Spell Sustaining question, 9 hours of reading gone sour... |
Spell Sustaining question, 9 hours of reading gone sour... |
Feb 27 2006, 12:24 PM
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#1
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Slacker Extraordinaire Group: Retired Admins Posts: 337 Joined: 26-February 02 From: Ashburn, VA Member No.: 997 |
I've read so much this evening that I'm not sure if my mind is overcomplicating things or not.
The clarification I need. Is that penalty applied to all tests (as it basically reads) or just all additional magic related tests (as it kind of implies)? This'll probably be clearer after I get some sleep, but I'd like to get some input asap just in case it isn't. Thanks! |
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Feb 27 2006, 12:32 PM
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#2
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jacked in Group: Admin Posts: 9,358 Joined: 26-February 02 Member No.: 463 |
All tests. It basically requires some concentration and thus distracts you from just about anything else.
Bye Thanee |
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Feb 27 2006, 02:58 PM
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#3
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
i dunno if it should apply to damage resistance tests though. that seems a little fishy to me.
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Feb 27 2006, 03:02 PM
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#4
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Moving Target Group: Members Posts: 297 Joined: 26-February 02 Member No.: 248 |
Damage resistance is always exempt from those, just like with wound modifiers. The -2 isn't applied to drain resistance either (p.174, Step 6: Resist Drain, the sentence before the last one). |
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Feb 27 2006, 03:02 PM
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#5
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Moving Target Group: Members Posts: 371 Joined: 10-January 06 From: Regina Member No.: 8,145 |
My group always had a house rule that no modifiers applies to DR tests. It was too easy for characters to die, not to mention we couldn't resolve it "conceptually" either.
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Feb 27 2006, 03:05 PM
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#6
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
Also notice that they don't count for drain resistance tests:
This is one that I missed in my initial reading. Of course, it makes drain resistance really hard (as my wife unfortunately found out). |
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Feb 27 2006, 07:25 PM
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#7
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Target Group: Members Posts: 11 Joined: 3-January 06 Member No.: 8,127 |
A sustaining focus will sustain the spell for you, eliminating that penalty.
Which, I guess, makes such a focus a way to have the spell on permanently. So a focus which you use to sustain an Armor spell at force 4 would give you 4 stackable levels of B and I armor that you always carry around with you. The big advantage to this is that you can handwave it offscreen. In a month of downtime you're able to cast the spell up to the force of the focus, and then just keep it that strong indefinitely, rather than having to recast every day. This lets you heal up the drain damage while keeping the spell, I guess. Which makes sense if the spell is bound to the object, a "magic item" if you will, but is confusing if it still requires concentration, just not enough to cost dice. Then you'd need to recast after every period of sleep, presumably. Though since foci are so expensive, I don't see a lot of trouble with letting a spell be permanent. You have to pay for the focus and the spell, so it's not like you didn't sink the BP into it. |
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Feb 27 2006, 07:29 PM
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#8
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
And it gets shut down whenever you walk through a ward you're not keyed to. Does Masking still allow you to take active spells through a ward?
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Feb 27 2006, 07:34 PM
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#9
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
It isn't a good idea to permently sustain an armor spel. Your GLOW!!! will keep you awak at night. Not to mention being equivilant to a bright neon "Geek me First" sign.
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Feb 28 2006, 03:55 AM
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#10
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Slacker Extraordinaire Group: Retired Admins Posts: 337 Joined: 26-February 02 From: Ashburn, VA Member No.: 997 |
All tests. got ya. Thanks for the clarification. I'm ripping through this book to get ready for my group's return to Shadowrun, but I tend to overcomplicate things or find vagueness even when things are spelled out. :)
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Feb 28 2006, 08:25 AM
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#11
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Target Group: Members Posts: 83 Joined: 20-May 05 Member No.: 7,405 |
The glow is kind of assumed. There's no reason a mage couldn't write a version of the spell that didn't glow.
