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[Mage: the Awakening] Legacy of the Stone Assembly
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<blockquote data-quote="Solarious" data-source="post: 4565270" data-attributes="member: 27346"><p>You blow the horn, I'll answer. And take my attention away from my research paper which I really should be doing, but hey, this is what breaks are for.</p><p></p><p>When combining spells, there are approximately two ways you could go around about it. The first is a combined spell - the kind you just found in the Core. A combined spell is basically two spells smooshed together in one casting, either to squeeze off more spells in a single casting, or for spell control/spell tolerance purposes. A combined spell, despite being two spells in reality, it is counted as one, so you can have both a mage armor and a mage sight in a single tolerance slot, and still have the little things like Fate spells to smooth your path along, or buff spells to obscenely twink out your dice pools, and so on and so forth. These things are very carefully considered by mages who place themselves regularly in dangerous situations, especially Guardians of the Veil and Adamatine Arrow orders. They have the Gnosis and Arcana limits you listed above. If neither spell is a rote nor come from a ruling arcana, it would probably cost 2 mana.</p><p></p><p>Now, there is a second kind of method to mangling spells together - Conjunctional spells. Where combined spells need no harmony of purpose between the spells being cast together, Conjunctional spells must have a combined purpose that supplements each other in some way. For example, consider the Forces 3 'Autonomous Servant' spell (Core 167). It's base spell is Forces 3, and you can cast it that way if you want to manipulate something too dangerous for yourself to go within sight. However, with Mind 1, you can incorporate 'Two Thoughts, One Mind' so you can do two tasks at once without compromising either. Adding Mind 5 instead allows you to forget the servant completely while it goes about it's task. Adding Space 2 lets you send it out of sensory range and/or monitor it as it works. Keep in mind none of these effects/spells have anything to do with each other, but they all work together to achieve something, which makes it conjunctional. None of these effects have a specific Gnosis requirement, nor additional Arcana requirements.</p><p></p><p>However, there are limits to conjunctional spells without adding more dots. Take Portal Key for example. It's a simple Space 4 Patterning practice, but I don't believe you can combine it with the actual Portal spell, a Space 3 Weaving practice, without Space 5 (although it isn't really a big deal: take 1 extra turn and lock the portal with an instant spell that works with a single success). At which point, you'll throw up an instant portal with extended duration factors and Key it all in the same breath. I'm sure some people will disagree with me.</p><p></p><p>So really, it's a case-by-case thing. There are storytellers who allow some people to whip up a conjunctional mage sight of all their arcana once (but that was the once in the middle of a big action scene where you had to escape from an Astral oubliette before you starved/dehydrated to death IFRL). My proposed spell, which is a Mind2/Space2 concentration duration version of Sense Consciousness and Spatial Map, would be conjunctional (by my interpretation of the rules).</p><p></p><p>It's something that has a lot of loopholes and maybes. Balancing spells is an art, not an exact science. But as my favorite writer of MtAwk once said: balance it mechanically out of the game, but balance it with role-playing considerations in game.</p></blockquote><p></p>
[QUOTE="Solarious, post: 4565270, member: 27346"] You blow the horn, I'll answer. And take my attention away from my research paper which I really should be doing, but hey, this is what breaks are for. When combining spells, there are approximately two ways you could go around about it. The first is a combined spell - the kind you just found in the Core. A combined spell is basically two spells smooshed together in one casting, either to squeeze off more spells in a single casting, or for spell control/spell tolerance purposes. A combined spell, despite being two spells in reality, it is counted as one, so you can have both a mage armor and a mage sight in a single tolerance slot, and still have the little things like Fate spells to smooth your path along, or buff spells to obscenely twink out your dice pools, and so on and so forth. These things are very carefully considered by mages who place themselves regularly in dangerous situations, especially Guardians of the Veil and Adamatine Arrow orders. They have the Gnosis and Arcana limits you listed above. If neither spell is a rote nor come from a ruling arcana, it would probably cost 2 mana. Now, there is a second kind of method to mangling spells together - Conjunctional spells. Where combined spells need no harmony of purpose between the spells being cast together, Conjunctional spells must have a combined purpose that supplements each other in some way. For example, consider the Forces 3 'Autonomous Servant' spell (Core 167). It's base spell is Forces 3, and you can cast it that way if you want to manipulate something too dangerous for yourself to go within sight. However, with Mind 1, you can incorporate 'Two Thoughts, One Mind' so you can do two tasks at once without compromising either. Adding Mind 5 instead allows you to forget the servant completely while it goes about it's task. Adding Space 2 lets you send it out of sensory range and/or monitor it as it works. Keep in mind none of these effects/spells have anything to do with each other, but they all work together to achieve something, which makes it conjunctional. None of these effects have a specific Gnosis requirement, nor additional Arcana requirements. However, there are limits to conjunctional spells without adding more dots. Take Portal Key for example. It's a simple Space 4 Patterning practice, but I don't believe you can combine it with the actual Portal spell, a Space 3 Weaving practice, without Space 5 (although it isn't really a big deal: take 1 extra turn and lock the portal with an instant spell that works with a single success). At which point, you'll throw up an instant portal with extended duration factors and Key it all in the same breath. I'm sure some people will disagree with me. So really, it's a case-by-case thing. There are storytellers who allow some people to whip up a conjunctional mage sight of all their arcana once (but that was the once in the middle of a big action scene where you had to escape from an Astral oubliette before you starved/dehydrated to death IFRL). My proposed spell, which is a Mind2/Space2 concentration duration version of Sense Consciousness and Spatial Map, would be conjunctional (by my interpretation of the rules). It's something that has a lot of loopholes and maybes. Balancing spells is an art, not an exact science. But as my favorite writer of MtAwk once said: balance it mechanically out of the game, but balance it with role-playing considerations in game. [/QUOTE]
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