Magic FAQ
Posted: Sat Sep 08, 2007 11:20 pm
#1: Magic FAQ Author: Guest, Posted: 18 Feb 2005 13:21
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Question: The 10th level spell Speed Weapon state at the end of the description that it cannot be used on magic weapons including bio wizard, rune, techno-wizard weapons and automatons. I take this to mean that someone cannot cast it on their Dragon Thunderer Hammer or TW Flaming Sword but can it be built into a TW weapon and activated that way?
Answer: Yes. Several published TW swords do in fact employ the Speed Weapon spell this way.
Question: I was reading across the Federation of Magic book and I came to this sudden issue. Would there be a save vs. magic for such techno-wizard items as the "Whip of Pain" found on page 118, "Paralysis Staff" found on page 119, and "Flash Freeze Grenades" found on page 117? If so, what would it be?
Answer: Unless specifically stated otherwise in the item description, any required saving throw would be the same as the spell the device's attack is based upon. If it's just damage, then there is no saving throw, just a parry or dodge or whatever.
Question: Can a Mystic Ninja, being able to siphon both P.P.E. and I.S.P., activate western and newly created eastern Techno-Wizardy? I know about elemental shurikens, but those aren't really products of Techno-Wizards. I'm talking about those with which one must actually summon energy into a weapon to activate it. Can it be done by them?
Answer: Yes. As a psychic the Mystic Ninja may use TW devices intuitively, and can power them by expending I.S.P. equal to twice the listed P.P.E. cost. Whether one would want to is another matter...
Question: Amid the natural abilities listed for the avian based D-Bees Hawrk-duhk, Hawrk-ka, and Hawrk-ohl, it states that they are "impervious to magic." What exactly are the boundaries of this ability?
Obviously all spell effects are, well, ineffective, consequently TW pistols and such would also be ineffective. But what about enchanted melee weapons?
Answer: Spell effects only. Weapons are unaffected.
Stab them with your rune weapon but forget the fireballs it spits.
Question: I have a gaming friend telling me Impervious to Energy will protect them from the spell Annihilate. Is this true? I disagree, I believe it still harms, but I need a ruling on this.
Answer: Impervious to Energy does not protect from antimatter or explosions/implosions so it should have no effect against an Annihilate spell.
Question: When you use the body parts of a supernatural creature (say dragon claws and teeth, or even coating a staff in dragon skin or intestine) does the body part retain the supernatural properties that would have enabled to original creature to harm other supernatural monsters when alive, and can you use your clawed spear or fang dagger to hurt supernatural monsters like vamps and werewolves?
Answer: No.
Question: I was wondering if when building TW items if the Techno-Wizard needs to know all the spells involved, or if they can have someone else who knows a particular spell required to do it cast it for them at the appropriate time?
Just wondering because a Techno Wizard and a Warlock in my player group wish to "collaborate" on a few items.
Also i'm curious if the answer to the above is yes, the TW is lv 3 and the Warlock lv 4 so does the spell that is cast on the item remain that of the level of the caster or that of the level of the maker?
Answer: (based on new material in RUE): No, the Techno-Wizard must know the spells to create the item, as per RUE, page 131, under Step 3 of creation guidelines, Determine How Many Spell Chains Will be Needed.
Question: Greetings, quick question is the AR of 4 for Energy Field in HU, a natural AR, it seems to me that it should be or the spell is absolutely useless.
Also the rifts version seems to be a little to static as well, unless you put it in a talisman then it might be useful to annoy people with, drop it on some group with missiles, if they use the missile they will injure themselves severely, if not they will take a while to escape?
Answer: That's listed in every version of the spell I've seen, and doesn't really make any sense. As an impenetrable bubble, the spell should provide perfect armor coverage, i.e., absorbing all damage and letting none through to the interior.
I can only figure that the purpose of the AR listing was to denote that the Energy Field itself has no real armor protection of its own, always taking damage unless a complete miss is rolled (akin to the Analytical Genius' concealed armor, which provides SDC protection but has no AR).
Question: The Techno-Wizard can alter a laser pistol to work on P.P.E. spells, in this case he uses the standard conversion. Globe of Daylight and Energy Bolt to form a 2D6 M.D. blasting pistol.
Does pistol Weapon Proficiency still give him his +3 to aimed shots, and +1 to burst.
Answer: Yes, it's still an Energy Pistol, only the power source is changed. P.P.E.-converted TW weapons receive bonuses from all skills appropriate to their type (W.P. Energy Pistol/Rifle/Heavy, Sniper, Sharpshooter, etc.).
Question: Do you need W.P. Energy Rifle/Pistol to use TW weapons like the TW Six-Shooter, the Starfire pistol, or the TW pistols in the Coalition Navy, or is any ol' W.P. for "firearms" usable?
Answer: You don't actually need any W.P. to use the weapons, as usual (so long as you meet the other requirements to use a TW device).
To use them with proficiency though, you need the W.P. appropriate to the individual weapon type, e.g. W.P. Revolver for Six-Shooters, W.P heavy Energy for Starfire cannons, etc.
Question: Ok, say I am a technowizard, and I create...a magic flashlight that casts a beam with the properties of sunlight...for this I use blinding flash and globe of daylight. The battery life is one week constant use, replenished with a casting of Call Lightning.
Now, for a wizard the replenishing cost is simple, he casts call lightning once and the thing is recharged.
BUT for a techno-wizard, they are said to cast their spells at half effectiveness unless cast through a technowizard device. So for him to charge the device is it:
A: the charge is considered THROUGH the device and he only needs to cast call lightning once
or B: He must cast the spell twice because his spells are only half as effective...
I am totally sure it is A, but I had a 3 hour arguement with my GM who thinks its B. (Leaving trips to Lazlo a horrifying experience what with all the literal call lightnings pounding into devices to power them...)
Answer: You are correct. Any spell a Techno-Wizard casts into his devices functions at full power.
Of course your GM is the final arbiter.
Question: I can't find in any of the books where it says what the negative to strike someone affected by Invisibility: Superior is when you have See the Invisible. What is the negative?
Answer: The penalty is -2. Many newer books list it in the description of the Invisiblity: Superior spell.
Question: ok So i've read the Fleet feet spell and it basically says you can do everything twice as fast(though not always as well) you move twice as fast, you get to attack twice as many times, but do you also go fast enough to cast twice as many spells??
Answer: No. Spellcasting takes half or all of your attacks per melee, depending on the level of the spell. If your attacks per melee have been doubled by a Fleet Feet spell, one low level spell will still use half your total attacks (rounded up), but you'll at least have more attacks than usual leftover if you wish to combine spell and melee actions in a single round (e.g. a wizard with 4 attacks per melee will have 8 under the effects of a fleet feet spell. He can cast one low level spell at the cost of 4 attacks, and have 4 left over for other maneuvers, or he can cast two spells and use all 8 attacks). Additionally, the lack of precise control caused by the Fleet Feet spell may be considered an impediment to spellcasting, at GM's discretion.
Question: Does the spell Repel Animals work on non-sentient Supernatural Creatures? For that matter will it work on sentient supernatural creatures like pegasi, unicorns, drakin, werebeasts, etc? Because humans are technically animals will it work on humans and human like d-bees?
Answer: The spell only affects normal unintelligent animals, which are what Palladium rules normally classify as animals. Animal-like but intelligent or supernatural creatures such as pegasi, fury beetles, dragondactyls, etc., are normally classified as monsters.
Question: Under all versions of the Necromancer rules it says that the skull of a dragon is the most coveted item in a Necromancer's arsenal. That by wearing it they gain many powers as well as the breath weapon of that type of dragon.
Now I have little problem with that.
Fire Dragon, Ice Dragon, Thunder Lizard... all the dragon breaths are set down in the Dragons and Gods book.
Even if the Necromancer slew a Hydra I can understand the ruling that he'd have to switch from one skull to the next if he wanted to switch breath powers.
But not all Dragons have breath Weapons.
One type (the name is something that begins with the letter U) sings powerful melodies
The Basilisk has petrifying rays that blast out of it's eyes.
So my question is are these powers/attacks available in the absence of a breath weapon?
Thanks
Answer: Well... it's just been done.
We did it in game play tonight and one Game Master decided it was possible.
Of course I can see the drawbacks to this, it's not as vercitile as a breath weapon. Rather than a cone it's a narrow pair of rays... and unlike a blast of fire, strafing is probably not an option with this power.
It's a one-at-a-time sort of thing... and at 50 PPE a go, using the helm just for it's petrifying properties... well... you can cast a lot of fireballs for that much.
Question: k seams the Temporl warrior in the pc group likes to use her Timewarp: age spell.
the question was, if she used it on a juicer would it just age them like the spell states or will it also trick the body into thinking its time for the last call on the juicer.
Answer: It only ages the person, not the effects on them. For an instance with a poison within the body, the spell would not accelerate the damage done, it would be the same poison in a much older body. Same with spell effects, equipment carried or cybernetics implanted (eg Crazy insanities). So I'ld say no to Last Call as these are the result of extended abuse of the body.
However, I have considered the effect of this spell on a Juicer, as you have now a very old man or woman strapped into a system pushing their muscles and organs to the limits of a young person or someone in their prime. They would still be able to do things beyond a normal person's capabilities, but it would take a toll on the body (eg heart attacks, hemoraging, etc)
Question: In Palladium Fantasy, are characters able to overcast spells? For example, is a level 2 wizard with enough ppe to cast a level 3 or 5 spell able to cast it with or without drawbacks? Or are the rules set up to have level 1 spells available to level 1's and lvl 2 spells to level 2 etc...?
Answer: Wizards can learn and cast any spell of any level if they have enough PPE for it. There is no casting penalty for the wizard trying to cast spells higher than his character level.
Last edited by Guest on 4 Mar 2007 11:43; edited 2 times in total
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#2: Author: Guest, Posted: 24 Feb 2005 11:24
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Question: I am looking through Rifter 28 and it's selection of shadow spells. On the shadow-lord section, they mention spells such as shadowblade and shadowsight, yet on the spells after there is no such spell. Is there a book where they can be found, or is it a simple mistake of omission? And another question, what are the rules on Shadow spells for learning? Is there a specific o.c.c., or can any ley line walker aquire them?
Answer: Well I don't have Rifter 28, but all of these are mentioned in Rifter 20. the names in parenteses are where the spells can be found.ie. Brethald Library, Federation of magic, Palladium Fantasy rule book, Mystic Russia, or in Rifter 20. As for learning the spells, I belive Shadow Magic, as noted in Rifter 20: "..Select list of spells otherwise unknown to the rest of Palladium..." of course this is always left up to the GM, but this was one of the rare magics lost and comes with a price.....
Question: I was reading across the Federation of Magic book and I came to this sudden issue. Would there be a save vs. magic for such techno-wizard items as the "Whip of Pain" found on page 118 and "Flash Freeze Grenades" found on page 117? If so, what would it be? I would figure since they're from Stormshire that the base would be between 14 and 16, but I need a majority ruling here.
Answer: Saves are based on the level of the TW who made the weapon.
Since it doesn't say it's best to assume 10th level as most that do say are 10th level.
Question: Would creatures such as Seljuks that can't cast magic because of biological limitations rather than cultural biases be barred from the learning the spells and abilities from this (Yggdrasil)?
Would they still get the insanities, or do those only come with the magic?
Answer: They get everything.
Too bad for them Yggdrasil doesn't give PPE.
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#3: Author: Guest, Posted: 1 Mar 2005 11:28
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Question: If they intended Techno-Wizards to be able to just make whatever they wanted, wouldnt' they have mentioned it? Or had some sort of guidlines on device creation?
Answer (based on new material in RUE): TW construction rules can be found in RUE, pages 129-135.
Question: A lv 1 magic user in my game would like to steal the PPE energies neccessary to cast a spell. To do this he would like to walk through a town and draw PPE from the unconcenting townsfolk before casting.
This doesnt seem like it should work, but that could just be my misconception.
The rule in rifts main book page 162 states that he can draw from two individuals at ranges up to 10 feet away. it doesnt state if he could collectively build this energy by moving on and taking from two more and two more, that just doesnt sound like it would work in my mind, but i have seen no clarification either way.
