SFX: Hermetic Ritual: If you have the time and materials to prepare and execute an elaborate hermetic ritual you may step up an Ability trait you are using Spells to emulate two steps for one action.
Limit: Lexical: Requires time and materials (spellbook, scrolls, etc) to change what other trait this Ability Set's Spells trait is currently being used to emulate.
Limit: Restrainable: You cannot use traits or SFX from this Ability Set if you are physically restrained and / or lack access to necessary materials. Gain one (1) Plot Point when this becomes a Complication for you.
Limit: Known Spells: This Ability Set's Spells trait requires the caster to maintain a list of other Ability traits they have learned to emulate. Starting out such a character can add one Ability trait to thier list, plus one additional Ability trait for each step of Smarts they have (d4 = 2, d6 = 3, d8 = 4, etc). Adding more Ability traits to the list is left to emergent gameplay but should be no more frequent than once per Session or so; making it the reward for a Relatively Difficult Milestone Goal is a good option.
Limit: Gate: This Ability Set's Teleport trait can only be used to make Teleportation Gates. To do so, announce the size of the gate (from 1' x 1' to 10' x 10'), the destination, and whether the gate is unidirection or bidrectional. Then, roll against the doom pool. If successful, a Teleportation Gate asset with a die rating equal to your effect die is placed onto your current location. People and objects can move through the gate in the directions you decided when you made the gate, emerging at the destination on the other side. The gate remains open while the asset remains in play, or until you take an action to close the gate (whichever comes first).
Limit: Loci: Normally, you may only open Teleportation Gates to destinations that you know. However, you may spend a Plot Point to attempt to open a Teleportation Gate to the current location of a specific person if you have an item with a strong connection to that person.