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#71 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Greater Transform Body. Add a Greater Transform Mind effect if the character mentally IS a sheep. This assumes the sheep template is 0 or less points. If not, you'll need to add Altered Traits, Whatever Template too. See Sylph Form in RPM for a worked RAW example of a transformation effect.
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#72 |
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Join Date: Feb 2009
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Alright, now thats a brutally expensive spell
But terribly amusing! Jaina needs it |
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#73 | |
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Join Date: Jul 2009
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+ Greater Transform Matter.' per page 8 of the book. That would suggest that you'd need only a single Greater Transform Body, plus maybe Greater Transform Mind, as they're not crossing from path to path. |
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#74 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#75 |
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Join Date: Jan 2013
Location: Lafayette, COlorado
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Can you use the energy reserve that comes with magery for other things? Say if you had created a magic item that had Requires FP, or a magical ability with Requires ER.
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#76 | |
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Join Date: Jul 2009
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In practice, I tend to use a suggestion (I think by ghostdancer?) to charge 5 energy per FP/ER an ability would require, and allow the character to spend energy toward it from ER, energy accumulation rolls, HP and FP sacrifices, etc. just like casting a spell. (EDIT: Note, this is defined when the ability is created; it either uses FP or it uses magical energy; I'd probably charge extra if you could choose to pay whichever is more convenient.) |
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#77 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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No and maybe. The energy in a mana reserve does not correlate directly to FP (see the description of Energy Reserve (Mana Reserve) in GT:RPM for more) so there's no way the energy would replace a FP cost. As to a magical ability with "Requires ER," it would depend on how that ability was set up. Energy Reserve (Magical) and Energy Reserve (Mana Reserve) are two similar but different things; you'd have to decide which kind your ability drew from.
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#78 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Requires Ambient Energy Variable Your ability requires ambient magical energy to use. This is cost is variable and depends on the following: Energy Required Limitation Value 10 or less -10% 11 to 25 -15% 26 to 40 -20% 41 or more -25% For abilities that produce instantaneous effects (e.g., Innate Attack), you must gather this amount every time you trigger the ability. For advantages that produce continuing effects (e.g., Flight), you must gather this amount to activate the ability for one minute. After this initial period you need only gather 1/5 this amount (per minute) to keep the ability active. The values are probably off a bit and I'd probably tinker around with them later.
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#79 |
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Join Date: Feb 2009
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I personally have no issues at all with allowing the same ER to fuel all magicky things, such as magic items (from Magic Magic), Magic Magic Magic spells, Imbuements with the Magic PM etc
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#80 |
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Join Date: Jul 2009
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The other balance issue (which I'd forgotten about while writing my earlier post) is that ER (Mana Reserve) and ER (Magic) have different regeneration methods: the former requires mana accumulation rolls but can be refilled in seconds, while the latter recharges at a steady 1 ER / 10 minutes.
I think that's a good reason to keep them separate, in retrospect. An ability that costs three points from ER (Magic) takes half an hour to recharge from, while an ability that costs three points from ER (Mana Reserve) needs maybe five minutes, and that's assuming the character is a non-Adept (otherwise, a few seconds.) |
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| Tags |
| ritual path magic, rpm |
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