Answer: He can officially hold up to X3 his max PPE for his PE in minutes.
Last edited by Guest on 30 Sep 2005 19:18; edited 1 time in total
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#4: Author: Guest, Posted: 29 Mar 2005 05:47
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Question: I have a player with a shifter character who currently is linked with the supernatural, and has a wolf familiar. This character also has recently expressed a desire to use the spell "summon greater familiar" from Conversion book one. My question is about the number of familiars, while I cannot find it stated clearly in the books, I was under the assumption that one could only be linked to a single familiar. Is he capable of summoning a greater familiar?
Also he has expressed the desire to have his wolf familiar track a group of mercenaries who has several dog boys among them. Would the mystical link between shifter and familiar be able to be sensed by the Dog Boys.
Thanks alot for your answers.
Answer: 1) Summon Greater Familiar doesn't actually summon a familiar, so yes, he is capable of using the spell while having an animal familiar, within the usual limits of the Shifter (see Dark Conversions, page 180).
2) Yes.
Question: question say if a spell like superhuman str was cast at a machine person, or a borg would it have any effect.
2nd question could a machine person pg.77 phaseworld activate a talisman, or scroll
3rd what would happen if a machine person or a droid was to enter into a warded area, would the ward respond where they are technically, not living things
Answer: 1) Magic in will work on borgs, even stuff like superhuman strength, though they have a resistance. yes, and they will set off Wards, because they ARE living things, which is why they still have HP.
2) No.
3) Yes. Wards don't care if the target is living or not.
Question: Is there a TW PPE storage device? something you can use as a battery for casting spells?
Answer: There are plenty of PPE storage devices, the most common is a talisman (see spell description), of course those are limited as to who can recharge them. Another is the Wormwood Life Force Battery, but those aren't too man portable. In Federation of Magic there are TW weapons that use what is referred to as a PPE clip. These clips are specifically stated as being created via the talisman spell. Thus I see no reason why a TW couldn't produce a storage device (or devices) for his/her/its own personal use (talisman) or general use (PPE sphere) by utilizing either of the spells that Jason mentioned. Rifter #2, page 88 mentions PPE Batteries being made from Emeralds. Although I recall reading somewhere about both Emeralds & Diamonds being useful for PPE batteries, mebbe I'm having delusions of grandeur. Also, as an example of constructed PPE Batteries, page 96 of the same Rifter gives an example.
Question: This might be somewhat related to a previous topic/discussion about who can or can't use Techno-Wizard PPE Clip items, but I didn't want to get too far off topic in that thread.
So, as the subject suggests, can Techno-Wizards (in particular Player Characters) create items that can be used by anyone? And if so, how do they go about doing it?
Are there specific rules to do so, or is it just simply deemed by the person who creates/writes up the item's game mechanics who can or cannot use it?
Answer (based on new material in RUE): 1) Despite some statements (such as the RBOM and Merc Ops) that only certain people can use TW items, it's obvious from several weapon descriptions that there are TW devices which can be used by anyone.
2) TW construction rules can be found in RUE, pages 129-135.
Question: Ok, My question is, can a shifter have a land ray as a familar. Cause in the main book it states that animals that do have psionics only have a basic few and don't use I.S.P. And under the shifter description, it states that the animals for a familiar are found in either the psionics area in the main book or the almost 200 in monsters and animals. The guy that has chosen this for a familiar says it should be aloud cause it is low animal intell and is sdc, I say it shouldn't cause it is an alien and uses isp wich would make it not count as an animal.
Answer: Yes.
Question: I'v seen it stated that nonmages or nonpsichics cannot use a precharged TW PPE E-clip.
I want to hear both sides of this one:
Who can use this weapon and why? OR Who cannot use this weapon and why not?
Answer: If the TW item has a listed P.P.E./spell (and/or I.S.P.) cost listed to activate the device, special functions, etc., then it can only be operated (in that mode or at all) by Practitioners of Magic and/or Psychics (as appropriate, i.e. the Amaki TW Psi-Blade can only be operated by psychics, likewise, the Battle Fury Blade can be used by anyone, but it's special "Battle Fury" mode can only be operated by Practitioners of Magic). Weapons with an "or" listing allowing the weapon to be used with a TW PPE-clip or by powering it can only be powered by a Practitioner of Magic and/or Psychic. TW items with an internal PPE/ISP supply can be used by anyone to power any special functions (i.e. the Splugorth Bio-Power Armor (Lesser)). Disregard the note on page 21 of the Rifts Book of Magic. Disregard the note on page 138 of Rifts Merc Ops.
Question: Can one activate more then one TW item at a time?
Then could one activate two in a single action but still deduct two actions from the overall amount? Not trying to cheat the system, but it just recently came to my attention and i'd kind of like a guideline incase it ever comes up.
Answer: Each activation counts as one action.
No.
Question: The Faerie's Charm...
I have ALOT of Rifts books, but I can't find the stats for this little spell/ ability anywhere in them and one of my friends wants to play a faerie...
I have the Conversion Book {original}, wherein it says certain types of fae get this but then it doesn't have a description anywhere...
Answer: Have you tried the Rifts Book of Magic? If it's not in there the only other places I know of are PF2e (p. 196) and HU2e (p. 326).
Last edited by Guest on 30 Sep 2005 19:21; edited 1 time in total
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#5: Author: Guest, Posted: 1 May 2005 08:12
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Question: It says that when at or near a nexus point, all magic is x3 in duration, range and damage.
Does this apply to magic items and Techo-wizard items?
1) Does a Rune Sword do more damage per swing?
2) Does a Rune Sword's Spells have better range and damage??
3) Does a TW flame sword do more damage?
4) Does a TW rifle that fires Fire Bolts (like the spell) have better range and damage?
Answer: 1. No.
2. Yes.
3. No.
4. Yes.
Just spell effects, wards, & circles.
Question: I was wondering if, like almost all other magics, magic tattoos range, duration etc would be effected by being on ley lines/nexuses. I would guess that it is but it isn't mentioned one way or the other as far as I can see in any of the books, so I'm just looking for other opinions
Answer: Yes, they would, the tattoo effects are spell effects.
Question: The other thread on Tattoo magic made me think about other forms of non-spell casting magic and if Ley Lines had any effect on them.
At first I said "No," because the strength of the spell on the scroll isn't dictated by the level of the person using a scroll; the spell has the same effect from a 1st as a 10th level user. The magic is in the scroll itself, not an external source, like a mage or ley line.
Am I right or wrong?
Answer: It matters where they are activated not where they are made.
Question: The Thunder Gun in the New West book, Page 214 lists Fly as the Eagle as a component, though it doesn't give a PPE cost for it like the other spells. Is this a typo? Why would the gun need that spell?
Answer: It just happens to be the particular magic needed to propel the the bullets probably. None of the other spells provide the means to do as much serious damage as the gun itself does. As for the P.P.E. not being listed, that was a simple mistake. Regardless of reason, it's still a requirement for a Techno-Wizard to have.
Question:Quick question about mages ability to absorb PPE.
If this is used in the vicinity of another mage, do they detect it? If so, do they know the source of the person sucking PPE from everyone?
Basically, if a mage feels another mage trying to steal their PPE, do they know it is happening, and could they locate the person?
Just something that was brought up in our New West game, and our Shifter seems to think mages automatically detect it. I'm on the fence about it, and would prefer actual rules if there are any.
Also: How often can Mages steal PPE? I didn't see any limitations on this in the RMB.
Answer: No and you can't take a mage's PPE.
Even the person who lost the PPE can't tell.
Pretty much as often as they want.
Question: According to the rules of invisible superior, could a mage give attacking command to animated dead, and still remain invisible?
Answer: Yes.
Question: See the Invisible versus: Bend Light super power or Invisibility Haze (Psi Invis in Rifts)
I've got people saying
STI works versus all...
Bend Light forces the light around you and visible light doesn't interact with you so STI doesn't work...
Invis Haze doesn't really work the same, since it's telepathic so STI is useless...
since STI will "put a body" on something that doesn't have one (like entities)...
Answer: See the Invisible won't "see" Bend Light or Invisibility Haze (Or Chi Zoshiki for that matter).
Question: Attaching a Battle Stone to a weapon enchants it so that it will inflict x2 damage. My question is whether or not this bonus would be applicible if the Battle Stone was attached to a bow, ballista, or similar ancient missile weapon?
Answer: Yes.
Question: Can you activate a TW enhancement on your armour (like Armour of Ithan) during the first attack of casting a spell? This is the first attack, where your not doing anything else except casting, not the second attack, where the spell is actually completed and released.
Answer: No.
Question: What book & page number can I find specific information on Ley Line Storms?
Answer: The Atlantis and England world books, both on page 12.
Underwater ley line storms can be found in Rifts Undersea.
You can also find rules for Ley Line Storms (or Blue Zone Lightning Storms) in Chaos Earth: Creatures of Chaos, p. 15. See also RUE, page 192.
Question: Can the spell Sub-Particle Acceleration be used to charge a P.P.E. clip, just like it does for a regular E-Clip?
Answer: No.
Last edited by Guest on 30 Sep 2005 19:23; edited 1 time in total
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#6: Author: Guest, Posted: 31 May 2005 19:07
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Question: 1) Can a Dragon jucier use TW devices?
2) Can a Dragon Jucier power & charge TW devices?
Answer: 1) They can use some.
2) No.
Question: Is there a formula or a specific set of rules for creating Techno-Wizard equipment? It never really elaborates on that in any of the Rifts books I've read. If there is, would someone please be kind enough to post it here?
Answer (based on new material in RUE): TW construction rules can be found in RUE, pages 129-135.
Question: Lets say a summoner has a circle that opens a rift to bring someone across i.e. demon, deevil or other.
Is it possible for the summoner to jump thru the rift? nevermind why he would do this, we just want to know if it is even possible.
Answer: No. Summons are done through teleport, and not through "Rifts".
Question: Some character classes don't eat or drink food or water, but as you already know they consume PPE to serve. via Psi-stalker and Psi Slayer and some others. I understand the concept of this very clearly. However i am confused about the victim of the PPE drain. For some strange reason I think that i read that the act of draining someones PPE is extremely painful. I relate it to ripping out someone's soul, their potential psychic energy that is double at death. Kind of fits with the soul (if you believe in that) being released from the body. Would someone willingly give a friend Psi-stalker their PPE (soul) to feed upon?
Answer: A mage taking someone's PPE is painless.
I don't see why, other then the cut needed that a Psi-stalker's drain would be painful.
As such I don't see why someone would be put off by the pain so as to not allow it. There would be other reasons not to allow it but just not that one.
Secondly, PPE is not the "soul."
Question: 1) The dragon rod can fire out energy blasts as listed under the description as fast as you have number of attacks. However, do those energy blasts require strike rolls, or do they operate per the spell?
2) For that matter, do spells cast from a TW/rune/Magic item cost 2 attacks or max out at 2 attacks per round like normal spell casting?
Answer: 1) Strike roll.
PP bonuses apply.
2) One blast per attack.
Question: Is the ability to use a TW item and the ability to charge a TW item linked? In other words can a character possess the ability to use a TW item but not to charge them? Or are the terms "use" and "charge" interchangeable?
Answer: The terms are not interchangeable.
Question: Can a Diabolist summon something like a gryphon or pegasus with summon animal circle?
Answer: No.
Question: The powers that a Stone Master can draw from gems lists a duration of one minute per level of experience. (see Rifts Atlantis, pg. 102-104)
The specific gems/stones listed each indicate what powers can be drawn from them and state "same as the spell" or "same as the psionic power" with a book and page number to reference.
Now, each spell and psionic power has its own listed duration as well, so which one should be used?
Answer: The duration is not the duration of the magic being activated.
It is the duration of that particular use of the gem.
For example a small gem can be used 3 times before it crumbles.
That does not mean three spell effects.
That is three uses. A 5th level mage can continue activating the stone for 5 minutes.
After those 5 minutes are up activating it again is another use with another 5 minutes.
Last edited by Guest on 30 Sep 2005 19:24; edited 1 time in total
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#7: Author: Guest, Posted: 1 Jul 2005 11:31
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Question: If I had a sword with flames dripping blood tatoo how many does it count as?
