Quote:
Originally Posted by Kesendeja
I've upped no resistance to 300% and recalculated the costs' based on your input. Thanks BTW.
so for further levels, do you apply the cost for the affliction part? or is it just the Energy Reserve?
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So, I think it would look something like this:
Level 1: Affliction (Advantage, Powerstone* +39%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [66.4]
Level 2: Affliction (Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [70.1]
Level 3: Affliction (Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [73.8]
etc
That makes it [66.4] for level 1, and [+3.7] per additional level. The above construct, with Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Advantage, Powerstone (Costs Fatigue -5%) +37%; etc, basically says afflicting 1 ER is covered by the Sorcery Limitation, and each additional ER calls for +1 FP, using the rules for Limiting Enhancements (in this case, Limiting the "Advantage" Enhancement for Affliction).
*Powerstone: Magic Energy Reserve (Spells Only -20%; Affects Others +50%) [3.9]
EDIT: As an aside, note you can cut the cost down by [30] by getting rid of No Resistance Roll, and will probably be better off for it. Powerstone should probably count as a beneficial Affliction, in which case the target needs to pass an HT roll for it to work. Most quality gems probably have HT 10-12 (weaker ones probably have a lot of occlusions and the like, which is going to make them less valuable anyway), so at worst you're looking at a 50% failure rate. Being able to access the spell with a lower level of Sorcery, as well as saving [6] (as an Alternate Ability), are probably worth it for the small inconvenience of sometimes needing to cast the spell twice.