the hero of the megaverse abilities one says all metamorphosis spells and the other says all illusion spells
has any on complied a full list of either... thanks in advance
Search found 33 matches
- Thu Feb 01, 2024 7:28 pm
- Forum: Rifts®
- Topic: spell lists
- Replies: 0
- Views: 7727
- Fri Jul 08, 2022 3:13 am
- Forum: Rifts®
- Topic: CS manhunter thoughts and conclusions
- Replies: 13
- Views: 3573
CS manhunter thoughts and conclusions
first wow wordy overly wordy in my opinion. and uber power creep ok seriously i like the reskin of the cs a POV from inside how they see it. been enjoying the last few cs books because of that... 1.) psi-ops i'm all for it makes sense and i like it. problems the emperor has to know about the vanguar...
- Sat Aug 22, 2015 4:25 pm
- Forum: Rifts®
- Topic: how can a wizard get the ppe to cast a high level spell
- Replies: 30
- Views: 2761
Re: how can a wizard get the ppe to cast a high level spell
thanks thats what i was thinking
on a related topic its not uncommon for techno-wizardry ppe cost to be in the high hundreds to thousands of ppe. would it work the same way with them?
i'm assuming that it would.
on a related topic its not uncommon for techno-wizardry ppe cost to be in the high hundreds to thousands of ppe. would it work the same way with them?
i'm assuming that it would.
- Sat Aug 22, 2015 4:05 pm
- Forum: Rifts®
- Topic: how can a wizard get the ppe to cast a high level spell
- Replies: 30
- Views: 2761
Re: how can a wizard get the ppe to cast a high level spell
i still can't tell, what was intended, but the sense i got from those threads and from the books. is that the really high ppe spells are really difficult to if not impossible to cast alone. i like that idea of a being able to draw on a leyline and building the magic for the duration of a ritual. all...
- Sat Aug 22, 2015 1:48 pm
- Forum: Rifts®
- Topic: how can a wizard get the ppe to cast a high level spell
- Replies: 30
- Views: 2761
how can a wizard get the ppe to cast a high level spell
how can a wizard get the ppe to cast a high level spell ie. dimensional portal 1000ppe the only way i can see with my understanding of the rules as of Rue. is a ritual with multiple spell casters or large groups of people. or a truck load of ppe batteries. if thats what it takes i'm sure mages have ...
Re: Archery!
another fun weapon tweek that works well for archers but also for anyone, is the charm weapon spells from night bane, and enchant weapon minor can turn 72 arrows. to md. a mage archer can be a blast to play if you have a understanding gm. you need to develop 2 spells create spell arrow(scribe scroll...
- Tue Oct 22, 2013 1:21 am
- Forum: Guild of Magic & Psionics
- Topic: detecting telepathy and empathy
- Replies: 5
- Views: 3442
Re: detecting telepathy and empathy
so a telepath has quite a advantage especially for surface thoughts.
- Thu Oct 10, 2013 8:57 pm
- Forum: Guild of Magic & Psionics
- Topic: neo-human race
- Replies: 71
- Views: 35872
Re: neo-human race
Rappanui wrote:he can get all the powers from psi tech, the bonuses the OCC has are now given to all telemechanics with the higher versions of powers.
umm can you be more specific cause that's about as clear as mud lol.
- Sat Oct 05, 2013 11:12 pm
- Forum: Guild of Magic & Psionics
- Topic: neo-human race
- Replies: 71
- Views: 35872
Re: neo-human race
I take a look over the RCC. The book usually specifies what types of OCC's you can have at character creation level, if nothing is listed and the RCC comes with a list of skills of it's own, then i would rule that the RCC would have to gain atleast 1 level in it's current Skillset before taking an ...
- Thu Sep 05, 2013 4:01 pm
- Forum: Guild of Magic & Psionics
- Topic: godling power 9
- Replies: 8
- Views: 4294
Re: godling power 9
drewkitty ~..~ wrote:Psi powers option. Basically it is like the magic power option but for Psi powers. The player can choose a PCC's powers & base ISP for their GL (or DG). {or this is how most everybody sees how the psi-GL power option functions.}
that's what I figured, I just figured id get some other opinions
- Thu Sep 05, 2013 3:58 pm
- Forum: Guild of Magic & Psionics
- Topic: godling power 9
- Replies: 8
- Views: 4294
Re: godling power 9
If all magic classes are canon choices, how would you guys handle temporal magic, biomancy, or nazca line magic? --flatline temporal magic is easy they get all the powers of the O.C.C. including spell list and all spells per level that a biomancer or temporal wizards would get plus temporal wizards...