Answer: One.
Question: Are Tattoos affected by ley-lines and Nexus points too? Meaning that if you were to activate one near a nexus point it would have triple the range,duration, etc?
Answer: Yes.
Question: Can more than one energy sphere be given or created for any one person?
or is there a limit?
Answer:
There is no indication that you cannot make more than one energy sphere.
So if you have enough PPE, then you should be able to do it.
Question: I'm in the process of creating a Mystic Kuznya (From Mystic Russia) as an NPC. Now, one of their few automatic spells is Superhuman strength. The description in the original Rifts book is " The incantation magically increases the character's physical strength to 30, and physical endurance to 24 and adds 30 sdc for the duration of the magic."
Now, I don't have the book of magic yet, and obviously don't have the updated main rifts book yet, so I don't know if this has been changed, but the spell, as written does not say if the strength increase becomes SN. And it doesn't say what effect if any it would have on a character like my Kuznya, who when all was said and done ended up with a SN PS of 45, and a PE of 23. So I'm wondering if that spell becomes a moot point for him as anything other than a tool in his forging of tools and weapons.
Answer: Rifts Book of Magic, page 109 states that the strength is Supernatural P.S.
Question: I want to create a rune weapom, a very spcific one, for a campaign Im setting up. The prblem is I cant seem to find a set of rules for making your own Rune Weapon, the only Rune weapon info I have found in any great abundance is the list of weapons in the Atlantis world book. So my question is, is there a creation table/setup for rune weapons and if so, what book is it in?
Answer: Use the list of common abilities and go from there.
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#8: Author: Guest, Posted: 31 Jul 2005 18:53
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Question: Would anti-magic cloud negate a dragon's ability to teleport, shape change, and it's breath weapon?
Answer: No Effect.
They are natural abilities.
Question: Also, a temporal warrior wanted to cast s-dep and time warp:age on a robot (artificial intelligence, about the size of a skelebot). How would you play it as affecting them? I deemed the time warp:age to simply take his armor and divide it by 2, and he never got the s-deep off successfully. These really are VERY powerful spells... if s-dep or whatever it's called worked, they would have taken down the main boss in a heartbeat.
Answer: No effect on robots (possibly Machine People) or any equipment for that matter.
Time Warp age has no effect on something with no life span and Sensory Deprivation affect bodies of living creatures.
Question: he rules of rifts state that amages magic attacks are drastically different than their physical number of attacks. How would this play out in actual game time?
Ex.
1 apm for a spell lvl 1-4?
2 apm for spells 5-8?
and 3 apm for 9 and above?
does this mean that they must activly spend that time ( in game time...1,...2,...or 3 consecuitive attacks) preparing those spells?
or does it mean that to cast anihillate is a single action that takes up three attacks? ( simmilar to a power attack?)
Answer (based on new material in RUE): RUE (page 189 for spells, page 187 for Rituals) has new rules for spell casting times. How it works is the number of attacks (or time) needed for the spell to be cast means they spend that whole period casting the spell, so yes, they have to actively spend that time preparing/casting those spells.
Question: i think i read somewhere that if a mage takes damage while reciting a spell/incantation/ritual, their spell is negated and the ppe lost.
How should this be applied?
if the mage is wearing armor does that count? or does it mean if the mages bare skin is damaged?
what about magical force fields and form fitting magic armor spells?
are these considered "the mage",...they are in his possesion/controll, or are these buffers for defence against this very issue?
if they aren't is there some kind of " concentration check"?...a skill perhaps?
Answer: PPE is never lost if a spell in interrupted.
Some can be lost when a ritual is interrupted.
Spells can only be interrupted if the mage takes physical damage. Taking damage to armor of any kind or force fields do not count. Alternately forcing the mage to use a melee attack on something like dodging or being knocked down will also interrupt the spell.
Question: Can a player cast armor of ithan then armor bizarre then invincible armor on himself and have them active at he same time. if so how would the recucion of the mdc of the armors be handled?
Answer: Survey Says: You can only cast 1 armor spell at a time. casting more than one means wasted PPE. Whatever is on first stays until dispelled or duration expires. in no case does the Armor layer or MDC stack.
Question: In your openion is it possable to create a zombie from something other that a humaniod...Like for example: lizard men, titans, wolven, dragons, goblins, dogs, etc. If so, what would be +'s/-'s, stats, etc, would they retain any of their natural gifts?
And also, the same goes for animated dead and mummies.
Answer: Yes and they would still have that same basic stats.
Except for a Dragon. I would not allow that. Not as a standard undead or animated dead anyway.
Question: Where is the heck does it talk about demon's teleport? And how is it similar to a Titan's ability to dimensionally teleport?
Answer: only certain Demons have the power to dimensionally teleport.
no more is ever said on the subject than on the titan's dimensional teleport.
a Bal-Rog has the power to D-teleport
a lasae does not.
it will say if they have it under the individual's discription
Last edited by Guest on 30 Sep 2005 19:25; edited 1 time in total
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#9: Author: Guest, Posted: 1 Sep 2005 19:59
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Question: A friend of mine mentioned that he read somewhere about a magic circle that could restore attributes. For example after a resurrection, I could enter this circle and gain back the P.E. point(s) that I lost.
Does anybody recall reading about this anywhere? If so, where?
Answer: Nope.
As far as I can tell, it's made up.
Question: Alright, reading the acctual definitions of these spells didn't serve any function, so hopefully someone here will be able to help.
1) With the spell Apparition, the spellcaster can create a "realistic apparition in the form of a horrible creature or weird thing" that will attack those who fail to save. Are there any limitations on the creature's power, or does it regain all it's abilities? Are there any limitations on the acctual type of creature, or can the spellcaster create a Splugorth every time?
2)Also, with Annihilation, after the original sphere of Anti-Matter is created, is there a timeframe where by it must be thrown? Or can it be kept around like a Fire Globe? I've heard some say that by focusing concentration only on the sphere can it be maintained, but any rough jostle may cause it to explode...
Any clarification would be greatly appriciated.
Answer: 1) Given the line about the man-eating refrigerator, it seems that there is no limit -- not even sheer absurdity -- to what form the apparition can take. The apparition however possesses NONE of the powers and characteristics of that form, only the appearance. The caster can make a Splugorth every time, but that illusionary Splugorth only has the stats listed in the spell description (note that newer books define the "incredible physical strength" of the apparition as a Supernatural P.S. of 25).
2) The wording of the Annihilate spell is messed up, but the key is that the duration is "Instant."
The caster does not physically throw the anti-matter sphere as he would a baseball; if he touched it, it would explode. This is shown by the fact that the sphere "appears above the open palm" of the caster (BoM 150).
While the description also says, "The spell caster may hurl this globe at any target within 500 feet," this does not mean that the caster has the option to NOT hurl the sphere; just that he has his choice of targets.
It also does not mean that he physically throws the sphere, for the reason mentioned above and the fact that he gets no PP or targeting bonuses to strike with it.
The sphere is instantly, magically hurled towards any target within the 500' range as soon as it appears above the caster's palm.
Question: I've never played a Shifter. In all truth, it never much interested me. But now, looking at the O.C.C. in Dark Conversions, I think, 'hey, why not?'.
But here's the issue. I'm slightly confused. How do they summon things from Rifts? Do they sit outside a nexus point and wait for something to happen, and then when it does yell,
"I choose you...gargoyle!!" (forgive the Pokemon pun)
I mean, how does their abilities exactly work with summoning creatures?
Answer: They use summoning spells.
They are the ones with Summon and control in their names.
No a dragon is not allowed. A dragon god but not a dragon.
Question: 1) Time Hole
First of all if i were in a moving vehicle and went into the time hole when i came back out would i be back in the vehicle or in the spot i went in.
Can i carry someone into the time hole either full size or shrink them and put them in my pocket.
what happens if i try to leave something their will it be their when i return?
2) Fire Globe
the book says i can create one and store it for later or give it away for for two weeks per level of warlock at 5d6 damage.
if i were to create it at a ley line it would double the duration and damage. what i'm wanting to know is will the new attributes(10D6 4weeks) stay with the Globe i created until used or expired.
Answer: 1) In the vehicle.
Nope. Self only.
It comes out with you. You can't leave anything in it. The area ceases to exist when the mage isn't there.
2) I'd say no, it would drop back to your normal amount....now if you went back to a ley line/nexus to use it, then it would have the extra "oomph"
Question: Can Chiang-Ku Dragons learn conventional magic in addition to their Tatoo Magic as described in RIFTS England? It did not place any O.C.C. restrictions on them indicating that they could not. Years after we allowed a Chiang-Ku Hatchling to start in our group, as a Ley Line Walker, we found mention in the Atlantis book that those that possessed Tatoo Magic could not use conventional magic. Any pointers? This character is still active in our campaign, I'm just curious if this character is technically 'illegal'.
Answer: Yes, Chiang-Ku can learn conventional magic in addition to their Tattoo Magic.
Question: The Water Warlock spell Ride the Waves does not indicate if the magic must be cast on water, or if it can be cast on land. Also, does the wave move in any direction, or a single direction? Also, does the wave effect its environment or does it only "do what it does?" and ignore or pass through the environment? And finally, is there any restriction on the height of the wave?
Answer: The Wave is PROBABLY only summonable on a body of Water; many Spells that can be summoned ANYWHERE, like (Rifts) "Create Water," usually specifically state that they can be used anywhere; the Spell that you are asking about does not.
The Wave is apparently no "taller" than a regular Wave. And since the Authors don't give you a maximum Altitude/Height, you can't use the Wave to go to any height that you want.
Consider the possibility that the Authors might want, say, an Air Warlock to go to heights that his Counterparts could not.
Since NO Damage Values are assigned to this Wave, one could argue that in "real life," the Wave WOULD effect the environment like any other body of Water, but here, for Game Play purposes, nothing else would be affected.
Question: It doesnt state the effect of ley lines and/or nexus on magic. IE...spells do double effect on ley lines... like it did in the original rifts. Is this info just missing or is it gone. I do notie they still have the effect for psi's.
Answer: On page 138 of the Psi section it says that "like the men of magic, the psychics powers are enhanced when near a ley line nexus point." See also page 186 in RUE. The right side under Ley Lines and Nexus Points I hope this is what your looking for. This is the only other thing I could find.
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#10: Author: Guest, Posted: 30 Sep 2005 19:26
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Question: As we all know Magi cannot wear full suits of metal armor or armor made from "man-made" materials without suffering certain penalties to their spellcasting abilities. The question is, would the resin armor so very popular with the denizens of Wormwood subject the Mage to those same penalties? It is my opinion that the resin, an organic substance anyway, spewn forth or mined from the living planet would, like M.D. animal hides, allow our more combat oriented spellslingers to armor up and increase their survivability on the field of battle. Some of my fellows however disagree, maintaining that it is still somehow an impediment to the flow of magical energy despite the fact that it is an organic compound.
Thus I'm looking for a general concensus from you learned folken.
Answer: No penalty for Resin armor.
Question: the new rules for ppe available from ley lines is 10 ppe per melee 20 for a nexus. does that mean that after 2 melees in on a ley line, u have 20 ppe or is it when the melee is up, that ppe is wasted and another 10 can be used? and if the energy can be held, for how long can it be held?
Answer: See RBOM, page 21.
Question: I've been looking through the changes/clarifications for magic in RUE, but I've noticed something is missing. There appears to be no information on exactly how much PPE one can absorb through ley lines or blood sacrifices, nor how long you can hold it.
I'm at work, so I can't check my other books, but can someone tell me if this is correct: You can absorb up to double your base PPE and hold it for your PE in minutes?
Answer: See RBOM, page 21.
Question: I was wondering if it is possible to create multiple Zombies as per the incantaion in one night provided enough PPE is available.
Answer: Yes, it is possible.
Question: I have been scouring the RUE and can't find any mention of ley lines doubling magic range and damage, save for a select few spells.
Does this fall in the category of major rules update, omission, or my personal inability to read? I was able to find several references to psychic classes getting increased effect at ley lines and nexus points, but nothing for magic.
