>>96617229

> 1) Character describes what they want to do
>
> 2) GM sets a difficulty, considering the scale, scope, and duration of the spell, and any circumstances (for instance- trying to be stealthy)
>
> 3) Player rolls and adds up any circumstantial bonuses (items, potions, buffs, etc.)
>
> 4) GM determines success or failure and describes what happens. Critical Failure can have dangerous and unpredictable effects. Critical Success means effects are heightened, which can also be dangerous in certain circumstances (for instance- blowing yourself up with a fireball)
>
> Failure means the spell fizzles and the character loses mana
>
> Characters can create their own spells, but they receive no bonuses when trying to cast spells outside of their area of expertise
>
> Practically speaking, this means most characters develop a few frequently used "signature spells"
>
> Characters are encouraged to write their own spellbook and record the base difficulty of the spell at the time it was cast.
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> When casting from the spellbook, characters receive a small bonus for preparedness
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> This incentivizes players to track things, which helps the GM as well