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Old 10-05-2023, 10:46 AM   #10
Shostak
 
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Join Date: Oct 2015
Location: New England
Default Re: Spell Power-ups

Quote:
Originally Posted by timm meyers View Post
Increasing creation spell range (as suggested by shostak) is also a fun idea but I shudder at the potential of having fire hexes/myrmidons/giants being created at missile weapon like ranges (4MH? 5MH? 6MH!!!!). Obviously, the cost could be exponential to try and keep the attacking wizards from flaming the top of the city wall etc.
Increasing Creation range by whole megahexes is too drastic for me. Instead, 1-hex increments still make the spells more useful, but keep magic from becoming quickly overpowered.

Quote:
IQ 12 "Thrown Spell" (1) Gives +1DX modifier to all (T) spells. can be taken up to 3 times (just like Missile Weapons)
Rather than give a DX bonus (which has the added effect of influencing the order of actions) I'd advocate for giving such a talent the ability to offset range penalties, but never to give a bonus. On top of that, I'd require a ST expenditure to utilize the ability, so that there is still a tactical trade-off.
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