Any response is greatly appriciated, especially if it includes a page number
1. If the rule is still intact, is it the same as the info in my silver eddition?
2. If there are new rules, are they in a suplemental book, or perhaps on a spell by spell basis?
3. How are supernatural creatures (dragons) effected on a ley line?
Answer: 1) Yes
2) Nope
3) Same as everyone else.
Question: I've always had the impression that Ley Lines were constantly shifting, moving, and changing, similar to electricity on those flat glass circular Spencer objects with the hundreds of white beads in the center. However, as I read into them more, I can't find anything to support that idea. Are Ley Lines completely stationary all the time, always found in one spot, or can they shift and move, creating new nexuses and higher surges of power?
Answer:
Library of Blethlerad, page 133 wrote:
The Accuracy of any ley line map can not be guarnteed, as ley lines seem to shift or even vanish over long periods of time. The reason for this remains a mystery, even to the greatest of mages and scholars.
Question: Is there such a thing as a "Living Artifact"? Shocked I was curious if it did exist what can it do, and whether or not it is an evil object. (I was led to believe it is very very evil) and if it truly exists how does one destroy it?
Answer: There are "Artifacts of Power" in Nightlands. They're pretty much the same as Rune Weapons though.
Question: 1) can the spell Summon and controll entity be used to summon and controll creatures of magic like Great horned dragons and the like ( ex.... splugorth, greater & less supernatural beings/ deamons described in the conversion book, ) Will the summoned being in turn obey a command of non action resulting in death ex. a mage killing a summoned great horned to absorb 2x his ppe base.
2) if not what the heck is it supposed to summon?
Answer: 1) No.
2) Entities include Poltergeists, Possessing Entitities, Haunting Entities, Syphon Entities, Tectonic Entitities, etc.
Question: 1) Ok....this has always been a question in Palladium FRPG campaigns when introduced to undeads/dead (animated dead).
The spell/circle "turn dead" ONLY applies to animated dead such as skeletons/corpses...it has no effect on vampires, zombies and mummies.
Is this right ?!?
2) As far as I know, vampires, zombies and mummies are undead (they are dead but also living, by their own free will).
While animated dead are animated/raised by another being, and therefore are considered "dead" and not undead.
Answer: 1) Yes.
2) Correct.
Question: So as my characters seem to finding magic more and more the way to due there day to day business. I was hoping to get some clarification on spell APM's. Before it becomes an issue for me. I would like to know what the normal progression is. As well as how to apply them in game terms i.e. if I cast call Lighting is that one spell APM, or what’s the deal?
Answer: In HU2, spells 1-7 are cast with 2 APM.
In Rifts (main book) and PF you can cast two spells per melee. It does not state how long it takes to cast the spells so each spell takes the place of one APM.
With RUE, its stated above, 1-5 counts as one APM, 6-10 2 APM, 11-SoL three APM
Nightbane only limits the length of rituals to 1D6x10+15 minutes.
BTS1, spells can be cast in one or two melees (15-30 seconds), with rituals ranging from 20 minutes to 2 hours casting time.
BTS2 currently has no magic rules, but they will undoubtedly be the same as RUE.
SF doesn't have any magic in the setting so there are no magic rules.
Recon is the same as SF.
TMNT follows the old school spell rules (using the wizard combat table)
ATB2 currently has no magic in the setting, so no magic rules.
N&S, uses the same basic spell casting rules as BTS1, so it takes 1 melee to cast spells level 1-10, with higher casting times for spells level 11 and above.
Question: OK RUE says 1-5 cast in one action, 6-10 two actions etc,
1) so does this mean that the spell caster with 6 APM can cast globe of daylight (only for example) 6 times?
AND
2) If this is the case, how does this change those creatures that originally had a higher intonation with magic wheras they had 3 or even 4 spell attacks per melee? Will this change them in any way?
Answer: 1) Yes
2) They either get the short end of the stick, or more spells per round, depending on which view you take (and how many spells they can throw per melee).
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#11: Author: Guest, Posted: 2 Nov 2005 11:45
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Question: Soul Drinking vs......
1 = Those with Multiple Lives, or similar instant return to life after death powers?
2 = Undead. I have the feeling that they don't have souls, so how would one drink it?
3 = Transfered Intelligence Robots, Robot Soldiers, ect? What counts as blood for these beings?
4 = Vegetation life forms? Plants don't really bleed like animals do.
5 = Mineral races? See above.
6 = Someone under the Deific Curse: Imortallity?
7 = Someone using the necro spell that turns you into a vampire after you die?
8 = A god?
9 = An Old One?
10 = Energy-based life forms? See #5.
Answer: 1) Death - soul is sucked into the weapon
2) No soul, no effect.
3) No blood, no effect.
4) Sap of some kind for blood. Normal effect
5) Some other substance for blood most likely. Normal effect.
6) Yes, their life force is still around, so they aren't truly dead.
7) He will return. Undead have no soul so one is not needed.
Yes, their life force is needed for the most powerful rune weapons (which in cludes soul drinkers)
9) No effect.
10) No effect
Question: 1) Could a Technomage charge a normal grenade with blinding flash to create not only a nice explosion but a handly little flash to not only knock em down and blow em up but to also blind their butts?
2) Could you also use Ignite Flame to double the explosive radius?
In the rule book it says it doubles the size of the blaze?
3) Could you use Call lightning to over charge a plasma/energy weapon and cause it to explode?
4) What is the rate at which you can absorb P.P.E?
I understand that you lose it at a rate of 1d10x10 per minute and that you also can absorb 3x your PE in P.P.E...i think thats how that works
5) Ignite flame+using a flame thrower??? how would you calculate the damage or would it just increase the range of the flame..or both damage and range?
Answer: 1) Not the way you mean. A TW could put a TW flasher on a normal grenade, but you could only set one off at a time, and setting off the grenade first would destroy the TW portion of it.
2) No
3) No
4) There is no set rate, you can absorb as fast as PPE is available to absorb.
5) Neither, absolutley no effect.
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#12: Author: Guest, Posted: 2 Dec 2005 12:19
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Question: If a Rune Weapon is destroyed (like in a cauldren of destruction or whatnot) is the soul that inhabits/powers it also destroyed or is it released into the ether?
Answer: It's up to the individual GM, if you want the soul released for your storyline, go for it. If you want the sould destroyed to save you any headaches, go for it.
Question: How does a Rune weapon and a new owner bond? Can such a bond be unwilling, done at the insistence of the weapon on a reluctant mortal, due to length of time the weapon is carried?
References (especially if the latter is true) would be helpful.
Answer: See Property Six of "ALL rune weapons have the following:" in any book that covers Rune Weapons (such as PFRPG2E, page 250; RBOM, page 268; Atlantis, page 127)
Question: In the Ultimate Edition it doesn't state at all any rules on how much P.P.E. a magic character gets to draw per Level.
Example: (Old Rules) 5th level Leyline walker gets to draw an additional 30 P.P.E. per level when at a leyline Nexus. (Draws a total of 120 P.P.E. to supplement his own pool.)
(New Rules) 5th level Leyline walker gets to draw an additional 20 P.P.E. when on a ley line per melee...Only 20 P.P.E.? and what's with the Per melee? how does that work?
Also it doesn't mention how long the P.P.E. supplement lasts, it sounds like once the character leaves the leyline the P.P.E. the character had drawn from the leyline dissapears.
Were these rules left out for players/GMs to just make up their own rules or were they just forgotten?
Answer: According to the Magic F.A.Q., the answers you seek can be found in the Rifts Book of Magic, page 21.
Question: 1) Should the eyes of Eylor boost the recipients PPE recovery rate (plus 10 to 20 per hour)?
2) Is a +3 to save vs Horror Factor too much given the eyes relationship to seeing the horror?
Answer: 1) no, that's the eye's only.
2) No. Horror factor is more then just sight
Question: The Lord Magus on pg. 78 in the revised version of the Federation book are described as having an "incomprehensible union with magic and an amazing amount of PPE."
The base amount given seems lacking the WOW factor I was looking for, and when compared to other spell casting classes it feels underpowered. Even the Battle Magus whom I consider a hybird caster/warrior has close to the same base PPE.
Just wondering if it might have been a typo, or what did all of you think.
Answer: their level advancement gives them a bigger boost than other classes, they just don't start with it.
Question: Can the spell Wind Rush be used in vacuum?
Answer: Yes, it says it "Creates a gust of wind" not "Moves the wind in a gust" therefore it can only be assumed it makes the air required.
In addition to there not being any restrictions (other than ley line availability, see AUGG, page 22) on casting spells in space, there are several spells specifically designed for space use.
Question: In Dark Conversions it says that the Spell Magic Zombie is vulnerable to Magic energy attacks...
My question is What about Psi-Swords? Or other Psionic energy attacks for that matter.
Should they do Full Damage, Half Damage, or No Damage???
Answer: Full Damage.
Question: Do Ley Line Tendril Bolts produce proportional heat/electricity either in what they strike or around it? Or are they merely force?
Answer: Pure Magic energy with no real physical backlash
Question: last night at our game the dm had a npc call lightning on one of our party. making a long story short,a 2 hour rifts debate started when i said,just kidding around mind you,that its a wonder his gear doesn't short out. the dm rolled almost all 6's,it was crazy. the room fell silent and just stared at me. "does his stuff short out" every asks me. "no" i said, but i could not find anything to back up my call. of course my friend stood on the table screaming,NO,my stuff wont short! it was funny,but was i correct and is there any thing in the books that i am missing? thank you all very much for your time with this question
Answer: If call lightning had other effects besides damage, they would be listed in the spell description. As always, you are free to houserule whatever you wish.
If you wish electronic equipment to short out, see Coalition Navy for the effects of EMP on both shielded and unshielded equipment.
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#13: Author: Guest, Posted: 1 Jan 2006 12:13
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Question: Does anyone have any good examples of tw armour? Of all the things i have done with rifts ( i LOVE this game), i have never actually used, or even read for that matter Techno wizardry.
Answer: Seige on Tolkeen One gave good outlines of what can be done wiht TW armor.
one good exsample, is an armor with Impervious to Energy, Invincible Armor, and Wingless Flight
you should check out the TW sections in the Book of Magic and RUE when you get a chance. They are freaking outstanding.
Question: 1) In the old rulebook and new, it says it takes you 2 rounds to get out, but if anyone shoots at you inside it, then will that damage the magic net, but how can it, when it got no HP, SDC or MDC?
2) What if you got more then the average 4 attacks, will you not get out faster? if your weapon does more damage, will that not also get you out sooner?
Answer: 1. Normal weapons cannot affect the net. Only magic and MD weapons.
2. It takes 2 melees to cut or blast out. The number of attacks per melee does not matter, and the amount of damage does not matter. Why? Because it's magic. If you want a BS explanation, it seems that the nature of the spell is such that the net's damage capacity varies depending on who the net is cast on (and even who will be assisting that person's escape).
3. A called shot is required to hit the person inside the net without damaging the net. This would only be important if the person inside the net is unable to escape on their own, because then if you spend 2 melee rounds damaging the net by attacking them, the net will be destroyed. Of course, the person has to sit there helpless, taking that 2 melee rounds worth of damage... So they may well be dead before the net is destroyed.
Question: 1) Ok so our group had a nice big arguement about this one. On page 189 in the new Ultimate edition under magic combat it reads "When firing off a Level 1-5 invocation, roll initiative on a D20 as usual. The high roll wins, meaning whoever has the initiative gets to attack or fire first." now the arguement is that one of the group belives that everytime a magic user uses a spell he rolls a sub-initiative within the normal round against the attacker. while others belived this was just stating that a magic user has to roll as normal to be in the round.
2) the second portion was a magic user (line walker in this case) can counterstrike using a spell the excat conditions were as follows
Line walker has no body armor on (as it was shot off) and uses his attack to cast Energy field to protect himself Two attackers are moving in at 50ft away and as one of them fires the line walker casts Magic net as a counter strike.
Now the new magic rules state that casting magic levels 1-5 is only 1 attack so some belived that the counter strike was valid
While others belived that magic can't be used as a counter strike
Answer: 1) No it merely means that they roll initiative as normal. After initiative is rolled then they continue combat as per normal. There is no rerolling initiative with each casting.
