Hit the Spellbooks
When you
dedicate yourself to the study of a magical conundrum in order to produce a marvelous magical solution, roll+INT. If you have access to an excellent library or top-notch arcane laboratory, take an additional +1.
✴ On a 10+, choose three.
✴ On a 7-9, choose two.
✴ 6-, choose one, and ask the GM what complication you've gotten yourself embroiled in as a result of pushing the boundaries of knowledge a bit too far.
- The spell does not take a long time to cast.
- There are no expensive material components.
- The effect is precise and easily controlled.
- There are no unwanted secondary effects.
It's always possible to improve a spell you've designed through
Hit the Spellbooks, but you'll need a special advantage you didn't have before. This could be hidden grimoires of the great masters, traveling to distant cities with state-of-the-art facilities, or (if you can stomach it)
collaborating with someone else who knows the field like you do (because surely no one knows it better, right?)