Loswaith wrote:Keep in mind too that alot of magic stemed from the tevinter imperium (alot of the fear stemed from their use of magic too). Alot of the information that is given was that the tevinter didnt care as muich about the consequences of magic so much as the power that could be gained from using it.
That's true. I guess it then comes back too how much information on magic was left behind when the Tevinter Imperium collapsed/withdrew. Admittedly I'm not hugely familiar with the Tevinter Imperium's background, as I haven't finished DA:O, and I got sick of having to read a new codex entry every 5 mins, so stopped reading most of them after the first few hours of gameplay.
But I can't really see them letting a lot of information get out. And if they did, it would be for the less powerful spells. So maybe having more spells like Decompose is relevant.
Though I've made it clear already that I don't like that idea. My basic position is; "Get your generic fantasy out of my Dragon Age."
I'm sick of high magic settings where Mages end up being the only relevant class because you can emulate anyone else through your spell selection. Which unfortunately is the direction the game seems to be heading in. Granted so far there aren't any spells to emulate a Rogues function. At least not yet anyway, we'll have to wait and see what pops up in later sets.
I'm even more appalled at the inclusion of a "Slime" creature in the Set 2 playtest. As far I know, there is no evidence in the source material for such a creature. But I'm digressing from the topic...
In my opinion Mages are the settings WMDs, which the Chantry is desperate to maintain control of (understandably). I can't really see them teaching them spells that don't relate to combat. Which granted leaves Mages with a good deal of downtime. Given that they're understandably forbidden from learning Martial Combat (as the Templars would have an even harder time maintaining control), that leaves them to pursue scholarly things instead. Granted, nothing like this is expressly said anywhere that I'm aware of, but I think it's a perfectly valid interpretation of the situation in the setting.
Loswaith wrote: While the research to such spells would have risks (assuming the knowlege was resarched initially and not gained from demons or spirits), I can see the spell itself assisting in many ways to avoid other possibly more risky situations. Just about every other spell as well.
Tecnnically there is no mundane way to make something naturally decay, other than time. Sure there are other ways of disposing of various matter but they can leave noticable traces as well.
It's not like Decompose is spell that polishes the silverware.
Once again, I'm not disputing that Decompose, or the other spells I take issue with (Dream Sending, Glyph of Preservation, Glyph of Sealing, Levitate, Memory, Shape Earth, Shelter, Spring, Weather Weaving and Wind Weaving) have uses. Or indeed could even be ideal in certain circumstances.
I'm saying, why were they researched in the first place? And even if they were researched (presumably by the Tevinter Imperium, as you pointed out), how/why are Mages still learning them?
After all, if you expand the spell progression from Set 1 and the Set 2 playtest, you end up with a maximum of 19 spells. That's assuming you take 3 Spell School Talents (of course we're yet to see exactly how those talents will expand in later sets). 19 Spells isn't many, so why would a Mage waste their time with Decompose?
Spinning is so much cooler than not spinning.