Spells are complicated, representing magic put into a more specialized use than the typical raw magical energy that flows through the everyday world. The ones created and listed in The Fade Tabletop are meant to represent applications and usages for these different spells. However, just because the spell list ends where it does doesn't mean new spells aren't created every day by experimental mages.
Magic Colleges are breeding grounds for new spells from both students and teachers alike as part of the learning curriculum, however their usefulness varies widely.
Spell School
In The Fade Tabletop there are currently seven schools of magic. Arcane, Divine, Psychic, Madness, Nature, Rune, and Summoning. Each has its own uses and styles associated with it.
When creating a spell, consider which school it belongs to based on what it does.
If you want to create a whole new spell list, it is recommended to examine the existing spell lists above and determine what sets this new one apart.
Spell Details
Spells have various pieces which are put together in order to form details as to how it works for the caster to understand. These aspects can also determine how powerful a spell might be.
Below is an example of the 'Details' section of a spell using Energy Grasp.
Tags: Fire, Water, Ice, Earth, Acid, Wind, or Electricity
MP Cost: 1
Casting Time: Standard
Target: Adjacent Enemy
Goes Against: Avoid
Tags are what the spell's various variables and functions are, determining what kind of spell it is, no matter what school it's from. Some spells can have multiple tags included.
MP Cost is how much MP the spell costs to cast it. This is congruent with the spell levels (1 is 1 MP, 2 is 4 MP, 3 is 8 MP, 4 is 12 MP, 5 is 16 MP). Depending on how many effects are added to the spell, the level may change.
Casting Time is how long it takes to cast the spell in question. Longer casting times offer more power, but leave the caster vulnerable both in combat and out.
Target is what foes the spell can effect, with area-of-effect spells being more expensive on MP.
Goes Against is the type of Defense used against foes who may or may not be hit by the spell.
The following options below can be chosen, each one increases, decreases, or does not change the spell's level (and thus MP cost).
Tags
Casting Time
Target
Goes Against
Spell Description
Spells vary in their effects, what they can do, and how they work. Flavor text within spells may be different, however their general functions can be categorized into select areas for ease of reference.
Spells types are listed here; Damaging, Status, Buff, or Effect. When creating a spell, select one (or multiple at a +1 Spell Level per additional effect).
Effects that bestow bonuses, penalties, or status effects last 1d5 rounds unless the Spell Level is increased.
1 Round: -2 Spell Levels
1d5: +0 Spell Level
1d5+(MAG): +1 Spell Level
1 Minute / End of Combat: +2 Spell Levels
Damaging
Status
Buff
Effect