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Feb 28 2006, 03:43 PM
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#12
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The back-up plan Group: Retired Admins Posts: 8,423 Joined: 15-January 03 From: San Diego Member No.: 3,910 |
Johnny--For that though we have to either wait for Street Magic to be our savior and bring us spell design rules, or port the old system.
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Feb 28 2006, 05:41 PM
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#13
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
Has no one tried to reverse-engineer the grimoire spells?
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Feb 28 2006, 07:29 PM
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#14
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Shooting Target Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
Negatory, not assumed. Explicit, even.
And yeah, once the spell design rules come out you can bet there will be much numbercrunching and spell redesign. A lot of buffs will become personal range rather than touch, I wager. |
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Feb 28 2006, 07:37 PM
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#15
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Moving Target Group: Members Posts: 238 Joined: 18-August 05 Member No.: 7,569 |
Just a quick note: the -2 dice for sustaining also does not apply to tests made to maintain concentration when you're distracted/damaged.
Pg. 174. Second to last paragraph, last line. Calypso |
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Feb 28 2006, 07:38 PM
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#16
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Moving Target Group: Members Posts: 399 Joined: 27-May 04 Member No.: 6,361 |
Personally, I'd say there shouldn't be much of a bonus, if at all, from changing a touch spell to personal. Too easy to abuse with buffs. Blech.
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Feb 28 2006, 09:38 PM
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#17
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
No. Masking has no such power. Further, it no longer even applies to magic items or spells no matter how high your grade is. Masking effects your aura and your aura alone. So masking yourself as Mundane while you have Active Foci is completely useless. Anyone with half a brain can figure out that you are masked. -Frank |
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Feb 28 2006, 10:46 PM
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#18
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Shooting Target Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
In prior editions (which may or may not matter to SR4), it did have a bonus. You had the following ranges for spells, if I recall: Personal, Touch, LOS, Area. Each one had a progressively beefier drain code modifier. SR4 seems to carry that legacy forward with the new drain codes. Touch adds -2, LOS is +0, and Area is +2. Holding the pattern, that'd seem to imply that Personal is -4. Myself, I'd make Personal -3 so it wasn't such a huge jump. There are a few reverse-engineering threads running around here (I remember participating in one a few months ago) somewhere. It's probably already been figured out. |
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Mar 1 2006, 06:09 AM
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#19
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Uncle Fisty Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
the idea of having spells stuck in sustaining foci for days or weeks at a time is why we still use thost good ol' grounding rules from 2nd edition.
As far as visual effects of spells like armor, it says (somewhere) that the exact visual effects of spells can differ from caster to caster. I've always talked it over w/ my GM first, but we generally have no problem with the armor spell not being visible. There's canon references to that sort of thing anyways. Underworld SB , talking about the Chimera asassins geeking an ork that had a bullet barrier stop bullets before, but not actually be visible. Besides, I have a hard time seeing a shadowrunner doing anything taht would make them friggin' glow. shadowrunner, not day-glo runner. We call those targets. |
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Mar 1 2006, 06:49 AM
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#20
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Moving Target Group: Members Posts: 515 Joined: 19-January 04 Member No.: 5,992 |
Well, bullet barrier'd just provide ballistic armor, wouldn't it? Armor provides both. I imagine that armor provides the bonus, plus a visual effect. And, like, a version that didn't? Maybe add a +2 to the DV for a stealth version?
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Mar 1 2006, 06:53 AM
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#21
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Uncle Fisty Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
the barrier spells also have that tell-tale yellow-ish glow to them. But really the visuals is up to the mages style. For instance, a dragon shaman whos powerbolts look like little dartins (or big) dragons. Or the difference between a frieball racing to it's target, or just exploding at point of impact. Yeah, if you'd like, you could add some specific drain modifiers to spells, especially if they don't jive with the mages normal style. I think +2 is a bit much though. +1 should be enough for such a minor alteration.
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