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, Self, Area, Object, World.
Effect: What the Spell does to the target.
Component: What is used to cast the Spell. Verbal, Somatic, Object,
Duration: How long the effect of the Spell lasts in seconds, minutes, or hours.
Cost: How costly the Spell is to cast. One time use, X per rest, X per battle, Per X amount of time, Per X item, Unlimited.
To create the Spell, The Mage 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, The Mage owns the Spell. However if the Skillcheck is failed, The Mage 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 and for more information on Spellcraft, check Here
Before my very eyes, I saw colors I had never seen in dye, and pictures I had not seen with my eyes.