Inventing New Spells

These are Guidelines and not an exact science.

Combat Spells:

Irritating and Incapacitating Conditions:

Ability Enhancements:

Hazards or Obstructions:

Advantages and Disadvantages:

Information:

Special Effects:

Missile Spells have a default Max range of 80 yards (but can be adjusted).
Spells that change or control living aware beings should usually be Resisted.
Powerful spells should have long lists of prerequisites, or be Very Hard, or both.
New spells could be commonly available to learn, or esoteric mysteries only known to a handful of NPCs or in a hidden book of secret lore.

Player Created Spells
Use the New Inventions rules. The skill to design new spells is Thaumatology.
Spells do not have Complexity ratings
There is no final "product", so there is no production stage for the development of spells.
The Concept roll is made against Thaumatology instead of Complexity.