Spell casting and melee actions?

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VR Dragon
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Spell casting and melee actions?

Unread post by VR Dragon »

Can someone tell me if there has been some modification to how many actions a spell certain levels uses up to cast? And if there is a spell limit per melee?

I read the main book, but a friend of mine who is a long time GM said RUE got changed so even RUE book info is not current or some such mess.

Errata or something?
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Mack
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Re: Spell casting and melee actions?

Unread post by Mack »

I'm not aware of any changes to the RUE spell casting rules.
-- Spell levels 1-5: 1 action
-- Spell levels 6-10: 2 actions
-- Spell levels 11-15: 3 actions

As an alternative there's the PPE Channeling approach (from a Rifter article): A mage may use 5 PPE per level, per action. So a level 4 mage can spend up to 20 PPE in a single action. Any spell that uses 20 or less PPE is performed in a single action. Spells with PPE from 21-40 take 2 actions. Spells with PPE from 41-60 take 3 actions... you get the idea. As the mage gains levels, he gets faster with larger PPE spells. It's unofficial, but I've heard a number of folks speak well of it.
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Re: Spell casting and melee actions?

Unread post by Shark_Force »

Mack wrote:I'm not aware of any changes to the RUE spell casting rules.
-- Spell levels 1-5: 1 action
-- Spell levels 6-10: 2 actions
-- Spell levels 11-15: 3 actions

As an alternative there's the PPE Channeling approach (from a Rifter article): A mage may use 5 PPE per level, per action. So a level 4 mage can spend up to 20 PPE in a single action. Any spell that uses 20 or less PPE is performed in a single action. Spells with PPE from 21-40 take 2 actions. Spells with PPE from 41-60 take 3 actions... you get the idea. As the mage gains levels, he gets faster with larger PPE spells. It's unofficial, but I've heard a number of folks speak well of it.


spell of legend: we have no idea, your guess is as good as anyone's :P
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Re: Spell casting and melee actions?

Unread post by kaid »

I tended to count spells of legend in the 11-15 range I assume they are about as high "level" as it gets.
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Re: Spell casting and melee actions?

Unread post by Mack »

kaid wrote:I tended to count spells of legend in the 11-15 range I assume they are about as high "level" as it gets.


I'd round them up to a full melee. 15 seconds still seems pretty good for something labeled a "Spell of Legend!!!"
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Re: Spell casting and melee actions?

Unread post by slade the sniper »

Mack wrote:As an alternative there's the PPE Channeling approach (from a Rifter article): A mage may use 5 PPE per level, per action. So a level 4 mage can spend up to 20 PPE in a single action. Any spell that uses 20 or less PPE is performed in a single action. Spells with PPE from 21-40 take 2 actions. Spells with PPE from 41-60 take 3 actions... you get the idea. As the mage gains levels, he gets faster with larger PPE spells. It's unofficial, but I've heard a number of folks speak well of it.

I'm going to use this. It seems to be a good idea.

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Re: Spell casting and melee actions?

Unread post by drewkitty ~..~ »

Mack wrote:I'm not aware of any changes to the RUE spell casting rules.
-- Spell levels 1-5: 1 action
-- Spell levels 6-10: 2 actions
-- Spell levels 11-15: 3 actions

As an alternative there's the PPE Channeling approach (from a Rifter article): A mage may use 5 PPE per level, per action. So a level 4 mage can spend up to 20 PPE in a single action. Any spell that uses 20 or less PPE is performed in a single action. Spells with PPE from 21-40 take 2 actions. Spells with PPE from 41-60 take 3 actions... you get the idea. As the mage gains levels, he gets faster with larger PPE spells. It's unofficial, but I've heard a number of folks speak well of it.

This is the only change that came with RUE that I whole heartedly find a good thing.
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kaid
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Re: Spell casting and melee actions?

Unread post by kaid »

I liked the change as well. It makes the low level standard combat spells be quick and effective in combat. The more potent spells are more involved and require more wind up but generally also have a big enough impact to be worth the extra attack/attacks used.
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Re: Spell casting and melee actions?

Unread post by 42dragon »

drewkitty ~..~ wrote:
Mack wrote:I'm not aware of any changes to the RUE spell casting rules.
-- Spell levels 1-5: 1 action
-- Spell levels 6-10: 2 actions
-- Spell levels 11-15: 3 actions

As an alternative there's the PPE Channeling approach (from a Rifter article): A mage may use 5 PPE per level, per action. So a level 4 mage can spend up to 20 PPE in a single action. Any spell that uses 20 or less PPE is performed in a single action. Spells with PPE from 21-40 take 2 actions. Spells with PPE from 41-60 take 3 actions... you get the idea. As the mage gains levels, he gets faster with larger PPE spells. It's unofficial, but I've heard a number of folks speak well of it.

This is the only change that came with RUE that I whole heartedly find a good thing.


Yes, this was a great change / improvement with the release of RUE.

That said, I have had great experiences and prefer the PPE channeling rules (Rifter 21). Perhaps I am remembering incorrectly but didn't they possibly reference the PPE channeling rules in PF Mysteries of Magic, making them official optional megaversal rules? Sorry, I don't have my books to verify right now.
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Re: Spell casting and melee actions?

Unread post by drewkitty ~..~ »

Actually most of what I like about it is that it defines how many APM it takes to cast a spell.

The old text just says two spells per melee and didn't say how the casting of spells effected the number of APM the char had that round. So some GM would cut the char's APM in half while others the casting of the spell was just one of the char's APM.
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Re: Spell casting and melee actions?

Unread post by Mlp7029 »

Remember talismans can hold up to level 8 spells and take one action to activate.
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Re: Spell casting and melee actions?

Unread post by Blue_Lion »

Mlp7029 wrote:Remember talismans can hold up to level 8 spells and take one action to activate.

TW I push a button and channel PPE to activate a caned spell.
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