top of page

Spellbook creation

Wizards have an awesome advantage of being able to create their own spellbooks in Wyrdafel. 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! 

​

.・。.・゜✭・.・✫・゜・。.

What spell schools does your character belong to? 

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. 

​

.・。.・゜✭・.・✫・゜・。.

​

Offensive or Defensive? Or maybe a mix of both? 

It's important to reflect on your character and figure out why they want to cast magic. Is it to heal people? Is it to fight your enemies head on? Maybe you've allowed yourself to learn a mix of both. 

​

Offensive: As an offensive mage, you mainly deal in putting out as much damage as possible. Because of this, your damaging spells can hit as hard as 1d10+Intellect. (See dice rules for more information on this).

Defensive: as a defensive mage, you want to heal your allies. Because of this, your healing spells can heal as much as 1d10+Intellect. 

​

If you mix offensive and defensive then you must choose which one you are more proficient in. So, if you are more defensive your healing spells can be as high as 1d10+intellect but your damaging spells can only get as strong as 1d5+intellect. 

Alternatively, if you are more offensive then your damaging spells can be as high as 1d10+intellect but your healing spells can only get as strong as 1d5+intellect. 

​

.・。.・゜✭・.・✫・゜・。.

What now? How do I make a spell? 

This is the fun part. Our spells are set up in the following way: 

​

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 or 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. 

​

.・。.・゜✭・.・✫・゜・。.

​

Dice Templates

​

Dice is usually the thing that confuses people the most. Here are some simple templates you can copy and paste into your spell. You can always change them up once you truly understand how to do it!

​

Doing damage to an enemy: 

  • The mage rolls an intellect roll of 80 against their opponent for 1d3 + int damage. 

  • The mage rolls an intellect roll of 80 against their opponent for 1d5+ int damage.

  • The mage rolls an intellect roll of 100 against their opponent for 1d7 + int damage.

  • The mage rolls an intellect roll of 100 against their opponent for 1d10 + int damage. 

​

Doing damage over time to an enemy: 

  • The mage rolls an intellect roll of 80 against their opponent for 1d3 damage for 1d3 rounds. 

  • The mage rolls an intellect roll of 100 against their opponent for 1d5 damage for 1d2 rounds. 

  • The mage rolls an intellect roll of 120 against their opponent for 1d7 damage for 1d2 rounds. 

​

Healing an ally.

  • The mage rolls an intellect roll of 80 to heal for 1d3 + Int health. 

  • The mage rolls an intellect roll of 80 to heal for 1d5 + int health.

  • The mage rolls an intellect roll of 100 to heal for 1d7 + int health. 

  • The mage rolls an intellect roll of 100 to heal for 1d10 + int health. 

​

Shielding an ally. 

  • The mage rolls an intellect roll of 80 to shield themselves for 5hp for 1 round.

  • The mage rolls an intellect roll of 80 to shield themselves for 10hp for 1d2 rounds. 

  • The mage rolls an intellect roll of 100 to shield someone for 10 hp for 1d2 rounds. 

  • The mage rolls an intellect roll of 100 to shield someone for 20 hp for 1d3 rounds. 

  • The mage rolls an intellect roll of 120 to shield many for 20 hp for 1d2 rounds. 

​

Buffing an ally. (Specify the stat)

  • The mage rolls an intellect roll of 80 to give their target +1 stat for 1 round.

  • The mage rolls an intellect roll of 100 to give their target +1 stat for 2 rounds.

  • The mage rolls an intellect roll of 120 to give their target +1 stat for 3 rounds. 

​

De-buffing an enemy. (Specify the stat) 

  • The mage rolls an intellect roll of 80 against their opponent to take -1 stat for 1 round.

  • The mage rolls an intellect roll of 100 against their opponent to take -1 stat for 2 rounds. 

  • The mage rolls an intellect roll of 120 against their opponent to take -1 stat for 3 rounds.

​

Special:

Unique spells like these really enhance the story. An event master will force special rolls on people having to react to what you do to your environment. 

  • The mage rolls an intellect roll of 80 to gain water breathing for 1 round. 

  • The mage rolls an intellect roll of 100 to turn the immediate ground to ice. 

  • The mage rolls an intellect roll of 100 to cure a disease from a target.

​

​

​

bottom of page