> #### Damage Dice >You may increase the damage die for an additional cost to the spell's complexity. > > |Damage Die|Complexity Bonus| > |:-:|:-:| > |1 damage| -1| > |d4|-1| > |d6|+0| > |d8|+1| > |d10|+2| > |d12| +3| \pagebreakNum #### Components All spells require a Material, Somatic, and Verbal component. For each component you wish to eliminate from your spell, increase the spell's complexity by +2. **Verbal** The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by a spell, can’t cast a spell with a verbal component. **Somatic** Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. **Material** A character can use a component pouch or a spellcasting focus in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. The material component needing to be consumed reduces the complexity by 1 as the component's destruction helps to fuel the spell. A spellcaster must have a hand free to access a spell’s material components—or to hold a spellcasting focus—but it can be the same hand that he or she uses to perform somatic components. ### Spellcasting Roll Once you have determined the complexity of your spell, you can determine the spell casting DC of the spell. Failing this roll means the spell dissipates with no effect.
**Spell Casting DC** 12 + Spell Complexity