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Old 08-17-2015, 02:42 PM   #8
Clockwork_Virus
 
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Join Date: Aug 2015
Default Re: Converting "Problematic" Spells to Powers

Quote:
Originally Posted by Nereidalbel View Post
Healing: Your choice of Healing advantage or Afflicting Regeneration, depending on whether you prefer instant heals or heals over time. Either way, there's no cheap way to do it.

Flash: Multiple Afflictions, some of which have enough levels to bring effective HT below 3. In other words, stupidly expensive.

Recover Energy: Yep, another spell that becomes expensive when turned into a power.

Missile Shield: Forcefield DR matching the most powerful projectile you want it to stop. And no, it's not cheap.

Time: Control Time 10 would allow you to stop time (assuming it follows the same %change as Control Gravity).
Indeed, expensive. I had forgotten about Cosmic/Godlike Control abilities.
Quote:
Originally Posted by Desthro View Post
Edit: Though for healing I DID create a "healing" damage type, you could purchase Innate Attack with it and use all of the fancy and fun damage enhancements with it. Seemed far more appropriate. (And yes, armor did protect against it.)
How did you price it? This seems perfect for effects like a healing aura or for emulating White Mage style healing.
Quote:
Originally Posted by A Ladder View Post
I use Fit (Cosmic: Recovers FP from Spells only +50%; No HT bonus -40%) [6].

For the Missile Shield and Time Stop spells, Sorcery has them in the Grimoire section.
I'll have to pick up the new Sorcery supplement sometime then.

But why not just use Fit [5] to achieve the same rate of FP recovery, and get the HT bonus? Am I forgetting something here?
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