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> Stupid question, Spellcasting/Power foci & Drain Resistance Tests
Tyro
post Apr 25 2010, 11:36 PM
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I seem to remember a rule where you can withhold dice from a spellcasting or power focus for use in drain resistance, but I can't find it in SR4A or Street Magic. Was that just SR3? I've been known to miss the obvious before, so I thought I should double-check.

[Edit:] Another stupid question - Do mentor spirit bonuses to spell categories include drain resistance tests? I know they include counterspelling, so it would make sense.
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Patrick the Gnom...
post Apr 26 2010, 01:10 AM
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QUOTE (Tyro @ Apr 25 2010, 06:36 PM) *
I seem to remember a rule where you can withhold dice from a spellcasting or power focus for use in drain resistance, but I can't find it in SR4A or Street Magic. Was that just SR3? I've been known to miss the obvious before, so I thought I should double-check.

[Edit:] Another stupid question - Do mentor spirit bonuses to spell categories include drain resistance tests? I know they include counterspelling, so it would make sense.


Actually, that was in SR4, they errated it in SR4a. Now spellcasting foci can only add their dice to spellcasting tests and can't be used for drain. Mentor spirits don't help with drain.
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Karoline
post Apr 26 2010, 01:49 AM
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QUOTE (Patrick the Gnome @ Apr 25 2010, 09:10 PM) *
Actually, that was in SR4, they errated it in SR4a. Now spellcasting foci can only add their dice to spellcasting tests and can't be used for drain. Mentor spirits don't help with drain.


Yep, that was in SR4, and dropped in 4a. Likely because they didn't want people overcasting F12 spells without real fear of damage because they could withhold a focus to boost their drain.

As for the mentor spirit thing, if it says +2 to X spells (Where X is combat or whatever) then it means when doing spellcasting/counterspelling/ritual spellcasting. Same goes for spirits, it applies to summoning/banishing/binding, but doesn't apply to drain in either case.
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Tyro
post Apr 26 2010, 02:26 AM
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Thanks, guys! Much appreciated.
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crizh
post Apr 26 2010, 10:24 AM
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Interestingly, mechanically, it's quite easy to get your DP for Drain up so high that you can pump out F12 Fireballs all day with little chance of suffering Drain.

What is difficult to do is to get your Spellcasting DP up high enough to make it worthwhile bothering.

By the time you are Grade 6, which is what I would recommend as a power level for the DoTA series, it's not unreasonable to be pushing 40 Dice for Drain Resistance. At that point you can buy hits on F/2+4 at Force 12. In most cases however the only benefit to casting that high is to increase the cap on Spellcasting hits. Getting Spellcasting above 30 Dice is much harder and almost requires dumping a massive amount of Karma on a huge Ally Spirit.
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Aerospider
post Apr 26 2010, 11:29 AM
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QUOTE (crizh @ Apr 26 2010, 11:24 AM) *
it's not unreasonable to be pushing 40 Dice for Drain Resistance.

How do you manage that?
Ordinarily I'd figure this out for myself but barely have enough free time to GM as it is.
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crizh
post Apr 26 2010, 11:35 AM
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Max Drain Stat's with Improve [Characteristic] spells, Centering and a Rating 6 Centering Focus. That'll get you between 30 and 39 Dice depending on race.

You can pump that with situational stuff like Aspected Domain up to about 40 Dice fairly easily.
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Lansdren
post Apr 26 2010, 11:41 AM
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may i also request guidence on the 40 dice for drain figure. I had thought I was doing well with 13 (ten from stats, 1 from positive quality two from centering (2nd initiate)) although it will be up to 16 soon as I will be boosting logic but thats for another discussion
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Aerospider
post Apr 26 2010, 11:46 AM
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QUOTE (crizh @ Apr 26 2010, 12:35 PM) *
Max Drain Stat's with Improve [Characteristic] spells, Centering and a Rating 6 Centering Focus. That'll get you between 30 and 39 Dice depending on race.

You can pump that with situational stuff like Aspected Domain up to about 40 Dice fairly easily.

Thanks, much appreciated.
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crizh
post Apr 26 2010, 11:58 AM
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QUOTE (Lansdren @ Apr 26 2010, 12:41 PM) *
may i also request guidence on the 40 dice for drain figure. I had thought I was doing well with 13 (ten from stats, 1 from positive quality two from centering (2nd initiate)) although it will be up to 16 soon as I will be boosting logic but thats for another discussion


Up until Grade 6 Initiation is probably the most Karma efficient way of boosting power. Get to Grade 6, get a big Centering Focus and then start saving for that Ally Spirit.

