Creating spells and powers is trickier then using them. Magic users can do this on the fly, but it takes practice to do this quickly during game play. In most cases it is better to come up with spells outside of game sessions whenever possible. Characters may create a new spell or power at any time they could create a new aspect or stunt.
Spells and Powers are defined through a spell description and a set of complications. Complications determine the casting costs and difficulty of casting a spell, along with important elements of the spell operation. Each spell description is a combination of a name, high concept, trouble, relevant aspects, and complications:
- '''[[Name]]''' ([DC]): [high concept] [trouble]. [Aspect(s)]. [Complications].;
- High Concept: Name the spell and briefly describe the core of what it is supposed to do.
- Trouble: Describe what happens when the spell goes wrong, or a significant risk of using the Power. What is the biggest risk it when using it? This can be appended to the high concept.
- Other Aspects: A spell may have several narrative aspects usually describing how the effect operates.
- Complications and Casting Cost / DC: Complications determine the DC of a spell. Most spells have complications describing the range, volume, mass, damage, and spell components, and whether the DC is W, S, or A (Wizard, Sorcerer, or Adept). Additional, less common complications have exponential costs, or require judgment calls from the GR.
- '''Fireball''' (W12): Fuel Air Bomb that sucks all the air out of the area. The explosion blows out, then in, then up. Range: 30m (DC3). Volume: cylinder 3m radius, 2m height (DC6). Damage: 3.;
- '''Firestorm''' (S7): Napalm Rain of unquenchable, spreading, sticky fire. The fire burns and burns and burns... Range: 10m (DC1). Volume: circle 3m in radius (DC3). Damage 3 per round for 3 rounds.;
Complications round out the description of a spell or power and determine the Casting cost. The baseline complexity for a 0DC spell would be to summon or reshape a simple, pure substance such as water, silicon, graphene, or sugar within the immediate area. (Note that the baseline simplicity and purity of substances created with Magic can be very valuable. Look at the properties of pure iron crystals and then imagine a sword made of one.) Spell effects are quite varied, so add complications to the list as needed.
The DC and narrative flavour of a magical effect will vary widely depending on whether it has the Wizardry, Sorcery, or Adept complication. Wizardry tends to have a high casting cost, but wizards can work together to cast. Sorcery costs are lower, but they risk their sanity with each spell. Adept powers have the lowest DC, but they are very wasteful of magical energy.