2) Yes magic can be used as part of a counter strike and or simultaneous action as long as it can be cast in one action
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Question: The 10th level spell Speed Weapon state at the end of the description that it cannot be used on magic weapons including bio wizard, rune, techno-wizard weapons and automatons. I take this to mean that someone cannot cast it on their Dragon Thunderer Hammer or TW Flaming Sword but can it be built into a TW weapon and activated that way?
Answer: Yes. Several published TW swords do in fact employ the Speed Weapon spell this way.
Question: I was reading across the Federation of Magic book and I came to this sudden issue. Would there be a save vs. magic for such techno-wizard items as the "Whip of Pain" found on page 118, "Paralysis Staff" found on page 119, and "Flash Freeze Grenades" found on page 117? If so, what would it be?
Answer: Unless specifically stated otherwise in the item description, any required saving throw would be the same as the spell the device's attack is based upon. If it's just damage, then there is no saving throw, just a parry or dodge or whatever.
Question: Can a Mystic Ninja, being able to siphon both P.P.E. and I.S.P., activate western and newly created eastern Techno-Wizardy? I know about elemental shurikens, but those aren't really products of Techno-Wizards. I'm talking about those with which one must actually summon energy into a weapon to activate it. Can it be done by them?
Answer: Yes. As a psychic the Mystic Ninja may use TW devices intuitively, and can power them by expending I.S.P. equal to twice the listed P.P.E. cost. Whether one would want to is another matter...
Question: Amid the natural abilities listed for the avian based D-Bees Hawrk-duhk, Hawrk-ka, and Hawrk-ohl, it states that they are "impervious to magic." What exactly are the boundaries of this ability?
Obviously all spell effects are, well, ineffective, consequently TW pistols and such would also be ineffective. But what about enchanted melee weapons?
Answer: Spell effects only. Weapons are unaffected.
Stab them with your rune weapon but forget the fireballs it spits.
Question: I have a gaming friend telling me Impervious to Energy will protect them from the spell Annihilate. Is this true? I disagree, I believe it still harms, but I need a ruling on this.
Answer: Impervious to Energy does not protect from antimatter or explosions/implosions so it should have no effect against an Annihilate spell.
Question: When you use the body parts of a supernatural creature (say dragon claws and teeth, or even coating a staff in dragon skin or intestine) does the body part retain the supernatural properties that would have enabled to original creature to harm other supernatural monsters when alive, and can you use your clawed spear or fang dagger to hurt supernatural monsters like vamps and werewolves?
Answer: No.
Question: I was wondering if when building TW items if the Techno-Wizard needs to know all the spells involved, or if they can have someone else who knows a particular spell required to do it cast it for them at the appropriate time?
Just wondering because a Techno Wizard and a Warlock in my player group wish to "collaborate" on a few items.
Also i'm curious if the answer to the above is yes, the TW is lv 3 and the Warlock lv 4 so does the spell that is cast on the item remain that of the level of the caster or that of the level of the maker?
Answer: (based on new material in RUE): No, the Techno-Wizard must know the spells to create the item, as per RUE, page 131, under Step 3 of creation guidelines, Determine How Many Spell Chains Will be Needed.
Question: Greetings, quick question is the AR of 4 for Energy Field in HU, a natural AR, it seems to me that it should be or the spell is absolutely useless.
Also the rifts version seems to be a little to static as well, unless you put it in a talisman then it might be useful to annoy people with, drop it on some group with missiles, if they use the missile they will injure themselves severely, if not they will take a while to escape?
Answer: That's listed in every version of the spell I've seen, and doesn't really make any sense. As an impenetrable bubble, the spell should provide perfect armor coverage, i.e., absorbing all damage and letting none through to the interior.
I can only figure that the purpose of the AR listing was to denote that the Energy Field itself has no real armor protection of its own, always taking damage unless a complete miss is rolled (akin to the Analytical Genius' concealed armor, which provides SDC protection but has no AR).
Question: The Techno-Wizard can alter a laser pistol to work on P.P.E. spells, in this case he uses the standard conversion. Globe of Daylight and Energy Bolt to form a 2D6 M.D. blasting pistol.
Does pistol Weapon Proficiency still give him his +3 to aimed shots, and +1 to burst.
Answer: Yes, it's still an Energy Pistol, only the power source is changed. P.P.E.-converted TW weapons receive bonuses from all skills appropriate to their type (W.P. Energy Pistol/Rifle/Heavy, Sniper, Sharpshooter, etc.).
Question: Do you need W.P. Energy Rifle/Pistol to use TW weapons like the TW Six-Shooter, the Starfire pistol, or the TW pistols in the Coalition Navy, or is any ol' W.P. for "firearms" usable?
Answer: You don't actually need any W.P. to use the weapons, as usual (so long as you meet the other requirements to use a TW device).
To use them with proficiency though, you need the W.P. appropriate to the individual weapon type, e.g. W.P. Revolver for Six-Shooters, W.P heavy Energy for Starfire cannons, etc.
Question: Ok, say I am a technowizard, and I create...a magic flashlight that casts a beam with the properties of sunlight...for this I use blinding flash and globe of daylight. The battery life is one week constant use, replenished with a casting of Call Lightning.
Now, for a wizard the replenishing cost is simple, he casts call lightning once and the thing is recharged.
BUT for a techno-wizard, they are said to cast their spells at half effectiveness unless cast through a technowizard device. So for him to charge the device is it:
A: the charge is considered THROUGH the device and he only needs to cast call lightning once
or B: He must cast the spell twice because his spells are only half as effective...
I am totally sure it is A, but I had a 3 hour arguement with my GM who thinks its B. (Leaving trips to Lazlo a horrifying experience what with all the literal call lightnings pounding into devices to power them...)
Answer: You are correct. Any spell a Techno-Wizard casts into his devices functions at full power.
Of course your GM is the final arbiter.
Question: I can't find in any of the books where it says what the negative to strike someone affected by Invisibility: Superior is when you have See the Invisible. What is the negative?
Answer: The penalty is -2. Many newer books list it in the description of the Invisiblity: Superior spell.
Question: ok So i've read the Fleet feet spell and it basically says you can do everything twice as fast(though not always as well) you move twice as fast, you get to attack twice as many times, but do you also go fast enough to cast twice as many spells??
Answer: No. Spellcasting takes half or all of your attacks per melee, depending on the level of the spell. If your attacks per melee have been doubled by a Fleet Feet spell, one low level spell will still use half your total attacks (rounded up), but you'll at least have more attacks than usual leftover if you wish to combine spell and melee actions in a single round (e.g. a wizard with 4 attacks per melee will have 8 under the effects of a fleet feet spell. He can cast one low level spell at the cost of 4 attacks, and have 4 left over for other maneuvers, or he can cast two spells and use all 8 attacks). Additionally, the lack of precise control caused by the Fleet Feet spell may be considered an impediment to spellcasting, at GM's discretion.
Question: Does the spell Repel Animals work on non-sentient Supernatural Creatures? For that matter will it work on sentient supernatural creatures like pegasi, unicorns, drakin, werebeasts, etc? Because humans are technically animals will it work on humans and human like d-bees?
Answer: The spell only affects normal unintelligent animals, which are what Palladium rules normally classify as animals. Animal-like but intelligent or supernatural creatures such as pegasi, fury beetles, dragondactyls, etc., are normally classified as monsters.
Question: Under all versions of the Necromancer rules it says that the skull of a dragon is the most coveted item in a Necromancer's arsenal. That by wearing it they gain many powers as well as the breath weapon of that type of dragon.
Now I have little problem with that.
Fire Dragon, Ice Dragon, Thunder Lizard... all the dragon breaths are set down in the Dragons and Gods book.
Even if the Necromancer slew a Hydra I can understand the ruling that he'd have to switch from one skull to the next if he wanted to switch breath powers.
But not all Dragons have breath Weapons.
One type (the name is something that begins with the letter U) sings powerful melodies
The Basilisk has petrifying rays that blast out of it's eyes.
So my question is are these powers/attacks available in the absence of a breath weapon?
Thanks
Answer: Well... it's just been done.
We did it in game play tonight and one Game Master decided it was possible.
Of course I can see the drawbacks to this, it's not as vercitile as a breath weapon. Rather than a cone it's a narrow pair of rays... and unlike a blast of fire, strafing is probably not an option with this power.
It's a one-at-a-time sort of thing... and at 50 PPE a go, using the helm just for it's petrifying properties... well... you can cast a lot of fireballs for that much.
Question: k seams the Temporl warrior in the pc group likes to use her Timewarp: age spell.
the question was, if she used it on a juicer would it just age them like the spell states or will it also trick the body into thinking its time for the last call on the juicer.
Answer: It only ages the person, not the effects on them. For an instance with a poison within the body, the spell would not accelerate the damage done, it would be the same poison in a much older body. Same with spell effects, equipment carried or cybernetics implanted (eg Crazy insanities). So I'ld say no to Last Call as these are the result of extended abuse of the body.
However, I have considered the effect of this spell on a Juicer, as you have now a very old man or woman strapped into a system pushing their muscles and organs to the limits of a young person or someone in their prime. They would still be able to do things beyond a normal person's capabilities, but it would take a toll on the body (eg heart attacks, hemoraging, etc)
Question: In Palladium Fantasy, are characters able to overcast spells? For example, is a level 2 wizard with enough ppe to cast a level 3 or 5 spell able to cast it with or without drawbacks? Or are the rules set up to have level 1 spells available to level 1's and lvl 2 spells to level 2 etc...?
Answer: Wizards can learn and cast any spell of any level if they have enough PPE for it. There is no casting penalty for the wizard trying to cast spells higher than his character level.
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#2: Author: Guest, Posted: 24 Feb 2005 11:24
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Question: I am looking through Rifter 28 and it's selection of shadow spells. On the shadow-lord section, they mention spells such as shadowblade and shadowsight, yet on the spells after there is no such spell. Is there a book where they can be found, or is it a simple mistake of omission? And another question, what are the rules on Shadow spells for learning? Is there a specific o.c.c., or can any ley line walker aquire them?
Answer: Well I don't have Rifter 28, but all of these are mentioned in Rifter 20. the names in parenteses are where the spells can be found.ie. Brethald Library, Federation of magic, Palladium Fantasy rule book, Mystic Russia, or in Rifter 20. As for learning the spells, I belive Shadow Magic, as noted in Rifter 20: "..Select list of spells otherwise unknown to the rest of Palladium..." of course this is always left up to the GM, but this was one of the rare magics lost and comes with a price.....
Question: I was reading across the Federation of Magic book and I came to this sudden issue. Would there be a save vs. magic for such techno-wizard items as the "Whip of Pain" found on page 118 and "Flash Freeze Grenades" found on page 117? If so, what would it be? I would figure since they're from Stormshire that the base would be between 14 and 16, but I need a majority ruling here.
Answer: Saves are based on the level of the TW who made the weapon.
Since it doesn't say it's best to assume 10th level as most that do say are 10th level.
Question: Would creatures such as Seljuks that can't cast magic because of biological limitations rather than cultural biases be barred from the learning the spells and abilities from this (Yggdrasil)?
Would they still get the insanities, or do those only come with the magic?
Answer: They get everything.
Too bad for them Yggdrasil doesn't give PPE.
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#3: Author: Guest, Posted: 1 Mar 2005 11:28
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Question: If they intended Techno-Wizards to be able to just make whatever they wanted, wouldnt' they have mentioned it? Or had some sort of guidlines on device creation?
Answer (based on new material in RUE): TW construction rules can be found in RUE, pages 129-135.
Question: A lv 1 magic user in my game would like to steal the PPE energies neccessary to cast a spell. To do this he would like to walk through a town and draw PPE from the unconcenting townsfolk before casting.
This doesnt seem like it should work, but that could just be my misconception.
The rule in rifts main book page 162 states that he can draw from two individuals at ranges up to 10 feet away. it doesnt state if he could collectively build this energy by moving on and taking from two more and two more, that just doesnt sound like it would work in my mind, but i have seen no clarification either way.
Answer: He can officially hold up to X3 his max PPE for his PE in minutes.
