IPB

Welcome Guest ( Log In | Register )

2 Pages V   1 2 >  
Reply to this topicStart new topic
AKWeaponsSpecial...
post May 24 2010, 07:35 AM
Post #1


Moving Target
**

Group: Members
Posts: 163
Joined: 28-September 09
From: Soldotna, Alaska
Member No.: 17,683



Okay, so in one of my games, a character wants to create a Manipulation spell, Sword of the Spirit (As an aside, he's a Christian Theurgist); I have a few questions for everybody here at Dumpshock.

Sword of the Spirit would create a bladed weapon of a material similar to Physical Barrier, another spell he knows; I suppose it would be Touch range, since it is creating a sword in his hand, and the damage code would be (STR/2)+net hits on the Spellcasting test; it would, in effect, be a sharpened Barrier or Armor spell projecting from the hand of the wielder, with the "handle" unsharpened. Drain would be (F/2)-1

Now, for the questions. First, and most importantly, would this count as a complex object (as per the sidebar pages 159-160, Street Magic), as it is basically a sharpened stick? Second, would the school need to be different? Third, does it make sense as written? Finally, are there any changes I should make?
Go to the top of the page
 
+Quote Post
Makki
post May 24 2010, 07:57 AM
Post #2


Running Target
***

Group: Members
Posts: 1,373
Joined: 14-January 10
From: Stuttgart, Germany
Member No.: 18,036



read SM p. 160:
Sorcery Cannot Create Magical Items
and
Sorcery Cannot Create Complex Things

so no spirit slaying sword - i assume he was aiming for a weapon focus substitute to ignore itnw..
if you want to make it a physical barrier version, then adjust the drain accordingly. this spell will be much more difficult than the barrier...
Go to the top of the page
 
+Quote Post
The Jopp
post May 24 2010, 08:04 AM
Post #3


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



QUOTE (Makki @ May 24 2010, 08:57 AM) *
read SM p. 160:
Sorcery Cannot Create Magical Items
and
Sorcery Cannot Create Complex Things

so no spirit slaying sword.


A manipulation in mana creating a "sharp" version of a barrier spell would be completely possible, it is neither complex or an item - it is still a sustained spell. After all, it is made of the same "material" as a physical barrier which is nothing but mana and not a physical "thing".

For balance I would add a few things.

Drain Code:
+1 for Reach (it is a sword so it should have a reach)

Possible elemental effect: Light (add +1 drain) for that bright holy look. or possible flaming sword.

The mage would still have the problem of sustaining it with a -2 for every action.
Go to the top of the page
 
+Quote Post
Makki
post May 24 2010, 08:12 AM
Post #4


Running Target
***

Group: Members
Posts: 1,373
Joined: 14-January 10
From: Stuttgart, Germany
Member No.: 18,036



i gave it some more thoughts:

-touch version of Flamethrower (substitute with light if prefered) that looks like a sword for fluff reasons and uses Blades skill instead of Unarmed. Drain is +1

@the Jopp: elemental effect is +2 drain (IMG:style_emoticons/default/nyahnyah.gif)
Go to the top of the page
 
+Quote Post
Lansdren
post May 24 2010, 08:26 AM
Post #5


Moving Target
**

Group: Members
Posts: 572
Joined: 6-February 09
From: London Uk
Member No.: 16,848



QUOTE (The Jopp @ May 24 2010, 09:04 AM) *
A manipulation in mana creating a "sharp" version of a barrier spell would be completely possible, it is neither complex or an item - it is still a sustained spell. After all, it is made of the same "material" as a physical barrier which is nothing but mana and not a physical "thing".

For balance I would add a few things.

Drain Code:
+1 for Reach (it is a sword so it should have a reach)

Possible elemental effect: Light (add +1 drain) for that bright holy look. or possible flaming sword.

The mage would still have the problem of sustaining it with a -2 for every action.



If this is mearly a sharp version of a barrier spell then I think the normal rules for moving a spells effect would come into play.

I'm away from books at the moment but I have a feeling there is a limit to how much you can move a spell around in a turn but i could be wrong here.


