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<blockquote data-quote="Vendetta" data-source="post: 1722946" data-attributes="member: 14961"><p>Yes… but maybe you didn’t want to use the feats for it. I granted the +50% because I felt it should be better than the feat. (But, the speed is the only one that works on as it turns) I had given two shifts because I wanted the priority to be better than the regular feats but if you priority the form feats one higher, you get two more, so right back to the same… I had missed that… so it is all pretty moot I guess. Though, there are other things that could be improved that are not feats (snicker). </p><p></p><p></p><p>Yes. It will also allow you to go over the maximums (So a few more magic missiles than the five max if you buy it up) listed by the amount you went over the spell level in ranks. As well, at third level, you could have more than the two you would normally get. Rereading it, I didn’t hit that properly… sorry. </p><p></p><p>As well, I missed something else based on this… and that is the duration rules. The Per minute/round/hour/etc rules as I wrote it didn’t consider your character level and it should. (I forgot that) If at 10th level you would cast a power that lasts 1 minute per level, so, 10 minutes, then you pay the energy reserve once per 10 minutes. (It was late when I posted that so I probably made a few more mistakes)</p><p></p><p>Further, like the "extra" magic missiles, if you have a duration power bought higher, the duration also acts longer (Effectively two character levels higher per rank over the spell's level, since each rank is equivalent to a spell level, which requires two levels to attain a new spell level.)</p><p></p><p>And, hafrogman, Electron punch sounds great as a power for a character. I’ve always thought that a character’s fist/hand igniting in electrical (shocking) energy would be rather intimidating.</p></blockquote><p></p>
[QUOTE="Vendetta, post: 1722946, member: 14961"] Yes… but maybe you didn’t want to use the feats for it. I granted the +50% because I felt it should be better than the feat. (But, the speed is the only one that works on as it turns) I had given two shifts because I wanted the priority to be better than the regular feats but if you priority the form feats one higher, you get two more, so right back to the same… I had missed that… so it is all pretty moot I guess. Though, there are other things that could be improved that are not feats (snicker). Yes. It will also allow you to go over the maximums (So a few more magic missiles than the five max if you buy it up) listed by the amount you went over the spell level in ranks. As well, at third level, you could have more than the two you would normally get. Rereading it, I didn’t hit that properly… sorry. As well, I missed something else based on this… and that is the duration rules. The Per minute/round/hour/etc rules as I wrote it didn’t consider your character level and it should. (I forgot that) If at 10th level you would cast a power that lasts 1 minute per level, so, 10 minutes, then you pay the energy reserve once per 10 minutes. (It was late when I posted that so I probably made a few more mistakes) Further, like the "extra" magic missiles, if you have a duration power bought higher, the duration also acts longer (Effectively two character levels higher per rank over the spell's level, since each rank is equivalent to a spell level, which requires two levels to attain a new spell level.) And, hafrogman, Electron punch sounds great as a power for a character. I’ve always thought that a character’s fist/hand igniting in electrical (shocking) energy would be rather intimidating. [/QUOTE]
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