We have truly useful items for aspiring mages! Check our wares and order now! Worth every coin and soul.
1) PP limit multiplier (xn):
Are you toned down by meagre amount of PPs? Does the channeling zap you every time? Then this miraculous item is for you! It simply lets you possess n times the normal dose of PP that your training and mind gives you. Of course you have to wear it all times; while resting you want it to give you the bigger pool to fill and in action loosing it might leave you with too much power to handle unless you are already below your natural limit of PP's.
2) PP efficiency multiplier (xn):
Make more for less! With this mindboggling artefact every PP that you spend will be n times PP for the spell you are casting. No trouble with PP limits and restoration. The the enhanced version now in use even handles all those fractionals for you, giving you the same total power as with other methods. Complete online function. Just attune yourself with it and the next spell is peanuts for you but boulders to target.
3) PP recovery multiplier (xn):
Have you cursed the long time it takes for power to replenish? Try this and the power shall flow to you, n times faster than before. Not more power, but always with you. Who cares if you don't have mountain of PP's before combat, if can blast them an hour later, when they try to recover from their wounds? (Inspired by BRG.)
4) PP granting multiplier (xn):
This is a novel modification of No 1 above. Rest and attune with it. On the moment of awakening your power limit will jump up to n times normal. At the same time the multiplier gives you n-1 times your PPs worth of power. This power comes once a day, instantly, but the limit enhancement has duration of the rest of the day. (Original JWC design?).
5) PP-combo (xn):
A real bargain and our most popular product. It combines the higher limit to faster recovery. You have n times the normal limit and n times the normal recovery. Thus the same resting time makes your power pool n times bigger than your puny opponent's. Amazing benefit.
Prizes in the Chaotic Plane.
Variety creates as much gray hair as fixed interpretation :)
On the subject of Burnout the question is about the upper limit. 'Increase Limit x' -spells in AC handle that partially. Their description even had damage (different from burnout) for cases were spell ends and somehow acquired PPs remain over the real limit. Items 1, 4 and 5 above have similar effect to the limit: they rise it for a period. Item off, benefit off. So it is harder to get a burnout too with the talisman in hand.
No 2 is trickier. Either extra power goes to man, which is the same as without multiplier OR the multiplier works both ways: "1 in n out". Devastating.
-Mana bolt strikes you and gives you 10 PP, but luckily your x5 multiplier interferes. As 10 PP goes into it, it outputs 50 PP into your person. Roll for burnout...
Draining is simpler as it uses the power. With or without multiplier things are pretty same. (With you have more PPs though). Again No 2 is a question. Directly is the same but through multiplier now actually benefits the user as Draining is considered the spell into which the multiplier feeds the enhanced power. All variants are available.
On the party use of common items. I prefer the keyed ones, works for one named person only: The original customer. Cannot be used if stolen (or "found"). For extra price you get it with tracing magic. Once keyed, will stay so until the user dies. After that it can be reattuned.
Now the syllables of Resist Fire...
Be reading you.