(12-16-2015, 09:37 AM)Vyce Wrote: I can't find it anymore but Sounssy has a comprehensive post on Arcanima.
*summons Primal Sounssy*
Basically, Arcanima is VERY VERY precise. The likelihood of stumbling upon a viable spell by chance is slim to none. The process of invention is likely many years of trial an error. Adjust this angle, shorten this line, close this circle but leave this one open. Fine tuning until it's perfect. Most spells used today were developed centuries ago or are based on Allagan and Nymean magical sciences.
I would say the thinking power required for creating new and well-functioning arcanima is the equivalent of the thinking power of the mathematicians who came up with modern algebra and sit around all day figuring out the world's unsolved equations.
Sounds good, but that kiiiiiiiiiiiiiiinda sounds more like supposition than anything particularly conclusive:
- You say it's 'VERY VERY' precise. How precise is that?
- What are the exact angles that we're talking about?
- What are the lines and their associated length?
- What is a geometry?
- What differentiates a 'Ruin' spell from a 'Bio' spell?
- How are Arcanists able to cast cross-class skills?
- Can they cast cross-class skills lore-wise?
It'd be really nice if there was some sort of quick guide to it all that was used as inspiration for the class, such as what Brandon Sanderson provided as a supplement for 'The Rithmatist'. (An excerpt of which can be found here)
As it stands, I don't think we can go into detail about the likelihoods, let alone the amount of research it would take for any specific variety of spell. We can make broad estimations based on common sense. The derived method of spellcasting would not be near so effective as those taught with formal education. It also makes sense that a teenager without education would therefore not have an advanced system in place for spellslinging. Rather than liken it to coming up with modern algebra, I'd liken it more to Gauss coming up with the equation for summation at age eight.
But most importantly, as Solenne says, it's not so much becoming a competent arcanist, as much as finding some vague magical responses and perhaps even simple cantrips from a series of experiments. And I think that's more than reasonable.