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BIND currently has 20 things to do, and needs translated into typst, the sparkly-new typestting tool. That's a lot, so I guess here's the roadmap.
typst, the sparkly-new typestting tool
Magic needs a complete do-over:
1. There are four verbs: Wax (encourage the element) Wane (discourage the element) Warp (twist the element's nature) Witness (detect the element)
2. And five low spheres, and five high spheres:
* Fire * Fire and Earth make Force.
Earth * Earth and Water make Life.
Water * Water and Fate create Mind.
Fate * Fate and Air make death.
Air * Air and Fire make light.
3. Then finally, four adjectives (which bolster spells):
* Detailed spells change their appearance, or discriminate between targets.
* Distant spells target things far away.
* Divergent spells affect another element at the same time.
* Duplicated spells fork off copies, like lightning.
Basic spells use Charisma. The caster speaks to plans, begs the gods, or whatever, and casts within a few rounds.
Fast spells use Wits, and would be dangerous. Misfires on the roll would mean nasty consequences, like picking the wrong target, or changing spell (perhaps the most recent spell cast?).
Ritual spells use Intelligence, and will allow massive amounts of mana to boost spells to new levels. These spells will cost crazy amounts of mana to boost, but could eventually crate extremely powerful spells - sentient acidic oozes, village-wide fireballs, enough wind to power a boat.
Of course, with three attributes, casters will likely specialize.
Spells last until something destroys them. By default, they last forever, like a rock left sitting in a field.
With all this spell-creation, there should be some list of pre-made spells, like 'fireball', or 'raise ghast', which explain what to spend, and what effects come out, in familiar terms.
BIND will default to tie conditions, so the spells which give a tie might demand double mana expenditure.