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> Path of the Magi, New idea for a metamagic
Kesendeja
post Jul 6 2011, 04:47 AM
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Path of the Magi

The metamagic ability allows the mage to cast certain, themed, spells as a simple action rather than the standard complex action. They may still only cast one spell per phase though. They choose their magic rating in spells off of one of the following lists;

CODE
Pyromancer
  Flamethrower
  Fireball
  Control Fire
  Flame Aura
  Flame Wall
  Cleanse Fire

Telekinetic
  Punch
  Clout
  Blast
  Magic Fingers
  Fling
  Armor
  Poltergeist
  Physical Barrier


Need help with other lists if anyone would be so kind.
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Dakka Dakka
post Jul 6 2011, 05:01 AM
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While mages normally don't cast spells as a simple action, they can always split their dice pool and cast multiple spells.
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LurkerOutThere
post Jul 6 2011, 05:21 AM
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Mmmmm more magicrun.
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Summerstorm
post Jul 6 2011, 07:28 AM
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Also totally insane. Full, non-inhibited spellcasting as a simple action? As if a spell per complex action isn't insane enough.

Nonononono.
If you REALLY have to do something like that make it: Learn those spells easier (SLIGHT karma reduction) or possibly a combined caster+drain bonus (but smaller than centering or such). Or allow for "Guaranteed drain, because of intense training in a category"- something like Initiations/3 guaranteed drain resist or somesuch.

But don't give them double the power for 8 karma. That is nuts.
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Aerospider
post Jul 6 2011, 07:54 AM
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Yup. Seriously, a bunch of new spells for one initiation AND a special ability is nuts. Unless you meant for the spells to be learned as normal and for Magic to limit how many it applies to, which would be more feasible.

How about forgetting the categories (though I suspect that is what you like most about it), give no free spells, limit the number of spells to Initiation grade and make the magician choose a new spell each time his grade goes up (and allow him to choose spells he hasn't learned yet) but allow two simple-action casts per turn.

How does that sound?
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Mäx
post Jul 6 2011, 09:15 AM
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I think some of you misssed the part saying that a mage could still only cast one spell per IP (IMG:style_emoticons/default/wink.gif)
Also i'm 99% sure he doesn't mean that you get those spell with the metamagic, just that those will be the spell it works with when you have them.
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Ascalaphus
post Jul 6 2011, 11:23 AM
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@OP: What exactly was it you wanted to achieve by this metamagic? Did you want to enable something specific?
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StevenAngier
post Jul 6 2011, 11:40 AM
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You could simplify this by something like:

Technique: Spellslinger

This Technique allows the Initiate to choose one Spell he must know per Initiation grade. These Spells can now be cast as a simple Action rather than a complex action. The initiate still can only cast one spell per IP, yet this technique allows him to use his second simple action for other activities like using a gun.

It's way easier to track, follows the rules for metamagic techniques and still allows for theming even if the theme is up to the player himself.
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Aerospider
post Jul 6 2011, 11:57 AM
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As Dakka Dakka mentioned straight off the bat, there is always multi-casting. Therefore there should be no mention of "still only one spell per IP/phase/complex action/etc". The correct terminology would be "still only one spellcasting action per IP", unless the intention is to deny the initiate multi-casting for his special spells, which I think would be the fatal blow for this technique.

Personally I think it would be easier (and more analogous to other areas of SR) to allow two simple spellcasting actions in the same IP, though as that would be very powerful the metamagic technique would have to be powered down in other respects to keep it balanced. Perhaps -2 DP on the second one or something (like a magical 'recoil' or whatever).
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StevenAngier
post Jul 6 2011, 12:07 PM
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Multicasting is still one action so there is no difference between saying one spell per IP and one spellcasting action per IP. Only the pool is modified to compensate for the multiple casting. This is STILL possible but would only count as a simple action rather than a complex action. Yet all of the spells the Initiate wants to multi-spellsling need to be on his list for that technique. Otherwise he couldn't multicast them in a simple action.
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Dakka Dakka
post Jul 6 2011, 12:12 PM
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If it is just the theme you are looking for you could add a specializations. Instead of using the traditional spell categories, define the specialized part as Fire spells or Telekinetic spells etc.

If you don't mind drawbacks in other categories look at the Aspected Magician negative Quality combined with the "Expert Aspected Magician" optional rule.
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DamienKnight
post Jul 6 2011, 02:11 PM
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How about an ability that allows the caster to cast while doing other tasks, using half his dice pool for both tests.

For example, slice with a sword while punching with Clout. Both tests use half dice, as they are splitting their attention between the two. It allows more activity than just a simple action, but represents the difficulty of splitting your attention.
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Makki
post Jul 6 2011, 02:29 PM
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QUOTE (StevenAngier @ Jul 6 2011, 07:40 AM) *
Technique: Spellslinger

This Technique allows the Initiate to choose one Spell he must know per Initiation grade. These Spells can now be cast as a simple Action rather than a complex action. The initiate still can only cast one spell per IP, yet this technique allows him to use his second simple action for other activities like using a gun.


