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Query: Extending spell range?

Posted: Sun Aug 25, 2013 10:02 pm
by taalismn
Okay, I'm aware of the Level Six spell Energize Spell that extends the DURATION of spells, but is there any canonical technique for extending the RANGE of magical spells?

Re: Query: Extending spell range?

Posted: Sun Aug 25, 2013 11:13 pm
by drewkitty ~..~
Make a Variant of the spell that has more range. :D

See Through the Glass Darkly and Mysteries of Magic books for the 'modern setting' and 'Fantasy setting' rules for spell inventing and variant making.
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Make a TW device of that spell so that it has more range then the base spell.
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Make a Psi-Tech Device that mimics the base spell with more range.
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No, There is not a spell or power (That I can think of off hand) that will extend the range of a spell.
However, you might want to look at the Mega-Hero Magic character optional rules in the rifter.(I never did read those, so there might be something there.)

Re: Query: Extending spell range?

Posted: Sun Aug 25, 2013 11:32 pm
by taalismn
Thanks. I've been toying with an idea for a firefighter's rescue wand packed with spells useful for assisting in rescues and found the range on some of spells I'd considered to be too short for effective operation in modern cities(Float in Air, for instance, would be very useful for casting on victims jumping from a burning high rise, but with a 60 ft casting range, it's useless unless the caster is up with the jumpers to hot them with it at close range).

Re: Query: Extending spell range?

Posted: Mon Aug 26, 2013 1:13 am
by Subjugator
Stand near a Ley Line.

Re: Query: Extending spell range?

Posted: Thu Aug 29, 2013 1:28 am
by Tor
Speaking of TTGD, beyond inventing a variant, you can also get a ritual casting proficiency or penalty, which extends both r/d and can half cost.

Re: Query: Extending spell range?

Posted: Tue Oct 21, 2014 1:30 pm
by gaby
Well it can be a Magic item special power like in a staff or a wand it add a few more feet.

Re: Query: Extending spell range?

Posted: Tue Oct 21, 2014 2:16 pm
by Glistam
Rifter #30 has magic-based skills that can alter the attributes of magic spells as they are being cast, such as range, duration, area of effect, damage, and so on.

Re: Query: Extending spell range?

Posted: Tue Feb 03, 2015 9:50 am
by StormSeeker
I want to make a TW device, I picture it as sort of an oversized silencer, which can be attached to any other TW weapon (within reason) to extend the range of it's attack.

Can anyone think of what primary/secondary spells I might use as the basis for getting this to work?

Re: Query: Extending spell range?

Posted: Tue Feb 03, 2015 10:06 am
by Glistam
Primary: Warped Reality
Secondary: Power Bolt

Re: Query: Extending spell range?

Posted: Thu Feb 05, 2015 10:55 pm
by Tor
Wasn't thinking of this before...

A higher-level Lord Magus eventually gets all their spell ranges doubled.

Controllers in contact with an Automaton they're linked to can also spend extra PPE to double the range of a spell.

Re: Query: Extending spell range?

Posted: Sat Feb 07, 2015 10:11 am
by ShadowLogan
StormSeeker wrote:I want to make a TW device, I picture it as sort of an oversized silencer, which can be attached to any other TW weapon (within reason) to extend the range of it's attack.

Can anyone think of what primary/secondary spells I might use as the basis for getting this to work?

Primary: Mystic Portal using the "teleporting doorway" feature of the spell.

tal. wrote:Thanks. I've been toying with an idea for a firefighter's rescue wand packed with spells useful for assisting in rescues and found the range on some of spells I'd considered to be too short for effective operation in modern cities(Float in Air, for instance, would be very useful for casting on victims jumping from a burning high rise, but with a 60 ft casting range, it's useless unless the caster is up with the jumpers to hot them with it at close range).

Swap Places might be an interesting spell to use, provided the rescuer can fly (naturally, or another feature/item) or safely handle the fall in other way. When the spell elapses and they are both on the ground, the jumper and rescuer should be safe.

Yhabbayar "Bubble Maker" D-Bee in Psycape/DBoNA, via their bubble magic they "Extended range of psionics and many types of magic!" (pg132 Psycape). The D-Bee magic is unique to them and "It cannot be taught to others" (pg133 Pscape), however if a Yhabbayar can over come range by enchantment of a bubble, and given there are ways to enchant items one can apparently get around the range limitation if one enchants the correct item. That may require the basic "wand" to be exchanged for something else.

The most obvious answer I can suggest w/o creating custom spells would be to look for a way to do a combo effect/spell chain. TW devices are prime examples of spell combos due to their spell chains, but I am not sure if regular magic artifacts can duplicate the result (though I do not see why not).

For example, if you where astrally projected (physical plane), but still allowed to access spell features with the astral self as point of origin, you could get by the casting range limits.

Re: Query: Extending spell range?

Posted: Sat Feb 07, 2015 11:13 am
by Glistam
If you look in the Rifts: Book of Magic many of the weapons that fire spells such as Magic Net, Energy Disruption, and Wind Rush all have ranges far in excess of their normal spell ranges. A "range extender" attachment probably isn't even needed, depending on the T.W. device.

ShadowLogan wrote:
StormSeeker wrote:I want to make a TW device, I picture it as sort of an oversized silencer, which can be attached to any other TW weapon (within reason) to extend the range of it's attack.

Can anyone think of what primary/secondary spells I might use as the basis for getting this to work?

Primary: Mystic Portal using the "teleporting doorway" feature of the spell.

This is one of the things I love about Techno-Wizardry - there's so many ways to achieve the same effect. Ultimately it's only limited by the imagination of the player (and G.M.). I can imagine a group of Techno-Wizards in a room together, trying to design something, and they're all arguing over which spell combos should be used and why their idea is the best one.

Re: Query: Extending spell range?

Posted: Sat Feb 07, 2015 1:35 pm
by eliakon
taalismn wrote:Okay, I'm aware of the Level Six spell Energize Spell that extends the DURATION of spells, but is there any canonical technique for extending the RANGE of magical spells?

Through the Glass Darkly has a couple of magical proficiencies that let you increase range.

Re: Query: Extending spell range?

Posted: Sat Feb 07, 2015 9:08 pm
by Tor
Similar to TW range-boosters to spells, in TTGD the Cybermage can also build spell-guns which fire energy spells at the range of the weapon rather than the spell. An example is given of a Cannon of Call Lightning that goes 3-10 THOUSAND feet when the spell is normally restricted in the realm of hundreds of feet. Has unlimited shots too. Too bad the cost/time is so prohibitive.

*if I was a CyberMage I would build a self-destruct mechanism into all my stuff to get the PPE back if it was ever stolen*