The Wizards
Here are some rules for Wizards casting spells! Who are these Wizards? What do they do when they are not casting? What are the limitations on how often or when they can cast? What do they use their magic for? That’s all up to you, next-person-in-line!
Spellcasting
Pick 2[?] schools of magic. You can cast from those schools. When you cast, name the school and two dimensions. If you don’t know which dimensions you need to select to achieve your end, ask the Authority.
On a Success, you get your two chosen dimensions. 
On a Superb Success, pick one: 
-	Get a third dimension free. 
-	It doesn’t cost you a spell.
On a Success with a Cost, pick one:
-	Lose one of the dimensions: you pick which.
-	It costs you an extra spell.
-	It leaves you physically exhausted.
-	It is subtly twisted or gains an unwanted dimension: DM picks which.
On a Twist, you miscast. Pick two of the following, and the DM decides the details. 
-	Wrong target. 
-	Wrong dimensions (within the same school). 
-	Wrong school.
-	Wrong strength. 
Paying the price
If you need want to achieve an end that requires more dimensions than you have available, ask the Authority what you will need to do in order to attempt to cast with that extra dimension. They will pick one:
-	You must change yourself permanently.
-	You must sacrifice something dear.
-	You must cast the spell in a place of power, braving its dangers and defeating its guardian.
-	You must cast with an object of power or a rare substance, avoiding or enduring its curse.
These are not easy prices and Wizards do not pay them for a mere whim.
The Schools
Here are the schools of Wizardry and their dimensions. Without choosing the appropriate dimension, spells generally take a while, don’t last when you stop paying attention to them, only affect one thing, and are a bit messy. For instance, spells take twenty minutes by default, but picking “quickly” reduces it to one.
Illusion
Creating images, sounds, and smells to fool the senses.
1.	Large or spectacular.
2.	Moving.
3.	Uses all the senses.
4.	Lasting.
5.	Quickly.
Conjuring
Creating objects out of nothing.
1.	Large or robust.
2.	Animated.
3.	Complex or precise.
4.	Lasting.
5.	Quickly.
Damage
Hurting, harming, breaking, burning, and blasting.
1.	Wide.
2.	Deadly or destructive.
3.	Controlled.
4.	Ongoing.
5.	Quickly.
Portal Creation
Creating doors from one place to another or one plane to another.
1.	Long distance.
2.	Hidden. 
3.	Pinpoint accurate.
4.	Lasting.
5.	Quickly.
Summoning
Calling upon beings from other planes.
1.	Large, tough, or strong.
2.	Intelligent.
3.	Under your control.
4.	Lasting.
5.	Quickly.
Necromancy
Raising the dead.
1.	Large, tough, or strong.
2.	Intelligent.
3.	Under your control.
4.	Lasting.
5.	Quickly.
Restoration
Healing and mending. Can heal sores or repair a cracked jar. With potency, can heal serious wound or put back together a smashed vase.
1.	Affects more than one target.
2.	Potent.
3.	Good as new.
4.	Lasting.
5.	Quickly.
Transfiguration
Changing the shape and appearance of an object.
1.	Change Size.
2.	Change Material.
3.	Complex or Precise.
4.	Lasting.
5.	Quickly.
Divination
Seeing shadows and glimpses of the future.
1.	Important.
2.	Certain.
3.	Specific or involving self.
4.	Very near or distant future.
5.	Quickly.
Shielding
Creating protective barriers against particular threats.
1.	Large.
2.	Non-Specific.
3.	Reflecting.
4.	Lasting.
5.	Quickly
Charms
Changing attitudes and behaviours.
1.	Affects more than one target.
2.	Coercive.
3.	Precise.
4.	Lasting.
5.	Quickly.
Face-shifting
Changing your shape or appearance.
1.	Substantially larger or smaller than you.
2.	Non-human form.
3.	Accurate semblance.
4.	Lasting.
5.	Quickly.
Custom School
You can create your own custom school with five dimensions. The dimensions of each school parallel one another, all lining up with the following five dimensions. The final dimension is always Quickly.
1.	Size/Distance
2.	Movement/Power
3.	Subtlety/Precision
4.	Lasting/Time
5.	Quickly
Customization
Start play with one of the following. When you improve, pick another. You may pick the first three multiple times.
1 Broad – Pick another school.
2 Natural – Once per session you may cast from a school you don’t know.
3 Specialist Master – Pick a school you know. In that school, you may pick an extra dimension when you do not miscast. You may pick the same dimension twice in that school for emphasis. For instance, a doubly “potent” restoration could recover an object from ashes or bring the dead back to life. Doubly “quickly” means “instantly.”
4 Wild Mage – Your schools are not fixed. Randomly determine which schools you know when you start the session. When you cast a spell, randomly determine what school takes its place. Additionally, each time you cast a spell, randomly get an extra dimension added to it.
[Following are some hastily-written procedures for randomly generating what the Wild Mage needs generated. But they are a bit fiddly, so probably could be much improved, and might depend on other restrictions or additions you put in place.]
Divide the twelve schools into two groups of six and number them each from 1-6. Roll one die for each group to see which two schools you have available. When you cast a Spell, roll on the same group to see what school replaces it. (If you also pick Broad, you’ll have more than two schools available at one time).
After casting, number the dimensions you haven’t picked from 1-3 (or 1-2 if you had a third) and roll a die to see which is added.