ChrisDDickey wrote: ↑Tue May 07, 2019 7:41 am
So first off I assume the reverse is not true. The special rules for Weird Scientists specify that they never cast spells and that while they need to "use Magic Theory to learn powers and spell effects from grimoires and other texts and record them in their own writings, for later incorporation into devices. The actual spell is not learned, but the Weird Scientist gains knowledge from study of the spell that can be used to empower a device." So a Weird Scientist who wants to make a jet pack, needs to "not quite learn, but rather study for inspiration" the notes of another weird scientist or the Grimoire of a spellcaster who has learned the fly spell.
So my first question is, will this cost him 1300 AP to "learn" the Journeyman spell effect?
It will of course not allow him to cast the spell, but he will thereafter be able to "Enchant" as many things as he wants that can fly. Correct?
Correct. The Weird Scientist learns what in Earthdawn would be called the spell pattern, and pays the AP to learn it. They will not be able to cast Fly, but will be able to create as many flying devices, potions, whatever, as they have the time and resources to produce. The Weird Scientist gets a sort of investment theory going here. A Mage can only cast on the spot, and may not even be able to cast on others if the spell is a Self target. A Heron, on the other hand, could build flying belts and sell them, and charge people to get the belts recharged, and build a very nice business out of learning one spell effect. Self targets affect the item, which in turn will affect the wearer, effectively extending the spell from Self to Touch.
ChrisDDickey wrote: ↑Tue May 07, 2019 7:41 am
So lets get back to Alchemy.
A Weird Scientist (Newtonian) starts the game with how many "recipes" known? 4 just like spellcasters? There are only three recipes listed in the Newtonian spell list (British Fire, Glamour Bomb, and Glow Water) but the Newtonian could also choose any recipe from alchemy list (booster potion, healing potion, etc), Correct?
Breaking this section up a bit. Lot of questions in it. Weird Scientists, whether Herons, Newtonians, Prometheans, Unificationists, or something else start the game with the same number of effects known as Mages. Yes, the Newtonian could choose Improve Recovery and create booster potions, or Grant Recovery and create healing potions, or any other spell in the Base list that could be adapted into a potion, oil, or other solution. For example, one of our sample Newtonian characters has a vial of Oil of Function. It's a Fix spell in a bottle. Pour it over a device or machine that's broken and it's repaired.
ChrisDDickey wrote: ↑Tue May 07, 2019 7:41 am
Or the starting Newtonian could learn any Initiate spell as a potion KaV. So might learn to brew an Astral Sight Potion (to be drunk) or a potion of Binding (to be thrown), Correct?
Again correct. The player just has to explain how the effect is invoked - drink it, throw it, add it to the fuel tank, whatever.
ChrisDDickey wrote: ↑Tue May 07, 2019 7:41 am
How many potions would a starting Newtonian start pre-brewed? Or Lightning guns (or whatever) for a non-Newtonian WS?
That's up to the GM and player, and the starting funds roll. I generally allow one free item, and then the character has to pay the materials costs for additional items out of their starting funds. Think of it as acquiring magic items in Earthdawn. Everybody has a firestarter, or a warm cloak, or some low level common magic item to start with, but if you want a light quartz in addition to the firestarter, you have to pay for it. How many items you start with affects your campaign balance, so it's deliberately been left to a Session Zero discussion.
ChrisDDickey wrote: ↑Tue May 07, 2019 7:41 am
Learning new potion recipes are are pretty much identical to learning new spells? AP costs and all? you usually use Magic Theory to learn the new recipe? A WS Newtonian trying to learn a Shaman Nightngale Sisters Healing Potion recipe could do so. All Correct?
Correct. It's learning a new spell effect. It takes the same time, money, and APs as learning a new Spell. This goes to a root theory of CoreStep: Never introduce a new mechanic when an existing one can be reused. BTW, the Nightingale Sisters aren't shamans, they're a Faith. Remember that Shamans are spirit workers with a bit of spellcasting. Faiths are spellcasters with a bit of spirit working. The Sisters don't normally even deal with spirits - their focus is on healing and protection.
ChrisDDickey wrote: ↑Tue May 07, 2019 7:41 am
Shaman get Spellcasting as a Core Initiate skill and Alchemy as a Core Novice skill. At character creation they get 4 spells that they can cast with spellcasting. Again I assume the standard Alchemy recopies (booster potion, healing potion, etc.) are learned as new "spells" are with AP cost dependent upon their tier, and probably coin costs as well. So can a Shaman brew any spell they know into a Potion? They only need to learn it once and use the same knowledge to both cast the spell using spellcasting and brew it into a potion?
Yes, and this applies to anyone who gets Spellcasting and Alchemy as Core Skills. First off, it simplifies bookkeeping - you don't have to keep track of which spells you've learned for casting and which for brewing. Second, it allows for greater flexibility on the part of a character who has specialized in magic. If you've taken that many magical Core Skills, you're not going to be all that great at anything else, so you might as well get some kind of advantage out of it. We'll get more into monetary or equivalent costs when we bring out the Saurids book. Their cultures aren't capitalist, and some don't really have a concept of money or coin. Learning the spell pattern may cost the shaman a week of gathering herbs in a risky area, or a large Favour to be collected later, or some other form of exchange based on the tribe and how their economy works.