01-23-2023, 12:00 AM | #1 |
Join Date: Aug 2004
Location: Seattle, WA USA
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[MAGIC] Extending Range for Missile Spells
It seems like such an obvious idea that I am surprised to find there are no Meta spells to extend the Range or maybe improve the Accuracy of a Missile spell. In settings like Technomancer, it would seem especially useful, in order to address some of the main remaining differences between Missile spells and firearms, now that you can just pack most Missile spells full of energy. I'm sure that there are other characteristics of combat spells that could do with some Meta spell to adjust them to the circumstances, as well. Has this already been done somewhere and I just don't know about it?
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01-23-2023, 08:20 AM | #2 |
Join Date: Aug 2007
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Re: [MAGIC] Extending Range for Missile Spells
In 3e (and I think it was the original Technomancer book) there was a spell to give a Missile Spell both the Guided ability and increased range.
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Fred Brackin |
01-23-2023, 03:44 PM | #3 |
Join Date: Apr 2005
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Re: [MAGIC] Extending Range for Missile Spells
It's not just extending range, it's also doing things like giving spells enhancements like "Overhead Attack" or "Affects Insubstantial."
I've got a bunch of house-rules "Auxiliary Spells" ripped off from a long-ago idea by GEF, but greatly expanded. They work in the same way that Meta-Spells like Delay or Link work, but do different things, like add power enhancements or rip off certain AD&D feats liked Quickened Spell. The idea is that you cast the base spell first, cast the Auxiliary spell which "modifies" it immediately afterwards, combine the energy costs for the two spells and make both skill rolls to cast the combined spell simultaneously when you finish casting the Auxiliary spell. I haven't used them recently. In retrospect, they'd work better as Magical Perks (like Cantrips) or Techniques. Pertinent example here: Increase Range Auxiliary
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01-23-2023, 06:15 PM | #4 |
Join Date: Jan 2017
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Re: [MAGIC] Extending Range for Missile Spells
Power-Ups 1 has an Imbuement to increase range and a couple of Imbuements that negate range penalties.
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01-25-2023, 11:33 AM | #5 |
Join Date: Jun 2013
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Re: [MAGIC] Extending Range for Missile Spells
I believe either Magic or Thaumatology has guidelines for adding Enhancements to spells, for something like -1 to skill per +10% (or fraction thereof) of Enhancements, and maybe a boost to FP cost. Missile Spells, which have a defined 1/2D and Max Range, seem like obvious subjects for an Increased Range Enhancement. So, -1 for x2 to Range, -2 for x5, -3 for x10, -4 for x20, etc; you could probably buy off the penalty with a Technique, but I don't think there's really a way to get rid of any additional FP cost that's in play.
EDIT: I just noticed you suggesting a way to improve Acc as well. Accurate is +5% per +1 Acc, so that's -1 for +2 Acc, -2 for +4 Acc, etc.
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GURPS Overhaul |
01-25-2023, 02:50 PM | #6 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [MAGIC] Extending Range for Missile Spells
The "MyGurps" site has an article on generally modifying spells, but it specifically talks about making spells longer range. Its house rules on a blog, of course, but its the house rules of the former assistant line editor.
I hope that helps.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
01-25-2023, 11:46 PM | #7 |
Join Date: Apr 2005
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Re: [MAGIC] Extending Range for Missile Spells
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01-26-2023, 08:38 PM | #8 | |
Join Date: Sep 2004
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Re: [MAGIC] Extending Range for Missile Spells
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