- Mon Sep 02, 2013 3:53 pm
- Forum: Guild of Magic & Psionics
- Topic: godling power 9
- Replies: 8
- Views: 4294
godling power 9
under the power its says you can choose psionic powers or become a burster. power ten says you can pick one of the listed magical occ's but an official ruling says you can pick any type of magic occ for power ten. do you think as power nine allows you to play a burster a master psionic would you let...
- Mon Sep 02, 2013 11:49 am
- Forum: Rifts®
- Topic: Additional Rifts: Ultimate Edition Errata
- Replies: 112
- Views: 301845
Re: Additional Rifts: Ultimate Edition Errata
did they also get rid of the glitterboy dodge penalty? it reads like they reworked the pylon system to work instantaneously when fired
- Mon Sep 02, 2013 11:43 am
- Forum: Rifts®
- Topic: Additional Rifts: Ultimate Edition Errata
- Replies: 112
- Views: 301845
Re: Additional Rifts: Ultimate Edition Errata
even if they where smaller then shotgun shells 1000 still takes up lots of space 100 works better. from a realist and design stand point 1000 round is way to much ammo the glitteryboy would never last in a prolonged firefight long enough to use all of it . either the enemy would die or it would. pra...
- Sun Sep 01, 2013 6:31 pm
- Forum: Rifts®
- Topic: Additional Rifts: Ultimate Edition Errata
- Replies: 112
- Views: 301845
Re: Additional Rifts: Ultimate Edition Errata
RMB Glitterboys have 100 round but in RUE and later the have 1000 rounds which is correct? to me the 100 rounds is it allows a advanced pilot (10 attacks) 2 1/2 minutes of constant fire vs 25 mins of constant fire which I find stupendous.
- Sat Aug 31, 2013 3:55 pm
- Forum: Guild of Magic & Psionics
- Topic: telemechanics
- Replies: 9
- Views: 4606
Re: telemechanics
oh they be able to use it its just they would be missing certain knowledge that anyone with the skill would have. they have a 80% practical knowledge in its use but no theory. ie leaving a beacon also means others might follow it to see who's broadcasting, or that the recorder that keeps track of th...
- Fri Aug 30, 2013 12:52 pm
- Forum: Guild of Magic & Psionics
- Topic: detecting telepathy and empathy
- Replies: 5
- Views: 3442
detecting telepathy and empathy
what are the rules for knowing if someone is using telepathy or empathy on you? what about the telepathy superior and empathy superior from rifter. 25 do they need to be looking at you? , or in line of sight? from what I have read there is no way of knowing unless they give some sign like answering ...
- Fri Aug 30, 2013 11:00 am
- Forum: Guild of Magic & Psionics
- Topic: telemechanics
- Replies: 9
- Views: 4606
Re: telemechanics
if they had access to one, yes how to repair and activate it. navigation no.
- Wed Aug 28, 2013 8:31 am
- Forum: Guild of Magic & Psionics
- Topic: telemechanics
- Replies: 9
- Views: 4606
Re: telemechanics
personally I read it that telemechanics know how to use every part of the bot including the weapons systems treating it as though he has the pilot robots and power armor skill at 80% with the equivalence of weapons system with that bot so no bonuses no penalties.
pg.69 GMG
pg.69 GMG
- Tue Aug 27, 2013 8:59 pm
- Forum: Guild of Magic & Psionics
- Topic: telemechanics
- Replies: 9
- Views: 4606
Re: telemechanics
thats how I read it as well, now the real question would he get any combat bonuses?
- Tue Aug 27, 2013 8:06 pm
- Forum: Guild of Magic & Psionics
- Topic: TW Remote Control?
- Replies: 4
- Views: 3080
Re: TW Remote Control?
id suggest using a remote radio control. based off of distant voice. it would work,the same as a technical remote would only it is based off magic that can't be jammed, and would activate a tw item.
- Tue Aug 27, 2013 6:43 pm
- Forum: Rifts®
- Topic: rifts transdimensional tmnt timetravel twist and cycles
- Replies: 26
- Views: 4401
Re: rifts transdimensional tmnt timetravel twist and cycles
after reading transdimensional Tmnt again I think attempts to stop the cataclysm would either fail or it would happen differently but with the same effect, I think the quote was time will heal its self, another possibility is that they trigger a alternative reality where the cataclysm never happened...
- Tue Aug 27, 2013 6:19 pm
- Forum: Guild of Magic & Psionics
- Topic: telemechanics
- Replies: 9
- Views: 4606
telemechanics
under the description of Telemechanics it says and I quote pg 183 RUE "knowledge of exactly how the machine operates. I must stress that the psychic knows everything about the machine; the complete schematic diagram and operation knowledge are clearly seen in his mind's eye. The level of skill ...
