Mixed Spells

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While most effects can be cast using only one discipline of magic, in some cases desired effects may only be achieved by combining two or more disciplines into a single spell. The one big rule of making mixed spells is that you cannot use them to combine two discrete spells, and thereby reduce casting time. You cannot get away with casting a single spell that gives you flight and lets you shoot a fireball, but you can make a spell where you fly by shooting fire out of your feet. To cast a Mixed Spell, the GM determines a DC for each discipline involved. This may be the same DC but often will not be. The caster then makes a check for each DC, succeeding or failing and spending Capacity as per the rules listed above. If all checks are successful, the spell is cast. If all of them fail, the spell fails as above. If only part of the spell fails, there is a 50% chance that the successful check(s) will carry through, often with unintended results. For example, perhaps one is casting a Flesh/Rock and Soil spell to make one's skin into stone. If the Flesh check is failed and the Rock and Soil check is successful, the caster's skin may turn to stone without having the flexibility granted by the flesh portion, and so they may be immobilized.

Common Types of Mixed Spells

Weather

Example Mixed Spells