Whether it be for the mage, cleric, or perhaps even bard, I'd love to hear your ideas for spells that can occupy a spellbook for those who take a magical path in Bones in Human Clothing. I've got some ideas below. The idea is to keep them somewhat vague and straightforward, and allow the player and GM to work together to ensure it's not overly powerful, nor underwhelming.
HOW DOES SPELLCASTING WORK
Unfortunately, there's a limited amount of space within a one-page document to fill with rules, and I suppose I might be breaking them by posting an additional set of rules here. The game is meant to be rules-light and story-heavy, so I figured leaving things vague would create some good discussion between the GM and player. With that being said, for those who want something to help guide them, here's how I personally would run spellcasting.
- Firstly, you'll find below a whole bunch of spell ideas I've already come up with that play nicely off the mechanics of the game and offer a solid variety to the players. With that being said, players should NOT have every spell I've listed right from the get-go. Have each player choose 5 - 7 different spells of their choice to make up their spellbook (which I realize I misspelled in the rules).
- I recommend making this process easier by having the player list each spell and its effect on a sticky note or notecard.
- With each spell, the player rolls 1d4 to determine how many times they can cast that spell. Have them put an empty check box next to the spell so they can mark one of those slots each time they cast it.
- From there, you should be all set. Keep in mind that (# of successes) represents rolls of 5 (Soul), which represent your magical acuity, or 6s, which are wild.
