# Swiftness component usage in sorcery

Joined: July 4th, 2013, 5:13 am
I noticed a possible bug in my sorcery calculator regarding swiftness calculation

Rules are:
"The time taken to cast a sorcery spell is equivalent to 1 Turn plus an additional Turn for each spell component modified. This is usu- ally the same as its Magic Point cost except in cases where Combine (or the optional Swiftness component) is utilised."

Swiftness – Used to hasten the casting of complex or heavily manipu- lated spells, each point of shaping applied to Swiftness reduces the casting time by 1 Turn, to a minimum of one.
Question:
Combining these two would mean that adding swiftness as a component takes 1 point on top of the default one point casting time. So let's say that I have 1 component (duration for example) modified already. This gives me casting time 1 + 1 component shaped = 2.

I add swiftness with 1 shaping point as a component -> 2 + 1 as a component modified = 3 - swiftness effect 1 = 2.

If I shape swiftness with 2 - my casting speed is 1.

So the first point of shaping would be "lost" if things are counted this way. Only with 2 points of shaping would I get  speedup?

Or should this be interpreted such that first swiftness point already reduces time - and the casting speed would be one?

Joined: February 20th, 2015, 1:11 am
Ive always assumed this was working as intended, that swiftness itself counted as a component, and thus you had to put in a few points for it to work for you.

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Joined: July 4th, 2013, 5:13 am
raleel wrote: Ive always assumed this was working as intended, that swiftness itself counted as a component, and thus you had to put in a few points for it to work for you.

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Makes sense. It is quite powerful ability so having step function there is ok

Joined: December 8th, 2013, 3:00 am
Hmm.  I'm not sure.  I guess I agree with raleel that you should just do the naive calculation, and the first point of Swiftness is sort of wasted, but it's not really clear to me.  I doubt it's game-breaking, either way.
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