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Post by reaperwolf on Dec 18, 2014 17:28:04 GMT -5
RAW, you can spend extra EN to enhance damage but Range and Duration are set by the spell. Has anybody experimented with allowing an extra increment of EN to be spent to increase the increment of Range and/or Duration. Area of effect could likewise be increased (by say 5' x 5').
Say a spell takes 2 EN to cast and has both Range and Duration of IQ. If you wanted to target an enemy beyond your IQ, you're out of luck, no choice but to close with the enemy. A smart wizard would with EN to burn would spend a 2 extra EN to double the range, or 4 extra to triple it.
Thoughts?
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Post by buzzclaw on Dec 18, 2014 17:49:49 GMT -5
I think that if the spells range is the only thing being modified, then the cost should be (2 x number of increases) EN. So doubling the range costs 2 EN (2 x 1 increase) and tripling would be 4 EN (2 x 2 increases), then 6 EN, 8 EN, 10 EN, etc. as it goes on.
For area, I think the formula should be (3 x number of increases), so doubling the area would cost 3 EN and tripling it would be 6 EN.
I'm not sure I'm expressing the math well :/
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Post by Deleted on Dec 19, 2014 0:31:22 GMT -5
i wonder which spells you would like to increase the area of. most of the spells are already written with instructions for this...or they are separate spells like Fire, lesser; Fire, greater; Fire, ultimate.
generally, if the spell doesn't already have instructions for extending range/area, i would not allow it. if i was nagged into allowing it, i'd charge 1 EN per extra 5ft or hex. so, Dazzle EN3 R:IQ...if the caster had IQ12 and wanted to dazzle everyone within 14 spaces, it would cost 5 EN total to cast the spell.
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Post by reaperwolf on Dec 19, 2014 12:20:59 GMT -5
i wonder which spells you would like to increase the area of. most of the spells are already written with instructions for this...or they are separate spells like Fire, lesser; Fire, greater; Fire, ultimate. generally, if the spell doesn't already have instructions for extending range/area, i would not allow it. if i was nagged into allowing it, i'd charge 1 EN per extra 5ft or hex. so, Dazzle EN3 R:IQ...if the caster had IQ12 and wanted to dazzle everyone within 14 spaces, it would cost 5 EN total to cast the spell. everyone within 14 spaces, it would cost 5 EN total to cast the spell. Yeah, multi-target & area of effects are always potentially troublesome. If the spell doesn't discriminate, area of effect meaning you hit friend and foe and possibly cause other secondary damage as well (such as starting fires) on nearby terrain. In general, any spell with an area of effect in radius/diameter could be increased but it should be expensive. If the spell does discriminate, meaning you designate several targets, that's multi-target. All potentially problematic. I'm waiting to get my hands on Magi Carta to get a better feel for the available spells. One thing I definitely want to avoid is having lower IQ spells scaleable to the same effects of higher IQ spells because if I can get the same results from a low level spell spending fewer EN then why would I ever cast a higher IQ spell?
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Post by Deleted on Dec 19, 2014 14:29:55 GMT -5
it sounds like we are in agreement. not sure. i may have misunderstood what you and buzzclaw meant by 'doubling' and 'tripling'. to me, 'doubling' would be an IQ12 wizard extending range/area to 24 (12*2) spaces. tripling would be 36 spaces (12*3). allowing either of those for just 2 or 3 EN seems like a mockery of the system.
there are definitely some inconsistencies or vagaries in how the spells are written in the core rules. examples: - Summon Giant Spider says the spider appears within 5ft of the caster but has R:IQ. not sure what the R:IQ affects there. I ignore it. Yet, Summon Bear (R:IQ) says the bear appears withing IQ range of caster.
- Rope (R:Touch); i assume that it is the rope (that comes to life) that must be touched and not the actual target but then how far away can the actual target be? again, i assume and treat the rope as if it were a summoned spider or bear since it is said to 'come to life'.
if you find better treatment in Magi Carta, let me know.
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Post by reaperwolf on Dec 19, 2014 17:52:36 GMT -5
Yeah, I ignore the giant spider 5 feet thing too.
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Post by Deleted on Dec 19, 2014 19:51:42 GMT -5
Yeah, I ignore the giant spider 5 feet thing too. actually i meant that i ignore the R:IQ part and abide by the 5ft part. the 5ft part is written out in a sentence so it seems safe to assume that it was intended and the R:IQ is just a typo or something and should be R:1 instead. however, i don't think doing it your way (R:IQ) creates a power-balance problem. same for Summon Wolf.
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Post by reaperwolf on Dec 20, 2014 11:51:44 GMT -5
Yeah, I ignore the giant spider 5 feet thing too. actually i meant that i ignore the R:IQ part and abide by the 5ft part. the 5ft part is written out in a sentence so it seems safe to assume that it was intended and the R:IQ is just a typo or something and should be R:1 instead. however, i don't think doing it your way (R:IQ) creates a power-balance problem. same for Summon Wolf. We could really use an updated errata thread with Brandon weighing in officially.
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Post by buzzclaw on Dec 20, 2014 17:00:32 GMT -5
The Summon Giant Spider (and errata'd Summon SPectral Bear in MC) summon the creature adjacent to the caster, so I assume that R:IQ is how far the summoned creature can travel from the caster. Going past that range causes the summoned creature to "blink out", cancelling the spell.
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Post by ewookie_guest on Dec 20, 2014 17:14:04 GMT -5
The Summon Giant Spider (and errata'd Summon SPectral Bear in MC) summon the creature adjacent to the caster, so I assume that R:IQ is how far the summoned creature can travel from the caster. Going past that range causes the summoned creature to "blink out", cancelling the spell. thanks for clearing that up!
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Post by buzzclaw on Dec 20, 2014 20:29:24 GMT -5
It's just my interpretation so take it with a heaping handful of salt
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Post by reaperwolf on Dec 20, 2014 20:35:05 GMT -5
The Summon Giant Spider (and errata'd Summon SPectral Bear in MC) summon the creature adjacent to the caster, so I assume that R:IQ is how far the summoned creature can travel from the caster. Going past that range causes the summoned creature to "blink out", cancelling the spell. Works for me. Thanks for weighing in. There's some nice chatter on the forum, really enjoying the free exchange vibe. Happy holidaze ya'll! >>ReaperWolf
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Post by ewookie_guest on Dec 20, 2014 22:34:10 GMT -5
It's just my interpretation so take it with a heaping handful of salt of course! it seems reasonable that the R:IQ was intended to be used in that manner - even though it never occurred to me before. it also makes sense in the game world. you summoned the creature and have control over it. how far away can you exert your control over it? your IQ+spell level. narratively, i would say that the beast regains it's free-will beyond that range and scurries off with a "WTF just happened?!?!" bubble over it's head! of course, i wouldn't begrudge anyone from ignoring that range either. felize navidad!
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