Query: Extending spell range?

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taalismn
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Query: Extending spell range?

Unread post 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?
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Re: Query: Extending spell range?

Unread post 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.)
Last edited by drewkitty ~..~ on Sun Aug 25, 2013 11:41 pm, edited 1 time in total.
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Re: Query: Extending spell range?

Unread post 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).
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Query: Extending spell range?

Unread post by Subjugator »

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Re: Query: Extending spell range?

Unread post 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.
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Re: Query: Extending spell range?

Unread post by gaby »

Well it can be a Magic item special power like in a staff or a wand it add a few more feet.
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Re: Query: Extending spell range?

Unread post 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.
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Re: Query: Extending spell range?

Unread post 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?
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Re: Query: Extending spell range?

Unread post by Glistam »

Primary: Warped Reality
Secondary: Power Bolt
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Re: Query: Extending spell range?

Unread post 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.
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Re: Query: Extending spell range?

Unread post 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.
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Re: Query: Extending spell range?

Unread post 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.
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Re: Query: Extending spell range?

Unread post 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.
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Re: Query: Extending spell range?

Unread post 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.

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