Inventing Spells: Difference between revisions
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* [[Laboratory]] | * [[Laboratory]] | ||
* [[Learning Spells]] | * [[Learning Spells]] | ||
* [[Arcane Experiments]] |
Latest revision as of 08:03, 21 November 2013
Synopsis
Inventing spells is the less efficient way of learning a spell, but on the other hand is the only way Magi can do it completely by themselves (that is without the need of a Teacher or a Lab Text).
Inventing Spells ArM5
The first thing to do is define the spell, what it does, what arts it uses, and parameters:range, duration, and target. That will define the level of the spell.
After defining a spell, the Maga needs to be able to learn it, that means that the lab total for the Technique/Form of the spell needs to be higher to the level of the spell.
Every season that the Maga uses on inventing the spell it gets a number of Inventing Points equal to their Lab Total + Similar Spell Bonus - Spell Level.
When the Maga has accumulated enough points (equal to the Spell Level) then it learns the spell.
Example: A player wants to invent a Creo Ignem Spell
- Level 20 Spell
- The player has a Lab Total on Creo Ignem of 30
- Each season it will get 10 Inventing points.
- After two seasons it will acumulate 20 points, that's the spell level. So it will learn the spell after two season.
Something to keep in mind, every time a Maga invents a spell it creates a Lab Text of that spell.
See ArM5 pg 95 for full description
Notes
- Lab Total: Technique + Form + Intelligence + Magic Theory + Aura Modifier
- Similar Spells Bonus (see ArM5 pg 101): 1 per 5 levels of the similar spell
- Inventing Points per season: Lab Total + Similar Spell Bonus - Spell Level
- Remember that as any other lab activity you can do multiple ones per season as long as you have enough lab points to invent both spells and both use the same technique/form (see ArM5 pg 102)