How does the receptacle power actually work?

This is actually several questions, but closely related enough I felt they should be asked as one question. If the community disagrees, I’m happy to split them up.

The 2nd Edition Complete Psionics Handbook actually has a number of issues where it seems like the writers failed to consider there might be more people in the world besides a single psionicist and their target, to be honest. But one of the places this is most apparent is the receptacle power – it only indicates that the psionicist who creates the receptacle can then draw the stored PSPs from it, but never specifically indicates whether other psionicists (or even psychically active monsters) can draw those PSPs out as well.

Additionally, it indicates that to create a receptacle from an empowered object, you don’t need to give it powers using empower, but doesn’t indicate you cannot do so. So, my questions about this power:

  1. Can another psionicist use a receptacle that wasn’t created by them? 1a) If so, does that also extend to monsters with "natural psionic ability" or only true psionicists?

  2. Can you use an empowered object that was given powers as a receptacle? 2a) If so, can the object itself access the additional PSPs stored in it by the receptacle power to pay for its own powers, or are they only accessible by others?

Do Continuous effects in an array remain after you switch to a different power?

Note: This is different to What happens when you use a continuous power in an array and then switch to a different power? as that covers 2nd edition, and I’m focused on 3rd.

Say you have an array with two powers: one is a Create effect with Increased Duration (Continuous) extra, the other is an attack of some kind. You use the former to create a box, and then switch to the other. Does the box remain, or does it vanish?

The rules are ambiguous on this point, and there is a strong argument for either position from both a rules and a thematic perspective

The description for Alternate Effect states:

Alternate Effects cannot be used or maintained at the same time as other Alternates in the same array; they are mutually exclusive

The description for the Continuous duration states:

The effect lasts as long as you wish, without any action required on your part. Once active, it stays that way until you choose to deactivate it

From a rules perspective, one could argue that since one is not maintaining the effect, one would be permitted to swap between powers without dismissing the effect. On the other hand, one could argue that the effect being in place at all counts as the power being ‘used’.

From a thematic perspective, one could argue for effects remaining with the following example: Imagine a superhero, let’s call her Sue. Sue has the power to fire Ice Beams, with two applications: as an attack, or to build ice constructs. Since both rely on her firing Ice Beams, and she can only use the beams for one at a time, it makes sense that they would be an array. In addition, once her constructs are created, she doesn’t need to sustain them (ignoring ice melting for this example). As such, it would make sense for the constructs to be Continuous. If she were to build a construct one round, then attack with her beams the next, it would make little sense for the construct to suddenly disappear, as they were not reliant on her in any way. However, one could argue that the two effects being able to be applicable at the same time violates the concept of an array.

I’ve checked the forums, and there is a solid 3 pages of discussion there with no consensus, so I’m looking for an official ruling on this if there is one at all. Thanks in advance.

Power levels of RIFTS classes

Someone posted this link to a set of “tiers” for D&D 3.5 classes, and it got me thinking.

I haven’t played RIFTS in forever, and one of the reasons is the wide disparity in class power and flexibility. Does anyone know of a reference for this? Perhaps something that gives a rough ranking of classes in terms of firepower or variety of abilities?

Can a Cleric use Harness Divine Power without a Holy Symbol?

Harness Divine Power states (TCoE p.30):

As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot […]

Does this mean this ability can only be used provided the Cleric has a holy symbol? In the Spellcasting feature for Cleric’s it says "You can use a holy symbol,[…]" which should mean they can cast spells with materials, they are not forced to use a holy symbol; if a player chooses to make a character that uses materials instead of a holy symbol, are they locked out of using this feature?

Does Harness Divine Power use Channel Divinity?

The Harness Divine Power optional feature from both the Paladin and Cleric class in Tasha’s Cauldron of Everything says the following:

You can expend a use of your Channel Divinity to fuel your spells.

It then goes on to say that you can touch your holy symbol as a bonus action to regain a spell slot, which you can do once per day, or more at higher levels, neglecting to say anything about using Channel Divinity. Does it require Channel Divinity, or not?

Elan Aegis total power points

An Elan gains:

Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.

Then she takes level in Aegis so Wild Talent became (or change with) Psionic Talent. (In this personal case the DM asked she to spend 1 feat to take Psionic Talent, not automatic.)

Then she would like to take the 1st-level power: Empty Mind and so she uses 1 feat to take Wild Talent feat (again) and 1 more feat to take Unlocked Talent feat (Prerequisite: Wild Talent).

Now she can choose one 1st-level power: Empty Mind

The question is: this is a correct path? And if is correct, how many power points she can add to the normal amount (Aegis level progression + Int modifier + psionic aptitude choice) coming from psionic features? Wild Talent: +2, Psionic Talent +2, Unlocked Talent +2 = 6 or 8 (Wild Talent 2 times)?

Is adjusting damage type an appropriate power level for bestow curse?

A rather creative cleric in my game’s party has presented with a new curse they want to use. The new curse is:

All damage the target creature takes is treated as the damage type to which the creature is most vulnerable

This curse basically removes any sort of damage reduction from the game, plus it can even make all damage the players do to monsters more powerful than intended. Our evoker, for instance, can memorize only powerful fire spells with confidence that those fire spells will have full effectiveness on creatures. The cleric is prepared to heighten spell to keep the saving throw as high as possible.

Is this curse:

  1. Appropriate for bestow curse
  2. Too strong for bestow curse but appropriate for bestow curse, greater
  3. Inappropriate for a permanent debuff

I don’t consider this a homebrew question since bestow curse explicitly encourages creation of new curses. I have just always had difficulty judging the power of curses

When creating a weapon that is +2 to hit +2 damage, how much magical power is needed? [closed]

if a master weapon smith is making a +2 to hit, +2 damage axe strong enough so that it can hold a high level spell enchantment, approximately how much magical power should be required to be infused in the forging? The intended weapon is a reforging and re-enchanting of a legendary weapon which was broken fighting & defeating the champion of Belial, Arch devil master of the 4th level of the nine hells. It will target fiends & celestials (hopefully).

Does movement speed add damage or attack power to weapons?

I have a character who has managed to get herself a movement speed of 100′. She is a centaur, and as such specializes in lance based combat and charges. Now in the real world a lance moving faster would have more power behind it. With this centaur moving at 56 MPH and putting her 1473 pounds behind that lance it is striking with a force of 16,726.39 Newtons concentrated down onto the lance tip, which is something rather tiny like a hundred thousandth of an inch. This results in the lance point having 95,510,148 PSI when it strikes a target. This is enough force to pierce up to 8 inches of modern ultra-high carbon steels (assuming no loss of power by friction). In other words that lance is going into and through just about anything that gets in its path.

Now is this knowledge just a fun bit of coolness to know or does D&D reflect physics and give a damage boost for speed of a handheld piercing weapon?