Power Juncture
The power and magic abilities of power junctures is similar to the stone pyramids of Atlantis only not as powerful as them. Like the stone pyramids, the juncture provides the damonics with increased magic power and control over the ley line and nexus points. The juncture is also used to create ley line storms, control the weather for agriculture, teleportation and opening rifts.
THE POWERS OF THE JUNCTURE
1. Healing. Resting within the power juncture for five hours will increasing the healing of a damonic. The damonic will heal four times as fast. Damonic sorcerers also recover their P.P.E. at a rate of 15 points per half hour. Other races can also heal themselves at a power juncture or recover P.P.E. at the same rate as damonics.
2. Focus and control amount of available P.P.E. The power junctures have the ability to control and direct the flow of mystic energy through them. This means that the energy and bonuses gained from ley lines and nexus points is unavailable if they have a power juncture on them. These bonuses are available only to those within or on the power juncture. To free the energy flowing through a power juncture, it must be completely destroyed. The power juncture is a mega-damage structure with 2D6x100,000 M.D.C. and towering 1500 feet into the sky.
3. Storage of Potential Psychic Energy (P.P.E.) The damonics are able to store great amounts of P.P.E. for use in dimensional travel and other forms of magic. The amount of P.P.E. available at any two hour time frame is 1D4x1000 points (1000-4000 points) from power junctures. Whenever the energy reserve is depleted, ten hours are required before the juncture can renew itself with P.P.E. energy. However, none of the P.P.E. energy is available until the ten hours has passed. Depletion of P.P.E. energy reserve will not hamper the effects or benefits of any of the power juncture's abilities unless P.P.E. is needed.
4. Create and control ley line storms. The damonics can discharge all of the juncture's energy reserve to create a ley line storm. The damonic can then control as well as direct the storm's movement anywhere along a ley line. A storm will last two minutes for every 150 P.P.E. points spent to create it. The storm's creator can stop it at any time he or she wishes. If the creator is killed or knocked unconscious, the storm will run wild until all of the juncture's P.P.E. reserve is depleted. Note: See Rifts England or Atlantis for information on ley line storms.
5. Power Juncture communication. Any damonic or practitioner of magic can magically communicate between different power junctures. A holographic-type image of the speaker will appear at the other juncture to everyone present. The damonic or mage making the transmission can see and hear the damonic at the other juncture. The communication can remain open for ten minutes for every 75 P.P.E. expended. Fortunately there is no limit to the range or distant of the communication. Two-way communication between other dimensions is possible by expending 150 P.P.E. for every ten minutes.
6. Teleportation through Power Junctures. Damonics are able to perform teleportations from one power juncture to another anywhere one is located. The process takes only five seconds to perform regardless of the distance or dimension involved. All damonics know how to perform the teleportation using the power junctures. One must be standing within the juncture to teleport. The only requirements are that the damonic know the location of the other juncture. To teleport to another juncture on the same planet requires 100 P.P.E. To dimensional teleport requires 500 P.P.E. to activate.
7. Dimensional portal/rifts. A dimensional portal or rift can be opened to another dimensional regardless of whether there is a power juncture on the other side. The portal is used to transport large numbers of damonics to invade another world or explore and chart out new territories. All the dangers and difficulties of creating a rift still apply. The rift will then remain open for one minute per level of the damonic. There is however, a 30% chance that the rift will get stuck, staying open for 5D6 minutes longer than the character wishes. There is also a 50% chance that a being from another dimension will take control of the portal, especially so called gods, demons and alien intelligence(s). As with all conventional rifts, the portal can only connect between two worlds at a time. Any more than this is impossible. Opening a dimensional portal requires 1000 P.P.E. points to create.