RPG/Boosting Magic
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
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