Last edited by Guest on 30 Sep 2005 19:18; edited 1 time in total
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#4: Author: Guest, Posted: 29 Mar 2005 05:47
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Question: I have a player with a shifter character who currently is linked with the supernatural, and has a wolf familiar. This character also has recently expressed a desire to use the spell "summon greater familiar" from Conversion book one. My question is about the number of familiars, while I cannot find it stated clearly in the books, I was under the assumption that one could only be linked to a single familiar. Is he capable of summoning a greater familiar?
Also he has expressed the desire to have his wolf familiar track a group of mercenaries who has several dog boys among them. Would the mystical link between shifter and familiar be able to be sensed by the Dog Boys.
Thanks alot for your answers.
Answer: 1) Summon Greater Familiar doesn't actually summon a familiar, so yes, he is capable of using the spell while having an animal familiar, within the usual limits of the Shifter (see Dark Conversions, page 180).
2) Yes.
Question: question say if a spell like superhuman str was cast at a machine person, or a borg would it have any effect.
2nd question could a machine person pg.77 phaseworld activate a talisman, or scroll
3rd what would happen if a machine person or a droid was to enter into a warded area, would the ward respond where they are technically, not living things
Answer: 1) Magic in will work on borgs, even stuff like superhuman strength, though they have a resistance. yes, and they will set off Wards, because they ARE living things, which is why they still have HP.
2) No.
3) Yes. Wards don't care if the target is living or not.
Question: Is there a TW PPE storage device? something you can use as a battery for casting spells?
Answer: There are plenty of PPE storage devices, the most common is a talisman (see spell description), of course those are limited as to who can recharge them. Another is the Wormwood Life Force Battery, but those aren't too man portable. In Federation of Magic there are TW weapons that use what is referred to as a PPE clip. These clips are specifically stated as being created via the talisman spell. Thus I see no reason why a TW couldn't produce a storage device (or devices) for his/her/its own personal use (talisman) or general use (PPE sphere) by utilizing either of the spells that Jason mentioned. Rifter #2, page 88 mentions PPE Batteries being made from Emeralds. Although I recall reading somewhere about both Emeralds & Diamonds being useful for PPE batteries, mebbe I'm having delusions of grandeur. Also, as an example of constructed PPE Batteries, page 96 of the same Rifter gives an example.
Question: This might be somewhat related to a previous topic/discussion about who can or can't use Techno-Wizard PPE Clip items, but I didn't want to get too far off topic in that thread.
So, as the subject suggests, can Techno-Wizards (in particular Player Characters) create items that can be used by anyone? And if so, how do they go about doing it?
Are there specific rules to do so, or is it just simply deemed by the person who creates/writes up the item's game mechanics who can or cannot use it?
Answer (based on new material in RUE): 1) Despite some statements (such as the RBOM and Merc Ops) that only certain people can use TW items, it's obvious from several weapon descriptions that there are TW devices which can be used by anyone.
2) TW construction rules can be found in RUE, pages 129-135.
Question: Ok, My question is, can a shifter have a land ray as a familar. Cause in the main book it states that animals that do have psionics only have a basic few and don't use I.S.P. And under the shifter description, it states that the animals for a familiar are found in either the psionics area in the main book or the almost 200 in monsters and animals. The guy that has chosen this for a familiar says it should be aloud cause it is low animal intell and is sdc, I say it shouldn't cause it is an alien and uses isp wich would make it not count as an animal.
Answer: Yes.
Question: I'v seen it stated that nonmages or nonpsichics cannot use a precharged TW PPE E-clip.
I want to hear both sides of this one:
Who can use this weapon and why? OR Who cannot use this weapon and why not?
Answer: If the TW item has a listed P.P.E./spell (and/or I.S.P.) cost listed to activate the device, special functions, etc., then it can only be operated (in that mode or at all) by Practitioners of Magic and/or Psychics (as appropriate, i.e. the Amaki TW Psi-Blade can only be operated by psychics, likewise, the Battle Fury Blade can be used by anyone, but it's special "Battle Fury" mode can only be operated by Practitioners of Magic). Weapons with an "or" listing allowing the weapon to be used with a TW PPE-clip or by powering it can only be powered by a Practitioner of Magic and/or Psychic. TW items with an internal PPE/ISP supply can be used by anyone to power any special functions (i.e. the Splugorth Bio-Power Armor (Lesser)). Disregard the note on page 21 of the Rifts Book of Magic. Disregard the note on page 138 of Rifts Merc Ops.
Question: Can one activate more then one TW item at a time?
Then could one activate two in a single action but still deduct two actions from the overall amount? Not trying to cheat the system, but it just recently came to my attention and i'd kind of like a guideline incase it ever comes up.
Answer: Each activation counts as one action.
No.
Question: The Faerie's Charm...
I have ALOT of Rifts books, but I can't find the stats for this little spell/ ability anywhere in them and one of my friends wants to play a faerie...
I have the Conversion Book {original}, wherein it says certain types of fae get this but then it doesn't have a description anywhere...
Answer: Have you tried the Rifts Book of Magic? If it's not in there the only other places I know of are PF2e (p. 196) and HU2e (p. 326).
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#5: Author: Guest, Posted: 1 May 2005 08:12
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Question: It says that when at or near a nexus point, all magic is x3 in duration, range and damage.
Does this apply to magic items and Techo-wizard items?
1) Does a Rune Sword do more damage per swing?
2) Does a Rune Sword's Spells have better range and damage??
3) Does a TW flame sword do more damage?
4) Does a TW rifle that fires Fire Bolts (like the spell) have better range and damage?
Answer: 1. No.
2. Yes.
3. No.
4. Yes.
Just spell effects, wards, & circles.
Question: I was wondering if, like almost all other magics, magic tattoos range, duration etc would be effected by being on ley lines/nexuses. I would guess that it is but it isn't mentioned one way or the other as far as I can see in any of the books, so I'm just looking for other opinions
Answer: Yes, they would, the tattoo effects are spell effects.
Question: The other thread on Tattoo magic made me think about other forms of non-spell casting magic and if Ley Lines had any effect on them.
At first I said "No," because the strength of the spell on the scroll isn't dictated by the level of the person using a scroll; the spell has the same effect from a 1st as a 10th level user. The magic is in the scroll itself, not an external source, like a mage or ley line.
Am I right or wrong?
Answer: It matters where they are activated not where they are made.
Question: The Thunder Gun in the New West book, Page 214 lists Fly as the Eagle as a component, though it doesn't give a PPE cost for it like the other spells. Is this a typo? Why would the gun need that spell?
Answer: It just happens to be the particular magic needed to propel the the bullets probably. None of the other spells provide the means to do as much serious damage as the gun itself does. As for the P.P.E. not being listed, that was a simple mistake. Regardless of reason, it's still a requirement for a Techno-Wizard to have.
Question:Quick question about mages ability to absorb PPE.
If this is used in the vicinity of another mage, do they detect it? If so, do they know the source of the person sucking PPE from everyone?
Basically, if a mage feels another mage trying to steal their PPE, do they know it is happening, and could they locate the person?
Just something that was brought up in our New West game, and our Shifter seems to think mages automatically detect it. I'm on the fence about it, and would prefer actual rules if there are any.
Also: How often can Mages steal PPE? I didn't see any limitations on this in the RMB.
Answer: No and you can't take a mage's PPE.
Even the person who lost the PPE can't tell.
Pretty much as often as they want.
Question: According to the rules of invisible superior, could a mage give attacking command to animated dead, and still remain invisible?
Answer: Yes.
Question: See the Invisible versus: Bend Light super power or Invisibility Haze (Psi Invis in Rifts)
I've got people saying
STI works versus all...
Bend Light forces the light around you and visible light doesn't interact with you so STI doesn't work...
Invis Haze doesn't really work the same, since it's telepathic so STI is useless...
since STI will "put a body" on something that doesn't have one (like entities)...
Answer: See the Invisible won't "see" Bend Light or Invisibility Haze (Or Chi Zoshiki for that matter).
Question: Attaching a Battle Stone to a weapon enchants it so that it will inflict x2 damage. My question is whether or not this bonus would be applicible if the Battle Stone was attached to a bow, ballista, or similar ancient missile weapon?
Answer: Yes.
Question: Can you activate a TW enhancement on your armour (like Armour of Ithan) during the first attack of casting a spell? This is the first attack, where your not doing anything else except casting, not the second attack, where the spell is actually completed and released.
Answer: No.
Question: What book & page number can I find specific information on Ley Line Storms?
Answer: The Atlantis and England world books, both on page 12.
Underwater ley line storms can be found in Rifts Undersea.
You can also find rules for Ley Line Storms (or Blue Zone Lightning Storms) in Chaos Earth: Creatures of Chaos, p. 15. See also RUE, page 192.
Question: Can the spell Sub-Particle Acceleration be used to charge a P.P.E. clip, just like it does for a regular E-Clip?
Answer: No.
Last edited by Guest on 30 Sep 2005 19:23; edited 1 time in total
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#6: Author: Guest, Posted: 31 May 2005 19:07
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Question: 1) Can a Dragon jucier use TW devices?
2) Can a Dragon Jucier power & charge TW devices?
Answer: 1) They can use some.
2) No.
Question: Is there a formula or a specific set of rules for creating Techno-Wizard equipment? It never really elaborates on that in any of the Rifts books I've read. If there is, would someone please be kind enough to post it here?
Answer (based on new material in RUE): TW construction rules can be found in RUE, pages 129-135.
Question: Lets say a summoner has a circle that opens a rift to bring someone across i.e. demon, deevil or other.
Is it possible for the summoner to jump thru the rift? nevermind why he would do this, we just want to know if it is even possible.
Answer: No. Summons are done through teleport, and not through "Rifts".
Question: Some character classes don't eat or drink food or water, but as you already know they consume PPE to serve. via Psi-stalker and Psi Slayer and some others. I understand the concept of this very clearly. However i am confused about the victim of the PPE drain. For some strange reason I think that i read that the act of draining someones PPE is extremely painful. I relate it to ripping out someone's soul, their potential psychic energy that is double at death. Kind of fits with the soul (if you believe in that) being released from the body. Would someone willingly give a friend Psi-stalker their PPE (soul) to feed upon?
Answer: A mage taking someone's PPE is painless.
I don't see why, other then the cut needed that a Psi-stalker's drain would be painful.
As such I don't see why someone would be put off by the pain so as to not allow it. There would be other reasons not to allow it but just not that one.
Secondly, PPE is not the "soul."
Question: 1) The dragon rod can fire out energy blasts as listed under the description as fast as you have number of attacks. However, do those energy blasts require strike rolls, or do they operate per the spell?
2) For that matter, do spells cast from a TW/rune/Magic item cost 2 attacks or max out at 2 attacks per round like normal spell casting?
Answer: 1) Strike roll.
PP bonuses apply.
2) One blast per attack.
Question: Is the ability to use a TW item and the ability to charge a TW item linked? In other words can a character possess the ability to use a TW item but not to charge them? Or are the terms "use" and "charge" interchangeable?
Answer: The terms are not interchangeable.
Question: Can a Diabolist summon something like a gryphon or pegasus with summon animal circle?
Answer: No.
Question: The powers that a Stone Master can draw from gems lists a duration of one minute per level of experience. (see Rifts Atlantis, pg. 102-104)
The specific gems/stones listed each indicate what powers can be drawn from them and state "same as the spell" or "same as the psionic power" with a book and page number to reference.
Now, each spell and psionic power has its own listed duration as well, so which one should be used?
Answer: The duration is not the duration of the magic being activated.
It is the duration of that particular use of the gem.
For example a small gem can be used 3 times before it crumbles.
That does not mean three spell effects.
That is three uses. A 5th level mage can continue activating the stone for 5 minutes.
After those 5 minutes are up activating it again is another use with another 5 minutes.
Last edited by Guest on 30 Sep 2005 19:24; edited 1 time in total
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#7: Author: Guest, Posted: 1 Jul 2005 11:31
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Question: If I had a sword with flames dripping blood tatoo how many does it count as?
Answer: One.
