Can they be selected has a temporal spell or a normal spell for my temporal wizard I'm going to be playing?
Like the Cosmic Armor for example.
Spells in Fleets of Three galaxy
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- Ectoplasmic Bidet
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Re: Spells in Fleets of Three galaxy
I'd say it's possible to acquire, but it must also be plausible for your character to have access to it. Those spells are very setting specific and it should be awfully difficult to find someone to teach it to you outside of the Three Galaxies and the UWW specifically.
Easiest solution, if you can wrangle it, would be for your Temporal Wizard to originate in the UWW. That would also make available the new temporal magic spells presented in the Fleets of the Three Galaxies book.
Easiest solution, if you can wrangle it, would be for your Temporal Wizard to originate in the UWW. That would also make available the new temporal magic spells presented in the Fleets of the Three Galaxies book.
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Re: Spells in Fleets of Three galaxy
Space spells can be learned as invocations, but generally require someone to teach if your not native to a spacefaring civilization
Of course, sinse temporal wizards and raiders come from all over, you can just say that your character is a D-Bee native of UWW or something and handle it that way.
Of course, sinse temporal wizards and raiders come from all over, you can just say that your character is a D-Bee native of UWW or something and handle it that way.
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- Glistam
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Re: Spells in Fleets of Three galaxy
Page 112 of the book notes: "The following spells might be considered exclusive to the Three Galaxies, but could be known to any spacefaring race whose technology is at least partially based on magic. The Game Master may wish to impose a penalty of double the P.P.E. cost for those spell casters who are not native to the Three Galaxies or familiar with the environment of outer space."
Ultimately it's between you, your G.M., and your character's (back)story. It seems reasonable to include them amongst your invocations if your character fits the criteria noted on page 112.
Ultimately it's between you, your G.M., and your character's (back)story. It seems reasonable to include them amongst your invocations if your character fits the criteria noted on page 112.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
- Glistam
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Re: Spells in Fleets of Three galaxy
Also, in the section of new Temporal spells some of those spells have listed: "Note: This is one of the new spells found in the ruins of Ghenhey." Those spells are new to the casters of Temporal Magic, and as such it may be reasonable to restrict a mage from learning them upon level up. The others without that note, however, should probably be included in the list of spells a Temporal Wizard draws from upon level up.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.