I thought the same, so I *thumbsup*
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Aerospider
post Jul 6 2011, 05:49 PM
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QUOTE (StevenAngier @ Jul 6 2011, 01:07 PM) *
Multicasting is still one action so there is no difference between saying one spell per IP and one spellcasting action per IP. Only the pool is modified to compensate for the multiple casting.

This is purely semantics now, but how can 'one spell per IP' permit multicasting? I use one complex action to split my dice between a Stunbolt and an Increase Reflexes and I end up casting one plus one equals two spells in a single IP.

If RAW were worded as 'one spell per IP' there would be a few dozen DS threads purely on the impossibility of multicasting.
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StevenAngier
post Jul 6 2011, 05:52 PM
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Ah I see what you mean. Had it the other way around. So yeah, "one spell per IP" would prohibit multicasting. When I wrote that I totally ignored the possibility that you could multicast different spells.
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StevenAngier
post Jul 6 2011, 05:52 PM
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Doublepost.
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Kesendeja
post Jul 7 2011, 01:35 AM
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QUOTE (Mäx @ Jul 6 2011, 04:15 AM) *
I think some of you misssed the part saying that a mage could still only cast one spell per IP (IMG:style_emoticons/default/wink.gif)
Also i'm 99% sure he doesn't mean that you get those spell with the metamagic, just that those will be the spell it works with when you have them.


I intended those lists as ideas, and they had to be purchased as normal.
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Kesendeja
post Jul 7 2011, 01:37 AM
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QUOTE (StevenAngier @ Jul 6 2011, 06:40 AM) *
Technique: Spellslinger

This Technique allows the Initiate to choose one Spell he must know per Initiation grade. These Spells can now be cast as a simple Action rather than a complex action. The initiate still can only cast one spell per IP, yet this technique allows him to use his second simple action for other activities like using a gun.


Thanks for clarifying things, apparently i didn't do such a good job originally. This is what I meant.

As for multicasting, I was thinking of allowing it so long as both spells are on the mage's list.
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TheOOB
post Jul 7 2011, 09:02 AM
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I think one of the major balancing factors of magic is that it's a complex action, and I would be reluctant to allow anything that breaks that.
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Faelan
post Jul 7 2011, 09:43 AM
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Essentially what this does is very close to what Quickened Spells do in D&D 3.x, it makes magic completely dominant. It is faster than anything else you could do, you get to do everything anyone else can do, and cast a spell on top of it. In other words pure cheese and a complete breaking of the game.
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LurkerOutThere
post Jul 7 2011, 09:45 AM
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QUOTE (TheOOB @ Jul 7 2011, 04:02 AM) *
I think one of the major balancing factors of magic is that it's a complex action, and I would be reluctant to allow anything that breaks that.


Pretty much this.
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Mäx
post Jul 7 2011, 10:15 AM
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QUOTE (Faelan @ Jul 7 2011, 12:43 PM) *
Essentially what this does is very close to what Quickened Spells do in D&D 3.x, it makes magic completely dominant. It is faster than anything else you could do, you get to do everything anyone else can do, and cast a spell on top of it. In other words pure cheese and a complete breaking of the game.

Not even close.
Allowing mages to get an simple action in addition to casting few of her spells, isn't nowhere near that in how it affects the game.
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Faelan
post Jul 7 2011, 06:51 PM
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QUOTE (Mäx @ Jul 7 2011, 06:15 AM) *
Not even close. Allowing mages to get an simple action in addition to casting few of her spells, isn't nowhere near that in how it affects the game.


Are you essentially doubling his actions? Yes. Are you letting him become more powerful by breaking a key balancing factor? Yes. Sure it's not as drastic as Quickened Spells in D&D but the effect is the same to make mundanes even more mundane.
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Tymeaus Jalynsfe...
post Jul 7 2011, 08:10 PM
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QUOTE (Faelan @ Jul 7 2011, 12:51 PM) *
Are you essentially doubling his actions? Yes. Are you letting him become more powerful by breaking a key balancing factor? Yes. Sure it's not as drastic as Quickened Spells in D&D but the effect is the same to make mundanes even more mundane.


I am curious... How can you be more Mundane than Mundane? (IMG:style_emoticons/default/wobble.gif)
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KCKitsune
post Jul 7 2011, 08:40 PM
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QUOTE (Tymeaus Jalynsfein @ Jul 7 2011, 04:10 PM) *
I am curious... How can you be more Mundane than Mundane? (IMG:style_emoticons/default/wobble.gif)

What he means is that Mundanes would be made even more "worthless" than they "now" in Shadowrun.
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