To create a SPELL, simply state the NAME and EFFECT desired. Depending on your specific goals, use the guide below to determine its exact specifications. You can know a number of created SPELLS equal to your INT or WIS bonus, and you can forget a created spell to make room for a new one.

When SPELL CREATION is being employed, the GM should be sure to pin down very detailed descriptions with mechanical wording from the player. Once these terms are agreed on, get the dice rolling. This agreement, the current TARGET, and battlefield conditions all work to keep this ability from getting ‘out of control.’

GUIDELINE

Simple utility and combat magic

When creating a SPELL: Create SPELLS with a single successful roll. Duration - 1d4 TURNS or instant only Damage - Magic Targets - 1 Range - Near Examples - Open locked door, alter turns of time, heal surface wounds, conjure mundane items, minor divination (“danger lies ahead”)