What is a speed modifier?
A speed modifier is a modifier spell that modifies speed. Simple concept really, but people seem to be confused about what effect speed has on spells.
What effect does speed have?
Speed causes spells to resolve sooner. Every 2% put into the modifier makes the spell resolve a step earlier. If an odd amount is put in, the last 1% simply makes it resolve before others that resolve in the same step. Can't visualize this?
Why does the table stop at 12%?
Due to the laws of physics,
a spell cannot resolve before it is cast, the fastest it gets is resolving at the same time as being cast. The earliest you can cast a spell is during the react step as a counter; so the speed modifier can only push things back up to that point.
How is this useful?
A spell with a speed modifier resolves before a different spell cast at the same time. Also, by making a spell resolve earlier, you give it a chance to inflict canceling on your opponent. Getting hit while in the process of casting a spell is the most common reason spells cancel because it is the least predictable. Sometimes just the threat of being canceled is effective. When opponents have to deal with spells sooner, they miss out on the chance to take other actions. If they take those other actions, they will just be canceled, so you have limited their opportunity. When speed gets really crazy, it is too fast for the opponent to do much of anything in response, practically auto-hitting. Speed is a great
tactical modifier, and is highly useful in a number of circumstances. Speed modifier spells highly benefit from spell buffs.
How is this fair?
Newcomers to the system typically aren't used to seeing spells that can auto-hit and nullify the opponent's attacks, so it makes sense that it doesn't sound fair. Consider this though, not only does the speed modifier count as one of your available positive add on effects, but it also counts towards the 8% limit. Sure you can spend 8% to hit your opponent before they can react, but that leaves 0% for the power under normal conditions. Plus, no matter how fast a spell is, the dispel can cancel it. A dispel costs 1.5 x Spell power, but the speed modifier doesn't add to the spell's power. Since limit breaks can't be used as counters or follow-ups, the best they can be under normal circumstances is (23%,10%Speed) which has a dispel cost of 34.5%(only 1.5 greater than the cost of the limit break), and can't kill an equal opponent in one shot. Plus, the problem with having the spell resolve the same turn it is cast is a lack of knowledge of what the opponent is doing. Speed modifier spells clash just like any other spell, so it will clash with any other active spell currently trying to resolve that it can clash with. Speed spells are highly tactical spells, and using them to their full potential is quite the task. However, risk = reward.