Quote:
Originally Posted by Eric Funk
AFAICT RAW the middle case is covered by just "Special Recharge" -70% where the special abilities all have "Magical" as the power source. Removing the mana disables the recharge power(s) per "Magical" -10%.
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Needing mana only covers -5% worth of the Magical Power Modifier, the rest is that there are other countermeasures (dispelling, antimagic, etc) than just no mana zones. Also, mana really isn't all that rare in most settings (hence why reliance on it is only a -5% Limitation). Further, Special Recharge isn't "You only recharge when this substance is present," it's restricted to recharging your ER from taking hits to DR with absorption, stealing (or being gifted it) from others with Leech, Lend Energy, Steal Energy, etc, and similar (which are also ways normal ER can be recharged).
Quote:
Originally Posted by Eric Funk
If you want a "magical" version of the ER regeneration, Powers.119 suggests Regeneration (Powers p.70):
Regeneration (ER:"for spells" only , +0%; Magical -10%) 1point/min [45]
ER ("for spells") pool 10 Special Recharge-70% [9]
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I'm not certain where recovering ER rapidly entered the discussion, but I would never allow Regeneration to work for an ER that had Special Recharge, as the Regeneration would completely invalidate the Special Recharge Limitation.