Well, the magic rules got overhauled in the Rifts: Ultimate Edition that came out a while ago. Now spells levels 1-5 take 1 attack to cast, 6-10 take 2 attacks, and 11-15 take 3 attacks to cast. Makes it a lot better for mages, let me tell you, than the old rules.
Others use the PPE channelling rules that appeared in a Rifter issue; they're nice, but a little more complicated than the current RUE rules.
Spell Timing
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Re: Spell Timing
- If I never hear real world military buffs complaining about Rifts weapons technology again it'll be too soon
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- Rifts isn't Warhammer 40K. Try to remember that.
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Re: Spell Timing
Just make level 1-10 spells instant cast and put down the how many per melee as them being physically draining. It avoids a lot of headaches that way.
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Re: Spell Timing
EmperorDoggie wrote:I've been playing Palladium systems since I was 14 and managed to aviod using or really understanding the Magic system for 10 years. Inevitably I was going to come to this day and now here it is.
If you look at the constrictions on casting spells they are:
Lvl 1-8: 2 spells per melee round
Lvl 9-10: 1 spell per melee round
Lvl 11+: more than 1 melee round is required to cast
So does that mean that spells lvl 1-8 take roughly 7 and 1/2 seconds to cast? That would make spells of lvls 9-10 take 15 seconds and 11+ are who freakin knows how long.
Those are the rules that we are currently using in a campagin I'm involved in and I find it to be very frustrating to do much of anything in combat because something always gets on top of my Wizard before that much time has gone by. I did manage to get the GM to relent on Blinding Flash since it only uses 1 P.P.E.
So if you could, please let me know how you guys and girls work with this system. Thanks for taking your time to read and reply!
Rifts Ultimate offically changed the spellcasting rules:
1-5: 1 melee action
6-10: 2 melee actions
11-15 and Spells of Legend: 3 melee actions.
Spell dosn't activate until the last action in the casting time.
Being hit while casting disrupts the spell: although spells of 1-5 go off immediately, and thus cannot be disrupted.
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Re: Spell Timing
They need to do a Concentration save would be a way to do it. and no i haven't figured out how this would work mechanically yet.
Re: Spell Timing
Rogue_Scientist wrote:I prefer my way (Perhaps unsurprisingly ). It's more of a "common sense" approach, imo, than coming up with new game dynamics for Rifts. Players usually tend to think it's fair.
~S
PS- Unless you were referring to WoW? Didn't seem like it, but if so, then we're off topic and we should continue this via PMs.
I was refering to Rifts/Palladium settings. And I agree a common sense approach works. But then you will get those few players that say well where are you figuring out how to decide if my spell is interrupted BS.
Re: Spell Timing
Yeah that's what I do as well.