Enlarge

Enlarge is a 3rd option discussed for Missile Spells in B240 of Basic Set: Characters, as opposed to Throwing or Holding.
Enlarging does not require a skill roll, only the initial creation does.
It can only be done twice, the maximum turns for building are 3. This allows someone with Magery 1 to put 3 FP in to get a 3d fireball, Mag2s to get 6d, Mag3s to get 9d, etc.
A more flexible system, rather than a maximum seconds/turns of Enlarge would simply be "enlarge as often as you want, but triple Magery is the most FP you can put in".
This would allow stuff like:
*create
*hold
*enlarge
*hold
*hold
*enlarge
etc. without needing consecutive Enlarges.
More than 2 Enlarges could also be possible if the FP/lvel was more than 1 and you only wanted to put in 1 per turn. A "triple magery in FP, with magery/turn max rate" would be flexible enough to allow this.
If using an Action Points system this would be even more valuable, allowing 1 AP increments to be put into a spell. This would be the ONLY way to cast magic with AP alone (without sacrificing now-super-slow FP) for characters who have less AP than the basic FP cost of the spell, if using the initial suggestion of a 1 FP = 10 AP ratio, because only HT 10 individuals start with 10 AP!
In that case, instead of the limit being MageryFP/turn it should be 10mageryAP/turn.
Another interesting optional rule here, even though putting FP into spells is free (and thus putting in AP is too) is to involve an easy roll with scaling penalties the more AP which is put in, although you could offset that by spending AP to ignore penalties, or maybe even get a bonus, but then those AP are lost instead of building the spell.
Say for example "Will roll at -1 per AP put into spell and +1 per AP put into this roll" someone with IQ/Will 10 would have a 50/50 chance of putting 1 AP into a spell if they spent 2*AP, but their best odds would be if they spend 6 AP to reach a modified Will of 16 (maximum chance of success) to reduce the chances of failure.
If this is too "all or nothing", rather than losing ALL the AP put into a spell, failure could simply mean that degree of failure = AP lost.
So rolling 11 on modified Will 10 would mean -1 AP, so if you were only trying to put 1 in you would put nothing in, but if you were trying to put 2 in you'd still manage to get 1 in.
Category:Rules