Magic runs all throughout Veil of the Void. It is a source of power that many individuals, typically called mages, tap into. Mages manifest this power using shorthand runes they write during the cast. These runes vary based on the spell complexity and realm type, but many start from a common Realm Rune based on the desired origin realm. It is from these common runes that you will typically craft your custom spells.
It is important to note that the common rune can be of any powerful arcane source, such as a domain (like the Spirit Domain), a realm (like the Arcane Realm), or something such as Health Points (HP). Just because a power source doesn’t have a rune currently doesn’t mean you can’t make one! Think outside the box or start with an ordinary Realm Rune and go from there.
Another thing spells share is a Charge State. A Charge State (mentioned on pg. 37 in the Core Rulebook) adds a bit of balance to spell casting, making it more dangerous to cast as it’s used. While this is an excellent and straightforward way to track spells and help with balancing, there are other ways to do this.
Example: One of our spell types is blood magic that uses the user’s HP to cast. This still helps balance spells while taking on a new form other than the standard Charge States.
So, before you even create a spell, you must decide what “limiter” or tracking system you want to use.
Reading the Spell Creation Guide in Chapter 8 of the Core Rulebook (pg. 188) is essential when learning to balance/create a spell. It is best to read it before continuing. Additionally, you cannot craft spells that are above your current spell level.
Here we will talk about how this magic is crafted in-game by your characters. The first thing to know about spell crafting is, it takes a long time. Spells are not formed overnight (even if you are a brilliant and powerful magic-user). Spells typically require several crafting sessions over Long Rests. Additionally, during each Long Rest, a successful Hard (4) Arcanting check must be performed. Anytime one of these Arcanting checks fails, it adds an additional Long Rest (up to +2 additional rests). These checks may only be performed once per Long Rest unless you have 3+ in Arcanting, which allows you to perform one extra roll on a failed attempt.
We follow a set number of Long Rests based on the spell level you are crafting. Typically, there are two Long Rests required per difficulty level.
Example: A Novice level spell would require two Long Rests and two successful Hard (4) Arcanting checks to create. A Magus level spell would need eight Long Rests and eight Hard (4) Arcanting checks.
After the final Long Rest and the successful checks, the spell is developed. Now, from here, we move to the test phases. You roll with -1 bonus die on the newly developed spell during a test phase due to its new design. To remove this negative, you must cast this spell successfully 10 times per spell level. It is important to note that the Prodigy Expertise, when focused on spells, reduces the required spell casts by 5 per spell level.
Example: An Adept level spell will require 30 successful casts before it removes the negative. With the Prodigy Expertise, this would instead be reduced to 15 successful casts.
When this negative is removed, on all future casts of this same spell, you roll with +1 auto-hit die. Now, you have successfully built and mastered your own original spell. Any spells you develop and master in game cannot be forgotten by your character.