How did I miss this thread.
While I'm generally a big fan of "Mechanics Constitute Lore, Too," I don't feel that the spells we see in our Action/Traits list are the extent of what can be done. Consider, for instance, the way that Thaumaturgy and Conjury were changed between 1.0 and 2.0. The lore devs admit this was a change made entirely for and by the battle team, and so they just sort of... swept the way things were under the rug, but the old lore still exists (for instance, Essences and Permutations, found now in the Gubal Library). Does that mean conjurers can no longer control certain elements and thaumaturges can no longer heal? I tend to view it that the spells we have use of on a class in game are just the most well-known, the most taught, and the most generally useful spells in battle and for adventurers.
So, with that in mind, I've always been a big fan of extrapolating other applications of magic from the metaphysics we get both from NPC discussions and from the spells themselves. This includes making smaller spells (a tiny Blizzard to cool your drink) and bigger ones (a spell to dispel others). This also gives a way, IMO, to weave in some real world magical practices to add depth beyond "I cast a spell and..."
How far would you go/have you gone - to personalise your spells to fit your character respectively?
A fair bit. L'yhta seeks a "Grand Unified Theory" of magic, so she has spells that blend the different disciplines together. They include things like small cantrips, circles of shielding, rituals to alter forms, spells to amplify other spells, and so on. I always take care to tie things back to the lore -- her cantrips are tiny versions of spells we already see. Her amplifications use the geometries of arcanima to tap additional aether. Most of what she does in this regard requires crystals as an added power source. Versatility has its costs.
And how do people usually react to spells that aren't in your average PvE spellbook?
In the circle I run with, so long as they plausibly come back to lore and benefit the story, the response is generally positive. The key is to not let these sorts of things dominate the RP; they should be for flavor and to explain things, not to control the flow of a story. Also, I tend to feel that these sorts of "custom" spells should have a fair number of limitations on them so that those who don't build them don't feel like their RP or contribution is being minimized.
While I'm generally a big fan of "Mechanics Constitute Lore, Too," I don't feel that the spells we see in our Action/Traits list are the extent of what can be done. Consider, for instance, the way that Thaumaturgy and Conjury were changed between 1.0 and 2.0. The lore devs admit this was a change made entirely for and by the battle team, and so they just sort of... swept the way things were under the rug, but the old lore still exists (for instance, Essences and Permutations, found now in the Gubal Library). Does that mean conjurers can no longer control certain elements and thaumaturges can no longer heal? I tend to view it that the spells we have use of on a class in game are just the most well-known, the most taught, and the most generally useful spells in battle and for adventurers.
So, with that in mind, I've always been a big fan of extrapolating other applications of magic from the metaphysics we get both from NPC discussions and from the spells themselves. This includes making smaller spells (a tiny Blizzard to cool your drink) and bigger ones (a spell to dispel others). This also gives a way, IMO, to weave in some real world magical practices to add depth beyond "I cast a spell and..."
How far would you go/have you gone - to personalise your spells to fit your character respectively?
A fair bit. L'yhta seeks a "Grand Unified Theory" of magic, so she has spells that blend the different disciplines together. They include things like small cantrips, circles of shielding, rituals to alter forms, spells to amplify other spells, and so on. I always take care to tie things back to the lore -- her cantrips are tiny versions of spells we already see. Her amplifications use the geometries of arcanima to tap additional aether. Most of what she does in this regard requires crystals as an added power source. Versatility has its costs.
And how do people usually react to spells that aren't in your average PvE spellbook?
In the circle I run with, so long as they plausibly come back to lore and benefit the story, the response is generally positive. The key is to not let these sorts of things dominate the RP; they should be for flavor and to explain things, not to control the flow of a story. Also, I tend to feel that these sorts of "custom" spells should have a fair number of limitations on them so that those who don't build them don't feel like their RP or contribution is being minimized.
The Freelance Wizard
Quality RP at low, low prices!
((about me | about L'yhta Mahre | L'yhta's desk | about Mysterium, the Ivory Tower: a heavy RP society of mages))
Quality RP at low, low prices!
((about me | about L'yhta Mahre | L'yhta's desk | about Mysterium, the Ivory Tower: a heavy RP society of mages))