Author Topic: PP X or Spell Adders  (Read 2783 times)

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Offline black flag

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PP X or Spell Adders
« on: March 02, 2009, 11:37:49 AM »
Hi to all Folks there!
Some questions:
How making  PP mult. or Spell Adder, I didn't see the rules about the creation in Spell Law (and spell lists).
Tanx IOU!
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Offline Rasyr-Mjolnir

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Re: PP X or Spell Adders
« Reply #1 on: March 02, 2009, 12:31:27 PM »
The main spell list is found on RMC Spell Law page 165 - Enchanting Ways. The spells involved are the "General x" spells.

More information can be found in RMC Spell Law section 5.2 --- specifically the third bullet point on the right-hand column of page 57, where it states that the General spells are used for making PP multipliers and spell addters (the last sentence of that bullet point).

Offline black flag

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Re: PP X or Spell Adders
« Reply #2 on: March 02, 2009, 01:41:09 PM »
Tanx!
How making these items for Hybrids and Archmage?
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"What would You say to a Dwarf with 12 helmets on? Nothin', you just hit him in the stomach instead! Ugh,Ugh"
"Why did the Dwarf cross the road? Because I said if he didn't I'd cut off his feet and stick them up his nose!Ugh,Ugh"
From Titan the Fighting&

Offline rdanhenry

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Re: PP X or Spell Adders
« Reply #3 on: March 02, 2009, 03:34:21 PM »
To make a hybrid Essence/Mentalism Spell Adder (or Multiplier), make one each of Essence and Mentalism. Then get a friend and stand at opposite sides of a large room or field, each holding one of the Adders. Then run at each other as fast as you can, holding out the Adders. If you do it right, when the Adders collide, they will combine into a hybrid Spell Adder.

Note that this is not an official ruling, but this is the fun way to do it.
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Offline yammahoper

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Re: PP X or Spell Adders
« Reply #4 on: March 02, 2009, 04:36:19 PM »
I use the general enchantment spell from alchemist base list (Treasure Companion).  A general III spell will make a x3 multiplier.  If it is to be a hybrid mutiplier, I charge one "pick" from the gerneral enchantment spell.  General ENchantment IV is the highest alchemist spell, so a x4pp/adder is the best, with x3pp/adder for hybrid devices.

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Offline OLF, i.e. Olf Le Fol

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Re: PP X or Spell Adders
« Reply #5 on: March 02, 2009, 09:11:12 PM »
I use the general enchantment spell from alchemist base list (Treasure Companion).  A general III spell will make a x3 multiplier.
Uh? Did this change from RM2's Spell Law?

Enchanting an item (9.2.2)
"(...) The general category also handles creating power points multipliers and adders (see Section 6.1.2). A +# General spell will enchant either a "+# adder" or a "x (#-1) multiplier".

So, a General III would allow either a +3 or a x2.
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Offline Temujin

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Re: PP X or Spell Adders
« Reply #6 on: March 03, 2009, 08:28:13 AM »
Nope, it did not change, Yamma just made a mistake, you're correct that a General III would either be a +3 or a x2.

Offline yammahoper

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Re: PP X or Spell Adders
« Reply #7 on: March 03, 2009, 05:02:59 PM »
Yep.  At character generation I got stuck with Comman Man, Rural.  Very average stat mods.
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Offline dutch206

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Re: PP X or Spell Adders
« Reply #8 on: March 03, 2009, 08:40:44 PM »
Yep.  At character generation I got stuck with Comman Man, Rural.  Very average stat mods.

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