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== Creating a Spell == |
== Creating a Spell == |
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Just because someone knows Elder Sorcery words, does not mean they can freely create any effect imaginable. A {{L|Class|Necromancer}} cannot just say "I eradicate each city" and destroy every city in the world. Elder Sorcery spells need to be balanced like any other {{L|Category|Abilities|ability}}. To this end, any player creating an Elder Sorcery spell should provide their {{GM}} with the following: |
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The |
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# The '''incantation''' for the spell which clearly shows which words are used and how they're implemented. |
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# The '''intention''' of the spell. This is the player's intended effect of the spell. And should include any flaws which might balance the spell out. |
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# A '''casting cost''' that must be paid every time the spell is used. |
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# A '''creation cost''' that must be paid when the spell is first made. |
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The {{GM}} will take all these into account when deciding if the spell is appropriately balanced and has the freedom to reverse their decisions later if they think they made a mistake. |
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Just because a spell may be "balanced" in a mechanical sense does not mean that it can be created. After all, an archmage that's been casting for millennia should be better at creating spells than a {{L|Core|Leveling Up|level 11}} {{L|Class|Flame Mage}}, even if their spells both use OP 1 words. This will manifest in several ways. The first in the number of words that be used in creating a spell. For the best chance of success, a character can only create words with 5 ''new'' words or less. So the new {{L|Class|Flame Mage}} could cast "use this torch for warmth" to try and empower a torch to provide the warmth needed to survive a harsh polar night. But their next spell could be "use this torch to immediately burn you to ash" to make it so their torch immediately {{L|Condition|Ruined|ruins}} any creature it touches. This spell is nine words long, but Elder Sorcery relies on the number of distinct concepts the caster can hold in their head at once. So, the second use of the word "to" doesn't count towards their limit. And since the words "use", "this", and "torch" were present in a spell they already made, they have practice with those ideas already and they don't count towards the limit wither. Thus the five new words are "to", "immediately", "burn", "you", and "ash". In this way each spell an Elder Sorcerer makes expands the dictionary of words they can work with. And if an Elder Sorcerer wants to create a long and complex spell in the future, they may want to make lots of smaller spells to build up to their ultimate vision. |
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There is ''no limit'' to the number of a spells an Elder Sorcerer can know. However, a player can't just hand their {{GM}} a list of 100 spells and expect to have them all available. The first limitation is that creating a spell typically takes at least a {{L|Core|Long Rests|long rest}}. In addition, a caster that knows lots of spells doesn't have all of them available at once. |
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Revision as of 01:32, 27 October 2025
Your GM has not decided on a full set of spell creation rules yet. Don't ask him about it. Don't suggest anything to him. He doesn't want to hear it. Asking or suggesting at this time will count as a death for your highest level character. However, the words exist.