Who We Are
Spellscrybe is a new and unique magic system for tabletop role playing games, or TTRPGs. We strive to deliver a stronger, deeper, and more immersive experience to casters across the many TTRPGs that exist.
With Spellscrybe, you make the spells you cast.
The
SY
System
With Spellscrybe players create their own spells by combining any of the ~60 existing runes. No effect is out of reach, recreate the ~500 spells commonly seen in existing fantasy games, tailor them to your immediate needs, or toss them to the wind in favor of your own entirely unique Grimoire.
Our Inspiration
Game creators before me, focused on the party. A mage had to stand next to a fighter on the battlefield and perform similarly. A sentiment I full heartedly agree with, but approach quite differently.
Magic systems struggle most with balancing. Magic by definition, is a mystical and weird force. A force that us game creators need to quantify and shape into a playable role. So we build limits. Limits are how we work, and more importantly re-work the balance. Hard questions like:
"How do my spells get stronger as I level up?"
"What kind of effects do I have access to?"
"What can I do right now, and how long will it take me...what will it cost me?"
"Does this spell act as a debuff, slowing them down or does it throw ice at them?"
Are easiest answered once you've cut 'spells' out of magic and thrown the rest out a window. Modern mages are nothing more than archers who get a stronger bow-string every time they level up.
That's where Spellscrybe is different, it defines the system of magic not the individual spells it can create. Balanced, clean, a bit of a learning curve.
Because playing a mage, ought to feel magical.
Welcome
Welcome to a magic system that promises quick turns, a balanced magic user, your own spells and one hell of a time.