Wakshani wrote:On the one hand, knowing two forms like that (Fireball and Icecubes) with the ability to do improv magic (Axiom 22) should, in fact, allow you to cast both "Iceball" and "Firecubes" (But why would you?!) and it'd make sense... that's just how improv works.
And I was gonna compare it to jazz.
Then I got giggles thinking about a magical jazz band.
THEN I went "Jazz magicians!"
And now I want to do up a whole Jazz Magician perk tree for this.
Like, "Elemental Jazz" Add one spell to your casting list which must have an elemental component. Choose one elemental component (Fire, Ice, etc) … when casting a spell with an elemental component, you may replace the elemental type with this component. (Thus, if you choose "Ice", then any spell you cast which has an elemental component may replace that component with "Ice".)
You could do one of these for each aspect of magic, with the ones with more powerful options being higher on the tree.
"Elemental Jazz Master" (Requires beta clearance) (Requires Elemental Jazz) When you cast a spell with an elemental component, you may replace the named elemental aspect with any elemental aspect. Thus, a "Fireball" can be "Lightning Ball" or "Ice Ball" etc.
Jazz Magician. Hehehehehehehe.
In all seriousness, you could have something like we have for the Nile Ray power; where knowing the 'Elemental Mage' Perk allows you to swap out any element with another with set bonuses etc. Fire = ignore armour, but a -2 damage. Ice = normal damage but immobilized on an Outstanding success etc.
The problem with this is that you would need to have defined all the knowledges of spells at the start of the project so you could switch things out (and this wouldn't be available until Axiom 22; so only Aysle); and I'm not sure what you would do for substituting Death/Life/Time/Truth etc.
Deathball sounds like an awesome spell BTW.
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