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Limits on Environment manipulating spells
Posted: Mon Dec 30, 2013 11:25 pm
by Nightmask
Seems like some weather-changing spells could use some caps on how much they can alter things particularly temperature. Some you can increase the local temperature to where Death Valley looks chilly in comparison and maintain it for days or even weeks at a time. That is a MASSIVE amount of energy involved, like nuclear or higher.
Re: Limits on Environment manipulating spells
Posted: Tue Jan 07, 2014 7:21 pm
by Rimmerdal
its a matter of small things adding up and causing more little effects. Accumulation adds up. like snow fall a continuous light snow fall will be as deadly potentially as large super storm.
Re: Limits on Environment manipulating spells
Posted: Tue Jan 07, 2014 7:33 pm
by eliakon
Well since we already know that magic seems to work on its own power scale....(btw power scale is how much power. nuclear or higher are kinds..you can have low energy from nuclear, like say a radiothermal battery, and high from chemical, like say a fuel air bomb.) I would say that magic seems to be bound by laws that regulate what the mage THINKS they can do. the more conceptual change, the higher the cost.
Re: Limits on Environment manipulating spells
Posted: Tue Jan 07, 2014 10:11 pm
by Nightmask
Rimmerdal wrote:its a matter of small things adding up and causing more little effects. Accumulation adds up. like snow fall a continuous light snow fall will be as deadly potentially as large super storm.
An increase like 'plus 10 degrees per caster level for x number of weeks' isn't small things adding up, that's a set increase from the start and where it's said to immediately go to, and it's huge.
Re: Limits on Environment manipulating spells
Posted: Tue Jan 07, 2014 10:13 pm
by Nightmask
eliakon wrote:Well since we already know that magic seems to work on its own power scale....(btw power scale is how much power. nuclear or higher are kinds..you can have low energy from nuclear, like say a radiothermal battery, and high from chemical, like say a fuel air bomb.) I would say that magic seems to be bound by laws that regulate what the mage THINKS they can do. the more conceptual change, the higher the cost.
Also a large case of 'sci-fi writers have no sense of scale' it would seem, those torrential rains environmental spells can unleash and have last for hours are generating massive amounts of water from somewhere that would have serious consequences that don't really get covered.
Re: Limits on Environment manipulating spells
Posted: Tue Jan 07, 2014 10:49 pm
by eliakon
Nightmask wrote:eliakon wrote:Well since we already know that magic seems to work on its own power scale....(btw power scale is how much power. nuclear or higher are kinds..you can have low energy from nuclear, like say a radiothermal battery, and high from chemical, like say a fuel air bomb.) I would say that magic seems to be bound by laws that regulate what the mage THINKS they can do. the more conceptual change, the higher the cost.
Also a large case of 'sci-fi writers have no sense of scale' it would seem, those torrential rains environmental spells can unleash and have last for hours are generating massive amounts of water from somewhere that would have serious consequences that don't really get covered.
Yah that too. There is *NO* sense of scale in the Palladium Universe, I think that is pretty much agreeable to everyone. Logic and Cause/Effect are also pretty lacking. *shrugs* Okay so we know that his universe is wonky, moving on....Yah, its REALLY wonky.

Re: Limits on Environment manipulating spells
Posted: Wed Jan 08, 2014 8:18 am
by Nightmask
Rappanui wrote:Depending on the spell, it seems that the excess environmental changes are often temporary and things revert to where they were before.
Except you aren't going to have rivers, plant life, or animal life just revert after you've kept an area of prime forest hotter than Death Valley and just as dry. Sure the temperature will eventually go back but all the deforestation from forest fires and all the depopulation of the animals would take decades to recover from, if ever. Plus everything that fled the area overpopulating the regions outside of it and causing havoc.
Re: Limits on Environment manipulating spells
Posted: Wed Jan 08, 2014 2:10 pm
by eliakon
Nightmask wrote:Rappanui wrote:Depending on the spell, it seems that the excess environmental changes are often temporary and things revert to where they were before.
Except you aren't going to have rivers, plant life, or animal life just revert after you've kept an area of prime forest hotter than Death Valley and just as dry. Sure the temperature will eventually go back but all the deforestation from forest fires and all the depopulation of the animals would take decades to recover from, if ever. Plus everything that fled the area overpopulating the regions outside of it and causing havoc.
And your point is? No really what's the point? The energy cost was to CAUSE THE EFFECT, so the results of that effect don't matter. A poison can sterilize ground just as easily. Yah you can flood out a region by maintain a storm for a week, and after that week, the locality can try to recover as best it can. If as a GM you want to track such stuff, then more power to you, if you don't....well gaming is a game not a collage thesis. *shrugs* Just say good enough and move on. Simply because something can have long term effects doesn't make it 'more expensive' or 'unbalanced' or anything other than....having potential long term effects.
Re: Limits on Environment manipulating spells
Posted: Thu Jan 09, 2014 3:36 pm
by Library Ogre
Rappanui wrote:unless you're a superhero Or water elemental, Most Magic storms cast by players or npcs will not last that long and it takes 300 PPE to summon the basic summon rain storm, storms cover too small an area to do anything, the radii are hundreds of feet not miles like real rain storms. Unless you're flooding a walled in area, You're not going to do much except soak a few areas.
Unless, of course, you're a warlock. Or a summoner; Summon Elemental Forces more or less reshapes the world to your whim and knowledge of climatology.
Re: Limits on Environment manipulating spells
Posted: Sat Jan 11, 2014 11:43 am
by Library Ogre
Rappanui wrote:They do not count, they are going to run out of PPE to Cast spells continually unless at a nexus.
Take a look at the Summon Elemental Forces circle again. It doesn't require PPE after you've activated the circle. And, of course, Warlocks can not only cast many spells at lower PPE costs, but can also easily summon elementals.