Instant Augment (600)
Req; None
This Augment eliminates the Manifest (charge) time of other spells. Instead, it doubles this time and inflicts it as a Universal Cooldown. On top of the the spell's own fatigue cost, Instant Augment adds minor fatigue as well.
This is called Multi-cast (similar to Duel Casting) and must be chosen and completed simultaneously. For each spell in the Multicast, add the Charge and Fatigue costs. The Charge time is then multiplied by the number of spells in the Multi-cast plus 2.
This Augment does not require a free hand or concentration, but it comes at the cost. A large Multi-cast can leave Stein unable to produce any new move for minutes. The fatigue cost of each spell is still inflicted as well.
Some spells are incompatible with Instant Augment, such as those without a Charge Up timer. Any spells with a variable charge up timer are automatically used at their highest charge. Spells which create Constructs have those constructs appear in the appropriate Maintain slot on the body.
Notes on mechanics:
[Spoiler]
At first glance this move seems OP as fuck, and yes, it can be potentially powerful with strategy - as can any move. However, its more powerful aspect is Multicast, which bypasses the set standard and concentration. Downside is the cost is increased quadrilateral instead of doubled. An example follows;
2 Comet Shields (5 seconds each)
Back Construct (10 seconds)
Chest Construct (5 seconds)
Nondescript variable charge up (12 seconds at max charge)
Total Multicast: 37 seconds, 5 spells.
37*(5+1)= 222 seconds, or 4 minutes and 19 seconds without any moves.
This is a greater cost than simply adding double of each individual move's charge up time, which would only be 74 seconds. This has a very steep diminishing returns, and this is just time-related, Fatigue is also an issue, even if it isn't multiplied.
Smaller scale, just 2 palm shields would yield a UC of 12 seconds, either way.
[/spoiler]
Cost Breakdown:
300 - Instant
300 - Multicast.
Req; None
This Augment eliminates the Manifest (charge) time of other spells. Instead, it doubles this time and inflicts it as a Universal Cooldown. On top of the the spell's own fatigue cost, Instant Augment adds minor fatigue as well.
This is called Multi-cast (similar to Duel Casting) and must be chosen and completed simultaneously. For each spell in the Multicast, add the Charge and Fatigue costs. The Charge time is then multiplied by the number of spells in the Multi-cast plus 2.
This Augment does not require a free hand or concentration, but it comes at the cost. A large Multi-cast can leave Stein unable to produce any new move for minutes. The fatigue cost of each spell is still inflicted as well.
Some spells are incompatible with Instant Augment, such as those without a Charge Up timer. Any spells with a variable charge up timer are automatically used at their highest charge. Spells which create Constructs have those constructs appear in the appropriate Maintain slot on the body.
Notes on mechanics:
[Spoiler]
At first glance this move seems OP as fuck, and yes, it can be potentially powerful with strategy - as can any move. However, its more powerful aspect is Multicast, which bypasses the set standard and concentration. Downside is the cost is increased quadrilateral instead of doubled. An example follows;
2 Comet Shields (5 seconds each)
Back Construct (10 seconds)
Chest Construct (5 seconds)
Nondescript variable charge up (12 seconds at max charge)
Total Multicast: 37 seconds, 5 spells.
37*(5+1)= 222 seconds, or 4 minutes and 19 seconds without any moves.
This is a greater cost than simply adding double of each individual move's charge up time, which would only be 74 seconds. This has a very steep diminishing returns, and this is just time-related, Fatigue is also an issue, even if it isn't multiplied.
Smaller scale, just 2 palm shields would yield a UC of 12 seconds, either way.
[/spoiler]
Cost Breakdown:
300 - Instant
300 - Multicast.