Buying Logic up from 5 to 6 will cost enough Karma to initiate twice.
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Lansdren
post Apr 26 2010, 12:33 PM
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QUOTE (crizh @ Apr 26 2010, 12:58 PM) *
Up until Grade 6 Initiation is probably the most Karma efficient way of boosting power. Get to Grade 6, get a big Centering Focus and then start saving for that Ally Spirit.

Buying Logic up from 5 to 6 will cost enough Karma to initiate twice.



Odds are will be a R3 logic enhancer as abit of bioware. loss of magic is coming from something else so i'm filling in the rest of the hole with something shiny. But I take your point on the initiation very cost effective now I have centering
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Karoline
post Apr 26 2010, 12:47 PM
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QUOTE (Lansdren @ Apr 26 2010, 06:41 AM) *
may i also request guidence on the 40 dice for drain figure. I had thought I was doing well with 13 (ten from stats, 1 from positive quality two from centering (2nd initiate)) although it will be up to 16 soon as I will be boosting logic but thats for another discussion


Lets take an elf with a charisma based tradition just for fun. Here is how you get to massive dice.

Soft max charisma 7, soft max willpower 5, increase willpower spell to boost willpower to 9, increase charisma spell to boost charisma to 12, initiate and get centering, bond an F6 centering focus.

That's 9 + 12 + 6 = 27 + initiation grade.

Certainly not 39-40 as the person said, and not exactly easy as the centering focus alone will cost you 36 karma to bond, not to mention the F5 and F7 (Or F9 and F12 depending on how you handle the improved attribute spell) sustaining foci you'll need to avoid penalties from maintaining your improvement spells, and the fact that you'll need 5 hits on the increased charisma spell, and the 13 karma for initiation.

Oh, guess you could get two extra points by surging to get increased willpower and charisma, and if all you cared about was drain you could get the geneware and symbioite that give you a +1 to willpower based tests (including drain) for another 2, so that boosts you up to 32 dice at initiation grade one. Then you could grab the genetic optimization for both charisma and willpower, which will give you 4 more points (2 from raising the max, 2 more because it would cause the augmented max to go up), so yeah, you're sitting at 36 dice at initiation grade 1, but you'll be sustaining two spells to do so, and have lost a point of magic, along with spending 45 karma to get to that point, on top of the 90k focus and about 150k worth of 'ware.
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crizh
post Apr 26 2010, 01:02 PM
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I never said anything about beginning characters. Maybe 400BP plus at least 200 karma.

I'm thinking about the BBEG encounter at the end of Midnight as a power level. A Pixie or Eagle Shifter can greatly exceed the numbers you posted for an Elf without relying on bioware or Surge. A Surged Eagle shifter with Genetic Optimization on the other hand could get seriously out of hand.

Quickening or long term binding for the Increase spells. Sustaining Foci suck.
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Karoline
post Apr 26 2010, 02:00 PM
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Pixie can get 3 extra points from my base, so 30 + initiation grade.

Eagle shifter can get 1 extra point from my base, so 28+ initiation grade.

Quickening has its own issues, including the fact that you're looking at around 12-20+ karma to quicken the spells and you can no longer go through wards. Also means you're looking at a minimum initiation grade of 2.

I think the big thing that Aerospider got caught up on was the way you presented it as though it was simple, easy, and something every spellcaster should have basically from the word go. Maybe you didn't mean to present it that way, but it came across as not being a 'Oh, I meant 200 karma into the game with all sorts of special restrictions and caveats' sort of deal.
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Aerospider
post Apr 26 2010, 02:08 PM
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QUOTE (Karoline @ Apr 26 2010, 03:00 PM) *
I think the big thing that Aerospider got caught up on was the way you presented it as though it was simple, easy, and something every spellcaster should have basically from the word go. Maybe you didn't mean to present it that way, but it came across as not being a 'Oh, I meant 200 karma into the game with all sorts of special restrictions and caveats' sort of deal.

For the record – no misunderstanding crizh, just laziness on my part!
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Karoline
post Apr 26 2010, 02:19 PM
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QUOTE (Aerospider @ Apr 26 2010, 10:08 AM) *
For the record – no misunderstanding crizh, just laziness on my part!


Guess it was just me then. Way he said it I was totally thinking he meant easy low powered stuff, not 200 karma into the game.
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crizh
post Apr 26 2010, 02:33 PM
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QUOTE (crizh @ Apr 26 2010, 11:24 AM) *
By the time you are Grade 6


Is what I originally said. Far from starter characters no?

