXME: Is this still a thing?
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