Killer Cyborg wrote:You have effectively shot down the "tens of thousands" of MDC argument.
Just because a PC might be limited by overall PPE, many NPCs aren't. Tannhauser from SoT 6: 2000 personal PPE, plus 600 PPE he can yank out of his nexus, and if he's smart, he does it at noon/midnight for 1000 PPE.
Let's see. I do not the think the following is at all unreasonable (except maybe the one ability in the 15th level spell, and that can be deleted by those who go bug-eyed over it).
Sorcerer's Armor (11th)
Range: Touch
Area of Effect: 1 target
Duration: 10 minutes per level of the caster
Saving Throw: None
P.P.E.: 150 PPE
An invocation. Creates a suit of invisible and weightless mystical armor. Provides 35 MDC per level of the caster. Provides the advantages of Invincible Armor, except as follows. Regeneration is at 2d6 MDC per melee round. Provides a +1 on Saving Throws. Note: Uses up the Magical Armor slot in the Armor Stacking rules.
Sorcerer's Advanced Armor (13th)
Range: Touch
Area of Effect: 1 target
Duration: 30 minutes per level of the caster
Saving Throw: None
P.P.E.: 300 PPE
An invocation. Creates a suit of invisible and weightless mystical armor. Provides 50 MDC per level of the caster. Provides the advantages of Invincible Armor, except as follows. Regeneration is at 4d6 MDC per melee round. Provides a +2 on Saving Throws. Note: Uses up the Magical Armor slot in the Armor Stacking rules.
Sorcerer's Final Armor (15th) (Spell of Legend?)
Range: Touch
Area of Effect: 1 target
Duration: 1 hour per level of the caster
Saving Throw: None
P.P.E.: 500 PPE
An invocation. Creates a suit of invisible and weightless mystical armor. Provides 75 MDC per level of the caster. Provides the advantages of Invincible Armor, except as follows. If the armor is destroyed, the caster may decide to allow the spell’s dissolution to automatically trigger its own recasting (drawing the requisite PPE immediately). Regeneration is at 6d6 MDC per melee round. Provides a +3 on Saving Throws. Note: Uses up the Magical Armor slot in the Armor Stacking rules.
So, for 950 PPE (leaving Tannhauser at either 1650 PPE or 2050 PPE, depending on the time of day), Tannhauser gets 3200 MDC ((35 x 20) + (50 x 20) + (75 x 20)).
And let's not forget those ranges, durations, and damages are tripled (so the spells will be lasting a while, even the 11th level spell will last 10 hours).
This, of course, brings up the direct implication that the damage capacity of defense spells is also tripled, so that would be 9600 MDC. Tannhauser is now 400 MDC short of doubling his amazing 10,000 MDC personal capacity. For 950 PPE.
We haven't even tossed in AoI or InAr yet, but they add another 700 MDC or 2100 MDC for the cost of 40 more PPE.
Oh boy! 11,700 MDC for 990 PPE!
Tannhauser probably will not fight the PCs. But what about supernatural intelligences with their own nexi and big giant spell lists and lots to do with their huge intellects and copious immortal lifespans? They're already pretty heavily stated, do they really need to be given the above advantage? I don't think so.