How hard will you ride <| sep |> Yeah , this blows my mind . <| sep |> I went this morning and picked up a new starter pack . Supergirl and Green Arrow are now in my collection . Still waiting for my Marceline to be delivered in the mail . <| sep |> Singletarget touch buffs are really screwy under this system . Ok , so I can throw nearrange fireballs at up to 3 targets , each of which does 2 HP damage and sets them on fire , for 12 MP ? For the same cost I can put a 1 hourlong 6 STR 5 HP buff on the fighter . The latter option seems far more useful , to me not only because the Fighter will probably do more bonus damage over that hour than the fireballs would do , but also because the STR can probably be used out of combat to force doors , carry extra loot , etc too . But then there ' s also the time question if I want to keep casting this spell once every hour for 3 hours , it costs me a total of 36 MP , whereas I can cast a version that lasts 6 hours for less than half as many MP . Similarly , it costs me 24 MP to maintain a 1 STR buff and a 1 DEX buff for 12 hours , but only 13 MP to maintain a 1 STR 1 DEX buff and I can cast it in a single action rather than requiring two separate spells . It seems like you ' re rewarded for rolling as many buffs in together as possible and making them really longlasting , under this system . I ' d tentatively suggests that maybe the hours duration should be a multiplicative modifier , like the number of targets one is . That way , it still takes 12 times as much MP to maintain a spell for 12 hrs , regardless of what the original spell cost , etc . I ' m not sure this is as important as you say , underpowered spells are not as much of an issue as overpowered ones , but spells that give MP seem to be a pretty bad deal in this system . For instance , suppose I cast a touch spell on 1 ally to give them 1 MP for 1 hour . It costs me 1 action and 2 MP . On the other hand , I suppose you would only ever use these kinds of spells when shuffling MP around was actually really important , and it ' s certainly much better to make them a bad deal than to accidentally make it so that you can craft a spell that gives more MP than it costs , which could then snowball into practicallyinfinite mana for a practicallyinfinite period of time . Also , remember to note that the target multiplication has to be done last . Otherwise , people will start multiplying 1 by 4 , then add some more points , and end up with a spell that targets 4 people and does way more than you intended for just 6 or 7 MP .