Creating new Spells
New Trait: Rune Crafter
Spell Invention requirements
- Spells that cost 10 points or less don’t require anything and can be created as long as you have writing materials and a workspace (May provide bonuses or penalties)
- For spells that costs more than 10 points, the GM may require a prerequisite spell or spells you must either have, buy or build first, in order to derive from in making the new spell
- This would denote that for higher level spells the GM might make you create multiple spells that costs 10 points or less before you can attempt to create said spell
- This process is always subject to change under the discretion of the GM and spells can be denied if deemed too powerful for its cost
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Spell-Creation Table: Without "Spell/Rune Crafter":
CP-Cost: Thaum. Roll Time Up to 10 -7 2d+2 hrs Up to 20 -9 1d x 10 hrs Up to 40 -11 1d days Up to 60 -13 2d days Up to 80 -15 2dx4 days Up to 100 -17 4d weeks Up to 120 -19 6d weeks Up to 140 -21 4dx2 weeks +20 -2 +1dx2 weeks Spell-Creation Table: With "Spell/Rune Crafter":
CP-Cost: Thaum. Roll Time Up to 10 -2 2dx5 min Up to 20 -3 4dx10 min Up to 40 -5 2d hours Up to 60 -6 4d hours Up to 80 -8 2dx5 hours Up to 100 -9 1d days Up to 120 -11 2d-1 days Up to 140 -12 3d-2 days +20 * +1d-1 days (*) Further levels alternate between -2 and -1
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Workspace Modifiers:
Workspace w/o “Crafter” w Crafter None (wilderness, etc) -5 -5 Improvised (simple circle) 0 0 Professional but wrong (e.g. shamanic site for Elementalism) +2 0 Professional and right +5 +2 Equipment Modifiers
Equipment Quality Modifier Improvised n/a -2 Scribe’s Kit Cheap (Cost x0.5) -1 Scribe’s Kit Average (Cost x1) +0 Scribe’s Kit Good (Cost x2) +1 Scribe’s Kit Luxury (Cost x5) +2 A Scribe’s Kit contains:
- 20 sheets of parchment
- 1 lbs of ink
- A quill (100 pages of usage)
Weight: 2 lbs Average price: 50 $
Spell Invention roll
- Once you have a workspace, materials and every prerequisite spell required you may start to conceptualize and shape a spell
- Assembly takes the time shown on the Engineering Table
- You may decide to spend more or less time on it (p. B346) before the GM rolls for the actual time
- At the end of this time, roll against Thaumatology with the modifiers dictated by the Engineering table
Critical Success: The spell works perfectly, with no Quirks.
Success: It works, but it might have a few issues. Head to Quirks Section (below).
Failure: The time was wasted and you roll on the first tear calamity table
Critical Failure: You wasted your time and a catastrophic failure happens (Roll on Critical Fail Tables)
Quirks
- Quirks are small side effects that are mostly inconvenient. Depending on your margin of success and how crazy your methods are, your invention may have a few quirks. To determine this, follow these steps:
- Step 1: The GM rolls 1d for a normal inventor, 1d+2 with Rune Crafter
- Step 2: Subtract twice your margin of success from the invention roll
- This is how many bugs quirks your invention has, with a minimum of 0 and a maximum of 3
- To remove quirks you must spend an hour per bug reformulating the spell and succeed a Thaumatology roll to get rid of them
- Your character will only find out that a spell has quirks after he casts it.
- A colleague may proofread your spell by rolling their Thaumatology skill, they discover bugs equal to their margin of Success.
Possible Quirks:
- +1 Energy to cast (And thus also more residue accumulated)
- -1 to cast the spell
The Result
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If the result of step 2 is negative, you make one additional copy for every full -4.
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The Scroll is good for one use (Learning or Preparing)
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When learned or prepared, the scroll absorbs the resulting residue and becomes unusable