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

Column

Spell-Creation Table: Without "Spell/Rune Crafter":

CP-Cost:Thaum. RollTime
Up to 10-72d+2 hrs
Up to 20-91d x 10 hrs
Up to 40-111d days
Up to 60-132d days
Up to 80-152dx4 days
Up to 100-174d weeks
Up to 120-196d weeks
Up to 140-214dx2 weeks
+20-2+1dx2 weeks

Spell-Creation Table: With "Spell/Rune Crafter":

CP-Cost:Thaum. RollTime
Up to 10-22dx5 min
Up to 20-34dx10 min
Up to 40-52d hours
Up to 60-64d hours
Up to 80-82dx5 hours
Up to 100-91d days
Up to 120-112d-1 days
Up to 140-123d-2 days
+20*+1d-1 days
(*) Further levels alternate between -2 and -1

Column

Workspace Modifiers:

Workspacew/o “Crafter”w Crafter
None (wilderness, etc)-5-5
Improvised (simple circle)00
Professional but wrong
(e.g. shamanic site for Elementalism)+20
Professional and right+5+2

Equipment Modifiers

EquipmentQualityModifier
Improvisedn/a-2
Scribe’s KitCheap (Cost x0.5)-1
Scribe’s KitAverage (Cost x1)+0
Scribe’s KitGood (Cost x2)+1
Scribe’s KitLuxury (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

  • If the result of step 2 is negative, you make one additional copy for every full -4.

  • The Scroll is good for one use (Learning or Preparing)

  • When learned or prepared, the scroll absorbs the resulting residue and becomes unusable