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+cast is an amazingly complicated peice of machinery that allows you to mix and match magical components to create your own spell on the fly, or to craft them together into permanent arrangements, then improve on the resulting spell, proving the preparation is key to victory. Since this is a code break down, all sections will be in the order found in code, rather than in the order the player may encounter them. At least we do provide you a handy table of contents up above.

Maximum Improvements

A spell that is +studied can only have so many improvements added to it. The equation for the number is this:

  • Start with 1.
  • Take 1/3 the JP in mage, 1/4th the JP in acolyte and 1/4th the JP in monster and add them all together, then divide by 50, to a maximum of 4 extra improvements.
  • The special skill of improvement mastery raises the number by 1 if it is 5 or lower. 2 if it is 15 or lower, and 3 if it is 25 or lower.
  • The maximum is 5.
  • If, for some reason, you have improvement mastery ABOVE 25, then the maximum becomes 6!

Casting a Spell

Unlike the Code/Synth, this one gets right to the point pretty fast. Welcome to the abyss, table for one?


  • +cast (learned spell name)=(target) -- Cast a pre-learned spell at named target. 'Me' is an acceptable target.
  • +cast component1+component2+...=(target) -- Cast a spontaneous spell.
  • Extra note on targets. If the target has no object, for example if you were setting fire to a tree, you can use a range instead, like melee, short, long, extreme, etc.

Advanced Syntax

  • Add #instant at the end to bypass ATB calculations.
  • Components can be stacked with themself, but not in a fire+fire+fire way. If you want 3 fires, do it like this:
    • Fire/3
  • Chained components like this suffer from increased strain at a sharp rate, but enjoy a higher damage rating, details to follow.

The Steps

  • Record your position from ATB
  • Check if you are casting a spell already by checking your ATB doing, if so, inform, then end program.
  • Check if #instant was used
  • Check if the input is a pre learned formula or not. If a bonus has been added(+cast My Big Fist+10), it extracts the +10 and saves it for later use.
  • If the character has tech affinity, and is casting a non-prelearned formula, then they are denied with a witty message.
  • If the character has tech affinity and the pre learned spell is not approved, they will be denied with a diffrent witty message.
  • Calculate starting strain. If affinity is under 50 in either direction, it starts at 0, If 50+, it starts at -1, and if 100/-100, it starts at -2.
  • Range increases strain as well.
    • Melee adds 1
    • Short adds 2
    • Long adds 3
    • Far adds 4
    • Extreme adds 5
      • However! Ranged improvement subtracts strain at a similiar rate! This means a spell at range improvement 5 has 5 strain removed.
      • After the subtraction is done for improvements, the result is doubled. If it is below -1, it is raised to -1. Casting below your maximum range helps, but only so much. Note, even at 0 improvements, spells can reach short range with +0 strain.
        • 0 improvement -- Short Range
        • Up to 2 improvement -- Long Range
        • Up to 4 improvement -- Far Range
        • 5+ improvement -- Extreme Range
  • If you have the elder merit, strain is reduced by 2 now.
  • If your torso armor is metal or crystal, strain increases by 1.
  • If your torso armor is cloth or moonsilk, strain decreases by 1.
  • Every 10 points of extra weight in your armor increases strain by 1.
  • Now begins the magic loop! The code will look at each component in turn, determining how each performs and tracking it to report later.
  • If a component you do not have is found, it checks if you have Any Magic special, and uses that rating instead if found.
  • For each loop, it takes the number of the component it is working on(Longer spells are harder) and subtracts from it this roll:
    • +check Willpower+Fevor+Arcana/Shock vs 16
  • At best, your check can negate the incoming penalty for a long spell. This is checked at each step, so it is possible to falter on one component but no the next.
  • If you have resistant to strain merit, this number is reduced by 33%
  • If it has fallen below 1, it is raised to 1, then added to the mounting strain amount.
  • If it is a repeated component(Fire/3, for instance), it notes that it is now.
  • The MP cost of the component is determined and added to the mp cost of the spell as a whole:
    • Take the shock value of the spell. If it is under 5, multiply by 3, othewise multiply by 2.
    • Affinities increase or decrease the cost per component by 1% per point(Fire affinity is -1% for fire spells, +1% for ice)
    • Multiply it by the number of times it is repeated, then add one less than the time it was repeated.
      • PROTIP: That last part results in no change if its not repeated(Multiply by 1, then add 0)
    • The final cost is increased by 0.75% per level of the chracter. This is reduced by half for having 1 economizer perk, and eradicated for having both.
  • If the prelearned spell has an element, use that, otherwise go by the component's own element, and determine of the user has an affinity that helps or hinders.
    • Every point of affinity in your favor reduces the MP cost by 1%
    • Every point of affinity against you increases the MP cost by 1%
  • Perform the main roll
  • If the component botched, the amount that it botched by is added to the strain, making components following it more likely to fail/botch
  • If it just failed, move on to the next component, no strain adjustment

