RPG/Boosting Magic

From Mahou Galaxy Wiki
Jump to navigation Jump to search

A spell may be altered with Magic Boosting to create a new spell. When a spell is altered in this way, it must be treated like a new spell to be learned, with a new cost as described below. Some abilities may change the cost and time of learning boosted spells and some facets may be able to cast boosted spells without having to learn them. Altering a spell with Magic Boosting changes both the MP cost of the spell and the listed dollar Cost of the spell.

Apply the costs of each boost function one at a time, rounding up to the next nearest whole number each time. Each time a boost is applied to a spell (other than the one that changes the difficulty), the difficulty raises by 1. A boost function cannot be applied unless the spell's parameters meet the condition of the specified boost; subsequent boosts may have to be applied separately. Apply damage boosts before any other boosts.

Take note that a different order in which you apply boosts may significantly alter the final cost of a boosted spell. It is up to you to choose the most beneficial order when applying spell boost costs, so long as you raise damage first.

Spells with an MP cost of 1 or less cannot be boosted. Spells with multiple, different damage dice cannot be damage-boosted.

Raising Damage

Die Type

d4s to d6s: +30% Costs

d6s to d8s: +25% Costs

d8s to d10s: +20% Costs

d10s to d12s: +15% Costs

d12s to d20s: +30% Costs

Multiple Highest Dice

1dx to 2dx: +40% Costs

2dx to 3dx: +35% Costs

3dx to 4dx: +30% Costs

4dx to 5dx: +25% Costs

5dx to 6dx: +25% Costs

Multiple Added Dice

1dx to 2cdx: +100% Costs

2cdx to 3cdx: +30% Costs

3cdx to 4cdx: +30% Costs

4cdx to 5cdx: +25% Costs

5cdx to 6cdx: +25% Costs

6cdx to 7cdx: +20% Costs

7cdx to 8cdx: +20% Costs

8cdx to 9cdx: +15% Costs

9cdx to 10cdx: +15% Costs

Note that there is no conversion from multiple highest dice to multiple added dice. If you wish to change your damage from highest to added, treat your current dice as 1dx. Some spells may not be worth the conversion costs!

Difficulty

Difficulty cannot be dropped below 3

-1: +10% Costs

-2: +20% Costs

-3: +30% Costs

-4: +40% Costs

-5: +50% Costs

Oppose

+1: +10% Costs

+2: +20% Costs

+3: +30% Costs

+4: +40% Costs

+5: +50% Costs

Range

Touch to Ranged(10 feet): +100% Costs

+10 Ft.: +10% Costs

+20 Ft.: +20% Costs

+30 Ft.: +30% Costs

+40 Ft.: +40% Costs

+50 Ft.: +50% Costs

Area

When the area of a spell is modified using the 5'x5'x5' cube rules, the area it hits is determined when the modified spell is created, not when it is cast. If the spell previously hit one or more targets rather than having an area of effect, a spell modified this way will only hit a number of targets within its area equal to its original targets number unless the "All in Area" or "All but self in area" boosts are purchased

Non-area to 5'x5'x5' Area within spell's range: +50% Costs

Each additional 5'x5'x5' Area either within range or touching another 5'x5'x5' cube in range, +10% Costs per, any number can be purchased as a single modification and counted along with the above.

Non-area to 5' radius within range: +75% Costs

Each 5' added to radius: +20% Costs per, each applied separately

Targets

+1: +50% Costs

+2: +75% Costs

+3: +100% Costs

+4: +125% Costs

All in Area: +50% Costs

All but self in area: +75% Costs

Duration

+50% Costs per each additional duration

MSF High RPG
Characters Character Creation Races Facets(SpecialGalacticOther) • Skills and Stats Advantages Disadvantages Dispositions
Items Weapons Magical Clothing Shields Spellbooks Concoctions Item Enhancements Crafting Mundane Items Legion-Exclusive
Rules Combat Trauma Rolling Animals Vehicles Other Rules
Magic FireWaterEarthWindLightSoundPurityEntropyMindBody | SummoningBoosting Magic
Magic
Elements
FireWaterEarthWindLightSoundPurityEntropyMindBody
Other
SummoningBoosting Magic