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Time Slip ?

Posted: Sat Dec 29, 2007 12:42 am
by drakinn
I have a question about time slip I will be as clear as I can.

1. Time slip says that the spell pauses time and costs all except the caster 2 melee attack actions. the caster gets 7 seconds of free actions (1/2 a melee) that the can use to do all but injure someone. This spell only takes two attack actions to cast. Is this accurate?

2. If a caster has 6 attack actions they could use 2 to caste and 3 in the time slip limbo. To the point of putting grenades at peoples feet or casting carpet of adhesion or any other actions that wont injure someone while they are in the limbo.

3. In the above situation the caster can take one free action and 2 to recast Time Slip.

4. Doesn't this make it difficult on the other players in the group to take actions if a caster in the group uses this spell a great deal.

5. When using the PPE channeling option Rifter rule Time Slip can be cast in one combat action by a line walker 4th level or higher. do any of you use this optional rule if so how did you handle this spell?


Thank you!!!!

Re: Time Slip ?

Posted: Sat Dec 29, 2007 9:53 am
by Nekira Sudacne
drakinn wrote:I have a question about time slip I will be as clear as I can.

1. Time slip says that the spell pauses time and costs all except the caster 2 melee attack actions. the caster gets 7 seconds of free actions (1/2 a melee) that the can use to do all but injure someone. This spell only takes two attack actions to cast. Is this accurate?


Correct

2. If a caster has 6 attack actions they could use 2 to caste and 3 in the time slip limbo. To the point of putting grenades at peoples feet or casting carpet of adhesion or any other actions that wont injure someone while they are in the limbo.


This is also correct.

3. In the above situation the caster can take one free action and 2 to recast Time Slip.


He could.

4. Doesn't this make it difficult on the other players in the group to take actions if a caster in the group uses this spell a great deal.


Not really. Time Slip costs 20 PPE a pop. Most spellcasters have somewhere around 120 PPE on average. Considering how they probablly will be spending PPE on other spells, not to mention would like to save some, they'll prefer to use other meathods, sinse the absolute most they could keep the chain going is 6 rounds, and that's if they cast no other spells.

5. When using the PPE channeling option Rifter rule Time Slip can be cast in one combat action by a line walker 4th level or higher. do any of you use this optional rule if so how did you handle this spell?


Thank you!!!!


The new RUE spellcasting rules make PPE channeling wholely obsolete in my opinion, but if you still like them and perfer to use them, see my answer to #4. They'll still drain themselvles so fast it's unsustainable.

Re: Time Slip ?

Posted: Sat Dec 29, 2007 1:53 pm
by Killer Cyborg
Nekira Sudacne wrote:
drakinn wrote:I have a question about time slip I will be as clear as I can.

1. Time slip says that the spell pauses time and costs all except the caster 2 melee attack actions. the caster gets 7 seconds of free actions (1/2 a melee) that the can use to do all but injure someone. This spell only takes two attack actions to cast. Is this accurate?


Correct

2. If a caster has 6 attack actions they could use 2 to caste and 3 in the time slip limbo. To the point of putting grenades at peoples feet or casting carpet of adhesion or any other actions that wont injure someone while they are in the limbo.


This is also correct.

3. In the above situation the caster can take one free action and 2 to recast Time Slip.


He could.

4. Doesn't this make it difficult on the other players in the group to take actions if a caster in the group uses this spell a great deal.


Not really. Time Slip costs 20 PPE a pop. Most spellcasters have somewhere around 120 PPE on average. Considering how they probablly will be spending PPE on other spells, not to mention would like to save some, they'll prefer to use other meathods, sinse the absolute most they could keep the chain going is 6 rounds, and that's if they cast no other spells.

5. When using the PPE channeling option Rifter rule Time Slip can be cast in one combat action by a line walker 4th level or higher. do any of you use this optional rule if so how did you handle this spell?


Thank you!!!!


The new RUE spellcasting rules make PPE channeling wholely obsolete in my opinion, but if you still like them and perfer to use them, see my answer to #4. They'll still drain themselvles so fast it's unsustainable.


Agreed on all counts.

Re: Time Slip ?

Posted: Wed Jan 02, 2008 2:46 pm
by Mouser13
drakinn wrote:
2. If a caster has 6 attack actions they could use 2 to caste and 3 in the time slip limbo. To the point of putting grenades at peoples feet or casting carpet of adhesion or any other actions that wont injure someone while they are in the limbo.


Well, Their was someone else posting if you could do that or not. SInce the you are not hurt someone and indeed your actions are to hurt someone. Though personally I don't see any problem with it, but then I like using the 13 hour(RIFTER) to make bombing runs inside chi-town and open demensional portal to let the demons out.