When you succeed

  • Compare succs to see if this is the highest you have rolled so far, for purpose of status resistance.
  • Add the casting time to the spell.
    • If the component was repeated, increase its casting time by 50% per repeat past the first.
  • Take note of the components AoE stat
    • If the component was repeated, increase its AoE by 33% per repeat past the first.
  • Get the damage value
  • If Dark Magic merit is present, increase by 20%
  • If a nexus for the element is present, roll 1d10-1, factor in divine astrology, then minus 5, multiply by 10, add/substract this % to the damage amount.
    • Example, 1d10-1 comes up with 7, - 5 gets you 2, +20% damage.
    • if the result of 1d10-1 is less than the user's Divine Astrology / 3, it is raised to that amount. Assuming one got it to 25, that would result in all rolls under 8 being risen to 8, meaning the user would ALWAYS benefit from nexii by +30-50% damage, nice.
  • If the spell was repeating, increase damage by 20% per repeat past the first.
  • After all components are done add Area spell enhancement to the total area of effect counted so far.
  • If the caster is wearing crystal or metal armor on their tors, increase casting time by 50%
  • If the caster is wearing crystal or metal armor on their head or arms, increase casting time by 25% each.
  • Decrease casting time by 20% per speed enhancement.
  • Increase MP by the number of components in the spell - 1.
  • Decrease MP by 10% per Mana improvement. Runic and Crystal economizer perks increase mana improvement amount for prelearned spells by 1 each.
  • -1 MP if a red mage, specifically.
  • Spend the MP
  • If dark magic merit is present, spend 10% of maximum HP.
  • The highest damaging component is recorded and taken aside, all other components are reduced by 75% damage. Highest component is used for element of spell damage.
  • Begin displaying results
  • Damage is increased by 30% per damage improvement and 5% per AoE improvement
  • Increase damage by 10% if black mage
  • Increase damage by 20% if black wizard
  • Increase damage by 30% if black sorcerer
  • If technologically inclined, roll tohit of: Perception+Aim Gadget+Dexterity
  • Determine casting time
  • Add damage enhancement, belonging to the spell and/or caster. Add 1 if dark magic is present.
  • 40% of this number is the amount of health levels potentially penetrated.
  • Status Resist is calculated
    • Highest rolled component
    • Decrease by 5% per Area improvement
    • Add Mirv improvement
  • Announce improvements such as infectious and war.
  • Determine X-Magicability
    • Casting time cannot be higher than 200 per 5 points of x-magic
    • MP cost cannot be higher than 1 per 3 points of X-Magic

Casting Time

  • Take the casting amount built up so far and multiply by 200, this is the base ATB of the spell.
  • If fast charge perk is present, reduce by 33%
  • If negative, cap off at -1000, which would be a completely instant spell.
  • If the result is -1000, spend 200 ATB, and announce the spell as 'same action'.
    • If you are a red wizard at this point, regain 100 of that ATB.
  • WARNING: Displayed ATB is different than this result. This is because a standard action takes 1000 atb to complete. So a spell with 400 cast time will result in +600 atb charge(Finishing when you regain the other 400), while an instant spell goes off instantly but delays you by 200 ATB for your next action.

Main Roll

Amount of Dice
  • Now we hit the main casting check, rolled for each component.
    • First component is intelligence or magery, depending on your affinity. If your affinity is technological, you use intelligence, otherwise, magery.
    • Then you add the rating of the component you are working with.
    • Then you add the AVERAGE of the component you are working with, and your casting stat.
      • This last number is directly increased/decreased on a 1:1 basis with complimenting/conflicting affinity numbers. Casting a fire spell with 3 fire affinity and 2 ice affinity results in +1 to your roll.
    • If you are equipped with arcane gauntlets, that last number is again increased. By 2 for poor, 4 for average, or 8 for masterpiece.
    • Lastly, you get +1 per 5 points of the Arcana basic skill.
  • Base difficulty is 13
  • Add the current strain value
  • -1 per 2 points of Strain improvement
  • -10% per strain improvement
  • +1 per repeat past the first(Fire/3 would be +2 difficulty)
  • -50% if dark magic merit is present
  • Add in factor from +diff if any +diff is present
  • -1 if this is a pre learned spell or cast from materia.
  • If the difficulty is above 19, reduce it to 19, but make it harder to get any succs by setting a threshold. This is bad, don't let your spells get over 19 difficulty.
  • Threshold amount is subtracted from the succs of your roll directly, making the spell fail or botch very very easily.

See also: Spell Studying

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