Spellcraft
A well-studied Mage can learn the mystic patterns behind Magick, and can create their very own personal spells composed of components. If a Mage is to find a Hexen, they may perform Spellcraft. A spell requires 5 different elements:

Target
Who the Spell is targeting
  • Entity - A single organism that isn't yourself, such as an enemy or party member.
  • Self - You, the Spellcaster.
  • Area - An area of space defined by a radius or square foot. Anything within the space will be affected.
  • Object - A single object, such as a weapon, food, doors, or levers.
  • World - Parts of the world such as grass, walls, bodies of water, trees, the sky, or even the sun.
A Spells Target usually won't affect the DC for Spellcraft.
Effect
What the Spell does to the Target. Vaguely enough, almost anything is possible here. Here are some examples.
  • Mind Control your target
  • Shoot a homing fireball at someone
  • Make the Target highly electric to the touch
  • Cause the Target to levitateby means of telekinesis
  • Cause your skin to turn to metal, making you impervious to slashes
  • Shower the skies with dark clouds, eliminating sunlight
The simpler the effect, the lower the DC for Spellcraft will be.
Component
What is used to cast the Spell.
  • Verbal - A spoken word or phrase that must be enunciated properly. The longer the phrase, the lower the Spellcraft DC.
  • Somatic - A precise physical motion that must be performed with any part of your body. The more elaborate the motion, the lower the Spellcraft DC.
  • Object - An object that must be interacted with to release the Spell, such as a stave or pendant.
The more Components required for your Spell, the lower the DC for Spellcraft will be.
Duration
How long the effect of the Spell lasts.
  • Hours
  • Minutes
  • Seconds
The shorter the Spell lasts, the lower the DC for Spellcraft will be.
Cost
How costly the Spell is to cast.
  • One time usage
  • X per rest
  • X per battle
  • X amount of Mind
  • Unlimited
The less often you're able to cast the Spell, the lower the DC for Spellcraft will be.
Once you've determined all 5 elements to your Spell, and you are currently interacting with a Hexen, you must succeed a Knowledge Skillcheck. The DC for the Skillcheck is subject to the GM on how outstanding of a Spell it is. As long as the Skillcheck is successful, you now own the Spell. However if the Skillcheck is failed, you will suffer a potentially catastrophic mishap, as Magick is a very dangerous and volatile concept to toy with.

In the event of a failed Spellcraft, make a Coin Flip. If this Coin Flip fails, roll a D20 and refer to your result in the list of mishaps: Mishaps