One way to introduce more flexibility into standard spellcasting is to allow casters to exchange extra energy for special benefits.
Below are two examples; see Adjustable Spells (this page) for an additional option.
All such rules give magic-workers who have lots of spare energy (high personal FP, piles of Powerstones, etc.) a considerable advantage.
The GM should avoid them if he wants wizards to be wrinkled old men who value skill above physical conditioning and magical toys.
Faster Casting: Wizards can reduce casting time by one second per 4 extra energy points spent.
This option can’t reduce casting time below a second, and isn’t available for ceremonial magic.
Increased Effective Skill: The energy-for-skill tradeoff of Ceremonial Magic (p. B238) applies to all castings: +1 to skill for 20% extra energy, +2 for 40%, +3 for 60%, +4 for 100%, and another +1 per additional 100% of the required energy. Such skill increases affect the roll to cast the spell and the Power of enchanted items, but they don’t reduce casting time, energy cost, or ritual requirements. A further option for Missile spells is to give +1 to the attack roll per extra energy point spent.
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