
Spellbook Creation
Wizards have an awesome advantage of being able to create their own spellbooks in Gilda. You can craft your very own spells with their own unique descriptions. However, with that comes some level of responsibility to make sure you're being fair. Follow this guide to help you craft your spells!
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Spell Schools
This is entirely up to how you designed your character. Perhaps you're from a frigid place where ice magic is frequently used. Alternatively, fire would work very well for a cold environment. You can make spells for offense and defense from all schools! So don't feel limited. In this roleplay, you are allowed to start off with two schools if it makes sense to your character. ​
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Stances
Your stance is what mode your wizard is currently set in. Once a week, you are welcome to change your stance as long as it makes sense for your character (noticing a theme here?). So, if you've just got done with an event and everyone's wounded, you'll learn for next time that maybe switching to a healing stance will be more beneficial. Here are the stances and what they entail:
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Healer:
A healer is someone who has more than one healing ability.
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They are able to have spells that can heal multiple people.
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Their healing abilities come in the form of 1d3+intellect. That's a maximum of 10 healing if your character has 7 intellect. That's a lot!
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Their damaging abilities come in the form of 1dintellect. That means, depending on how high their intellect is, will determine how hard they hurt someone. So, if you have 4 intellect, you will roll a 1d4.
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Can buff and shield other people and themselves.
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Damage:
This mage has no healing abilities at all, but they'll make up for it in damage.
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Their damaging abilities can come in the form of 1d10+intellect. That's a maximum of 17 damage if your character has 7 intellect.
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Can create damaging spells that can hurt multiple people at once.
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Can't shield anyone or themselves.
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Can buff only themselves.
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Mixed:
This means that whilst they have damaging abilities, they have one healing ability, too.
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They cannot have a healing ability that heals multiple people.
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Their healing abilities come in the form of 1dintellect. That means, depending on how high their intellect is, will determine how much they heal someone. So, if you have 3 intellect, you will roll a 1d3.
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Their damaging abilities come in the form of 1d5+intellect. That's a maximum of 12 damage if your character has 7 intellect.
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Cannot make damaging spells that hurt multiple people at once.
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Can shield only themselves.
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Can buff other people and themselves.
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Passive:
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Flavourful spells that neither damage or heal.
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Notes: ​
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If you need help setting up a multi-target healing or damaging spell, please contact a DM.
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Spell Setup
This is the fun part. Our spells are set up in the following way:
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Spell Name: Think of something catchy which describes your spell well.
Description: Describe what your spell does. Include how much damage or healing they do. If you wanna get really technical, include variables such as 'requires water nearby' or, 'can only be done if the wizard is at half health' and so on. Check out our spellbook thread in the discord for inspiration!
Self Con: If your spell fails, what is the drawback to your character? Will they take damage? Will their hand get stuck in a fist? This can either be flavourful, or it can be technical.
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If you're not sure what to put for the dice, here's a basic template to get you started.
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Pre-made Spellbooks
If you still aren't sure what to do, don't worry. You'll learn as you go along. Feel free to use one of these pre-made spellbooks for the meantime! Don't worry about getting stuck with it long-term. You can eventually branch out into different spell-schools, and even add on to these ones!