Spellcasting and Creation
Spell creation in Ealamkha'fif is an interesting and difficult thing. The problem that lies at the heart of this is that most spells of complexity above basic magic requires adaptation of the spell. Most spellcasters instead choose to create their own "spells". These are more along the lines of techniques of a martial artist - they will often be given dramatic or cheesy names to differentiate, and often use a similar base such as an element or Origin. For example, a fire element user might have similarly powered moderate level spells - one creates a shaped flaming weapon, and the other acts as a long range projectile - at the heart of both of these techniques is a simple summoning and shaping of flames. However, with more advanced actual Spells, it requires careful development and practice to even create a basic technique.
For example, a pyromancer might desire to create a spell that allows them some backup during combat. They choose to research creating living fire, and study for a time on the fundamentals. They start small, creating small bugs made of fire, advancing to rodents and eventually snakes - this is where they stop. Any larger or more complex, and their durability and intensity would be reduced given the skill of the pyromancer, and a familiar shape will allow them to up the speed at which the pyromancer can create them.
Due to the innate nature of Infusers and Creators, almost everything they do is a true Spell. Usually completely custom and formed by the building blocks of magic, Infusion and Creation require everything they do to be completely custom made, and often is the reason behind their increased difficulty. Creators especially must make spells for every object they create, regardless of whether it has been done before. Infusers have a slightly easier time, as usually similar infusions can be used as a baseline for another spell.
Its because of this that actual spell creators are quite rare - most are content to increase the power of their techniques, their total mana storage, or lessening the strain spells place on their bodies. First - rate adventurers will often have created a signature spell of their own - but it isn't uncommon for the best to rely on simple weapons and elements.
For example, a pyromancer might desire to create a spell that allows them some backup during combat. They choose to research creating living fire, and study for a time on the fundamentals. They start small, creating small bugs made of fire, advancing to rodents and eventually snakes - this is where they stop. Any larger or more complex, and their durability and intensity would be reduced given the skill of the pyromancer, and a familiar shape will allow them to up the speed at which the pyromancer can create them.
Due to the innate nature of Infusers and Creators, almost everything they do is a true Spell. Usually completely custom and formed by the building blocks of magic, Infusion and Creation require everything they do to be completely custom made, and often is the reason behind their increased difficulty. Creators especially must make spells for every object they create, regardless of whether it has been done before. Infusers have a slightly easier time, as usually similar infusions can be used as a baseline for another spell.
Its because of this that actual spell creators are quite rare - most are content to increase the power of their techniques, their total mana storage, or lessening the strain spells place on their bodies. First - rate adventurers will often have created a signature spell of their own - but it isn't uncommon for the best to rely on simple weapons and elements.
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