As a concept I think its kinda cool but from a game perspective I dont think its really workable you cant really have a scalable (net hits adding) magical weapon that can be called into being at the drop of a hat with almost no drain. We have weapon focuses for most of the benifits but with the expected drawback of it being able to be taken away from you. This would be a perfect weapon with almost no downsides.
Go to the top of the page
 
+Quote Post
Manunancy
post May 24 2010, 09:17 AM
Post #6


Moving Target
**

Group: Members
Posts: 821
Joined: 4-December 09
Member No.: 17,940



The concept doesn't seems too far-fetched, and a sword is a fra cry from a complex object - the shape and balance are important but there are no moving parts. Other weapons will probably be possible.

I would use the strength of the spell as a limiting factor to the damage code rather than going for the STR/2+spell strength you're proposing. A stronger item won't cut better but you can apply more power behind it. This seems more balanced than the version you're suggesting which has a potential for ludicrous damage.
Go to the top of the page
 
+Quote Post
Xahn Borealis
post May 24 2010, 09:31 AM
Post #7


Shooting Target
****

Group: Members
Posts: 1,717
Joined: 23-March 09
From: Weymouth, UK
Member No.: 17,007



One thing - the name? What's wrong with Magic Sword or something? (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Makki
post May 24 2010, 09:53 AM
Post #8


Running Target
***

Group: Members
Posts: 1,373
Joined: 14-January 10
From: Stuttgart, Germany
Member No.: 18,036



QUOTE (Manunancy @ May 24 2010, 11:17 AM) *
The concept doesn't seems too far-fetched, and a sword is a fra cry from a complex object - the shape and balance are important but there are no moving parts. Other weapons will probably be possible.


yet SM says even a hammer is too complex
Go to the top of the page
 
+Quote Post
Patrick the Gnom...
post May 24 2010, 12:50 PM
Post #9


Moving Target
**

Group: Members
Posts: 419
Joined: 10-February 09
Member No.: 16,863



QUOTE (Manunancy @ May 24 2010, 05:17 AM) *
The concept doesn't seems too far-fetched, and a sword is a fra cry from a complex object - the shape and balance are important but there are no moving parts. Other weapons will probably be possible.

I would use the strength of the spell as a limiting factor to the damage code rather than going for the STR/2+spell strength you're proposing. A stronger item won't cut better but you can apply more power behind it. This seems more balanced than the version you're suggesting which has a potential for ludicrous damage.

How is making it STR/2 + Force more balanced? Spells are always limited in net hits by force, this would just make the weapon act as if he had achieved max hits on his original spell all the time.

I personally think this should be worked like the spirit's natural weapon power, with damage being equal to the force of the spell and strength not being involved whatsoever. This object would be like a monofilament whip in nature considering that the blade could be almost 2-dimensional. Something like Damage equal to force and AP equal to net hits would be how this would work in my opinion, with drain being the same as a Physical Barrier spell at F/2 + 3
Go to the top of the page
 
+Quote Post
Udoshi
post May 24 2010, 01:19 PM
Post #10


Runner
******

Group: Members
Posts: 2,782
Joined: 28-August 09
Member No.: 17,566



To be honest, this spell, mechanically, looks pretty much like Energy Aura to me. (because it modifies melee attacks)

Just use the spell creation rules in Street Magic, and swap elemental damage to physical. Or leave it as, like, light or fire, or possibly both if you wanted to summon up the sword of an archangel(or something) and hit people with it.

Possibly swap out the 'hits people who hit you in melee' for being able to be used with melee weapons.
Go to the top of the page
 
+Quote Post
Smokeskin
post May 24 2010, 01:54 PM
Post #11


Moving Target
**

Group: Members
Posts: 881
Joined: 31-July 06
From: Denmark
Member No.: 8,995



I'd say Soulbalde = Death Touch, just you use Blades instead of Unarmed, and you get +2 for reach instead for a touch only attack. Spellcasting test and drain is suffered everytime you hit. The player gets to have the holy sword illusion effect for free because you're a nice GM.
Go to the top of the page
 
+Quote Post
TommyTwoToes
post May 24 2010, 02:37 PM
Post #12


Moving Target
**

Group: Members
Posts: 431
Joined: 15-April 10
Member No.: 18,454



QUOTE (Smokeskin @ May 24 2010, 09:54 AM) *
I'd say Soulbalde = Death Touch, just you use Blades instead of Unarmed, and you get +2 for reach instead for a touch only attack. Spellcasting test and drain is suffered everytime you hit. The player gets to have the holy sword illusion effect for free because you're a nice GM.


