Jabroniville wrote: ↑Fri Apr 12, 2019 8:10 am
oh- haha. I just realized that several Magic Powers operate simultaneously and not Instantly, meaning they're not Alt-Effects of each other. HOWEVER, upon trying to find a way to make Wizards not cost 9,000 points as a direct result of that, I discovered the "Standard Action" Flaw, usually used for "Colossus" types who have to activate their powered-up form, also effects all of this stuff. And, as all these effects have to be activated SEPARATELY, you can also apply that Flaw separately. Meaning that many of the Immunity, Concealment, and Sensory powers that Wizards get as part of their spells can all have that -2 points reduction. It saves a BIT of points, while still making the Mage crazy versatile and expensive.
For example, my Line Walker O.C.C. was 151 points, but with the other powers separated, he's now 170 points.
This was one of the reasons I was trying to set up a Wide Array for spells, so you could potentially have several (usually smaller) spells active simultaneously without it getting too expensive. I tried applying it to your Walker build below.
BTW - I don't know if it's updated rules in the UE or different interpretations or both, but what I found about casting times for Invocations was that Levels 1-5 take only 1 attack to cast, 6-10 are 2 attacks and 11-15 are 3. Palladium PCs have several attacks, of course, but they have to since usually they need to use them to Parry or Dodge, where in M&M it's essentially free unless you do a full Defend Maneuver. I interpret this to mean low level spells you can just whip off like any attack, mid-level require a Move-Action to Actiivate, and high-level the Standard Action, meaning they won't go off until your next round without Extra Effort.
Jab's Ley Line Walker - PL 8 (150p)
Strength 1, Stamina 3, Agility 3, Dexterity 4, Fighting 5, Intellect 3, Awareness 3, Presence 3
Advantages
Equipment 6, Ranged Attack 3, Ritualist
Skills
Athletics 6 (+7), Deception 2 (+5), Expertise: Demon Lore 4 (+7), Expertise: Magic 8 (+11), Insight 3 (+6), Investigation 3 (+6), Perception 5 (+8), Persuasion 3 (+6), Stealth 2 (+5)
Powers
Ley Line Powers [21]
. .
Ley Line Observation Ball: Remote Sensing 4 (Affects: 2 Types, inc. Visual - Vision & Hearing, Range: 500 feet; Flaws: Medium: Within Ley Lines) [8]
. .
Line Drifting: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Extras: Increased Duration: continuous; Flaws: Source: Within Ley Lines) [2]
. .
Read Ley Lines: Senses 5 (Ley Line Awareness: Acute, Analytical, Direction Sense, Extended 1: x10) [5]
. .
Sense Magic: Senses 3 (Awareness: Magic, Extended 2: x100) [3]
. .
Sense Rifts: Senses 3 (Awareness: Rifts, Extended 2: x100) [3]
Magic Invocations: Wide Array 1 - 21p power pool [36]
. .
1 Blinding Flash: Cumulative Burst Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 18; Extras: Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 18 [4 ranks only], Cumulative, Increased Range: ranged; Flaws: Sense-dependent: Vision) [20]
. .
1 See Aura: Senses 12 (Acute: Fight, Acute: Psionics, Analytical: Fight, Awareness: Possession, Detect: Fighting Capability 2: ranged, Detect: Magic 2: ranged, Detect: Aberration 2: ranged, Detect: Psionics 2: ranged; Extras: Sustained) [12]
. .
1 See the Invisible: Senses 2 (Counters Concealment: Vision, Invisible; Extras: Sustained) [2]
. .
2 Befuddle: Affliction 8 (1st degree: Vulnerable, Dazed, 2nd degree: Stunned, Defenseless, Resisted by: Will, DC 18; Extras: Extra Condition, Increased Range: ranged; Flaws: Limited Degree) [16]
. .
2 Fear: Affliction 8 (1st degree: Dazed, 2nd degree: Defenseless, Resisted by: Will, DC 18; Extras: Increased Range: ranged; Flaws: Limited Degree) [8]
. .
2 Turn Dead: Burst Area Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Extras: Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Sustained; Flaws: Limited 2: ,One Command: Leave,only affects "animated" dead) [8]
. .
3 Armor of Ithan [16]
. . . .
Armor: Protection 4 (Linked; +4 Toughness; Extras: Impervious [1 extra rank])
. . . .
Resistant: Immunity 20 (Linked; Very Common Descriptor: Energy; Flaws: Limited: Magic sourced only, Limited - Half Effect)
. .
