Energy Sphere(s)?

Diabolists, Techno-Wizards & Psionicists, Oh my! All things that are Magics and Psionics in all Palladium Games.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
drewkitty ~..~
Monk
Posts: 17782
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Energy Sphere(s)?

Unread post by drewkitty ~..~ »

dmos1 wrote:I had a GM who let us create the max number of spheres just circling our heads. We were each level 10. The amount of magic energy created an anomaly, which opened up a crazy rift. We learned our lesson and only made a few. His thought was, you want to be nutty and make 10 spheres and have tons of PPE at your disposal, then I'm going to blow you up.

What was your GM's house rule for max number of ES's?Is asking because you left the actual House Rule out.

--------------------------
Nice house rule Lenwen. one per sholder *smerks* :D
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
Grandil
Megaversal® Ambassador
Posts: 371
Joined: Mon Jan 02, 2006 12:13 am
Comment: 'tis an ill wind that blows no minds, Sometimes a Cigar is just a Cigar-Jung to Freud
425 Geek Points "There is NO separation between God, & Man" Joseph Campbell
Location: Pinole, CA
Contact:

Re: Energy Sphere(s)?

Unread post by Grandil »

Bloodspray wrote:Some odd resentment to the idea of creative use of this spell.

PPE really isn't all that, and this spell doesn't really affect much. If you're a low-level caster with knowledge of high level spells and just need the power on tap, sure. But as mentioned, you become a walking beacon - even to people who can't sense magic in particular.

Talisman is a far more effective, powerful, and dangerous spell. With a talisman, any spell that will fit can be triggered with a thought. Quicker than even RUE low level casting rules. And best of all, with no fan-fare, and it won't cost you and PPE (to use) either.

Pre-RUE, pre-FOM, that's how we did it. Find a weak ley-line (because our GM was brutal, making Ley Lines things to be feared, they always had hyper-powerful monsters and such around them, so even our group's LLW avoided them. lol!), and begin taking time to produce talisman batteries. Build up a large store, and then start putting spells in talismans. Strap them to you, and now you have something sort of like a cross between a TW device and magic tattoo, with the right selection, you could end up becoming far more powerful than your mage's level might suggest. Plus you have all the PPE from the batteries to use in the end if you really need to by that point.

This strategy could be used for either utilitarian purposes or combat purposes, and solve the whole PPE volume problem (for the player at least - CREATE it for the GM lol). There's a lot of good stuff, even for combat, in levels 1-8.
Agree,basically, until you make YOUR Town on a Nexus-Tolkeen, Lazlo, Dweomer, Ect., ect. But he's your GM :lol:
Sometimes a Cigar is just a cigar-Jung to Freud
Feel it- Freud's Cigar, 300 geek points!
Locked

Return to “Guild of Magic & Psionics”