Energy Sphere
Energy Sphere
Saving Throw: None.P.P.E.: One Hundred Twenty
Effect
Energy Sphere creates a globe of blue energy similar to that seen along ley lines. The mage can create this sphere through the expendi ture of 120 P.P.E. but then must pump additional P.P.E. into it within the next 10 minutes or it fades away.
This additional energy (up to 100 P.P.E. per level of the spell caster) must come from the mage, another sorcerer, dragon, god, blood sacrifice or drawn from a ley line nexus when energy is high (eclipse, solstice, etc.).
The magic energy contained in the basketball-sized energy sphere will follow the mage wherever he goes, floating in mid-air above his right or left shoulder, and holds the energy until he needs it. This storage of potentially large amounts of energy can be drawn upon by either the mage who created it or one specific person whom the mage gives the sphere to as a gift or reward (in this case, only that person can draw upon the energy).
The sphere is typically created when a practitioner of magic knows that he will need a large amount of P.P.E. to cast a high level spell, ritual or a number of spells beyond his normal limit (I.e. combat, construction, dimensional travel, etc.). This spell, said to have been created by Thoth or the legendary Old Ones, is sometimes used by gods and demon lords to give their mortal minions and or champions additional power to ac complish great feats.
The energy reserve in the sphere must be used within a limited period (typically within a matter of days) or the sphere and the P.P.E. will be wasted when it fades away. The person to whom the Energy Sphere belongs can draw on the P.P.E. reserve in any increments from a few points at a time to whatever its total power reserve may be in a single spell.
The sphere is impervious to most attacks but can be destroyed by 500 M.D. points and loses 2D6x10 P.P.E. per minute in an Anti-Magic Cloud. A successful Negate Magic will drain it of 6D6 P.P.E. each time a negation is cast on it, but Dispel Magic Barrier has no affect on it. Psi-Stalkers and most other P.P.E. vampires can not draw upon this concentrated and protected energy source.
This additional energy (up to 100 P.P.E. per level of the spell caster) must come from the mage, another sorcerer, dragon, god, blood sacrifice or drawn from a ley line nexus when energy is high (eclipse, solstice, etc.).
The magic energy contained in the basketball-sized energy sphere will follow the mage wherever he goes, floating in mid-air above his right or left shoulder, and holds the energy until he needs it. This storage of potentially large amounts of energy can be drawn upon by either the mage who created it or one specific person whom the mage gives the sphere to as a gift or reward (in this case, only that person can draw upon the energy).
The sphere is typically created when a practitioner of magic knows that he will need a large amount of P.P.E. to cast a high level spell, ritual or a number of spells beyond his normal limit (I.e. combat, construction, dimensional travel, etc.). This spell, said to have been created by Thoth or the legendary Old Ones, is sometimes used by gods and demon lords to give their mortal minions and or champions additional power to ac complish great feats.
The energy reserve in the sphere must be used within a limited period (typically within a matter of days) or the sphere and the P.P.E. will be wasted when it fades away. The person to whom the Energy Sphere belongs can draw on the P.P.E. reserve in any increments from a few points at a time to whatever its total power reserve may be in a single spell.
The sphere is impervious to most attacks but can be destroyed by 500 M.D. points and loses 2D6x10 P.P.E. per minute in an Anti-Magic Cloud. A successful Negate Magic will drain it of 6D6 P.P.E. each time a negation is cast on it, but Dispel Magic Barrier has no affect on it. Psi-Stalkers and most other P.P.E. vampires can not draw upon this concentrated and protected energy source.
Related School
Invocation
Effect Duration
Two days per level of experience, or until used up.
Effect Casting Time
3 actions.
Range
100 feet (30.5 m).
Level
11