1. Leys
    1. Using the Ley Lines Maps to know where major leys are and casting from within them.
    2. Altering minor flows from major leys to bring a strong flow of mana through an area.
  2. Infusing the area
    1. Filling an area with mana via metamagic, difficulty varies by amount of mana. +1 for a 7 diff, +3 for 13 diff, +6 for 19 diff, +9 for a 25 diff.
    2. If even a little entropy or flux or fortune are in abundance, this may cause blue zones.
  3. Accelerating focus
    1. Using metamagic to make focusing faster.
    2. There will be penalties later for doing this--recovery is amplified significantly by this.
  4. Delayed casting
    1. Focus your spell, but don't cast it. Instead let it flow through you and settle within.
    2. This takes years of practice to do easily, but one can manage with difficulty without practice. Difficulty is pre-lowered difficulty +6 vs. WIL.
    3. Failing at this can cripple your ability to use the sphere you have focused.
  5. Absorbing mana
    1. Using enchantment or metamagic, cause yourself or something you own to absorb spells cast at it. Use this to steal the spells of opposing magic users.
  6. Storing mana
    1. Enchant objects to store specific effects.
  7. Incorporating other energies
    1. Every sphere of magic (except meta-) has a corresponding non-mana energy that it is imitating. Having these present in abundance can make it easier to cast specific spheres.
    2. For Rindacsa's spheres, the following energies are useful: arcanum (silence); arnum (agony, cacophony, famine); msawhat (cacophony, undeath, despair, envy, oppression, pestilence, deceit); infernum (darkness); shadow (darkness); Law (balance); emotion (envy, despair, mischief, fire); poioumenon (mischief, connection); rubedian aether (fire); shebv heya (war, dragon, silence, boundaries, might); sound (music); radiance (music); hegnh (equality); the pattern [aether] (weather); yahas [poioumenon] (connection); paradox (contradiction)
  8. Testing the power of an intended spell
    1. Use metamagic to know how difficult a spell is ahead of time, and why
  9. Simplifying
    1. Remember that if a spell is too difficult, there might be an alternative way to phrase/perceive/come at the spell that is easier.
  10. Spell stacking
    1. It is possible, though difficult, to piggyback on your own cast spells if you cast immediately afterward in the same sphere. This requires an intense amount of study, practice, and skill, but it eases casting the second spell.
    2. Failure here causes spell backlash automatically.
  11. Communal efforts
    1. Having more than one person casting can help lower difficulties.
  12. Types of mana
    1. The current theory, developed after Starfall, that mana is poioumenon from other planes suggests that there might be variants of mana from other planes that might be better for some types of spells. This is unproven, but worth exploring.
  13. The factors of difficulty
    1. Size
      1. Typically, the bigger the target, the harder it is to affect directly. A pebble is easier than a mountain.
    2. Complexity
      1. Body is easier than mind or heart which are easier than soul which are easier than Name.
      2. There is a scale of species complexity that adds difficulty to a spell. Humans are the exact middle of the scale. Gods are the highest complexity. Common animals and plants are the lowest (of the common targets--protozoans are probably lower, but have other issues). If a species is inherently supernatural, it is more difficult to affect than one that is mundane.
      3. Furthermore, if the spell is complicated, that makes it harder.
    3. Precision
      1. The rule of thumb is, if it would be hard for an expert archer to hit, it's going to be hard for a magic-user to hit.
    4. Appropriateness
      1. It's easier to create fire than destroy it with the Azari sphere of magic, for instance. Likewise, using Argent magic to kill is much harder than using Valkyr magic to kill.
    5. Quantity
      1. How many targets you have affects difficulty. Rule of thumb is that after a certain point, the numbers flatten. So one extra target is +3 difficulty, but a thousand extra isn't +3000, but rather, closer to +30 or so.
    6. Distance
      1. Within eyesight, there is generally no penalty unless precision comes into play. But the further away something is, the harder it is to affect.
    7. Environment
      1. It's harder to create fire underwater than it is in a dry forest.
      2. It's harder to target something that is on the other side of a wall than it is when it's right in front of you.
      3. it's harder to command holiness amidst infernal energies.
      4. Obviously, the presence of void makes everything harder.
      5. Etc.
    8. Symbolism
      1. It's easier to grant an owl wisdom than a crow, because owls are symbols of wisdom.
      2. It's harder to make a sapphire enchanted with hatred than it is to make it enchanted with love.
      3. Etc.
    9. Counter aspects
      1. It's harder to give a ka'ar water-breathing powers because they are beings of fire.
      2. Etc.
    10. The GM reserves rights to expand this section
Topic revision: r1 - 03 Aug 2013, BillyRayStupendous
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