Magic has three magnitudes: cantrips, standard spells and potent spells. You can determine the magnitude of a spell by comparing the intended outcome (not the method) and narrative impact.
An an example...
Transforming a cat into a dog temporarily is a spell, as the Game Moderator feels the narrative impact within this scene is similar to a normal action. If there was little to no impact in this scene, then it might be considered a cantrip. However, turning a cat into a tiger is most definitely a potent spell.
Healing a headache may be considered a cantrip. Healing a Mark (minor injury, scuff or scrape) may be a standard spell. Healing an Endurance or Morale die would require more effort and be a potent spell.
Cantrips
Cantrips are set dressing, minor effects that don't require a die roll. Success is automatic. They should feel flavourful.
As an example...
Lighting a candle with a fire-based cantrip. Performing druid-craft to make a flower bloom.
Standard Spells
Spells have effects equal to an action roll, results one person with the right training and tools can achieve. They're the baseline magnitude of magic, impactful but not dominating a scene. They should feel useful.
As an example...
Instead of picking a lock with tools, you may instead melt the lock with acid or phase yourself through the door.
Potent Spells
Potent Spells accomplish more than a standard spell, they give potency, broader outcome and can reduce the number of Pressure Dice based upon difficulty. A potent spell can achieve effects equal to an entire group working together. They should feel powerful.
An an example...
Fighting off a group of goblins is extremely difficult, but a potent spell Fireball is like a whole group fighting them.
Touchstones
Each spell is made up as a combination of Style & Essence
, Essence & Form
or Style & Form
.
These word combinations for the touchstones of your spell.
What the spell actually does is up to you to decide at the time you need it.
Many spells will have different uses based upon how you cast the spell. As a spellcaster, slight alterations in your pronunciation, inflections on different words or subtle differences in hand gesture may alter how the spell operates.
As an example...
Lets say I had the spell Fire Wings, The essence of fire in the form of wings.
If I chose to make the spellcasting roll by using Dominion then I may describe the spell as being a flaming phoenix rising up from a file of smouldering ash, leap forward to blaze across the battlefield in an attempt to burning down the attacking force.
Alternatively, by making the roll with Harmony I may describe a set of flaming wings sprout from my back to allow me to fly for a short distance.
Crafting a Spell
To craft a spell, either randomly select a Style, Essence and Form from the tables listed below. Put two of the selected words together and discard the third.
Depending on how your game table likes to operate, your Game Moderator may allow you to simply select two words as opposed to randomly rolling for them. Just remember, that the two selected words cannot be chosen from the same table.
Style
What purpose or aesthetic does the spell have?
d8/d8 1-2 3-4 5-6 7-8 1 Binding Charming Cryptic Shimmering 2 Mesmerising Oozing Slow Wrathful 3 Silent Withering Unseen Dazzling 4 Primal Ferocious Expanding Shielding 5 Petrifying Piercing Screaming Grasping 6 Swift Curious Hungry Venomous 7 Phantom Shadowy Majestic Frenzied 8 Prismatic Sickening Terrible Seeping
Essence
What elements does the spell draw upon?
d8/d8 1-2 3-4 5-6 7-8 1 Air Earth Water Fire 2 Oil Hex Acid Blight 3 Lightning Spirit Light Crystal 4 Death Doom Pain Terror 5 Mind Flesh Bone Stasis 6 Smoke Energy Ash Draught 7 Sight Sound Feeling Lore 8 Wood Slime Fungus Worm
Form
How does the spell manifest or appear?
d8/d8 1-2 3-4 5-6 7-8 1 Beacon Ring Chains Eye 2 Bubble Crown Word Aura 3 Shield Hand Vision Disk 4 Fang Gust Swarm Dance 5 Web Gate Whispers Explosion 6 Ray Wall Wings Claw 7 Mask Poison Embers Dark 8 Dream Rot Pillar Guide