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Design for spellbook started all the way back in 2020. By November 2021, I had launched a playtest with a local group of friends. While the playtest was a massive success (I learned what was wrong with the game, and what was fun) – the game was barely playable.
Here’s what a page of spells looked like for that playtest.

The spells from that very first playtest were not only pre-designed – they required power, which was gained through rituals, to cast.
I learned during that playtest that the spells as I designed them were way too complex, the combat was way too complex – and most importantly, everyone loved the creativity of creating their spellbook more than anything else. Near the end of 2021, I decided it was back to the drawing board on this game.
And so, after tons of iterations and playtests, I landed on my current approach to spells and creativity in Your First Spellbook.
Spell Creation
One of the core tenants of my original Spellbook Design, was to have things happening in the real world impact the game.
It was harder than I thought to keep this design idea in the game – but one area it still survives is when you cast and resolve a spell.
There are four parts to spell creation.
1. Name of spell.
2. Effect of spell.
3. How it is cast.
4. How the spell is resolved.
The first two parts – name of the spell and spell effect – are similar to other journaling games. Let your creativity run wild! What type of spell do you want? What do you want to call it? Make it happen!
The last two – how a spell is cast, and how it is resolved, is where the real world will impact the outcome of the game – and where I think people are going to really enjoy being creative.
Spells and the Real World
Your First Spellbook greatly encourages you to be creative when casting a spell – and specifically, to use real world objects to help cast and resolve the spell in the game.
For example, this is what a spell in your Spellbook journal may look like.

When I wrote this spell, I decided that if I wanted to cast Fireball, I would take out the matchbook that connected to fond memories of my past and attempt to strike the match.
The act of lighting the match in the real world corresponds to me casting Fireball in the game. Whether or not I succeed on lighting the match on the first attempt lets me know if the spell is a success or failure in the game.
This can be expanded to any number of ideas. If I want to cast a nature spell, I might pull up a pinch of grass between my fingers. If the total number of blades of grass are even, the spell is a success – if odds, a failure. If I can’t find grass, then I can’t cast the spell!
If I have a breath spell I want to cast, I might draw in a big breath, and blow outward for at least 30 seconds, using a timer (but not looking at it) to keep track of time. If I can blow out for at least 30 seconds, the spell is a success! Otherwise, it is a failure.
The sky is the limit on this type of creativity in spell creation, and I am really excited to see what people come up with.
Spell Limitations and Fun
Of course, with this creative spell casting, I wanted to find a way to make Your First Spellbook still feel like a game, and not just a larping activity. So there were three restrictions I put on spells and spell resolution.
· I decided that as a guideline, spells should have about a 50% chance of success
· Spells cannot be cast more than two days (or play sessions) in a row
· Not all spells will work against all monsters
Through playtesting, I’ve found that these three core rules to spellcasting and spell resolution create a creative puzzle game. It incentivizes the player to find new ways to hunt monsters – and the old ways may not always work.
Your First Spellbook is still a journaling game at its core – but with these spell limitations it feels more like a game, a puzzle to solve, a way to find surprises in the story through gameplay.
I also had a smaller group of playtesters who wanted more out of combat – so I’m planning on adding an optional expansion at release – included with the game – that adds a bit more depth to spellcasting. Primarily it will focus on rituals (which can increase spell power), and monster levels (some monsters are more powerful than others).
What’s Next
As of writing this, I am a week away from finalizing most rules within the layout. This will allow me to send an updated early access copy to all Courageous Knight subscribers and above, to begin playing and enjoying!
I can’t wait to see what types of spells you come up with! Be sure to share them, and thank you for being a fan of games!
-James
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