So what spells are we going to learn/cast in the next year?
Here are some spell possibilities are:
Soil for a Verdant Island
CrTe40
R: Touch, D: Mom, T: Individual, Ritual
This spell creates up to 100 billion cubic paces of soil, which can be distributed across the island of New Atlantis to a depth of about two paces deep.
(Base 1, +1 Touch +10 size)
A Network Reminiscent of Rome
CrTe 30
R: Touch, D: Mom, T: Individual, Ritual
Medieval roads vary in design, so in this spell the road is based, roughly, on the dimensions of Roman roads, which are just under three paces wide. For simplicity’s sake, the road is assumed to crown slightly, but average half a pace thick. This spell creates a road network up to 378 miles long.
(Base 3, +1 Touch +5 size)
Creation of a Well-Appointed Town
CrTe 45
R: Touch, D: Mom, T: Individual, Ritual
This spell creates a series of houses, each fitted with a stone roof two inches thick, a stone floor a foot thick, and stone doors and shutters each an inch thick. The moving parts are on stone pivot points. Each house has stone plumbing for water and sewage. It also creates the road between them, and the sewage and water pipes which are contained within the road. At this level, the spell creates up to 800 cottages. The cottages are not identical, creating a town less regimented in appearance.
(Base 3, +1 Touch +6 size, +3 complexity)
The Creation of Verdant Grassland
CrHe 40
R: Touch D: Momentary, T: Group, Ritual
This spell covers just under 125000 acres of land with a variety of thick grasses about a pace high. Wheat is, of course, a grass.
(Base 1, +1 Touch. +2 Group, +1 size, +1 variety)
A Pile of Rotting Beef
CrAn 35
R: Touch, D: Sun, T: Group
Bees, which are vital for the production of most crops, are generated by the decay of the corpses of cows. Player characters who create too many bees before they have flowers must watch them starve, but players who have flowers, and no bees, must watch them wither. Fortunately, things generated by magically created animals persist even if the spell’s duration ends. Clever magi can simply strew their island with dead cows, using Sun duration spells like this one, and the bees which arise from these corpses are natural. This spell creates ten cow carcasses. Magi wanting to absolutely ensure they have bees can add a Perdo requisite, to make the corpses rot as they wish.
(Base 10, +1 Touch +2 Sun +2 Group)
Cleanse Gaia’s Tears
ReTe(Aq) 40
R: Touch, D: Mom, T: Part
All salt within a quantity of water is moved to a spot outside of the water, even if in solution, leaving drinkable fresh water. Any other impurities will remain. This is particularly useful for desalinating large bodies of water and generating large quantities of sea salt. One unfortunate byproduct is that it will kill all of the salt-water fish in the body of water. This spell will remove up to 100,000 cubic paces of salt from a body of water. The spell has the target Part so that it can target only a part of a body of water.
(Base 3, +1 Touch, +1 Part, +2 Mineral, +1 Complex; +4 size)
A Flow of Fresh Water
CrAq 15
R: Touch, D: Month, T: Ind
This spell will call forth a spring with a high flow of water that will last for a month. It is useful for providing a settlement with water and with giving the island a head start in creating rivers and streams.
Base 3, +1 Touch, +3 Month)
I'm sure there are plenty more that I'm not thinking of, but these are the ones that came to me first. Suggestions are welcome.
[hr][/hr]
It seems like the soil is the most important one, since much of what the island has right now is sand or rock. (There's certainly some soil, but by no means on the entire island.) Once we have soil, Meliai can seed whatever she wants.
The road network seems important too. Getting grogs around the island (even from the seashore to the covenant) will be important. If we can get a road network installed, that will make it much easier.
The grasses seem like the next priority. That will give us grain to eat and grass for horses, cows, and sheep to graze on.
The flow of fresh water seems important for the covenant, if nothing else. It's also a relatively easy spell to learn for just about anyone.
The bees can wait until we have flowering plants to be pollinated.
The spell to remove salt is mostly to desalinate the large lake on the island (which is currently filled with seawater). That can certainly wait.
The houses can probably wait until we have people to move into them.
My proposal is to have Magnus learn: Ambulatory Laboratory, Soil for a Verdant Island, and The Creation of Verdant Grassland (unless someone else wants to take those). A Network Reminiscent of Rome, will top his list next year.
What do the other magi see themselves doing in the next year?