Thanks so much for the feedback @Jaune ! I like your twist on spell crafting as well.
That’s helpful to hear. I need to re-read this with a fresh set of eyes and see what fat is left to trim off. I never thought of diagrams! That’s a fabulous idea and I’d love to develop those. One of my goals is to add some art too but I’m not much of an artist. Here’s a little piece I doodled up that I want to include in the ‘Finding New Words’ section.
I’d like to add more of the post-its too. That’s more of a challenge with layout and knowing how to set them up easily I was getting pretty stuck on moving the bits around instead of ironing out the content but if more people say they’d like more of those author interjections I’ll prioritize it.
So I touch on some concepts similar to this in my piece.
"CASTERS can typically trade among the various elements of a SPELL’s
effect within a POTENCY level. A SPELL that hits one target will deal
more Effort than the same SPELL at the same POTENCY being applied
to multiple foes. BINDING 1 foe is easier, and therefore should last
longer, than BINDING many foes.
WORDS can tilt what is possible at a given POTENCY. Typically a
POTENCY 1 SPELL will deal 1 Magic Effort but if a CASTER is in combat
and their SPELL is HARMING, EXCRUCIATING, or DEVASTATING, a
bonus to their effort should be awarded. The same can be applied to
Range, Duration, etc. Casting SUMMON SWARMING SHADES-2 should
create more minions than SUMMON SHADES-2 despite having the
same potency."
I haven’t included anything about making a spell more POTENT by inflicting some kind of harm to the caster. that’s definitely an idea I would want to expand upon. I’m not sure if I would include it in my core system but would at least include in among the optional content.
I have a mechanics for blending words of power in one spell while also being able to add additional words of influence. FLAMING CLOUD of BLOOD if definitely a spell that is supported in my system!
“A WORD OF POWER can create trifling magical effects on its own but these are somewhat formless.”
“These minor tricks do not require the rolling of dice and cannot deal Effort.”
“All spells must contain at least one WORD OF POWER.” All on page 2 of my supplement
It really feels like we’re coming at this from a similar starting point! Specifically applying my mechanics to your example. The Blood mage could start at the beginning of a game with the WORD OF POWER BLOOD and two WORDS OF INFLUENCE. They might pick SPIKE and PIERCING, choosing one form and one effect is a good practice but not required.
Because they have Mastery 1 of BLOOD. They can only cast spells with one additional word, e.g., BLOOD SPIKE or PIERCING BLOOD. They can decide that the spell deals extra effort, beyond what is typical for a potency 1 spell, at the expense of their own HP. If they find the word CLOUD as loot then they can cast the BLOOD CLOUD spell you described in your post.
Once they earn their second Mastery in BLOOD they can now cast spells with a more words. Now they can cast PIERCING BLOOD SPIKES, SPIKES OF PIERCING BLOOD, etc. The effects are still up to the Caster. If you know you’re going to be casting this often it’s good homework to iron out the basic effects in between sessions.
Talk about me being wordy! This was just a cool example and it was a great chance for me to test my mechanics against someone else’s ideas and not just my own. I hope that was helpful.
Thank you so much for taking the time to leave such an interesting and detailed feedback.