Spell Amp Creation


General Discussion

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Am I missed the text, or did they simply not cover spell amp creation?
There are examples in the equipment that seem to signify a cost/level different compared to gems, but I can't find any formula that makes sense based on the cost/level of those examples. One reference of "one level higher" in comparison to gems, but then the examples break that.

Thanks


I don't think the 2e system has official rules for creating custom spell amps/potions. I think part of that is because the value of reducing a spell's casting time to one action can vary, so the GM should have the authority to adjust the level and cost if they feel it'd be too potent.


I sort of suspect we should see more info on stuff like this in the tech core book. The technomancer class makes a lot of use of spell gems/spell amps so it would make sense if that book is where they go into this.

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