It looks like you can pump a lot of extra shifts into a Thaumaturgy spell and one of the most common spells that I see this in is wards. What justifies these extra shifts and how do you control them? Is it from taking hours or days to create it? What is the upper limit if that is the case?
Temp 30 pt 8 refresh Character
+5 Lore, Conviction
+4 Discipline, Endurance
+3 Weapons,Athletics
+2 Resources, Scholarship
+1 Survival, Investigation
Evocation -3
Thaumaturgy -3
The Sight -1
Soulgaze -0
Can you pump 30 shifts into a ward if you take days to set it up? What would be the max this temp character would be able to put into a ward? Why? Whats the Math?
Ward 30 shifts: Base power 5 from Lore 5
Skip Scenes 19 Additional power (Y270)
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Symbolic links 6 +2 scraping from my anvil and workbench, +2 Scraping from the fence, +2 Scrapings of house and workshop, Some grass and bark from the trees, Dirt from yard (Y267)
Complexity +2 Keyed entry: Allows me in and out and to allow others . (Y276)
Complexity +5 last a few months, 5 increment change on Time table starting at all day for spell type (Y315 time table) (Y266 Starting point of all day)