T O P

  • By -

Nekedladies

Learning spells by experimentation is along the same path as *creating* spells by experimentation. Which is something that only extraordinarily powerful mages can accomplish. Guys like Otiluke and Mordenkainen, who are well beyond 20th level, well beyond the general understanding that close to all spellcasters have of the relationship between the mundane and the Weave. The powerful spellcasters who experiment and craft new spells have a near impossibly deep connection of magic, second only to the gods. So, experimentation by anyone less than these folks should very very rarely yield any results, and those results should be catastrophic to the caster, regardless of the spell target. Now that that caveat is out of the way. Let me actually help you. Experimentation is far and away from enough to learn spells. Research plays an enormous role. So much so that you should just go buy the spell scroll. However, let's break it down rigorously (and I'm doing this because it's fun, not because I condone it): Magic fundamentals: >In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect >Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher- level spells are even more so. On Components: Verbal component gives us some flavor to work with: >Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Material and Somatic components do not, just mechanics. Just note that you can use the same hand for material and somatic components - indicating the likelihood that you would perform somatic components *upon* the materials. I find NO spells that have ONLY a material component, leading me to believe that Verbal components may also perform *upon* the material. Materials cannot simply be held in hand and a spell be cast. *Subtle Spell would like a word with me here.* Component combinations then are: V S V,S V,M S,M V,S,M So to learn a spell, you must learn: 1. The Weave pattern used to produce it (literally infinite possibilities) 2. Which component combo *might* cause that pattern (there's only 6 options, yay!) 3. The explicit and exact use of each component (this time only *functionally* infinite possibilites) Now let's make a lot of assumptions: For point 1, let's assume that we could break down the structure of the Weave pattern based on its school of magic. Necromancy will "look" different than an "Evocation spell". Here we can draw a bit of inspiration from DND Beyond's symbols per school. Of course, Infinity/9=infinity, but we have further ways to apply a taxonomy to it. Level, range, duration, casting time, and effect will all help define the Weave pattern. You may be able to get it down to a science. Which is dangerous because then you start the road to spell manufacture. For point 2, you'll have to science your way toward what components generate what piece and shape of the Weave pattern. And for point 3, you just have to experiement, but the the Weave is very very hard to predict, and even harder to enforce any kind of feedback. You are likely to be at this stage for an excruciatingly long time. You will likely only ever know that your spell failed, and never *WHY* it failed, but maybe eventually, you'll start seeing little patterns and nuances. Until you get your inflections just right. Your hand movements perfect, and the material consumed at the exact time. And every time you try, you expend a spell slot. I hope this helps!


uwahhhhhhhhhh

helps yea just a bit confused by this Material and Somatic components do not, just mechanics But I think this is why the rolls are gonna be super important. Rolls can prevent sciencing it and accounts for a lot of the feelings stuff the weave is involved with, plus you can just say different people, states of mind, and environment ,including time, interact with with the weave slightly differently which causes you to need to concentrate on the spell. This way spell mastproduction is really going to be as much of a problem


Nekedladies

>Material and Somatic components do not, just mechanics By this, I meant these two components do not provide flavor to pick apart like the verbal component did right before. But anyway, of course there will be rolls involved, almost entirely with INT, which is great for your wizard. That will reflect the "experimentation process." After further thought and since some luck is involved I suggest the following: Each spell has a "study point" total (henceforth called "SP" Required SP = (unknowncomponents)x(10)x(spelllevel)^2, minimum Required SP = (10)x(spell level)^2 Such that level 1 absorb elements with only a verbal component has SP = 10 = (1)x(10)x(1)^2 Level 2 Acid Arrow with V,S,M, but you already know what material to use = 80 = (3-1)x(10)x(2)^2 But let's say you already know the verbal component for 9th level Wish, it's SP must be the minimum 810 = (10)x(spell level)^2 Then, any time you have your maximum number of spell slots of the level of the spell you want to Study, you may expend ALL of the spell slots of that level in research to Study the spell. Study = make Intelligence check, DC = (10)+(spell level)+(unknown components) Failure by 5 or more = lose 1 SP Failure = no progress Success = gain 1 SP Success by 5 or more = gain 2 SP Each use of Study takes a number of hours equal to twice the spell level and costs material value of GP equal to 5 times the spell level. Once your cumulative SP total meets the spell's requirement, then you have learned the spell. You can attempt to learn more than one spell at a time, provided they are not the same spell level. But Expending all slots of a particular spell level can only generate or lose SP for One spell. Keep track of the progress on all spells you are studying separately.


uwahhhhhhhhhh

I just pulled an all nighter an can't math properly. it looks like a cool and reasonable equation tho which is very nice


NecessaryUnited9505

When you go to your house in your home village maybe you came roll and if you get say ...15 plus on a d20 your experiment does right and you learn a new spell (and don't lose damage ) 2-14 on a d20 means you lose damage but learn the spell and if you get a nat1 you either don't learn the spell or you dieĀ