Daaamn. I have read sourcebook and other sources, but I still do not get how exactly this is handled. My thoughts so far (which are surely wrong):
You choose spell, Manabolt
You select force of spell, say 6 (my players are quite new and thus have no more than power 6)
You use Sorcery active skill and sorcery pool to cast it?
How damage scales up? Does it for attacking spells?
Does force 6 means enemy will have 6 boxes damaged, so it is 6S?
Protective spells are more understandable this way, number of successes usually means how good you used it.
Except Impr Invis and Invis, is it contest (you reroll till get one, highest number and enemies later use this number as target) or you just use number of successes to later evaluate this?
For drain, you use Body + Spellpool again?
How much is drain? Those +1 +M or other numbers cofuse me somehow.
I just do not get how exactly this calculates, for the same Manabolt
I'll try and answer your questions as succintly as I can.
| QUOTE |
| You select force of spell, say 6 (my players are quite new and thus have no more than power 6) |
| QUOTE |
| You use Sorcery active skill and sorcery pool to cast it? |
| QUOTE |
| How damage scales up? Does it for attacking spells? |
| QUOTE |
| Does force 6 means enemy will have 6 boxes damaged, so it is 6S? |
| QUOTE |
| Except Impr Invis and Invis, is it contest (you reroll till get one, highest number and enemies later use this number as target) or you just use number of successes to later evaluate this? |
| QUOTE |
| For drain, you use Body + Spellpool again? |
| QUOTE |
| How much is drain? Those +1 +M or other numbers cofuse me somehow. |
Looks like Fenris beat me to this by a minute or two but here goes:
| QUOTE |
Daaamn. I have read sourcebook and other sources, but I still do not get how exactly this is handled. My thoughts so far (which are surely wrong): You choose spell, Manabolt You select force of spell, say 6 (my players are quite new and thus have no more than power 6) |
| QUOTE |
You use Sorcery active skill and sorcery pool to cast it? How damage scales up? Does it for attacking spells? Does force 6 means enemy will have 6 boxes damaged, so it is 6S? |
| QUOTE |
Protective spells are more understandable this way, number of successes usually means how good you used it. Except Impr Invis and Invis, is it contest (you reroll till get one, highest number and enemies later use this number as target) or you just use number of successes to later evaluate this? |
| QUOTE |
For drain, you use Body + Spellpool again? How much is drain? Those +1 +M or other numbers cofuse me somehow. I just do not get how exactly this calculates, for the same Manabolt |
wow, people are really patient when helping newbs around here (no offense, i tend to concider myself a newb)...
Traks,
Fenris is mistaken on one important point:
You do NOT lose sorcery skill dice when casting a spell. That means that if you have three initiative passes, then you could (hypothetically) cast three spells. This becomes really important if you have the guts to do astral spell casting (and risk physical drain).
You do lose spell pool dice when used until your next combat turn, however.
The only exception to this is spell defense. If you allocate sorcery skill dice to spell defense, then indeed you lose those dice for your entire turn which is one reason why you should never do that. Allocate spell pool dice to spell defense instead if that is what you want to do.
Exception: When walking around, you should tell you GM that your "default" is all pool and spell defense dice on you. When combat starts, you can (as a free action) deallocate your sorcery dice to cast spells. Until then, however, you are well protected from enemy spells (and thus suprise enemy magical attacks).
-Polaris
Gotta couple more questions.
Some spells have: drain +1 (M)
As I see from example, result will be always M stun, simply increasing TN.
Are there any background skills that aid in Sorcery skill?
And thanks very much, I got spell casting/drain very clearly now.
As I thought, everything is simple when you get it ![]()
Thanks Polaris, being honest GM I will say that to my players.
| QUOTE (Fenris) |
| Please also note that the sorcery skill, like the spell pool, only refreshes once a combat round. This means that if your mage wants to cast a spell on the first phase of the round, and then another spell on the second phase, he has to split his sorcery skill and spell pool between the two castings, unlike most other skills. |
| QUOTE (Polaris) |
| The only exception to this is spell defense. If you allocate sorcery skill dice to spell defense, then indeed you lose those dice for your entire turn which is one reason why you should never do that. Allocate spell pool dice to spell defense instead if that is what you want to do. |
Fortune,
Actually the wording on Spell Defense is unclear. I grant it could be read the way you are suggesting but I never have and neither has any GM I have gamed for. That said, it is ambigious. Frankly, unless it is the 'default' condition I mentioned, I almost never use spell defense (contrary to what is suggested in the book) for the simply reason that it is too damn effective and it costs too damn much. You (IMX anyway) are almost always better off using those dice for offense and drain (in the case of spell pool).
-Polaris
Tracks,
To my knowledge there are no background skills that help you with sorcery***
***There is a metamagic technique called centering which can be used as a secondary skill to aid sorcery. Centering is bought as a seperate skill after you learn the centering metamagic technique and it is always linked to some background skill which it can not exceed. More rules on this can be found in Magic in the Shadow but it generally is not available to starting characters.
