1. Original Author
Fill in this space with your Player name, first and last.
2. Work For Hire
Unless you are one of the Gods, check the "Work for hire" box, and leave the "Joint authorship" box blank. HALT! If at this time you have not signed the Work for Hire agreement, do not proceed any farther. A Work for Hire agreement is not valid unless it is signed BEFORE the work is completed, DO NOT begin writing a spell until you have signed the Work for Hire agreement. Spells written without a Work for Hire agreement will not be accepted into the Pandemonium Spellbook.
3. Spell School
The first thing you need to consider when preparing to compose a spell, is what School you will be writing the spell in. The School will give you the general framework into which the spell must fit. For example, all spells in the Blood School must include blood as a primary component. What School you are writing for will determine how the spell needs to work, the particulars are included in the Spell School descriptions in the Encyclopedia of Magikal Methods. In the description of each School are the General Procedures which must be followed for every spell of that school, these must be kept in mind while writing a spell, but do not need to be included in the Procedure. You may only write spells for Schools you have been trained in by God or one of the Archangels.
4. Spell Subschool
The Subschool which you choose must be within the School that was chosen above. The Subschool will determine what types of components and what kind of procedure will be required for the spell to be written. You may only write spells for Subschools you have been trained in by God.
5. Spell Name
Choose a name for the spell. The name should be similar in mood and metaphor to the other spell names in that spell Subschool, should be descriptive of what the spell's result is, and should be memorable. At this stage, you need only put a working title in this space, you can always go back and change it to a more clever name later.
6. Spell Type
Spell Type denotes what type of result will be produced by the casting of the spell. Fill in one of the following in the space provided:
- Cast Instant Spell
- Cast Held Spell
- Make Totemic Contract
- Create Continuous Effect Talisman
- Create Limited Charge Talisman
- Create Unlimited Charge Talisman
- Create Potion
- Create Continuous Effect Magic Item
- Create Charged Magic Item
- Create Continuous Effect Holy Relic
- Create Charged Holy Relic.
See Book I Section B and Book I Section C of The Apocrypha of the Mage for the definitions of these terms. The spell type chosen will determine the generic psyche point costs, force increase options and possible counters of the spell. Remember that some Spell Subschools will only allow certain spell types to be used.
7. Components
Decide what components are to be used in the spell. The Spell School and Subschool will usually give guidelines for what kinds of components are appropriate for its spells. Use the traditional correspondences and sympathetic properties for herbs, rocks, scents, colors, etc.; appropriate to the culture which inspired the Subschool you are using. You may also use your own associations for items without traditionally proscribed properties. Be prepared to present documentation or reasoning to justify your use of components to God. For spells which affect a specific character, either the character, a poppet of the character, the true name of the character, or a personal item of the character must be included as a component. Which type is necessary depends on the nastiness of the spell's effect. There must be a minimum of two components necessary for a spell, in addition to the components required by the General Procedures of the School.
8. Personal Item Required?
Once the components have been decided, go to line 8 and insert the most appropriate one of the following;
- Birthdate
- Body part
- Poppet
- Possession
- Target
- True Name
- Combination
- None
9. Procedure
The procedure is the ritual which is performed to cast the spell. Describe how the components are used in the ritual. The Spell School and Subschool will usually give guidelines for what kinds of procedures are appropriate for its spells. It is often helpful to look at the procedures for other spells within the same Subschool. Be sure to note when components are destroyed.
10. Spell Function
Once the procedure has been decided, you may select the Spell Function. The Spell Function is how the spell creates the resulting effect, not the result itself. The Subschool descriptions will often give guidelines for their most commonly used functions. Select the one most appropriate function from the list below.
- Abjuration: Send something, usually spirit, away; repulsion.
- Adjuration: Requesting help from a deity.
- Alteration: Change something's shape.
- Augmentation: Increases a value or ability you already have.
- Charm: Influences the mind or emotions of an entity.
