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[SPC][NE] Super Sorcery and Attack, Ranged

 
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Altissimus
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Joined: 24 Mar 2012
Posts: 68

PostPosted: Fri Nov 16, 2012 3:43 am    Post subject: [SPC][NE] Super Sorcery and Attack, Ranged Reply with quote

Hi,

As a Super with 5 ranks in super-sorcerey opting to take Attack, Ranged, with all 5 points, can I add mods as I desire each time I "cast" the spell?

For example:

Cast A,R with 5 ranks of SS: pick up A,R (3) + Medium AoE (2).
Throw a few bolts. Win the fight. Have lunch. Cast a few other SS spells, replacing my A,R skills with other things.

Then..

Case A,R again with 5 ranks of SS. New casting of A, R, so can I now choose new mods, or do I have to go with the same as above? (A,R (3) + Medium AoE (2))?

Assume it's different each time? Especially because I might only choose to use 4 ranks of SS?

Assuming I can use ANY A,R mod (except device/activated) when I cast it as an SS, could I therefore use Abundant Material (at -2 mod) and simply choose a material that is conveniently abundant at the time of casting?

Thanks!
A.
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Clint
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Joined: 13 May 2003
Posts: 17933

PostPosted: Fri Nov 16, 2012 1:14 pm    Post subject: Re: [SPC][NE] Super Sorcery and Attack, Ranged Reply with quote

Altissimus wrote:
Hi,

As a Super with 5 ranks in super-sorcerey opting to take Attack, Ranged, with all 5 points, can I add mods as I desire each time I "cast" the spell?

For example:

Cast A,R with 5 ranks of SS: pick up A,R (3) + Medium AoE (2).
Throw a few bolts. Win the fight. Have lunch. Cast a few other SS spells, replacing my A,R skills with other things.

Then..

Case A,R again with 5 ranks of SS. New casting of A, R, so can I now choose new mods, or do I have to go with the same as above? (A,R (3) + Medium AoE (2))?

Assume it's different each time? Especially because I might only choose to use 4 ranks of SS?

Assuming I can use ANY A,R mod (except device/activated) when I cast it as an SS, could I therefore use Abundant Material (at -2 mod) and simply choose a material that is conveniently abundant at the time of casting?


Yeah, the sorcerer could change the power each time he "cast" it.

But, as I've said before, if a negative Modifier doesn't limit the power, then it's not worth a negative modifier. If the GM says using "Requires Material" ice isn't worth a negative modifier in the arctic circle, then it's nothing more than a trapping.

That said, keep in mind, the character has to be in contact with the material that "Requires Material" requires in order to use it since the attack originates from them. So anything breaking contact between the character and that material renders the power unusable even if "abundant" quantities are still around.
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