Curbludgeon wrote:I got a minute to look, and the initial spell isn't really all that different from the 8th level invocation Lightning Arc. L.A. is 30 instead of 25 PPE, but has better range and damage, and a bonus to strike.
The closest I saw after a quick search for a multiple round ranged fire attack spell was the warlock spell Mini-Fireballs, with Flame Lick and Fire Whip worth mentioning. I was surprised there wasn't something more applicable in Rifter 82's Pyromancer, Living Flame, or Blue Flame.
Something which I don't think I've seen much of which might work for this sort of situation would be a rather high cost spell which grants an ability for 24 hours. This would allow a Mystic Study character a chance to meditate and regain their PPE but still have the opportunity to plink away at villains. As was suggested above, spells like this are mainly just a thematic replacement for a gun, which exchanges the need for ammo and maintenance for a usually limited range and damage. Throw in the character having to spend a chunk of their day that could have otherwise been spent investigating leads or conducting research, and it seems to me there's some spell point value that would make this sort of thing come out in the wash.
One of the best ways to power a mage up is to give them access to spells that might be outside their particular power set. If you have a HU Mage or a Rifts Ley Line Walker giving them the ability to cast some elemental magic or blue flame or something else just adds to that variety that makes mages so useful to begin with.
The idea of a long-lasting spell that a character can cast before the adventure begins is kind of interesting. A GM I played with once allowed the mage to pray to a particular god for certain abilities before a he did something, sounds like a similar effect. This is something where a PC can gain new abilities as they progress or maybe as they level up they can layer more powers before the adventure begins. I think I still prefer the idea of focus objects but it's something.
Curbludgeon wrote:On Warshield's idea of something for item creation, I'd say the easy solution would be a level 7 or so version of Talisman and or Create Magic Scroll, limited to charging items with low-cost spells. Items which have daily charges are arguably a bit much in a megaversal context, particularly when one considers how expensive the Splugorth Amulets of Armor are, and just how hamstrung Woodland Druids are to have the ability to enchant such things.
For me what makes things like talisman, enchanted objects and even scrolls so expensive is that it can be used by anyone. The objects I have let magic characters create are personal to just them and they only enhance abilities they already have. Examples:
- Shield bracelet slightly increases MDC of the armor of ithan (I usually do this by allowing for a multiple casting so double the PPE of the spell to double the MDC but all in a single action) or allows the PC to automatically feed more PPE into it to keep it up if attacked.
- Blasting rod might give a damage and range bonus to a particular spell like fire ball
- cheaper PPE batteries like rings and necklaces to give some reserve PPE for spells
- The biggest is the wizard staff which in my games is usually just a large PPE battery (usually grows by level) and a bonus to spell strength.
For anything more than this I agree with you that you would need to completely redesign the PB magic system.
Daniel Stoker wrote:I was going to suggest something like that as well, and have kludged together rough rules allowing that in the past, but it didn't work well and neither the player nor I was happy with it. I liked the idea of using wands/foci items to help you cast spells faster or for less PPE as well.
I had a lot of problems making this work too. In Rifts especially but even in HU the mage, and as I said psychic as well, can get left behind because of PPE and ISP.
My player and I did try to come up with a system to reduce PPE cost for spells when using the staff. Unfortunately with all the spells he had access to it required a lot of math so we just went to the PPE battery. I had thought about allowing the staff to reduce the PPE required for a spell by a specific percentage per level, could be 1 or 2 or even 5% but again lots of math involved. Could do it as a set amount reducing PPE by 2 or 3 per level with a minimum of 1 or 2 PPE for any spell but again lots of math and overlapping rules. I prefer to keep it simple.
Mr Scorpio wrote:Daniel Stoker wrote:...but I'd honestly rather increase the ability of people to regain PPE and ISP so they can 'blow their wad' if they need to and not be out of it for 2 days unless they happen to be near a ley line or nexus.
Daniel Stoker
This is the problem I keep seeing when anyone talks about magic in HU. I don't have any of the Rifts books so I haven't even heard of some of the spells mentioned here and have no idea what the current Rifts rules are. Hopefully someone comes up with a suitable fix for the system at some point.
This is the problem with mages, and psychics, in every game. If they use all the PPE then they need hours to recharge. If you revamp this too much the mage becomes way too powerful given the variety of spell most have.
Daniel Stoker wrote:Well there are a bunch of 'fixes' different people have done here for this, but it's a matter of which one you like because sadly it doesn't look like it's every going to be addressed by Palladium.
For me, I revamped both ISP and PPE regeneration in my games so that 6-8 hours of meditation or 12 hours of activity gives them back all their PPE or ISP. That way they can use some big spells and not sit there if more then one fight happens that week.
Daniel Stoker
I think you are right that PB is not likely to do much with this but they expect people to house rule lots of things.
Revamping the recharge rate is a good option. An idea I liked was to have each half hour of meditation recharge a percentage of PPE or ISP and that percentage increase by level so that the amount of time a full charge takes decreases over time.
Rogerd wrote:Throw all spells out the window.
All powers in HU should be the same, just have different sources; whether psychic, magic, biological, technological, or something else.
Then create a working powers system.
To me this just sounds boring. In HU, and in other games, each power category has its own advantages and disadvantages. Characters with super powers have a little more punch but a lot less versatility, mages and psychics more versatile but less endurance, and so on. I would like to see some changes to the various power categories and really want each one to have a variety of power levels so that you can have low power games up to mega heroes but that is a different problem.