Pick 2: fast, versatile, cheap.
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Originally Posted by DeathDaisy
Thing is, that is still a point investment that severely limits the versatility of an RPM caster. Rather than +2 in four different rituals, I'd rather get a +1 in all rituals involving a path. YMMV, of course.
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The trick is most of the time you should be using that perk you can't just spend 4 points to raise your path. You have to raise magery (for 10), then raise thaumatology (for 4) and then raise the path (for 4). which is a very different set of prices. Yes, it limits your versatility. But sometimes you need fast and cheap instead of versatile and cheap. Or powerful and cheap.
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Overall, I'd still say you're not going to throw any larger amount of fireballs without considerable risk and/or time investment. Just the non-adept cast times makes charms pretty much the only option.
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Yes, an RPM mage that can throw fireballs willy-nilly without being quite specialized is very powerful. Because they can't just throw fireballs like crazy, they can also throw divinations, buffs, ice bolts, healing spells, demons, and a host of other things willy-nilly. For as long as they can stay awake. which is a long time, given they can just make it so they don't sleep.
If I want an RPM mage throwing fireballs a lot, I generally go to magic as powers and have them buy their favorite attack as an innate attack. The original RPM character, the witch template in monster hunters, did a similar thing with TK.