Min Hajin‘s Research Notes #1
It is said that the author of Basic Thaumaturgy for the Emotionally Incompetent wishes to build a fully-integrated system that is not just a slap-on extension or interpretation codex of the known-world, but a foundational schema—one that allows for organic specialization, sustainable cross-discipline branching, and in rare, precisely-managed cases, min-maxing potential without systemic collapse.
One of the fundamental aspects of this system is the ability to branch out into distinct builds with the right customization. From a broad base of Tier 1 spells—each simple enough to grasp, but designed with extensibility in mind—a practitioner can gradually carve out a specialization tree, often unique to their experience, temperament, or even emotional tolerance.
This is where the genius (and cruelty) of the framework emerges: you can unlock everything. There are no hard-coded restrictions. But in practice, attempting to do so is an act of academic suicide. The system assumes you have neither unlimited time nor bottomless recalibration potential, and will quietly penalize jack-of-all-trades builds through inefficient progression costs and passive instability.
Each Tier 2 spell is tethered to certain combinations of Tier 1 foundations—some can be accessed with only a single prerequisite, others require synergistic blends from seemingly unrelated minor schools. A few notorious Tier 2s are trap branches: alluring in their description, but so resource-hungry and time-taxing to unlock that most realize too late they've sunk weeks into a glorified rune with a five-second uptime and catastrophic cooldown.
Say, we have the following Tier 1 Stone Thaumaturgy spells:
Skill Name |
Type |
Tags |
Description |
Stonebind (Rank I) |
Active |
Combat / Utility |
Temporarily anchors an object (or creature's foot) to the ground using localized pressure. Ineffective on flying or large targets. Great for delaying or trapping. |
Pebble Ward (Rank I) |
Active |
Defense / Reaction |
Instantly lifts small stones from your surroundings to intercept low-grade projectiles or magical flares. Limited to 1 use per short rest. |
Stonewhisper (Rank I) |
Utility |
Narrative / Detection |
Allows you to 'listen' for minute vibrations in a hand-held stone to detect movement, tunneling, or recent nearby footsteps. Doesn't always give clear direction. |
Granule Drift (Rank I) |
Active |
Exploration / Mobility Requirements: Any Sediment Thaumaturgy Skill |
Disassembles compacted stone into loose sediment in a small area, allowing excavation or safe descent through walls and floors. Requires stable emotional focus. |
Slatecast (Rank I) |
Active |
Combat / Utility / Ranged |
A sharp-edged slate fragment forms from ambient grit and is launched forward. More accurate than Stupenstone Fling but lacks its emotional scaling. |
And these spells, which the Eidralith has not added to its codex:
Skill Name |
Type |
Tags |
Description |
Gravelgrip (Rank I) |
Active |
Movement / Utility |
Enhances traction and balance on rocky or uneven terrain by slightly manipulating ground texture beneath your feet. Reduces risks of falling or slipping during climbs, sprints, or seismic activity. If you encounter this narrative on Amazon, note that it's taken without the author's consent. Report it. |
Twisted Stone Swing (Rank I) |
Active |
Defense / Reaction |
Forms a stone and/or infuses aether into an existing stone, and reinforces the momentum of a swinging motion. Adds weight and torque mid-strike, causing a whip-like snap of brittle stone that can crack bone or stagger unarmored targets. Especially effective when used with staves or picks. |
A combination of unlocking these spells could enable the Tier II spells below:
Skill Name |
Type |
Tags |
Mastery Req |
Description |
Stonepulse (Rank I) |
Active |
Utility / Detection |
10 (Earth - Stone) Requirements: Stonebind & Stonewhisper |
Sends a low-frequency resonance pulse into the ground. Reveals hidden glyphs, shallow tunnels, or loose debris in a short radius. |
Seismic Teeth (Rank I) |
Active |
Combat / Terrain Manipulation |
10 (Earth - Stone) Requirements: Granule Drift & Stonepulse
|
Creates a temporary row of tooth-like stone spikes that erupt from loosened ground. Especially effective in tight corridors. Spikes crumble after 10 seconds or upon dealing damage. |
Stonewhisper: Echo Braid (Rank I) |
Passive |
Detection / Utility |
10 (Earth - Stone) Requirements: Stonewhisper (Rank II)
|
You may now 'braid' multiple stones into a linked listening chain, allowing you to trace moving vibrations between them. Maximum of 3 linked stones. Directionality remains imprecise, but distance can be estimated. |
Slatecast: Fragment Bloom (Rank I) |
Active |
Combat / AoE |
10 (Earth - Stone) Requirements: Stalecast (Rank II)
|
Instead of a single slate shard, multiple razor-like fragments bloom outward in a cone. Weaker per shard than the original, but effective against unarmored swarms or fast targets. |
And unlocking them might enable more specialization down the line.
On the other hand, some higher-level skills may not require any lower-tier skills at all. These skills might be extremely useful if they could be used to unlock more multi-purpose skills, or not be specialized further, which limits their scaling potential. Be aware of skills that looked extremely powerful for their cost, but have limited scaling capabilities.
This is one example:
Ruinlance (Rank I) |
Active |
Combat / Burst |
10 (Earth - Stone) Requirements: None
|
Summons a jagged stone pike from beneath the target, striking upward with immense force. Ignores most common armor materials and deals bonus damage to stunned or immobilized enemies. The strike causes a distinctive ringing crack sound that echoes across the battlefield. |
It looks like an incredibly powerful spell for its grade, and it is cheap to unlock. Spellcasters can unlock it early on to solve immediate problems, but need to keep in mind the potential growth path by checking its compatibility with higher-grade skills in the Skill Tree.
Finally, some spells are innate and unique to the caster. These might not have any existing requirements to unlock apart from mastery points, but might also have limited capabilities to unlock other spells.
Skill Name |
Type |
Tags |
Mastery Req |
Description |
Gravelkin (Rank II) [Already Unlocked] |
Active |
Summon |
10 (Earth - Stone) Innate |
Upgrades your bonded Gravelkin: now capable of limited mimicry (simple shapes), glows on proximity to conflict. |
Stupenstone Fling (Rank II) [Already Unlocked] |
Active |
Combat / Narrative |
10 (Earth - Stone) Innate |
Access for more details. |
The later tiers—Tier 3 and beyond—are where the framework shifts from learning to refinement. These are not just stronger spells, but deeper articulations of magical identity. Specialization becomes a necessity, and missteps in Tier 1 selection ripple forward, permanently altering your viable endgame loadout.