![]() |
![]() |
![]()
Post
#1
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
Below are a few metamagic techniques I designed. I would appreciate any feedback on them. My questions are:
1) Are they overpowered? If yes, why? 2) Are they underpowered? If yes, why? 3) Do you have any suggestions on alterations to balance them &/or streamline them? 4) Do you have any suggestions for additional new metamagic techniques. Weaving Prerequisite: Quickening Weaving allows an initiate to alter their spells to temporarily sustain themselves. To use Weaving, the initiate must take a Complex Action to adjust one of their active spells to sustain itself. Once done, the caster no longer suffers sustaining penalties for that spell, & can no longer dismiss the spell or change its location (in the case of Area effects); the spell may be dispelled as normal (see Dispelling Sustained Spells, p.176 SR4). The spell will end after Magic minutes, after which time, the initiate must recast the spell if they wish to retain its effects. This metamagic must be selected for a specific category of magic (Combat, Detection, Health, Illusion, or Manipulation). It may only be used with the selected category, & the selection may not later be changed. An initiate may select this metamagic multiple times, each time choosing a new category of magic to be affected. An initiate may have a number of spells sustained in this way at one time equal to one half Initiate Grade (round up). = = = = = = = = = = = = = = = = = = = = Extended Casting Extended Casting allows an initiate to cast spells as an Extended Test with a time interval of Complex Action (Spellcasting) or 12 – Magic Hours (Ritual Spellcasting). The number of rolls made beyond the first cannot exceed the casters Initiate Grade, and for each roll made beyond the first, the Drain of the spell is increased by +1. If the Magical Link (such as Line of Sight) is broken at any time during the casting, the spell fails & the caster must resist Drain. This metamagic does not allow a caster to exceed Force hits. = = = = = = = = = = = = = = = = = = = = Dual Perception This metamagic allows an initiate to view both the Astral & Physical simultaneously. While Astrally Perceiving, the initiate does not suffer the usual penalties to Physical actions or Perception Tests, & may use AR (but not VR). = = = = = = = = = = = = = = = = = = = = Insight This metamagic grants an initiate greater understanding & skill in the mystic world. The initiate increases one of their Magical Active Skills (chosen when this metamagic is taken) by one-half their Initiate Grade. This metamagic may be selected multiple times, each time choosing a new Magical Active Skill. As this metamagic augments the rating of a skill, it is subject to the limits on augmented maximums (skill rating x 1.5, round down). |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 20th July 2025 - 04:02 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.