Spell Combination Motes: Advanced Spell Preparation
These techniques alter how a Magic-User prepares and manipulates their arcane knowledge. This Mote track contains two distinct but related systems — Flexible Preparation and Spell Fractioning/Combining — which develop across the five ranks.
Acquiring and Ranking: Uses the standard Mote system and Class Skill rules.
Note: Fractioned and Combined spells created through this Mote are referenced by the Spell Channeling Mote. Both Mote tracks should be read together for full understanding of cooperative casting mechanics.
Cantrip Rank — Flexible Spell Preparation #
The Magic-User learns to mix and match spell levels within their daily memorization capacity.
Rule: The total number of spell levels memorized cannot exceed the character’s total memorization capacity. However, the Mage is no longer required to fill each level slot with a spell of that specific level — any combination of spell levels totaling the maximum capacity is permitted.
Example: A 4th level Magic-User with capacity for two 1st level and two 2nd level spells has a total capacity of 6 spell levels. Using Flexible Preparation they could instead memorize six 1st level spells, three 2nd level spells, or any other combination totaling 6 spell levels.
Note: Fractioned spells count as their reduced level for the purpose of Flexible Preparation. A Fractioned Fireball memorized as a 1st level spell counts as 1 spell level toward total capacity.
Charm Rank — Spell Fractioning (Basic) #
The Magic-User learns to break down higher level spells into new, permanent lower level versions.
Rule: A Fractioned spell is a static creation — its effects do not scale with the caster’s level regardless of how powerful the caster becomes.
Reduction:
- A 3rd level spell becomes a 1st level spell with one third of its original range, duration, and effect
- A 4th level spell becomes either a 2nd level spell at half effect or a 1st level spell at quarter effect
Spell Loss: Fractioning a spell permanently alters the Mage’s understanding of it. The original unmodified version is lost. To relearn the original, treat the research success chance as if the spell were three levels higher than its actual level. Research time is 3 days plus 1 day per spell level of the original spell.
Limitations: Touch, Instantaneous, and Permanent spells cannot be Fractioned at this rank.
Incantation Rank — Fractioning (Range) #
The Mage’s deeper understanding of spell structure removes the range limitation when Fractioning.
Rule: Spells Fractioned at this rank or higher retain the original spell’s full range rather than having it reduced. This benefit does not apply retroactively to previously Fractioned spells.
New Capacity: Touch spells may now be Fractioned.
Enchantment Rank — Fractioning (Duration) #
The Mage’s mastery of spell structure removes the duration limitation when Fractioning.
Rule: Spells Fractioned at this rank or higher retain the original spell’s full duration rather than having it reduced. This benefit does not apply retroactively to previously Fractioned spells.
New Capacity: Instantaneous spells may now be Fractioned.
Grand Mote Rank — Spell Combining #
The Magic-User learns to combine existing Fractioned spells into entirely new composite spells.
Rule: Two or more Fractioned spells may be combined through magical research to create a single new spell. When combined the original Fractioned spells are permanently lost.
Combined Spell Level: The new spell’s level equals the sum of its component spell levels. A 1st level Fractioned spell combined with another 1st level Fractioned spell produces a 2nd level combined spell. A 1st level and 2nd level combination produces a 3rd level spell. Research time, cost, and success chance follow standard BECMI magic research rules for the combined spell’s new level.
Design Framework: All combined spells must meet the following criteria:
- Uses the shortest range of its component spells
- Uses the shortest duration of its component spells
- Scales no higher than the highest component spell’s stated maximum effect
- Deals no more than 20d6 damage absolute maximum
- Produces no effect that neither component spell could produce individually
- Instantaneous spells may only be combined with other Instantaneous spells
- Touch spells may only be combined with other Touch spells
Surprise Mechanic: A combined spell is a genuinely unique creation unknown to any opponent. The first time any opponent encounters a specific combined spell they must make a Surprise check. If surprised the opponent suffers a -2 penalty to their saving throw against the spell’s effects. Subsequent encounters with the same combined spell by the same opponent do not trigger this check.
Recording: Once successfully researched the combined spell is recorded as a new unique spell in the Mage’s spellbook. It may be memorized, Fractioned, or used as a component in further combinations following normal rules.
