Trading Energy for Enhancements

part of Adjustable Spells
note: "Cosmic is permitted to make defensive magic effective against cosmic attacks, but not for other purposes."
suggested perk requirements:
*Spell Variation (per 1 spell to modify with ANY enhancement)
*Spell Enhancement (per 1 enhancement to modify ANY spell) signified as possibly preferred
Or Unusual Background of Trained to Vary Spells at variable pricing.
Pg 21 of Magical Styles adds a new more restrictive perk (inferior to the above 2)
*Enhanced Spell
it requires specifying BOTH the spell and the enhancement, instead of one or the other
==Kromm==
:2012
IIRC, my initial proposal for adding enhancements to spells was to apply the enhancement modifier to spell FP cost and then assess -1 to skill per extra FP; e.g., a +100% enhancement on a 3 FP spell would cost +3 FP and thus give -3 to skill. The FP costs and skill penalties in the published rules came about because the playtesters of Thaumatology felt that they were less game-breaking. It was pointed out that enough Magery and FP levels, at 13 points for +1 to each, would always be cheaper than learning dozens of new spells, and in the process would make unmodified spellcasting absurdly powerful . . .
Category:Rules