Although this is somewhat unrelated, I would like to start with my favorite thing about Magic in Palladium...Rifts: Ultimate Edition, page 185 wrote:Thus, while a Fire Ball is a Fire Ball, not all Fire Balls are equal nor look identical. Each is shaped and tuned, if ever so slightly (and in some cases, not so slightly), by the person creating it.
Next, I'd just like to also bring up this quote (see below). It is rather clear that spells require the ability to speak (which is covered later) and hand gestures. This is also a significant drawback for my spell slinging friends - take off a hand or a claw or a tentacle and you can make it impossible to cast spells! More importantly for this time, if the hands are occupied (say by operating a jet-pack) than it is generally safe to assume they cannot cast spells and operate the pack (or vehicle) at the same time. I'll explore this a little later in my post when I address
Tor's concerns.
Obviously, complex spells like Rituals and Summonings are going to be impossible because they genrally cannot even be cast on the spot as they require preparation.
Rifts: Ultimate Edition, page 186 - STEP 5: Understanding Magic wrote:Spell magic requires spoken incantations and hand gestures that serve as a focus to cast magic.
This is further expanded upon on page 189 where it reads:
To cast a spell requires verbalization - the speaking of the spell invocation. The mantra of the spell must be spoken aloud and with authority. Hand gestures are also usually part of the spell casting process that helps focus and direct the mystic energy.
Oh wow! I did not know this! I am glad I say down and reread this. Thank you guys! If nothing else your interest and my anal-retentive quest for balance and order in the chaotic world of magic has taught me something
new!
![Wink ;)](./images/smilies/wink.gif)
Rifts: Ultimate Edition, page 187 - STEP 5: Understanding Magic wrote:Touch. Means the magic's effects can only be transmitted through physical contact; flesh to flesh or flesh or through gloves and fabric, but not through sealed, environmental M.D.C. body armor or armored vehicles (unless the magic is meant to effect the armor).
Which, finally brings us too...
The weakness of spell casting. For purposes of stacking odds against this notion (so that folks know I am not being bias - I
hate personal bias) we will be using a 1st level spell as our example as they are the easiest and most simple to cast. As listed the approximate time to cast a first level spell is equal to 3 seconds. (Rifts Ultimate Edition, pg. 189 - The Time It Takes To Cast a Spell).
That said, we should
probably take into consideration:
Rifts: Ultimate Edition, page 189 wrote:The mid-and high-level spells count as two or three of the mage's melee attacks and will require the character to take a step back from the action to use his magic to the best strategic purpose. While this may remove him from the immediate action of combat, his spell may have a profound effect on the battle, that's the trade-off.
And...Rifts: Ultimate Edition, page 189 wrote:Furthermore, magic has the disadvantage of requiring concentration and speaking, two things you can't do while under attack! So unless the spell being cast is a Level 1-5 invocation that can be popped off in three or four seconds, the action of parrying, dodging or striking back will break the spell invocation and prevent the mage from casting his spell (he'll need a "breather" of 7-10 seconds to cast a higher level spell). Likewise, getting popped in the mouth or stomach, or getting knocked down or blinded, or anything that breaks the spell caster's concentration and makes him stop in the middle of his verbalization of the spell prevents him from finishing it.
I know I am sounding like a broken record but all of this is going to be important.
Rifts: Ultimate Edition, page 190 - Can't cast magic when under direct attack. wrote:This also means if the mage is being hammered by a full press attack (i.e., his attacker keeps striking at him at every opportunity), even if the sorcerer is successfully parrying each attack, he is focused on protecting and defending himself and cannot get a higher level spell off. The same is true if he is doing the physical attacking, or running or performing any physical action.
That is right, if the Mage is
running (is it unbelievable to say that flying is the same thing in the case of our Draconian pals?)
or performing any physical action. Which I
believe would imply piloting a vehicle, be it an automobile or a jetpack (especially given the tremendous speeds of jet packs; but more on that later). However, lets play devils advocate and just assume that piloting the jetpack does not count as a physical action.
Instead, lets warm up and do some mental gymnastics and assume that the character has Telemechanics and use his psychic abilities to control the vehicle mentally. That would work right? Well, it
would except that psionics also require concentration and so do spells and short of having two brains (not beyond the alien physiology of some D-Bees I am sure!) I would assume that someone can only 'concentrate' on one thing at a time. So, I'd have to read the conclusion that isn't a sound idea.
But wait! What if you are a Techno-Wizard and the skies are the limit? (No pun intended) than what? Well, what if you could build a magic auto-pilot? Sure, most man-sized jetpacks are too small to house an A.I. (R:SB1r) but with Techno-Wizardry
almost anything is possible! Maybe you can imprison an intelligence within the jetpack and it can fly for you so you can focus on your spells? If we take this path --
maybe. Maybe we can make this work after all!
And my investigation has FALLEN FLAT on its face. I have read MOST of Federation of Magic (revised), The Book of Magic, the R:UE and I have found that... well I have found nothing specifically supporting me and I've been reading for the last two hours... but before you crucify me... I would just like to say that I am sure I have read something about it and that limit is specifically the reason Techno-Wizards made the Wing-board and Barges and other flying platforms I just cannot for the life of me find it. If anyone actually knows I'd appreciate you saving my butt. Since I cannot find it in the aforementioned sources I suspect it is on Siege on Tolkeen but my friend currently has all my Tolkeen books so I cannot get at them. The other place it might well be now that I think about it is in the R:GMG. I will check that out as soon as I get a free minute (I have work I need to do or I'd give this more time).Tor wrote:This 'stable footing' thing is silly. Dragons can't cast spells while flying?
That said, I hope in the very least I have addressed this for the moment. I promise I will return and continue my explanation and rationality for these things THE MINUTE I have the time.
Tor wrote:How do people manage to cast spells underwater? Or on boats?
I know this is gone into in Underseas some; generally with the exception of some spells you can't. That said, you might know a spell that was invented by a tentacled race of ultrasonic underwater people and if you can speak an ultrasonic language then you could cast it underwater. That is addressed a little in Book of Magic (at the front in questions).
For now though, I'd like to close on something all spell-casters and spell-casting creatures should keep in mind:
Kevin Siembieda wrote:That's just how magic works, and a player has to be smart about how he uses the magic to take full advantage of the strengths and avoid to the pitfall of the weaknesses. Focus on those strengths and wish for good luck and a helping hand when the mage gets into a jam.
EDIT: P.S.: You guys have my word that I will keep searching for this. I'm always the first person to admit he was wrong but I know I was sitting in the living room when I read it. I'm sure I didn't just imagine it... but if I did (which isn't like me)... but if I did, I'll admit it. However, if anyone else has seen it I'd love help in my search.
P.P.S.: Sorry Cornholio I have not reread PF:MoM yet ether but I'll get on that soon too!