Seems easiest and most in line with the rules.
Go to the top of the page
 
+Quote Post
Stahlseele
post May 24 2010, 02:45 PM
Post #13


The ShadowComedian
**********

Group: Dumpshocked
Posts: 14,538
Joined: 3-October 07
From: Hamburg, AGS
Member No.: 13,525



Especially since barriers can only be moved in a very limited fashion, if that has not changed in 4th from 3rd . .
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post May 25 2010, 01:01 AM
Post #14


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (Udoshi @ May 24 2010, 06:19 AM) *
To be honest, this spell, mechanically, looks pretty much like Energy Aura to me. (because it modifies melee attacks)

Just use the spell creation rules in Street Magic, and swap elemental damage to physical. Or leave it as, like, light or fire, or possibly both if you wanted to summon up the sword of an archangel(or something) and hit people with it.

Possibly swap out the 'hits people who hit you in melee' for being able to be used with melee weapons.


I would probably go with this option, because you are right, it does sound like an example of Energy Aura, with a different Visual Effect... and since you would generally be rolling your Defense against Melee attacks, it still makes sense for the "Blade" to harm an attacker as well...


Keep the Faith
Go to the top of the page
 
+Quote Post
Banaticus
post May 25 2010, 03:05 AM
Post #15


Moving Target
**

Group: Members
Posts: 510
Joined: 19-May 06
From: Southern CA
Member No.: 8,574



QUOTE
Sorcery Cannot Create Magical Items
Foci, vessels, and other items imbued with magic may not be crafted with spells; such handiwork requires the hands-on efforts of an enchanter.

QUOTE
Sorcery Cannot Create Complex Things
Though spellcraft can transform energy, spark elemental forces, and even provide nutrition, no magicians have yet determined a way for sorcery to create complex items (such as a gun or even a hammer) from mana alone -- despite the best efforts of research corps to date. Sorcery can be used to fix and sometimes transmute complex items, but the days of summoning weapons from nowhere have not yet arrived.

Says right there, "but the days of summoning weapons from nowhere have not yet arrived."

That being said, let's step through the spell design process.
1. It's a combat spell -- it's designed to hurt, to kill.
2. It's a physical spell.
3. It has a range of touch.
4. It is an instant spell -- combat spells may only be instant spells.
5. The spell affects unwilling targets and can therefore be resisted. As a combat spell, it's an opposed test.
6. It has a base drain value of (force / 2). Additional modifiers are as follows:
+1 (physical spell)
-2 (touch range)
+0 (sustained)
+0 physical damage ... or +2 for elemental damage in addition to physical damage (if it's not just a sword, it's a hot sword and causes heat damage)
+2 for an elemental effect (if it's so hot it can actually set things on fire)

So drain value of F/2-1 for a regular magical sword or F/2+3 for something like the following...
"So [the Lord God] drove out the man; and he placed at the east of the garden of Eden Cherubims, and a flaming sword which turned every way, to keep the way of the tree of life."

That being said, this would be an indirect combat spell, so physical armor would apply to the attack -- probably half Impact armor (round up) and the fire resistant upgrade to armor would add its full value. The damage would be physical, resisted by body, limited by the force of the spell.

So, each combat turn, just pop it up for free, rolling for drain. I'd reccomend a force of, say, 4, just so you would likely make the drain check each round with your attribute + magic of 12 dice (you did start with 6's in both, right? Magic/Resonance is the single most expensive thing in the game to buy with karma, buy it as high as you can with BP while you can).

By the way, the rules for fire damage are on pp164-165 in SR4A.
Go to the top of the page
 
+Quote Post
Hand-E-Food
post May 25 2010, 03:10 AM
Post #16


Moving Target
**

Group: Members
Posts: 104
Joined: 19-May 10
From: Melbourne, Australia
Member No.: 18,592



One other thing to consider: Can you move a mana barrier physically?

Mana Barrier
Mana Barrier creates an invisible barrier of magical energy with a Force equal to the net hits scored. This barrier does not restrict living beings or physical objects, but it does impede spirits, foci, dual beings, and spells.

