When you have already learned some Spells, you can study their nature and composition to deconstruct them and construct your own new Spells. There is no special Skill for Spellcrafting, as with Smithing or Alchemy, you have to use your Skill in the Spell’s school of magic.

Spellcrafting requires a lot of time. You cannot simply craft a new spell while resting for a few hours in a dungeon. You need to have at least a week or two for proper R&D. The best times for this is when you reach a Milestone.

Magic Research

Skill Check: Scholarship

The first step in creating a new Spell is to do a survey of what you already know. Choose what kind of Spell you want to create by combining spell effects from spells you already know, add range and other modifiers, and figure out the resulting Spell Level. Use this level as your target number for all three rolls. In this step, it would help very much to be in an arcane library.

Experimental Testing

Skill Check: Perception

Now you know what Spell you want to create, you need to do some tests on how to achieve it. This part of magical research primarily requires a sharp eye and sharp mind to recognize possible sources of side effects or poorly crafted runes. You can profit in this step from having experts in the school or test subjects around.

Crafting Act

Skill Check: School of Magic Skill

To finalize your new Spell, you need to be able to perform it using your Skill in the Spell’s school of magic. This is the moment all your research comes down to. All the experimental nonsense is through, now you craft a real, full-powered Spell.

When you tie, you screwed up, you get a burnt face or a green arm, but you learn from your mistakes and get a Boost to your next try.

When you succeed, you create your new Spell in its full power.

When you succeed with style, in addition to getting your new Spell, you gain a Boost on your first time casting it.

Spell Level

You can create new Spells using only spell effects you already know. You can however combine as many spell effects of the same school of magic as you like. To do so, simply add up the spell effects’ values to produce your new Spell’s level.

# Area of Effect
×1 Target
×2 Vicinity
×4 Zone

Spell effects can be expanded to affect more than a single target. Area of effect increases also increase the level of your Spell. Single “Target” spells only affect the intended target but do not increase a spell’s level. Spells with a “Vicinity” area of effect hop from your initial target to additional targets just next to it. Powerful spells can affect an entire “Zone” and all within it.

Spells with an area of effect also affect the caster and allies!

# Range
−1 Touch/Self
±0 Close
+1 Ranged
+2 Far
+1 Rune *

Spell Levels can be raised or lowered by modifying their range. Applying the range “Touch”, you need to be close enough to the target to touch them, granting them a Boost that makes it easier for them to do things like grab you, stab you with a dagger, or hit you in the mouth. “Close” simply means that your spell goes no further than your own zone and hits targets that can easily engage you in melee combat. “Ranged” enables you to cast your spell into the next zone, and “Far” reaches 2 zones away, as far as ranged weapons.

*When you create a “Rune” Spell, the spell effect is deposited in a hidden rune that is activated when an unwitting creature stumbles upon it. Normally, runes can only be placed in your immediate vicinity, unless you have a Stunt to change this.

The resulting Spell level is calculated like this:

Spell Level:
Effect + Effect + … × Area of Effect ± Range

Critical Fumbles

Main article: Critical Rolls

When you roll a critical fumble, …

Main Page > Gameplay > Crafting
Schools of Magic
Alteration (Spells) • Conjuration (Spells) • Destruction (Spells) • Illusion (Spells) • Restoration (Spells)


The Elder Scrolls - Fate Core RPG lorkhan