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You are all contract Spell Architects - Spellchitects - for your city.
Congratulations!
You craft and design the spells and rituals that are being cast all
around your world. Using your advanced knowledge of how magic
is weaved, you mark out the symbols, colors, and components to
craft the desired effects.
Example Spell:
Colors Spell Components
Obedient An overflowing handful of dirt
Strong Gallon of milk with 2 Coins
Friendly Squatting, hands out
Large Strengthen and envision your will
Speak the name of your first pet
Markings
Summon
Beast
Horn Agri-faun-bovi-ticus
Leg
Naming and Performing
Once everyone has nothing to add, the
Jumping Off Points
If you need help or inspiration for your
Spell is finished. Name your spell by
Spell, you may use the following tables
having one player start with a “spell-
to roll up parts of a Contract or try these
sounding prefix.” The Next playeradds
different playstyles! Roll 1d6 per Table
a syllable/small sound, and continue
passing around, adding to the word Spell Type
until someone adds a suffix. Feel free
to have multiple words for a spell 1 Evocation
name. 2 Divination
After your spell is named, you must 3 Abjuration
test it! Gather and perform your
components (as much as possible) and
4 Conjuration
cast the Spell! 5 Alteration
6 Illusionary
Variant Rules of Play Clientele
Here are some variant rules to spice up
play and replayability! 1 Noble
Local Components: You can only use
2 Adventurer
components that can be found in 3 Commoner
the room you’re in, or, only in your
pockets/bags. Create a proper ritual!
4 Shopkeeper
5 Public Works
Walk In Client: Assign one player as
the Client. They dictact what they
6 Child
need from their spell. Everyone else
acts as the Spellchitects. At any
Purpose
point, the Client can intergect with a 1 Beneficial
request, but they have no say in the
Spell Components. Once the spell 2 Adversarial
is finished, only the Client has to 3 Philanthropic
perform it. The Client then rates their
satisfaction. Get weird with it! 4 Medicinal
Rush Job: You only have 20 Seconds
5 Selfish
per turn, no ifs ands or buts. Each 6 Defensive
Spellchitect only has 1 turn. Create
something wild!