- Channel: Allows the control of the directionality of the flow of magical or natural energy..
- Conjuration: To call or summon an entity to you.
- Conversion: Change something's form (gas, liquid, solid).
- Divination: Finding out information by accessing someone's aura, mind or the dreamlands.
- Enchantment: To infuse a normal object with magic so that it will create an effect.
- Entropy: Change something's substance so as to make it's structure less complex.
- Evocation: To create something form an idea; an imaginative re-creation.
- Illusion: A perceptual illusion which only exists for the target(s).
- Inhibition: Prevents an entity from using their abilities or from doing something.
- Invocation: Borrowing help or an ability from another entity.
- Phantasm: A perceptual illusion which affects all in the area.
- Possession: To place or invite a spirit into a living material body or a material object.
- Reversal: Reverses a magical effect or natural force into its opposite form.
- Transformation: Change something in two or more of the following; shape, substance, and/or form.
- Transmutation: Change something in substance so as to make it's structure more complex.
- Transmogrify: Any spell which uses more than one of the above function. But besides that, it's just a cool word.
11. Results
Write a description of the effects of the spellcasting, who is affected, for how long, etc. If a Gizmo is created, make a note of what type it is and what prop is supposed to be used for it.
12. Spell Effect
The Spell Effect is a simplified description of the Result. Leave this space blank, God will determine the most concise wording for this description.
13. Effect Duration
Okay now, pay close attention, the Spell Effect Duration IS NOT the length of time that the effect of the spell lasts. Get that?
The Spell Effect Duration indicates under what conditions the effect of the spell will be able to remain. The effect or potential effect of a spell or Gizmo remains for as long as the spell or Gizmo is active. The active status of a spell or Gizmo is dependent on one of the following:
- Force Regulated (Held spells, totemic contracts, talismans with unlimited charges, untriggered potions and magic items)
- Force Regulated with Expendable Charges (Talismans with limited charges and magic items)
- Force Regulated until Triggered, then Permanent (Triggered potions)
- Force Regulated until Triggered, then Temporary (Triggered potions)
Instant spells are the exception, they cannot be deactivated and will have an effect which will be one of the following:
- Permanent
- Temporary
Select the appropriate choice of the six and write it in the space provided.
14. Casting Cost
Leave this space blank unless you feel that the spell warrants a higher casting cost.
15. Initial Force Cost
Leave this space blank unless you feel that the spell warrants a higher initial force cost. Instant spells do not have a force cost.
16. Charge Cost
Leave this space blank unless you feel that the spell warrants a higher charge cost. Only Gizmos have a charge cost.
17. Maintenance Cost
Leave this space blank unless you feel that the spell warrants a higher maintenance cost. Only held spells, totemic contracts and talismans have a maintenance cost.
18. Trigger
Only Gizmos have triggers. See the Spell Type descriptions in Book I Section C of The Apocrypha of the Mage for the information on when triggers are needed. Potions always trigger automatically. Magics which operate in conjunction with a weapon's use must trigger automatically to be usable in combat. Most other triggers should be verbal, mental or gesture. Only Unlimited Charge Talismans have a trigger cost, note the psyche point cost in the "Other" box.
19. Untrigger
Only Gizmos that have triggers will have untriggers. Potions cannot be untriggered. Most magics which work as a defense or attack will untrigger automatically after their job is accomplished. Only Unlimited Charge Talismans may have a untrigger cost, note the psyche point cost in the "Other" box.
20. Special
Any extra tidbits of information on the spell that don't have a specific place to go? Put it here.
21. Author
If you want the authorship of this spell within the game universe to be attributed to your character, place your character's name in this space. Otherwise leave it blank.
22. Proprietary
If you want your character to have sole ownership of the spell in the game universe, write "yes" in this space. This is a privilege that is rarely handed out, so don't expect your request for proprietaryship over a spell to be granted. In this circumstance, the axiom "it never hurts to ask," WILL NOT work; if you ask for it often God will get annoyed.