Re: Variable Power Pools
It will do whatever you, as the GM, will allow. It could give people wings as transformative magic, it could make people melt, it could make an Area of Effect spell that will blast the crap out of everything and anything...
However, a VPP is limited by a few things: Pool cost, control cost, GM choice, and experience points.
You buy a VPP, you need to at least get half it in control cost (and only the control cost is affected by limitations). At its very standard, you have, let's say:
VPP (100 active points, 50 control points)
Add magic only, and it's (100 active points, 33 control points, magic only (-1/2))
Then, of course, you need to account that he needs a skill roll to activate (+2 advantage for cosmic, which is 'anything anywhere')
And if he only had 150xp (let's say 75/75 campaign), then he has, what, 10-20 points left over to protect himself?
Also, when he has, let's say, a magical armor up to keep himself alive, then he can't spend the points that are already active anywhere else without dispelling them.
So while very potent, eventually, you can only do so many things at once (not to mention that you incur an action point penalty for every 10 point you try to alocate in your VPP, unless you took the right advantages (thus raising the cost of your VPP).
And the GM can say 'no' to the player if he tries to do something that just doesn't seem 'magical'.
And I'd enforce a 'egypt' theme to the magic, too. I mean, there are myths and stories about egypt, after all, that he should follow. You don't see a vehicle summoned in egypt, now do you?