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Grymia
 
PostPosted: Thu, Nov 25 2010, 19:20 PM 

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A Treatise on Spell Development and Inventive Artisanry

By: Tuomas Valo:



In the development of a spell unique to a specific task or similar, one must first come to a question: Is there a spell or magical item in existance already that can achieve the result you seek already solely by modifying it's implementation? Or, if not something already in existance, is there a spell that already by it's own design can achieve a similar aim already?



An example: Say you wish to create a Transmutation spell that stops an individual from moving by fusing their feet to the ground non-harmfully. Looking, the spells "Transmute Rock to Mud" , or "Flesh to Stone" immediately come to mind, but there are some other spells, such as "Web" which also have meritable consideration in this.


Once examining the purpose of the spell and any existing spells which can do similar, you need to then come up with an initial concept on HOW you will achieve that result. In this particular portion, a mixture of imagination, comprehension of reality through science, and similar will become of great value.


Tied to the earlier example, coming up with a non-harmful fusion of feet to earth has many different recourses. The simplest of which, given implication may be a brief transmutation of the earth to a substance more malleable, which when the individual's feet step into it, the malleable earth becomes solidified halting the individual, ideally. They may still be able to remove their boots, but the sticking effect is still present and would at least prompt them to have to remove their boots.


After coming to the How you wish to achieve your spell's resulting function, you must then consider the various spells in your spell book or otherwise at your disposal, and find spells from which you can draw componenets and aspects that will help in the final result of what is being developed. Once you've pulled the appropriate component spells, you must break them down to the individual instructions, removing the facets from each spell formula you want, and then combine them to create the spell being intended.

Again, with the prior example, spells such as "Glyph of Warding" , a spell which sets a focused area trap , "Transmute Rock to Mud" and it's reverse spell, "Transmute Mud to Rock , given the prior purpose you can have the targeting basis of "Glyph of Warding" , a point on the ground then followed by modifying, then applying the components of "Transmute Rock to Mud" and "Transmute Mud to Rock modified to be conditional to triggering the Glyph. Similarly, the Symbol series of spells is based off of trigger mechanics which have intrinsic value to this particular example spell.


Once you've pulled the instructions you seek for the spell together, you must carefully combine them according to the standard practices of Formulaic balance, balancing effect with complexity of formula. Typically a good rule of thumb is to expect a spell to be as complex as your most complex component spell, but this may not always be the case, especially if the aspect being pulled from the most complex spell is balanced by more severe limitations then the incantation it is pulled from.


After successfully creating a balanced formula, experimental applied casting will be likely required before your spell can be functionally castable as you desire it. Sometimes, you may not be able to achieve the exact result you desire, but instead something close. That is the nature of the Weave at times. It is not our whimsical toy, it is a living, breathing force which fuels all magic.

Artisanry at least in my own opinion follows a very similar methodology. To whit, I have below a sample form which helps organize thoughts in regards to artisanry, especially for proposals to aid in seeking funding or resources from one's fellows. Outlined below, are the key bits of information typically required for a proposal, or would be most effectual in it's explanation. I will further explain points which are not inherently obvious.

---
Name of Intended Project:

Name of Primary Investigator:


Proposal:

(A short description of the intended function and potential abilities of the spell, or object being developed.)

Required Physical Components:

(A brief inventory of the components needed for this project, both in terms of spell components, and in the case of item artisanry any physical components not inherently tied to any spell)

Spells Required

(A brief inventory of the spells that would be required, or spells from which formulaic components could be drawn on for the intended development project. It is at your discretion whether or not you should include Circle and School for each spell.)

(Here, it is also prudent to consider the value of adding a final reiteration, as well as a summary of the spell, and perhaps the impetus leading to it's development.)



Signature:

(Signature of one's own work, not only for purposes of accreditation, but also purposes of contact should someone discover this work and wish to develop it in future. Though this is typically obvious, it cannot hurt to note this again.)

----

In finality, the process by which I advocate spell or item development is a thorough, careful and logical process of organized thought and consideration, balancing formulaic examination with practical application and testing.

Thank you for your time, and consideration in reading this humble Treatise.


 
      
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