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High Tiers = Superheroes
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<blockquote data-quote="Yaarel" data-source="post: 9049039" data-attributes="member: 58172"><p>Here is an other idea for a superhero power.</p><p></p><p><strong>Crazy Trick Shot.</strong> You can knock, ricochet, and boomerang any object with impossible accuracy for an astonishing stunt. As part of any Action, you can add one effect from the <em>Mage Hand</em> cantrip. The range of the <em>Mage Hand</em> effect depends on the range of your Action, including a shot arrow, thrown object, or melee punch. The <em>Mage Hand</em> effect ends at the end of your Action, and the ballistic that you send can harmlessly end in your hand or in any specific location in range.</p><p></p><p></p><p></p><p>My current intention is to format these always-on powers as spells for spell slots. These spells will have a new spell school pertaining to Martial magic. Maybe call the spell school "Technique". For example, "Slot 4 Technique" rather than "Slot 4 Transmutation".</p><p></p><p>It will be easy to compare these Techniques to other spells of the same slot. Spellcasters like Rangers and Paladins can access the Technique school of magic. Fighters can get them as subclass features and feats. Assessing which slot level of power a Technique is, also makes it easy to which level it belongs to as a Fighter feature.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9049039, member: 58172"] Here is an other idea for a superhero power. [B]Crazy Trick Shot.[/B] You can knock, ricochet, and boomerang any object with impossible accuracy for an astonishing stunt. As part of any Action, you can add one effect from the [I]Mage Hand[/I] cantrip. The range of the [I]Mage Hand[/I] effect depends on the range of your Action, including a shot arrow, thrown object, or melee punch. The [I]Mage Hand[/I] effect ends at the end of your Action, and the ballistic that you send can harmlessly end in your hand or in any specific location in range. My current intention is to format these always-on powers as spells for spell slots. These spells will have a new spell school pertaining to Martial magic. Maybe call the spell school "Technique". For example, "Slot 4 Technique" rather than "Slot 4 Transmutation". It will be easy to compare these Techniques to other spells of the same slot. Spellcasters like Rangers and Paladins can access the Technique school of magic. Fighters can get them as subclass features and feats. Assessing which slot level of power a Technique is, also makes it easy to which level it belongs to as a Fighter feature. [/QUOTE]
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