Question: Are Tattoos affected by ley-lines and Nexus points too? Meaning that if you were to activate one near a nexus point it would have triple the range,duration, etc?
Answer: Yes.
Question: Can more than one energy sphere be given or created for any one person?
or is there a limit?
Answer:
There is no indication that you cannot make more than one energy sphere.
So if you have enough PPE, then you should be able to do it.
Question: I'm in the process of creating a Mystic Kuznya (From Mystic Russia) as an NPC. Now, one of their few automatic spells is Superhuman strength. The description in the original Rifts book is " The incantation magically increases the character's physical strength to 30, and physical endurance to 24 and adds 30 sdc for the duration of the magic."
Now, I don't have the book of magic yet, and obviously don't have the updated main rifts book yet, so I don't know if this has been changed, but the spell, as written does not say if the strength increase becomes SN. And it doesn't say what effect if any it would have on a character like my Kuznya, who when all was said and done ended up with a SN PS of 45, and a PE of 23. So I'm wondering if that spell becomes a moot point for him as anything other than a tool in his forging of tools and weapons.
Answer: Rifts Book of Magic, page 109 states that the strength is Supernatural P.S.
Question: I want to create a rune weapom, a very spcific one, for a campaign Im setting up. The prblem is I cant seem to find a set of rules for making your own Rune Weapon, the only Rune weapon info I have found in any great abundance is the list of weapons in the Atlantis world book. So my question is, is there a creation table/setup for rune weapons and if so, what book is it in?
Answer: Use the list of common abilities and go from there.
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#8: Author: Guest, Posted: 31 Jul 2005 18:53
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Question: Would anti-magic cloud negate a dragon's ability to teleport, shape change, and it's breath weapon?
Answer: No Effect.
They are natural abilities.
Question: Also, a temporal warrior wanted to cast s-dep and time warp:age on a robot (artificial intelligence, about the size of a skelebot). How would you play it as affecting them? I deemed the time warp:age to simply take his armor and divide it by 2, and he never got the s-deep off successfully. These really are VERY powerful spells... if s-dep or whatever it's called worked, they would have taken down the main boss in a heartbeat.
Answer: No effect on robots (possibly Machine People) or any equipment for that matter.
Time Warp age has no effect on something with no life span and Sensory Deprivation affect bodies of living creatures.
Question: he rules of rifts state that amages magic attacks are drastically different than their physical number of attacks. How would this play out in actual game time?
Ex.
1 apm for a spell lvl 1-4?
2 apm for spells 5-8?
and 3 apm for 9 and above?
does this mean that they must activly spend that time ( in game time...1,...2,...or 3 consecuitive attacks) preparing those spells?
or does it mean that to cast anihillate is a single action that takes up three attacks? ( simmilar to a power attack?)
Answer (based on new material in RUE): RUE (page 189 for spells, page 187 for Rituals) has new rules for spell casting times. How it works is the number of attacks (or time) needed for the spell to be cast means they spend that whole period casting the spell, so yes, they have to actively spend that time preparing/casting those spells.
Question: i think i read somewhere that if a mage takes damage while reciting a spell/incantation/ritual, their spell is negated and the ppe lost.
How should this be applied?
if the mage is wearing armor does that count? or does it mean if the mages bare skin is damaged?
what about magical force fields and form fitting magic armor spells?
are these considered "the mage",...they are in his possesion/controll, or are these buffers for defence against this very issue?
if they aren't is there some kind of " concentration check"?...a skill perhaps?
Answer: PPE is never lost if a spell in interrupted.
Some can be lost when a ritual is interrupted.
Spells can only be interrupted if the mage takes physical damage. Taking damage to armor of any kind or force fields do not count. Alternately forcing the mage to use a melee attack on something like dodging or being knocked down will also interrupt the spell.
Question: Can a player cast armor of ithan then armor bizarre then invincible armor on himself and have them active at he same time. if so how would the recucion of the mdc of the armors be handled?
Answer: Survey Says: You can only cast 1 armor spell at a time. casting more than one means wasted PPE. Whatever is on first stays until dispelled or duration expires. in no case does the Armor layer or MDC stack.
Question: In your openion is it possable to create a zombie from something other that a humaniod...Like for example: lizard men, titans, wolven, dragons, goblins, dogs, etc. If so, what would be +'s/-'s, stats, etc, would they retain any of their natural gifts?
And also, the same goes for animated dead and mummies.
Answer: Yes and they would still have that same basic stats.
Except for a Dragon. I would not allow that. Not as a standard undead or animated dead anyway.
Question: Where is the heck does it talk about demon's teleport? And how is it similar to a Titan's ability to dimensionally teleport?
Answer: only certain Demons have the power to dimensionally teleport.
no more is ever said on the subject than on the titan's dimensional teleport.
a Bal-Rog has the power to D-teleport
a lasae does not.
it will say if they have it under the individual's discription
Last edited by Guest on 30 Sep 2005 19:25; edited 1 time in total
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#9: Author: Guest, Posted: 1 Sep 2005 19:59
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Question: A friend of mine mentioned that he read somewhere about a magic circle that could restore attributes. For example after a resurrection, I could enter this circle and gain back the P.E. point(s) that I lost.
Does anybody recall reading about this anywhere? If so, where?
Answer: Nope.
As far as I can tell, it's made up.
Question: Alright, reading the acctual definitions of these spells didn't serve any function, so hopefully someone here will be able to help.
1) With the spell Apparition, the spellcaster can create a "realistic apparition in the form of a horrible creature or weird thing" that will attack those who fail to save. Are there any limitations on the creature's power, or does it regain all it's abilities? Are there any limitations on the acctual type of creature, or can the spellcaster create a Splugorth every time?
2)Also, with Annihilation, after the original sphere of Anti-Matter is created, is there a timeframe where by it must be thrown? Or can it be kept around like a Fire Globe? I've heard some say that by focusing concentration only on the sphere can it be maintained, but any rough jostle may cause it to explode...
Any clarification would be greatly appriciated.
Answer: 1) Given the line about the man-eating refrigerator, it seems that there is no limit -- not even sheer absurdity -- to what form the apparition can take. The apparition however possesses NONE of the powers and characteristics of that form, only the appearance. The caster can make a Splugorth every time, but that illusionary Splugorth only has the stats listed in the spell description (note that newer books define the "incredible physical strength" of the apparition as a Supernatural P.S. of 25).
2) The wording of the Annihilate spell is messed up, but the key is that the duration is "Instant."
The caster does not physically throw the anti-matter sphere as he would a baseball; if he touched it, it would explode. This is shown by the fact that the sphere "appears above the open palm" of the caster (BoM 150).
While the description also says, "The spell caster may hurl this globe at any target within 500 feet," this does not mean that the caster has the option to NOT hurl the sphere; just that he has his choice of targets.
It also does not mean that he physically throws the sphere, for the reason mentioned above and the fact that he gets no PP or targeting bonuses to strike with it.
The sphere is instantly, magically hurled towards any target within the 500' range as soon as it appears above the caster's palm.
Question: I've never played a Shifter. In all truth, it never much interested me. But now, looking at the O.C.C. in Dark Conversions, I think, 'hey, why not?'.
But here's the issue. I'm slightly confused. How do they summon things from Rifts? Do they sit outside a nexus point and wait for something to happen, and then when it does yell,
"I choose you...gargoyle!!" (forgive the Pokemon pun)
I mean, how does their abilities exactly work with summoning creatures?
Answer: They use summoning spells.
They are the ones with Summon and control in their names.
No a dragon is not allowed. A dragon god but not a dragon.
Question: 1) Time Hole
First of all if i were in a moving vehicle and went into the time hole when i came back out would i be back in the vehicle or in the spot i went in.
Can i carry someone into the time hole either full size or shrink them and put them in my pocket.
what happens if i try to leave something their will it be their when i return?
2) Fire Globe
the book says i can create one and store it for later or give it away for for two weeks per level of warlock at 5d6 damage.
if i were to create it at a ley line it would double the duration and damage. what i'm wanting to know is will the new attributes(10D6 4weeks) stay with the Globe i created until used or expired.
Answer: 1) In the vehicle.
Nope. Self only.
It comes out with you. You can't leave anything in it. The area ceases to exist when the mage isn't there.
2) I'd say no, it would drop back to your normal amount....now if you went back to a ley line/nexus to use it, then it would have the extra "oomph"
Question: Can Chiang-Ku Dragons learn conventional magic in addition to their Tatoo Magic as described in RIFTS England? It did not place any O.C.C. restrictions on them indicating that they could not. Years after we allowed a Chiang-Ku Hatchling to start in our group, as a Ley Line Walker, we found mention in the Atlantis book that those that possessed Tatoo Magic could not use conventional magic. Any pointers? This character is still active in our campaign, I'm just curious if this character is technically 'illegal'.
Answer: Yes, Chiang-Ku can learn conventional magic in addition to their Tattoo Magic.
Question: The Water Warlock spell Ride the Waves does not indicate if the magic must be cast on water, or if it can be cast on land. Also, does the wave move in any direction, or a single direction? Also, does the wave effect its environment or does it only "do what it does?" and ignore or pass through the environment? And finally, is there any restriction on the height of the wave?
Answer: The Wave is PROBABLY only summonable on a body of Water; many Spells that can be summoned ANYWHERE, like (Rifts) "Create Water," usually specifically state that they can be used anywhere; the Spell that you are asking about does not.
The Wave is apparently no "taller" than a regular Wave. And since the Authors don't give you a maximum Altitude/Height, you can't use the Wave to go to any height that you want.
Consider the possibility that the Authors might want, say, an Air Warlock to go to heights that his Counterparts could not.
Since NO Damage Values are assigned to this Wave, one could argue that in "real life," the Wave WOULD effect the environment like any other body of Water, but here, for Game Play purposes, nothing else would be affected.
Question: It doesnt state the effect of ley lines and/or nexus on magic. IE...spells do double effect on ley lines... like it did in the original rifts. Is this info just missing or is it gone. I do notie they still have the effect for psi's.
Answer: On page 138 of the Psi section it says that "like the men of magic, the psychics powers are enhanced when near a ley line nexus point." See also page 186 in RUE. The right side under Ley Lines and Nexus Points I hope this is what your looking for. This is the only other thing I could find.
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#10: Author: Guest, Posted: 30 Sep 2005 19:26
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Question: As we all know Magi cannot wear full suits of metal armor or armor made from "man-made" materials without suffering certain penalties to their spellcasting abilities. The question is, would the resin armor so very popular with the denizens of Wormwood subject the Mage to those same penalties? It is my opinion that the resin, an organic substance anyway, spewn forth or mined from the living planet would, like M.D. animal hides, allow our more combat oriented spellslingers to armor up and increase their survivability on the field of battle. Some of my fellows however disagree, maintaining that it is still somehow an impediment to the flow of magical energy despite the fact that it is an organic compound.
Thus I'm looking for a general concensus from you learned folken.
Answer: No penalty for Resin armor.
Question: the new rules for ppe available from ley lines is 10 ppe per melee 20 for a nexus. does that mean that after 2 melees in on a ley line, u have 20 ppe or is it when the melee is up, that ppe is wasted and another 10 can be used? and if the energy can be held, for how long can it be held?
Answer: See RBOM, page 21.
Question: I've been looking through the changes/clarifications for magic in RUE, but I've noticed something is missing. There appears to be no information on exactly how much PPE one can absorb through ley lines or blood sacrifices, nor how long you can hold it.
I'm at work, so I can't check my other books, but can someone tell me if this is correct: You can absorb up to double your base PPE and hold it for your PE in minutes?
Answer: See RBOM, page 21.
Question: I was wondering if it is possible to create multiple Zombies as per the incantaion in one night provided enough PPE is available.
Answer: Yes, it is possible.
Question: I have been scouring the RUE and can't find any mention of ley lines doubling magic range and damage, save for a select few spells.
Does this fall in the category of major rules update, omission, or my personal inability to read? I was able to find several references to psychic classes getting increased effect at ley lines and nexus points, but nothing for magic.
Any response is greatly appriciated, especially if it includes a page number
1. If the rule is still intact, is it the same as the info in my silver eddition?
2. If there are new rules, are they in a suplemental book, or perhaps on a spell by spell basis?
3. How are supernatural creatures (dragons) effected on a ley line?
Answer: 1) Yes
2) Nope
3) Same as everyone else.
