General Enhancements

You can apply other enhancements to the spell. This increases the MP cost.

Additional Skills or Secrets. You can use more than one skill or secret in a spell beyond the two in a basic cantrip. This does not cost anything extra.

Contingency. Cost varies. A contingency is a trigger for the spell. Contingencies cost half the usual cost for the spell’s duration. For example, casting a spell on yourself which lasts 1 day would normally attract a duration cost of 6 MP. If it held a contingency trigger (e.g. a teleport which whisks you to safety if you fall below half Health), that duration would cost 3 MP instead. Contingencies are often used for alarms and similar spells. The contingency must be precisely specified and cannot require knowledge that would not be available.

Conditions. Cost 2–4 MP. You can inflict a condition with your spell. For example, you might summon plant tendrils to inflict the Restrained condition. A standard condition costs 2 MP; a severe condition costs 4 MP. These conditions can be shaken off as normal, and they automatically end when the spell ends. The following enhancements can inflict conditions, although the GM is free to allow other combinations that make sense:

You can make the condition persistent (can’t be shaken off) by doubling the condition’s cost. This doesn’t preclude other methods of escape or block exploits that can be used to remove conditions.

Discerning. Cost 1 MP. The spell only affects creatures of your choice within the target area. You may apply your own criteria—all enemies, all goblins, etc. If your spell has more than one effect and you wish to apply different effects to different groups, you need to include discerning for each effect.