3 Energy Bolt: Damage 6 (DC 21; Extras: Increased Range: ranged) [12]
. .
3 Invisibility: Simple: Concealment 2 (Sense - Sight) [2]
. .
4 Energy Field: Create 5 (Volume: 30 cft., DC 15; Flaws: Diminished Range 3) [7]
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4 Ley Line Transmission: Mental Communication 3 (Flaws: Limited 2: Broadcast Only, Only on Ley Line) [6]
. .
4 Magic Net: Cumulative Affliction 7 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 17; Extras: Cumulative, Extra Condition, Increased Range: ranged; Flaws: Limited Degree) [21]
. .
Ley Line Phasing: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Extras: Accurate, Extended: 1000 miles in 2 move actions; Flaws: Custom: 15-60 Second Ritual, 4/hour, Limited: Within Ley Line) [20]
. .
Ley Line Rejuvenation: Healing 6 (Flaws: Limited 2: Self, Within Ley Lines) [3]
. .
Read Ley Lines: Remote Sensing 12 (Affects: 1 Type - Touch, Range: 16 miles; Flaws: Limited 2: Natural Disasters, Along Ley Lines) [4]
. .
Seal: Transform 2 (Affects: Broad > Broad - Entrance to Unopenable Entrance, Transforms: 3 lbs., DC 12; Extras: Increased Duration: continuous) [10]
Wing Board: Flight 6 (Easily Removable, Speed: 120 miles/hour, 1800 feet/round; Flaws: Limited: Along Ley Lines)
[4]
Equipment
Energy Rifle [Energy Rifle: Damage 7, DC 22; Extras: Increased Range: ranged, Multiattack], Light Body Armor [Light Body Armor: Protection 4, +4 Toughness; Extras: Impervious [3 ranks only]]
Offense
Initiative +3
1 Blinding Flash: Cumulative Burst Area Affliction 8 (DC Dog/Fort/Will 18)
2 Befuddle: Affliction 8, +7 (DC Will 18)
2 Fear: Affliction 8, +7 (DC Will 18)
2 Turn Dead: Burst Area Affliction 8 (DC Will 18)
3 Energy Bolt: Damage 6, +7 (DC 21)
4 Magic Net: Cumulative Affliction 7, +7 (DC Fort/Will 17)
Energy Rifle: Damage 7, +7 (DC 22)
Grab, +5 (DC Spec 11)
Seal: Transform 2, +5 (DC Dog 12)
Throw, +7 (DC 16)
Unarmed, +5 (DC 16)
Complications
Enemy (The Coalition): The CS actively hate Magic, and will kill any sorcerers they can find.
Power Loss (Magic): Magic requires the internal energies of the Sorcerer to work- too many Spells will wear them out.
Defense
Dodge 6, Parry 7, Fortitude 4, Toughness 7, Will 8
Power Points
Abilities 50 + Powers 61 + Advantages 10 + Skills 18 (36 ranks) + Defenses 11 = 150
As written, your Wide Array can run spells up to 21p, so it can have just Magic Net, or for a free action you can reconfigure to have See Aura[12], See Invisible[2], and Invisibility:simple[2] all active to do some scouting.
You can also widen the Array by just putting points in the pool. If you added 20p (bringing your total even with the 170 you have for your last edit) you could have up to 41p active, so you could run Armor of Ithan[16] and Invisibility[2] and still have enough points to rotate through all of your offensive spells. Actually, a great way to emulate the Line Walker using the Line's energy would be to Flaw the added pool points to only work on a Line, so the 20p could cost only 10p.
The other point-saving way to do it would be just a Variable, bought up to Free Action and Limited to a Pre-defined List of Spells for 8p/rank. The tipping point is when you have your array slots costing as much as 60% of your pool; at that point you can just swirch to Variable and add spells to the list without it costing any more (unless the next spell is bigger than anything you currernly have). This is handy for a system that allows you to acquire spells "whenever" instead of waiting for accumulated experience.
I've been finding a bunch of weird little details about spells and keep wondering whether to incorpoate them or ignore them. Most spells are essentially Perception Range with a range limit, or at least no Attack check needed since all a target can do is save. It''s not too big a deal when most spells are at Rank 2 to match Spell Strength 12, but that only works if you either keep Fortitude low to match Rifts save bonuses, or else make Magic its own save. You seem to be matching Spell Ranks to PL (although I'm not sure if it's not the other way around), which is probably easier and would make the PCs more portable to other game settings.