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Originally Posted by kirbwarrior
"Only to decrease mana costs" seems almost like it could be -80% (Magery does so much and the skill bonus is the bulk of it)...
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Eh....
For most spells skill becomes meaningless above 21 (this keeps skills at 16 in Low Mana Zones)
except to reduce casting time and cost. The bonus to Thaumaturgy is likewise true, it's meaningless after a certain point (I'd say beyond 26ish?). So to my mind if you're building an advantage that does 'half' of what Magery (above a certain point) does... it should cost somewhere around half.
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Originally Posted by ArchonShiva
To me, this supports a ~[30] cost to reduce all spell energy costs by 1: Uncapped Magery at -40%. Also equivalent in cp cost to ER 10, which is usually better for instant spells but worse for maintained ones.
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I can get behind Reduced Spell Cost [30/lvl].
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At -80%, multiple levels of it become a staple of every new character I create.
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No joke.
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For the record, I think spell cost reductions at specific plateaus is by far the worst rule in regular GURPS.
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I've toyed with stripping it and reduced casting time from the skill and making them their own penalties.