Player Characters are not spirits, foci, dual beings or spells. Also, the spell mentions nothing on moving a mana barrier. How will a physical being swing a mana sword?
Go to the top of the page
 
+Quote Post
Mordinvan
post May 25 2010, 07:35 AM
Post #17


Running Target
***

Group: Members
Posts: 1,444
Joined: 18-April 08
Member No.: 15,912



QUOTE (Hand-E-Food @ May 24 2010, 08:10 PM) *
One other thing to consider: Can you move a mana barrier physically?

Mana Barrier
Mana Barrier creates an invisible barrier of magical energy with a Force equal to the net hits scored. This barrier does not restrict living beings or physical objects, but it does impede spirits, foci, dual beings, and spells.

Player Characters are not spirits, foci, dual beings or spells. Also, the spell mentions nothing on moving a mana barrier. How will a physical being swing a mana sword?


By using the power of his MIND of course. (IMG:style_emoticons/default/ninja.gif)
Go to the top of the page
 
+Quote Post
Mäx
post May 25 2010, 08:26 AM
Post #18


Prime Runner
*******

Group: Members
Posts: 3,803
Joined: 3-February 08
From: Finland
Member No.: 15,628



QUOTE (Banaticus @ May 25 2010, 05:05 AM) *
So, each combat turn, just pop it up for free, rolling for drain. I'd reccomend a force of, say, 4, just so you would likely make the drain check each round with your attribute + magic of 12 dice (you did start with 6's in both, right? Magic/Resonance is the single most expensive thing in the game to buy with karma, buy it as high as you can with BP while you can).

Magic isn't used on drain resistance, its willpower + charisma/logic/intuition(depending on your tradition)
Go to the top of the page
 
+Quote Post
Manunancy
post May 25 2010, 10:42 AM
Post #19


Moving Target
**

Group: Members
Posts: 821
Joined: 4-December 09
Member No.: 17,940



QUOTE (Patrick the Gnome @ May 24 2010, 02:50 PM) *
How is making it STR/2 + Force more balanced? Spells are always limited in net hits by force, this would just make the weapon act as if he had achieved max hits on his original spell all the time.

I personally think this should be worked like the spirit's natural weapon power, with damage being equal to the force of the spell and strength not being involved whatsoever. This object would be like a monofilament whip in nature considering that the blade could be almost 2-dimensional. Something like Damage equal to force and AP equal to net hits would be how this would work in my opinion, with drain being the same as a Physical Barrier spell at F/2 + 3


What I had in mind was a basic damage of something like STR/2+1 or 2 (similar to a regular sword, I haven't the book to check) no matter what the spell's foce, with a maximum damage code equal to the spell's strength.
example : if the damage is STR/2+2, a mage with a STR score of 4 would get a damage code of 4 - if the spell is cast at force 3, the damage would be 3 (capped by the spell's force as the 'blade' can't take more force), at force 4+ it would be 4 (since the mage's muscles can't give more punch)

Go to the top of the page
 
+Quote Post
The Mighty Sherp...
post May 25 2010, 06:12 PM
Post #20


Target
*

Group: Members
Posts: 10
Joined: 25-May 10
Member No.: 18,617



By virtue of the existence of the Combat school of magic, such a spell would need to be a Combat spell. Much like how Lighting Bolt and Fireball are now Combat spells.

As others have said, simply transform a Combat spell of choice into a Touch ranged spell and add a stipulation where it uses the Blades skill. You could then perhaps add a stipulation where it counts as a sword for purposes of other spells such as one that ignites it with an elemental effect. I am unsure if this spell has made it to the new edition but it certainly existed in previous ones. Either way such a spell would go a long way towards making the base spell more interesting and different from other available options.
Go to the top of the page
 
+Quote Post
Udoshi
post May 25 2010, 11:35 PM
Post #21


Runner
******

Group: Members
Posts: 2,782
Joined: 28-August 09
Member No.: 17,566



QUOTE (The Mighty Sherpa @ May 25 2010, 11:12 AM) *
As others have said, simply transform a Combat spell of choice into a Touch ranged spell and add a stipulation where it uses the Blades skill.


When you case a touch spell, you get to make an unarmed combat test as part of spellcasting.(4a 203). Swapping Blades for Unarmed Combat seems a fairly easy swap. However, casting this spell each time you want to use it is cumbersome as heck, and unnecessary.

