Re: Decreased Mana Costs as an advantage
Raising a spell from [1] to [16] (most spells for most casters are at [1], so this is reasonably representative) will increase it by 5, levels which reduces energy cost by 1. That means single-spell cost reduction certainly shouldn’t cost more than [15]. At [6] per FP it seems like almost always better deal than ER, but [9] trades versatility for specialization.
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.
At -80%, multiple levels of it become a staple of every new character I create.
For the record, I think spell cost reductions at specific plateaus is by far the worst rule in regular GURPS.
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Per-based Stealth isn’t remotely as awkward as DX-based Observation.
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