- Tue Aug 27, 2013 6:08 pm
- Forum: Guild of Magic & Psionics
- Topic: neo-human race
- Replies: 71
- Views: 35872
neo-human race
what abilities would the neo-human race have? one of my players wants to play neo-human but apply a different P.C.C. to that race. i'm thinking transformation and long life for sure, possible mind/wave, with the hrper telekinesis, telekinetic flight, and touch of health/death and the other psionic p...
- Wed Mar 20, 2013 8:10 pm
- Forum: Rifts®
- Topic: rifts transdimensional tmnt timetravel twist and cycles
- Replies: 26
- Views: 4401
Re: rifts transdimensional tmnt timetravel twist and cycles
Twist 4: Should be some sort of world-wide war, but versus whom? Xiticix? Atlantis? Demons/Deevils? The Lord of the Deep? Mrrlyn/Zazshan? Nyxla? The list goes on. The one thing I see here is that whoever the world is fighting against, all the old hatreds have been put aside in order to fight for su...
- Tue Mar 19, 2013 7:38 am
- Forum: Rifts®
- Topic: rifts transdimensional tmnt timetravel twist and cycles
- Replies: 26
- Views: 4401
rifts transdimensional tmnt timetravel twist and cycles
using the twist rules for time from trandimensional tmnt and adjusting prime to 2012, twist prime 2012 twist 1 - 2137 chaos earth twist 2 - 2262 dark ages twist 3 - 2387 rifts earth (101 PA) twist 4 - 2513 (226 PA) twist 5 - 2637 (351 PA) twist 6 - 2762 (476 PA) twist 7 - 2887 (601 PA) twist 8 - 301...
- Fri Oct 05, 2012 11:47 am
- Forum: Rifts®
- Topic: Spatial Mage Fan rewrite
- Replies: 1
- Views: 1464
Re: Spatial Mage Fan rewrite
to answer some of the questions before they start i took the idea that the spatial mage as more of a dimensional warlock/mystic which means that you can use it with other occ's with out haveing to convert spells as the spatial mages spells are more of natural spell like ablities. Requiring the same ...
- Fri Oct 05, 2012 11:33 am
- Forum: Rifts®
- Topic: Spatial Mage Fan rewrite
- Replies: 1
- Views: 1464
Spatial Mage Fan rewrite
some of its the same as the rifter stuff some i have gleefully stolen from others, i have willfully plagerised others if you see your stuff speak up and take credit. and if there are spelling errors deal with it lol. Spatial mage What is it that makes this person one with the Megaverse and not anoth...
- Fri Oct 05, 2012 11:33 am
- Forum: Rifts®
- Topic: Spatial Mage Fan rewrite
- Replies: 0
- Views: 554
Spatial Mage Fan rewrite
some of its the same as the rifter stuff some i have gleefully stolen from others, i have willfully plagerised others if you see your stuff speak up and take credit. and if there are spelling errors deal with it lol. Spatial mage What is it that makes this person one with the Megaverse and not anoth...
- Fri Sep 21, 2012 11:14 pm
- Forum: Guild of Magic & Psionics
- Topic: mind bond and its limits
- Replies: 61
- Views: 26643
mind bond and its limits
1).what are the limits of mind bond? it says every thing including skills. i say that you get all the skill none of the physical bonuses, but all the knowledge of those skills. 2). spell knowledge? yes as you have his understanding of magic but your ppe. also cast at his level ie hes a ten level wiz...
- Sun Aug 19, 2012 3:05 pm
- Forum: Guild of Magic & Psionics
- Topic: Invented Spells
- Replies: 1561
- Views: 1815112
Re: Invented Spells
this is one i can't figure out
enchant bullet
a variation on enchant weapon minor any sugestions on this one?
enchant bullet
a variation on enchant weapon minor any sugestions on this one?
- Sun Aug 19, 2012 2:57 pm
- Forum: Guild of Magic & Psionics
- Topic: Invented Spells
- Replies: 1561
- Views: 1815112
Re: Invented Spells
i maintain right to submit these for publication at later date, Strength of Hercules level 12 duration: 2 melee per level of caster save: standard range: self or other by touch PPE: 260 this spell increases the target characters strength to that of PS: 50 supernatural and PE to 30 supernatural it al...
- Sun Aug 19, 2012 2:46 pm
- Forum: Guild of Magic & Psionics
- Topic: D-Portals Everywhere
- Replies: 35
- Views: 15071
Re: D-Portals Everywhere
personally i'd say they can be cast anywhere but exit at a nexus, pyramid, or circle.
that how i usually run it in my games.
that how i usually run it in my games.