Let's take a look at what we want this spell to do.
1) Hit people
2) Do damage in melee
3) Look swordlike.

Now we move this over to game terms. Let's take a look at Element Aura:

Element Aura does the following:(SM 173)
"This spell creates a rippling aura of elemental energies around a subject's body. Each element requires a different spell(flame aura, electrical aura, cold aura, etc). This fiery aura does not affect the subject, but increase the DV of any melee attack by the caster's hits. Attacks are treated as Cold, Electricity, Fire, or some other elemental damage(p155, sr4, p164-65 SM) as appropriate to the aura, and are resisted with half impact armor. Any successful physical melee attack against the subject a
lso means that the attacker must resist similiar damage from the aura. The aura's Damage Value equals the spell's Force."
Category: Manipulation Type: Physical. Range: LOS. Duration: Sustained. Drain: (Force/2)+3

So it:
Increases the damage you do in melee, and turns it into elemental damage, adding AP-half.(unless the element says it doesn't.)
It hits people who hit you.
It gives you a visible Elemental aura.

Lets pair this with Street Magic's expanded elemental options on 164:
Metal: "The Metal elemental effect damages the target with small metallic(iron) fragments and shrapnel. This attack is similiar to Flechette ammunition: Increase the DV by +2, but the attacker suffers a +2 AP penalty against Impact armor. Metal damage attacks are resisted with Impact Armor. As a secondary effect, Metal damage may shred some easily cut materials like cheap fabrics" (I believe this is a typo, and is meant to be +2/+5.)

So we have a Metal Aura, dealing metal damage, and letting us punch(or knife) people for even more damage. The "visible aura"..... simply looks like a sword. In fact, using this spell may even summon several swords - the floating ones just stab people who try to hurt you. Just like in that bible quote. I ain't done yet, though.

QUOTE (Banaticus @ May 24 2010, 08:05 PM) *
So drain value of F/2-1 for a regular magical sword or F/2+3 for something like the following...
"So [the Lord God] drove out the man; and he placed at the east of the garden of Eden Cherubims, and a flaming sword which turned every way, to keep the way of the tree of life."

However. I like that quote, fire damage is great, and the character is a christian theurgist already. So there's that option:
Fire Damage( SR4a164): AP-Half, Physical damage, Fire Resist armor upgrade adds full value. May set things on fire: If it does, each Combat Turn it the DV either goes up(if its spreading) or down(if its being put out, running out of fuel, or the item isn't very flammable), doing that DV every turn until it reaches zero.

Why not have both!
We're going to take Metal(Sword) Aura, and throw it into Street Magic's spell creation rules, and borrow a page from the silly fire-water line of spells, and add a second elemental effect(Since its a Manipulation spell, it must be a Physical spell with Physical damage, and nets +2 drain, making it Force/2+5)
Which makes it great. It does extra damage from Metal, and the extra AP the defender gets is Halved from Fire. And it sets people on fire. It also lets you summon up an aura of flaming swords.
"Look ma! No-hands old testament baddassery!"


Edit: I am dumb, and this is basically Digital Grimoire's FireWater aura, subbing Metal for Water.
Go to the top of the page
 
+Quote Post
AKWeaponsSpecial...
post May 26 2010, 12:54 AM
Post #22


Moving Target
**

Group: Members
Posts: 163
Joined: 28-September 09
From: Soldotna, Alaska
Member No.: 17,683



QUOTE (Udoshi @ May 25 2010, 03:35 PM) *
When you case a touch spell, you get to make an unarmed combat test as part of spellcasting.(4a 203). Swapping Blades for Unarmed Combat seems a fairly easy swap. However, casting this spell each time you want to use it is cumbersome as heck, and unnecessary.

Let's take a look at what we want this spell to do.
1) Hit people
2) Do damage in melee
3) Look swordlike.

Now we move this over to game terms. Let's take a look at Element Aura:

Element Aura does the following:(SM 173)
"This spell creates a rippling aura of elemental energies around a subject's body. Each element requires a different spell(flame aura, electrical aura, cold aura, etc). This fiery aura does not affect the subject, but increase the DV of any melee attack by the caster's hits. Attacks are treated as Cold, Electricity, Fire, or some other elemental damage(p155, sr4, p164-65 SM) as appropriate to the aura, and are resisted with half impact armor. Any successful physical melee attack against the subject a
lso means that the attacker must resist similiar damage from the aura. The aura's Damage Value equals the spell's Force."
Category: Manipulation Type: Physical. Range: LOS. Duration: Sustained. Drain: (Force/2)+3

So it:
Increases the damage you do in melee, and turns it into elemental damage, adding AP-half.(unless the element says it doesn't.)
It hits people who hit you.
It gives you a visible Elemental aura.

