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> New metamagic, Stolen from D&D
emo samurai
post Sep 17 2006, 05:49 AM
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Extension

For every initiation grade, the initiate can extend the range on any touch spell 10 meters.

This would allow people to heal from afar and reduce the drain on most of their spells by 2, which could be vital in a pinch.
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Samaels Ghost
post Sep 17 2006, 08:28 AM
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Ten meters...is pretty far.

And isn't Edge supposeded to be the hero-in-a-pinch wonder stat?
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Steak and Spirit...
post Sep 17 2006, 10:05 AM
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Ugh. So, an initiate grade 4 can cast touch level spells, at non-touch level distances (40 meters is pistol ranges), at touch-level drain, huh? Ontop of Centering-for-drain?

No thanks.
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Mistwalker
post Sep 17 2006, 02:08 PM
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I think I will turn this one down too

Slay ***** at touch level drain, with a range of 10 plus meters would be a wee bit unbalanced.
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Critias
post Sep 17 2006, 03:34 PM
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Okay, so who saw who was posting it, saw "stolen from D&D," and didn't think it would be overpowered? Show of hands?
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Dragoonkin
post Sep 17 2006, 03:56 PM
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I'd say "extend the range by 1m on non-resisted Touch spells". Maybe up that to 3m, tops...so ~10ft. Non-resisted so that if the target resists you trying to "shoot" (:rotfl:) at them...it's ineffectual. (By "non-resisted" I imply ANY sort of resistance...not neccesarily a dice-successful resistance.)

Add a caveat of only taking the power once or twice...and it might be workable.
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Slithery D
post Sep 17 2006, 04:35 PM
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Forget extended range, make one that elminates the Unarmed Combat test necessary to cast the spell. That's plenty of powerful enough for Agility 2-3 mages who don't want to spend BP/karma on a skill with such limited utility. Buying a few ranks in UC so that you can sometimes sucessfully cast touch spells on average people with no training themselves sucks. So you're in melee range of the other guy and he can hit you, but you can forgo your test to fry him with big drain savings.
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Steak and Spirit...
post Sep 17 2006, 04:39 PM
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QUOTE (Critias)
Okay, so who saw who was posting it, saw "stolen from D&D," and didn't think it would be overpowered?  Show of hands?

*chuckles under his breath*
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emo samurai
post Sep 18 2006, 02:47 AM
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I'd say square the initiation grade. That way, up until IG 10, you have gimped range.
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cx2
post Sep 18 2006, 03:06 AM
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First, hell no.

Secondly, everyone see this little note on Emo's own sig?
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You are plague to SR. You are an abomination. Add that to your fucking signature. -Geekake, who positively adores me.


I'm not so sure on the adore bit myself, lol
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emo samurai
post Sep 18 2006, 03:18 AM
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I... am AWESOME.
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mfb
post Sep 18 2006, 06:46 AM
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QUOTE (Critias)
Okay, so who saw who was posting it, saw "stolen from D&D," and didn't think it would be overpowered? Show of hands?

well, it could have been a single-classed sorcerer metamagic.
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Jaid
post Sep 18 2006, 09:59 PM
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QUOTE (mfb)
QUOTE (Critias)
Okay, so who saw who was posting it, saw "stolen from D&D," and didn't think it would be overpowered? Show of hands?

well, it could have been a single-classed sorcerer metamagic.

i don't think there are any single classed sorceror metamagics. are there? maybe in a splatbook, i guess...

but it has been my experience that when wizards restricts an arcane spellcaster from something, it's usually the sorceror that gets screwed (quicken spell, anyone?)
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James McMurray
post Sep 18 2006, 10:16 PM
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No, I would not allow this. It's effectively 6 free soak dice, and a major boost to spells that don't normally have ranged versions.

There are plenty of metamagics in D&D that might translate well. Metamagics like this should increase the drain, not decrease it. That's the closest parallel to the increased spell level balancing mechanic that D&D metamagics use. For instance, if you have this metamagic add 2 to the drain I'd probably allow it.
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Jaid
post Sep 18 2006, 11:31 PM
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wouldn't adding 2 dice make it normal drain? with a limited range?
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Slithery D
post Sep 18 2006, 11:41 PM
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But without having to pay karma to learn another spell. I also suppose this is barely useful for some noncombat spells that have touch range that I can't think of right now.
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fistandantilus4....
post Sep 19 2006, 12:33 AM
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why not just create a new spell with range as LOS instead of touch? better than wasting karma on a metamagic.
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mfb
post Sep 19 2006, 12:47 AM
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QUOTE (Jaid)
but it has been my experience that when wizards restricts an arcane spellcaster from something, it's usually the sorceror that gets screwed (quicken spell, anyone?)

i meant "a metamagic that's like a single-class sorcerer", not "a metamagic for single-classed sorcerers". sorry, should've stated it more clearly. sorcerers start out screwed, and can basically only improve themselves by multiclassing.
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Jaid
post Sep 19 2006, 01:38 AM
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QUOTE (mfb)
QUOTE (Jaid)
but it has been my experience that when wizards restricts an arcane spellcaster from something, it's usually the sorceror that gets screwed (quicken spell, anyone?)

i meant "a metamagic that's like a single-class sorcerer", not "a metamagic for single-classed sorcerers". sorry, should've stated it more clearly. sorcerers start out screwed, and can basically only improve themselves by multiclassing.

oh, well that changes everything.

also possible would have been a metamagic like 3.5 psionics... solid mechanics, generally well balanced (with a few noteworthy exceptions) and ignored by all due to previous bad experiences, or if not ignored, claimed to be broken because people use it wrong.
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James McMurray
post Sep 19 2006, 02:27 AM
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QUOTE (Jaid)
wouldn't adding 2 dice make it normal drain? with a limited range?

What Slithery D said. Plus there are some spells that don't have range greater than touch. None of the Health spells have range. Being able to decrease or increase attributes and heal people at range could be useful.

Sure, you could research a bunch of new spells but that takes time and karma. A new spell costs 5 karma, so instead of researching Treat (ranged), Increase Agility (ranged), and Decrease Charisma (Ranged) you could initiate and take the metamagic, which would also affect your death touch, detox, and detection spells.
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BookWyrm
post Sep 19 2006, 03:08 AM
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QUOTE (emo samurai)
Extension

For every initiation grade, the initiate can extend the range on any touch spell 10 meters.

This would allow people to heal from afar and reduce the drain on most of their spells by 2, which could be vital in a pinch.

Putting the range at 10 meters is a hell of a stretch. I'd limit it to 1/2 meter per Initiate Grade, with the reduction on Drain by 1. This technique would be limited ONLY to otherwise Touch-limited spells. Also, the previous bonus gained does NOT apply to recently-learned spells until the nest Grade is achieve.

i.e, Starting out, Cleo the street mage knows the Heal spell; she then Initiates, gaining the bonus. Later, without Initiating, she learns the spell Detect Magic, which remains at it's current Range until she initiates to the next level. Heal gets the added bonus, but Detect Magic only gets the initial bonus.

Just IMHO.
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