I actually would like a spell that get us magic energy from heat or electricity. Perpetual motion the kind that breaks the setting is a pet peeve of mine.
Even if we get something like only 1 point of magic per 5 gallon gasoline or have to consume the same amount of electric power our house does in a dayf or another point the end result would be worth it.
Consuming electricity or petrol is going to draw attention. Actually, using magic do build a crazy good electric reactor combined with a spell that lets us feed on electricity would be viable and largely unproblematic (bar visitors seeing it, etc.)
I would prefer to draw power from something that won't draw attention. Why not a spell that lets us gain magic from random junk?
Feed on Destruction (level 3, matter/magic transmutation x2 manipulation x1)
Turns a geometric region of matter directly into magical energy, which is fed to the caster's ,magical reserves.
@Gear, would that work? Or does it need more aspects to function.
Also, to be frank, we might be rube goldberging.
Consider this spell:
Mana Spring (lvl 1, Magic, Creation)
Magically creates a spring of mana into the world.
Strength: 1 Magic/Day
Duration: One Minute
Area of Effect: One Target
Casting Range: Touch
Cost: 4 XP
Assuming that 3xp gives it a daily duration, and that each XP spent on increasing its strength gives 1 magic a day, we could throw 3XP into the duration, and 23 XP into the strength, to get a cost 30 spell that creates a magical spring giving us 1 XP an hour for the next 24 hours, for a total of 24 energy regained.
Doesn't sound useful save with an enchantment, right?
Wrong!
We just need to throw 29Xp into it to bring its cost down to 1! Sure, we will have spent 59Xp on a level one spell at this point, but consider the following:
When we get up, we spend our entire reserves on casting Mana Spring 40 times. This gives us an effective hourly regen of 42 (including our current regen.) The next hour, we cast Mana Spring as soon as we can, another 42 times, bringing our effective hourly regen up to 84. The next hour, we cast it 84 times, bringing our effective hourly regen up to 168.
Here is what our hourly regen would be like if we kept this up for 24 hours.
Hour:
|
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
...
|
24
|
Hourly regen
|
2
|
42
|
84
|
168
|
336
|
672
|
1344
|
2688
|
5376
|
10752
|
...
|
352 million
|
At the end of that period, we would have an hourly regen of 352 million magic for the next 24 hours.
(all this from a level 1 spell, mind you. I can see what
@Gear meant about not disregarding them now...)
We then feed it all into an enchanting ritual to give us absurd levels of IEU and mental boosts, giving us the mind of a god, which translates into utterly broken XP gain.
Hm. That is probably a win condition, actually.
+++++++++++++
So, yeah. The magic system here reminds me of that of Morrowind, in that it is fairly easy to break, and there is no sharp distinction between a competent practitioner of magic and a breaker of the magic system.
Sorry If I seem to keep trying to break the game, but breaking the game seems to be one of the end-goals of the quest, and all my attempts at intelligently harnessing the power at our disposal all seem to lead to nigh-infinite power.
That would be a good thing if it didn't completely destroy the narrative.