Min Hajin‘s Research Notes #1 - Basic Thaumaturgy for the Emotionally Incompetent - NovelsTime

Basic Thaumaturgy for the Emotionally Incompetent

Min Hajin‘s Research Notes #1

Author: D.N. Newyn
updatedAt: 2025-11-11

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:

And these spells, which the Eidralith has not added to its codex:

A combination of unlocking these spells could enable the Tier II spells below:

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:

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.

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.

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