Lets pair this with Street Magic's expanded elemental options on 164:
Metal: "The Metal elemental effect damages the target with small metallic(iron) fragments and shrapnel. This attack is similiar to Flechette ammunition: Increase the DV by +2, but the attacker suffers a +2 AP penalty against Impact armor. Metal damage attacks are resisted with Impact Armor. As a secondary effect, Metal damage may shred some easily cut materials like cheap fabrics" (I believe this is a typo, and is meant to be +2/+5.)

So we have a Metal Aura, dealing metal damage, and letting us punch(or knife) people for even more damage. The "visible aura"..... simply looks like a sword. In fact, using this spell may even summon several swords - the floating ones just stab people who try to hurt you. Just like in that bible quote. I ain't done yet, though.


However. I like that quote, fire damage is great, and the character is a christian theurgist already. So there's that option:
Fire Damage( SR4a164): AP-Half, Physical damage, Fire Resist armor upgrade adds full value. May set things on fire: If it does, each Combat Turn it the DV either goes up(if its spreading) or down(if its being put out, running out of fuel, or the item isn't very flammable), doing that DV every turn until it reaches zero.

Why not have both!
We're going to take Metal(Sword) Aura, and throw it into Street Magic's spell creation rules, and borrow a page from the silly fire-water line of spells, and add a second elemental effect(Since its a Manipulation spell, it must be a Physical spell with Physical damage, and nets +2 drain, making it Force/2+5)
Which makes it great. It does extra damage from Metal, and the extra AP the defender gets is Halved from Fire. And it sets people on fire. It also lets you summon up an aura of flaming swords.
"Look ma! No-hands old testament baddassery!"


Edit: I am dumb, and this is basically Digital Grimoire's FireWater aura, subbing Metal for Water.


....That's actually quite amazing....I like it. I'll bring it up to the player
Go to the top of the page
 
+Quote Post
Udoshi
post May 26 2010, 05:13 AM
Post #23


Runner
******

Group: Members
Posts: 2,782
Joined: 28-August 09
Member No.: 17,566



QUOTE (AKWeaponsSpecialist @ May 25 2010, 05:54 PM) *
....That's actually quite amazing....I like it. I'll bring it up to the player


You're very welcome. Just be wary of the high drain code - even at low force, say, 3 or so, it should be fairly effective.
Also, Force doesn't limit hits from Edge dice - if your player is inclined to break out this spell for a serious 'i need to kill stuff' moment, it may be a way to prevent him from not flopping over from the drain after casting it.

Additionally, there's no Blades skill involved by default - the player may want a knife(Ceramic, Survival, other), possibly a weapon focus to use with the spell. Then again, if he has a decent unarmed combat skill, there's no need. The spell itself ought to take care of the DV.
Go to the top of the page
 
+Quote Post
Mäx
post May 26 2010, 06:14 AM
Post #24


Prime Runner
*******

Group: Members
Posts: 3,803
Joined: 3-February 08
From: Finland
Member No.: 15,628



QUOTE (AKWeaponsSpecialist @ May 26 2010, 02:54 AM) *
....That's actually quite amazing....I like it. I'll bring it up to the player

Yeah ita pretty neat, but the drain code of F/2+6 is pretty nasty, so i hope the character in question has a good drain resistance pool and i also higly succest gettin atleast a fetish for the spell, maybe even a blood fetish. Even with 16 dice a force 3 spell will inflickt an avarage of 2 points of stun damage so he should also seriously concider getting platetet factories implanted.
Go to the top of the page
 
+Quote Post
The Tarasque
post May 26 2010, 11:03 AM
Post #25


Target
*

Group: Members
Posts: 10
Joined: 26-May 10
Member No.: 18,621



Is there a rule that says combat spells cant be sustained?
Go to the top of the page
 
+Quote Post

2 Pages V   1 2 >
Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 6th June 2025 - 05:17 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.