coyote6
Adventurer
Casting a spell inflicts fatigue damage on the spellcaster (called Drain); they can resist using Will (plus possible modifiers or spell pool dice, depending on edition). The amount of damage they take depends on the power of the spell they're casting. By casting the spell at a lower or higher Force, they can affect the damage. And, if the Force is too high (higher than the caster's Magic rating), the damage is physical, rather than stun/fatigue.
IME, they usually resist most of the damage; only on spectacularly bad rolls would they take significant drain, or if they fire off an awesome spell.
For SW, I'd want to replicate the "possibly damage/fatigue yourself" thing. The basics are probably fairly easy -- Spirit roll to avoid or "soak" some sort of damage. It's the details that would need to be worked out, preferably in a suitably Fast! Fun! Furious! way.
IME, they usually resist most of the damage; only on spectacularly bad rolls would they take significant drain, or if they fire off an awesome spell.
For SW, I'd want to replicate the "possibly damage/fatigue yourself" thing. The basics are probably fairly easy -- Spirit roll to avoid or "soak" some sort of damage. It's the details that would need to be worked out, preferably in a suitably Fast! Fun! Furious! way.