A leeeetle more abstract than the parent page, SpellParameters. Ranges That Matter: * Self Only * Melee * Missile * Connection (i.e. no penalties while in line of sight, or holding voodoo doll, or whatnot) * Detection (for very long range effects) Targets That Matter: * One person * One person per cost (extra targets, First Impression) * Explosive (first target at full value, each additional target at -1 effectiveness) * Group (resistance is the best in the group + 1 for each additional person, either gets whole group or not. Most social talents) * Area (everyone in area of effect resists full strength individually) Resistances That Matter: * Spell physical (Will +HT?) * Spell mental (will +IQ?) * Social (Charisma+IQ) * Health (HT, for things like poison) * Dodge * Strength (ST, for breaking free from grapples, webs, etc.) Casting Times and Durations That Matter * Reflexive / Instant * 1 round * 1d6 rounds * noncombat scene (short rituals, scene-length effects) * Longer times than that (days, months, years, whatnot) Effects That Matter: * ummm...to be conitinued. Common ones include Damage, Fatigue Damage (much more potent), Creat Object (a real object), Manifest Object (not a real object), stuff. More when I can think, or just leave this open. "costs" * energy cost, i.e. size of matrix, i.e. spell power. * finesse required, i.e. creaping featurization, i.e. threads added, etc.