by Thia Halmades on Tue Jun 08, 2010 4:29 pm
JY: Feel free to 'unpublish' this as necessary, but it's the consolidation of my thoughts on spell research.
"Researching and designing a new spell," mused the professor on a blustery afternoon, "is the dream and goal of many a young Atharian. They look over the wide expanse of magic and wonder odd things! 'Can I make it more powerful?' 'Do I dare blend two Seals into one new magic?' 'What if I create a spell that requires a Full Moon?'" He treaded quietly back to the center of the room, knowing that what he was about to say would fall, as it always did, on at least one zealot, one genius, and one madman. He flicked his eyes up into the stone stands, trying to pick out who in this class would fulfill those roles.
"There are three types of people for whom this advice is meant. The first, the zealot. Often students of history, or who come from families of tightly knit Asunites. You will believe that magic caused the Scale Wars, and unfettered grants ultimate power. You believe that structure and control are the way, and further research leads only to madness, dissolution, and destruction. You will hearken to every word that I say in a desperate desire to prove yourself, and to play the hero no one wants, defending to the death a people who never asked you to interfere. Remember this: Magic does not cause wars anymore than raw metals create stab wounds before becoming swords. Only through our own influence, only through an exertion of will, can magic gain power.
Your caution and warnings should not go unheeded -- absolute power will corrupt absolutely. Moreover, however, is that cultural advancement is an inevitable proposition. We will grow. No single organization can stop that. Know your enemy. He is not the next person of whom I speak.
"The genius among you -- and there is always one -- is not listening to me at the moment. Or if they are, it's only with half an ear. You have already gone beyond this class room and are imagining new, brilliant effects within your Seal, or within other Seals. Unchecked, you will create great things, not many of which will be very useful. Vision must be tempered with a comprehension of causality and an appreciation of the currently accepted structure. Your desire to rebel, to prove that you can do something greater, is admirable.
You would do well, at times, to heed the warnings of the zealot -- your creations will never stay in your own hands. Knowledge yearns to expand, to grow. Often your ideas will act as the jumping off point for others. You, however, are not the enemy the zealot fears. While brilliant and passionate, you can be reasoned with.
"The madman among you cannot. You'll seem sane, for a while. Evil and madness are rarely so obvious as the epics make it out to be, nor heroism so blatant as the bawdy entertainments in the theaters. But you will come upon an idea, a concept, quite grand, and possibly world changing -- and no amount of logic or plea will pull you back from the ledge that you will easily and willingly walk over. None. One of you, at this moment, thinks you know better than this old fool and one of you thinks, at this moment, that your idea should be shared with -- or forced upon -- the world.
You may well be right. But consider this your warning: the path towards creating new spells is perilous. Like any great endeavor, nothing is acheived without sacrifice." He looked back down at the floor. Amusingly, he stood on the Seal of Aegia, the Protector. Would that he could defend them from the very acts they would work so blindly in the pursuit of greater power.
With that, pull out your Grimoires. We will discuss the binding of elements and the creation of magic.
---
Creating a new spell in the Atharian system takes vision, time, and patience. The manipulation of the unique forces that create magic employ multiple skills, require intense research, and the process is often equally labor intensive. An Atharian must take the following steps to craft a new spell:
* Establish Atharian Seal
Each Seal possesses unique traits that define how its magics work within the confines of reality. A Panthier can never summon a twin from their own magics -- they must learn Duallan spells to do that. Ramiel commands others, while Aegia defends them. Understanding the structure of each spell, means equally understanding where a new spell would be placed.
* Gather Matierels
In order to craft a new spell, the Atharian must have the following available:
-- Time. Research is a long-term, labor intensive process. Researching the necessary mechanics and permutations, histories and possibilities of a given spell takes weeks to lay the proper foundation. Those weeks critically assume all the requisite foreknowledge of a complete education in the Vedra Atharia. [The caster must have a number of weeks available equal to 1 week/10 Active. The weeks do not have to be taken all at once, however, it is strongly recommended that a caster must invest a minimum of one week for the research to be valid, and not to subdivide to 'days' or 'hours.'].
-- Space. A full sized laboratory is required, with a full work station, various reagents, and most critically a 'safe zone' to test cast the spell. Research will consume significant resources through the course of the design process. [A standard laboratory will do, with all the requisite costs from HERO 6/Fantasy HERO]
-- Materiels. [Jason, at the end of the day, this needs to be the rough equivalent of a magical weapon based on Active -- something that doesn't exist in Kamarathin. While much can and has been said around the low-magic design, at the end of the day, magic is difficult and expensive. Even though a spell may be 1d6 1/2 (Hunting Hound), it's persistent, can attack every phase that the caster has an action, and can act indepedently of a given attack. Effects like that add up and create combat multipliers, so you're looking at 3-7x the cost of a real-world equivalent, depending. This one piece I must hand off to you, or someone who knows the economics better than I.]
-- Knowledge. Once all of the pre-requisite work is complete, the caster must attempt to finalize the formula of his new spell.
Mechanical Notes:
* The Time Chart should be treated as One Week being the minimum; any reduction in required weeks of research should be counted as -1, regardless of any other time rules. Adding time [one week to one month; one month to one season] should be treated normally.
* The caster must make the roll like any other -- based on their modifiers for the Seal in question.
* A caster cannot design a spell that is on the Counter-Seal or any Barred Seals. They can, however, assist in research normally should they so choose, assuming a 6 point penalty (-6) to all rolls.
* All additional bonuses from a laboratory, researchers, etc., are treated exactly as they are in the main rules.
Restrictions:
* No spell may replicate a spell in another Seal (see above).
* The spell must serve a 'function,' -- a spell purely to play 'practical jokes' or similar has no place in the setting. This also speaks to 'tweener' spells, or blending two concepts but doing neither well. This is not the nature of Atharian magic.
* Improved versions of pre-existing spells are not expressly prohibited, but strongly cautioned against, as a more powerful Scything Wind could cause balance issues, as could many others. If upon review, significantly strengthening a spell would give the caster far more options and require less thought, should be considered prohibited.
Otherwise, please see my prior post on the topic.
Happy birthday, Jason! [A month early, but hey].