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Old 07-25-2011, 01:40 PM   #10
Tinman
 
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Join Date: Feb 2007
Location: New York City
Default Re: RPM[MH]- RPM, charms, and weapons

Quote:
Originally Posted by starslayer View Post
So I have an RPM mage, and while her abilities to augment the party are awesome as is her toolbox of 'things I can do'; I was trying to figure out a way to make her more combat applicable...
One of the things my group is trying is to have the witch pre-prepare conditional spells for use in combat. Like an old D&D mage.

Examples:

Fireball: create energy [6], 3d+6 burn damage [2], lesser control magic [5], 1 greater effect [*3] = 39 energy

Force Blade: create energy [6], 3d+6 cut damage [3], lesser control magic [5], 1 greater effect [*3] = 42 energy

Energy Drain: create energy [6], 3d+3 fat damage [2], lesser control magic [5], 1 greater effect [*3] = 39 energy

Lightning Bolt: create energy [6], 3d+6 burn damage [2], lesser control magic [5], Surge & Sideeffect: stun [3], 1 greater effect [*3] = 45 energy

Hope these help.
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charms, monster hunters, ritual path magic, rpm


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