Revision 0857afeefe6203ec25404f303b656c090309ef5f (click the page title to view the current version)

Spells for Regular Use

Changes from beginning to 0857afeefe6203ec25404f303b656c090309ef5f

---
title: Spells for Regular Use
categories: rules
---

1. Although ring duration allows permanent effects,
   it should be noted that the ring is fragile.
   In particular, if the ring is obstructed by something
   dropping and covering it, the spell ends.

# Regular use spells

Spell use which occurs in session is easy to handle, but daily use 
is susceptible to abuse.

This applies (at least) to

1.  Rego Craft Magic for income and/or cost savings.
2.  Rusticani charged items
3.  Lab Boosting Spells

The Lab Boosting spells are balanced in canon by causing lab warping,
and this seems ok.  It accounts for the risk of mishaps and the distraction
to keep them going.

Rusticani charged items have a definite time requirement, but even so,
an item/hour is commonly achievable.
Using just the ten day distraction allowance,
this gives 80 items/season.
A season of reading, in principle, allows 240 items/season.  
This seems excessively powerful, especially if items are sold.
To date, it has been managed by creating a little more than what seems
sensible, and the effects on the game are minor.

Craft Magic in principle are momentaneous spells.  In theory,
with perfect logistics, the Mystical Carpenter can erect ten houses
per minute.  However, what does it take him to get the materials in
place?  Similarly for Elfin Brewer/Baker, Mystical Blacksmith etc.
In theory, a couple of craft spells could serve as scores of specialists,
saving almost all costs.

+ Main question.  How much time does this take for the magus?
  Most of the time is probably spent organising the grogs for logistics.
  Some may be the disruption of having to cast the spells at
  particular times.
+ Some cap should probably applied to account for the need to acquire and
  check raw materials.  Possibly half the cap of a real craftsman.