Question: I've always had the impression that Ley Lines were constantly shifting, moving, and changing, similar to electricity on those flat glass circular Spencer objects with the hundreds of white beads in the center. However, as I read into them more, I can't find anything to support that idea. Are Ley Lines completely stationary all the time, always found in one spot, or can they shift and move, creating new nexuses and higher surges of power?
Answer:
Library of Blethlerad, page 133 wrote:
The Accuracy of any ley line map can not be guarnteed, as ley lines seem to shift or even vanish over long periods of time. The reason for this remains a mystery, even to the greatest of mages and scholars.
Question: Is there such a thing as a "Living Artifact"? Shocked I was curious if it did exist what can it do, and whether or not it is an evil object. (I was led to believe it is very very evil) and if it truly exists how does one destroy it?
Answer: There are "Artifacts of Power" in Nightlands. They're pretty much the same as Rune Weapons though.
Question: 1) can the spell Summon and controll entity be used to summon and controll creatures of magic like Great horned dragons and the like ( ex.... splugorth, greater & less supernatural beings/ deamons described in the conversion book, ) Will the summoned being in turn obey a command of non action resulting in death ex. a mage killing a summoned great horned to absorb 2x his ppe base.
2) if not what the heck is it supposed to summon?
Answer: 1) No.
2) Entities include Poltergeists, Possessing Entitities, Haunting Entities, Syphon Entities, Tectonic Entitities, etc.
Question: 1) Ok....this has always been a question in Palladium FRPG campaigns when introduced to undeads/dead (animated dead).
The spell/circle "turn dead" ONLY applies to animated dead such as skeletons/corpses...it has no effect on vampires, zombies and mummies.
Is this right ?!?
2) As far as I know, vampires, zombies and mummies are undead (they are dead but also living, by their own free will).
While animated dead are animated/raised by another being, and therefore are considered "dead" and not undead.
Answer: 1) Yes.
2) Correct.
Question: So as my characters seem to finding magic more and more the way to due there day to day business. I was hoping to get some clarification on spell APM's. Before it becomes an issue for me. I would like to know what the normal progression is. As well as how to apply them in game terms i.e. if I cast call Lighting is that one spell APM, or what’s the deal?
Answer: In HU2, spells 1-7 are cast with 2 APM.
In Rifts (main book) and PF you can cast two spells per melee. It does not state how long it takes to cast the spells so each spell takes the place of one APM.
With RUE, its stated above, 1-5 counts as one APM, 6-10 2 APM, 11-SoL three APM
Nightbane only limits the length of rituals to 1D6x10+15 minutes.
BTS1, spells can be cast in one or two melees (15-30 seconds), with rituals ranging from 20 minutes to 2 hours casting time.
BTS2 currently has no magic rules, but they will undoubtedly be the same as RUE.
SF doesn't have any magic in the setting so there are no magic rules.
Recon is the same as SF.
TMNT follows the old school spell rules (using the wizard combat table)
ATB2 currently has no magic in the setting, so no magic rules.
N&S, uses the same basic spell casting rules as BTS1, so it takes 1 melee to cast spells level 1-10, with higher casting times for spells level 11 and above.
Question: OK RUE says 1-5 cast in one action, 6-10 two actions etc,
1) so does this mean that the spell caster with 6 APM can cast globe of daylight (only for example) 6 times?
AND
2) If this is the case, how does this change those creatures that originally had a higher intonation with magic wheras they had 3 or even 4 spell attacks per melee? Will this change them in any way?
Answer: 1) Yes
2) They either get the short end of the stick, or more spells per round, depending on which view you take (and how many spells they can throw per melee).
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#11: Author: Guest, Posted: 2 Nov 2005 11:45
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Question: Soul Drinking vs......
1 = Those with Multiple Lives, or similar instant return to life after death powers?
2 = Undead. I have the feeling that they don't have souls, so how would one drink it?
3 = Transfered Intelligence Robots, Robot Soldiers, ect? What counts as blood for these beings?
4 = Vegetation life forms? Plants don't really bleed like animals do.
5 = Mineral races? See above.
6 = Someone under the Deific Curse: Imortallity?
7 = Someone using the necro spell that turns you into a vampire after you die?
8 = A god?
9 = An Old One?
10 = Energy-based life forms? See #5.
Answer: 1) Death - soul is sucked into the weapon
2) No soul, no effect.
3) No blood, no effect.
4) Sap of some kind for blood. Normal effect
5) Some other substance for blood most likely. Normal effect.
6) Yes, their life force is still around, so they aren't truly dead.
7) He will return. Undead have no soul so one is not needed.
Yes, their life force is needed for the most powerful rune weapons (which in cludes soul drinkers)
9) No effect.
10) No effect
Question: 1) Could a Technomage charge a normal grenade with blinding flash to create not only a nice explosion but a handly little flash to not only knock em down and blow em up but to also blind their butts?
2) Could you also use Ignite Flame to double the explosive radius?
In the rule book it says it doubles the size of the blaze?
3) Could you use Call lightning to over charge a plasma/energy weapon and cause it to explode?
4) What is the rate at which you can absorb P.P.E?
I understand that you lose it at a rate of 1d10x10 per minute and that you also can absorb 3x your PE in P.P.E...i think thats how that works
5) Ignite flame+using a flame thrower??? how would you calculate the damage or would it just increase the range of the flame..or both damage and range?
Answer: 1) Not the way you mean. A TW could put a TW flasher on a normal grenade, but you could only set one off at a time, and setting off the grenade first would destroy the TW portion of it.
2) No
3) No
4) There is no set rate, you can absorb as fast as PPE is available to absorb.
5) Neither, absolutley no effect.
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#12: Author: Guest, Posted: 2 Dec 2005 12:19
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Question: If a Rune Weapon is destroyed (like in a cauldren of destruction or whatnot) is the soul that inhabits/powers it also destroyed or is it released into the ether?
Answer: It's up to the individual GM, if you want the soul released for your storyline, go for it. If you want the sould destroyed to save you any headaches, go for it.
Question: How does a Rune weapon and a new owner bond? Can such a bond be unwilling, done at the insistence of the weapon on a reluctant mortal, due to length of time the weapon is carried?
References (especially if the latter is true) would be helpful.
Answer: See Property Six of "ALL rune weapons have the following:" in any book that covers Rune Weapons (such as PFRPG2E, page 250; RBOM, page 268; Atlantis, page 127)
Question: In the Ultimate Edition it doesn't state at all any rules on how much P.P.E. a magic character gets to draw per Level.
Example: (Old Rules) 5th level Leyline walker gets to draw an additional 30 P.P.E. per level when at a leyline Nexus. (Draws a total of 120 P.P.E. to supplement his own pool.)
(New Rules) 5th level Leyline walker gets to draw an additional 20 P.P.E. when on a ley line per melee...Only 20 P.P.E.? and what's with the Per melee? how does that work?
Also it doesn't mention how long the P.P.E. supplement lasts, it sounds like once the character leaves the leyline the P.P.E. the character had drawn from the leyline dissapears.
Were these rules left out for players/GMs to just make up their own rules or were they just forgotten?
Answer: According to the Magic F.A.Q., the answers you seek can be found in the Rifts Book of Magic, page 21.
Question: 1) Should the eyes of Eylor boost the recipients PPE recovery rate (plus 10 to 20 per hour)?
2) Is a +3 to save vs Horror Factor too much given the eyes relationship to seeing the horror?
Answer: 1) no, that's the eye's only.
2) No. Horror factor is more then just sight
Question: The Lord Magus on pg. 78 in the revised version of the Federation book are described as having an "incomprehensible union with magic and an amazing amount of PPE."
The base amount given seems lacking the WOW factor I was looking for, and when compared to other spell casting classes it feels underpowered. Even the Battle Magus whom I consider a hybird caster/warrior has close to the same base PPE.
Just wondering if it might have been a typo, or what did all of you think.
Answer: their level advancement gives them a bigger boost than other classes, they just don't start with it.
Question: Can the spell Wind Rush be used in vacuum?
Answer: Yes, it says it "Creates a gust of wind" not "Moves the wind in a gust" therefore it can only be assumed it makes the air required.
In addition to there not being any restrictions (other than ley line availability, see AUGG, page 22) on casting spells in space, there are several spells specifically designed for space use.
Question: In Dark Conversions it says that the Spell Magic Zombie is vulnerable to Magic energy attacks...
My question is What about Psi-Swords? Or other Psionic energy attacks for that matter.
Should they do Full Damage, Half Damage, or No Damage???
Answer: Full Damage.
Question: Do Ley Line Tendril Bolts produce proportional heat/electricity either in what they strike or around it? Or are they merely force?
Answer: Pure Magic energy with no real physical backlash
Question: last night at our game the dm had a npc call lightning on one of our party. making a long story short,a 2 hour rifts debate started when i said,just kidding around mind you,that its a wonder his gear doesn't short out. the dm rolled almost all 6's,it was crazy. the room fell silent and just stared at me. "does his stuff short out" every asks me. "no" i said, but i could not find anything to back up my call. of course my friend stood on the table screaming,NO,my stuff wont short! it was funny,but was i correct and is there any thing in the books that i am missing? thank you all very much for your time with this question
Answer: If call lightning had other effects besides damage, they would be listed in the spell description. As always, you are free to houserule whatever you wish.
If you wish electronic equipment to short out, see Coalition Navy for the effects of EMP on both shielded and unshielded equipment.
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#13: Author: Guest, Posted: 1 Jan 2006 12:13
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Question: Does anyone have any good examples of tw armour? Of all the things i have done with rifts ( i LOVE this game), i have never actually used, or even read for that matter Techno wizardry.
Answer: Seige on Tolkeen One gave good outlines of what can be done wiht TW armor.
one good exsample, is an armor with Impervious to Energy, Invincible Armor, and Wingless Flight
you should check out the TW sections in the Book of Magic and RUE when you get a chance. They are freaking outstanding.
Question: 1) In the old rulebook and new, it says it takes you 2 rounds to get out, but if anyone shoots at you inside it, then will that damage the magic net, but how can it, when it got no HP, SDC or MDC?
2) What if you got more then the average 4 attacks, will you not get out faster? if your weapon does more damage, will that not also get you out sooner?
Answer: 1. Normal weapons cannot affect the net. Only magic and MD weapons.
2. It takes 2 melees to cut or blast out. The number of attacks per melee does not matter, and the amount of damage does not matter. Why? Because it's magic. If you want a BS explanation, it seems that the nature of the spell is such that the net's damage capacity varies depending on who the net is cast on (and even who will be assisting that person's escape).
3. A called shot is required to hit the person inside the net without damaging the net. This would only be important if the person inside the net is unable to escape on their own, because then if you spend 2 melee rounds damaging the net by attacking them, the net will be destroyed. Of course, the person has to sit there helpless, taking that 2 melee rounds worth of damage... So they may well be dead before the net is destroyed.
Question: 1) Ok so our group had a nice big arguement about this one. On page 189 in the new Ultimate edition under magic combat it reads "When firing off a Level 1-5 invocation, roll initiative on a D20 as usual. The high roll wins, meaning whoever has the initiative gets to attack or fire first." now the arguement is that one of the group belives that everytime a magic user uses a spell he rolls a sub-initiative within the normal round against the attacker. while others belived this was just stating that a magic user has to roll as normal to be in the round.
2) the second portion was a magic user (line walker in this case) can counterstrike using a spell the excat conditions were as follows
Line walker has no body armor on (as it was shot off) and uses his attack to cast Energy field to protect himself Two attackers are moving in at 50ft away and as one of them fires the line walker casts Magic net as a counter strike.
Now the new magic rules state that casting magic levels 1-5 is only 1 attack so some belived that the counter strike was valid
While others belived that magic can't be used as a counter strike
Answer: 1) No it merely means that they roll initiative as normal. After initiative is rolled then they continue combat as per normal. There is no rerolling initiative with each casting.
2) Yes magic can be used as part of a counter strike and or simultaneous action as long as it can be cast in one action