Um, if it's all right, could I get an explanation of the Magnitude system? I haven't quite gotten it.
I usually delve deep into things like this, but for whatever reason, didn't look hard enough into this one. I'll share what I've gathered from it.
Magnitude is a score multiplier with 6 levels to it. Each level of it seems to have its own set multiplier. This seems to be the same across all difficulties.
6 = x1.00
5 = x1.60
4 = x2:20
3 = x2.80
2 = x3.40
1 = x4.00 (Every subsequent magnitude raise adds 0.05 to the multiplier. 4.05, 4.10, 4.15...etc.)
Magnitude increases (or goes down, depends on how you look at it. Score goes up as magnitude goes down...pick your poison.) by one level either by getting enough wish items to fill up the constellation gauge near the Magnitude counter, (don't know how many you need...seems to be ~ 300 or so) or by capturing spellcards. If you lose a life, it drops a level. So in order to guarantee high scores, it is imperative to stay alive to stack the bonuses once you hit 4.00. Reason being, if your multiplier is at 5.35 and you get hit, that drops the magnitude to level 2, and sets your multiplier down by nearly 1/3 and you've lost all the bonuses your spellcard captures and wish items gave you. I imagine for score runners, that's a failed run.
If anyone knows more about it, feel free to let me know what I missed.