-Polaris
| QUOTE (Polaris) |
| Actually the wording on Spell Defense is unclear. |
You guys are all partially wrong about the Sorcery dice. Sorcery dice do sometimes act like a pool, but the refresh (except for dice dedicated to Spell Defense) is not at the end of the combat turn, but at the end of the initiative pass. This means that, yes, if you get three initiative passes in a combat turn, you can cast three spells, using your full Sorcery skill for each. However, there are occasionally times where you might want to use Sorcery dice for more than one thing during the same initiative pass, and in that case, you have to divide the dice between the various uses. The usual cause is if you want to cast more than one spell at the same time, it's possible to do so with one Complex Action... but you have to divide your Sorcery dice between the spells being cast.
You can probably ignore that completely, Traks. I've never seen anyone actually do it... it's certainly not something you need to worry about if you're still trying to figure out how to calculate Drain.
Fortune,
I dislike the way the rule is written too, not just because of the ridiculous "default" mode which makes suprise magical attacks nearly impossible, but also because in normal combat, it makes spell defense (going by your/book interpretation) actually pretty pointless. As I said, using actual sorcery dice as spell defense is almost a complete waste and if you are forced to do it, then don't do spell defense at all. Get the shielding metamagic technique instead.
-Polaris
Tracks,
John is right, but I didn't include it because I thought it was a needless complication. You also take +2 drain TN for each spell above the first that you cast that way too.....and you have fewer dice per spell to get successes with.
In general it is a horrid idea, and I have almost never seen it done for good reason. John is right about this too.....you should be able to ignore this complication 99+ percent of the time.
-Polaris
| QUOTE (John Campbell) |
| You guys are all partially wrong about the Sorcery dice. |
In total the above responses are right on. The whole "two spells at once thing" is rare for a good reason, but sometimes you might find yourself up a creek without a paddle, and letting go two spells at once is the way to go. While youll almost assuredly take some drain (and if its a bad situation youll probably be using high force spells, and thus likley go unconcious even) if you trust your team to snag your drooling self and drag you to saftey you can go out with a bang. Thus while you wont use it 9/10 times, its sorta important to know for that 10th time when you *really* need to strain that magical muscle.
*nod*
The only time I have *ever* seen two spells cast in combat (and I have seen a lot of SR combat) was when I did it to "fork" a deadly manabolt to hit two distinct targets without nailing my friends.
It almost killed me too.
In short WhiteDwarf is right; it is a desperation move that you will almost never see.
-Polaris
All these responses and everybody's arguing. Is that really the dummy way? Now I'm confused too. Must lie down. Head hurts. Sleepy-time.
Slayer,
Whose arguing? It seems like most of us are fairly amicable and pretty much in total agreement. Consider the participants, that is fairly unusual.
-Polaris
| QUOTE (Polaris) |
| Whose arguing? It seems like most of us are fairly amicable and pretty much in total agreement. Consider the participants, that is fairly unusual. |
Okay maybe arguing is too strong. But nobody is in complete agreement from what I read. And since the author of this post was looking for simple, any disagreement (is that too harsh?) is only going to confuse.
There was some confusion over the wording of the "how sorcery dice" are used but it was cleared up throughout the thread. Want a summary post? Im sure someone here can toss one up with it all in a brief outline if its neccessary. The difficulty is including all the ways you can use sorcery dice over multiple turns in a simple way, which is sorta why it took a few posts to work through.
Nah. They explained things I needed most, and everything else I will catch up ![]()
Basics are most important things, and arguing about "Do you get 18 or 19 dices when mixmaxing starting mage" comes much later.
Still I houseruled Invis - it is contest where mage uses highest number from all dices and then enemies use perception tests to see anything. At least makes sense for me.
So Mslayer, everything is fine.
Now I must overcome myself and go read Matrix page that was somewhere below.
Just to muddy the waters even more, using Sorcery dice for Astral Combat also reduces the amount of Skill dice to allocate to casting and spell defense!
A common alternative is the following:
Spell Defense is based purely on Spell Pool (just like dodging is based purely off Combat Pool) with no limit on the number of dice allocated.
Spell casting always uses the full skill rating, however if you are stacking spells (i.e. casting 2 or more spells in one Combat Action) then rather than split dice, increase the TN by +2 per extra spell for each casting test (similar, but not exactly like the melee rules for attacking a second opponent). Drain test TNs are modified in the same way. Spell Pool dice must be allocated between each casting test.
Using Sorcery instead of Unarmed Combat for astral combat does not reduce Sorcery dice for spell casting.
This is a relatively simple way of handling it and is consistent with the way all other skills are used. Why the designers didn;t do something like this in the first place is beyond me.
| QUOTE (Traks) |
| Are there any background skills that aid in Sorcery skill? |
Digital,
I think you are overstating the case. All that little quote means w/r/t using sorcery in astral combat means is that if you use sorcery as your unarmed combat skill, then you can not use it for spell casting or spell defense. It is very badly worded, however.
In short.
1. If you have three passes in astral combat, you could use sorcery in combat three times at full strength.
OR
2. You could use three spell casting actions.
OR
3. Any combination of the above. What you could not do, however, is use sorcery to fight off elementals then spell cast as well.
That's how I read it anyway. I also think it is dumb and confusing. Just say that sorcery acts as Unarmed Combat in astral space and be done with it.
-Polaris
The way to get something like a background skill for sorcery is with the centering metamagic.
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