Yes, Eagle Shifter has one less than the Pixie for combined max augmented Drain Stat. However both CHA and WIL are on the break point. Genetic Optimization on both gives four extra dice.

A Rating 12 Sustaining Focus will set you back 120k and 24 Karma. Exactly the same as Quickening except without the 120k. I'd use Quickening Materials if I could spare the Karma. Nobody with stat's is going to be able to dispel that. You ought to be able to roll a couple of Spells into your own Aura with Extended Masking. Not that many Barriers could stand up to a Force 12 Spell anyway. BC is a pain in the bum, make sure to learn Filtering.
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Orcus Blackweath...
post Apr 26 2010, 02:33 PM
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Ok, So now help me do that with my non-cybered Technomancer. No real access to magical help, although I might try to have a quickened tattoo added later. I cannot seem to go over 15 drain dice.
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darthmord
post Apr 26 2010, 02:37 PM
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Ya know... it's a good thing my group doesn't know about Dumpshock. I don't need their twinkery improved upon by you guys.

My main saving grace at the moment is they are all new to SR and aren't applying extreme power gaming principles as of yet.
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crizh
post Apr 26 2010, 02:41 PM
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Allocation Bond, Resonance Well, In Tune, Home Ground(debatable).

That could net you as many as 10 Dice.
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Karoline
post Apr 26 2010, 02:49 PM
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QUOTE (crizh @ Apr 26 2010, 10:33 AM) *
Is what I originally said. Far from starter characters no?


Yeah, totally read over that part, my bad.

And I'm talking less about the quickened spells being disspelled and more about them setting off magical alarms in every building you walk into. Or does the extended masking make it so you don't have to worry about passing spells through wards and such? Magic rules aren't my forte.
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crizh
post Apr 26 2010, 03:25 PM
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I think it should, I'm sure others would argue black was white that it doesn't. As far as I'm concerned the fluff is quite clear, you use Masking to alter your aura to appear to be the creator's and Extended Masking to make your spells aura appears as part of yours. The Barrier lets you through because it 'perceives' your aura and those of your spells to be one aura, that of it's creator.
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Patrick the Gnom...
post Apr 26 2010, 09:03 PM
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QUOTE (crizh @ Apr 26 2010, 10:25 AM) *
I think it should, I'm sure others would argue black was white that it doesn't. As far as I'm concerned the fluff is quite clear, you use Masking to alter your aura to appear to be the creator's and Extended Masking to make your spells aura appears as part of yours. The Barrier lets you through because it 'perceives' your aura and those of your spells to be one aura, that of it's creator.


I'm willing to argue against that (IMG:style_emoticons/default/rotate.gif) . Masking makes your aura look like something else, it doesn't change what it actually is. Even if you make your quickened spell look like it's a part of your aura, and then make your aura look mundane, the spell is still active on the astral plane and as such can't move through astral barriers (like wards). Just because the infiltrator with the fancy suit looks like he's not there doesn't mean he can pass through walls as if he isn't, same thing with a masked quickened spell. Walls can't see after all, and neither can wards. Masking does nothing against them.
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crizh
post Apr 26 2010, 09:43 PM
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QUOTE (Patrick the Gnome @ Apr 26 2010, 10:03 PM) *
I'm willing to argue against that (IMG:style_emoticons/default/rotate.gif) . Masking makes your aura look like something else, it doesn't change what it actually is. Even if you make your quickened spell look like it's a part of your aura, and then make your aura look mundane, the spell is still active on the astral plane and as such can't move through astral barriers (like wards). Just because the infiltrator with the fancy suit looks like he's not there doesn't mean he can pass through walls as if he isn't, same thing with a masked quickened spell. Walls can't see after all, and neither can wards. Masking does nothing against them.


Street Magic p124, Fooling Wards.

The spell is still active on the Astral Plane and appears to be the wards creator and as such can move through the ward uninhibited.

An infiltrator with the right RFID tag can pass through a security door as easily as the legitimate owner of said tag. The point about wards being dumb just means I don't have to counter any arguments about it letting several people with the same aura past. It's dumb.
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Patrick the Gnom...
post Apr 27 2010, 04:17 AM
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QUOTE (crizh @ Apr 26 2010, 04:43 PM) *
Street Magic p124, Fooling Wards.

The spell is still active on the Astral Plane and appears to be the wards creator and as such can move through the ward uninhibited.

An infiltrator with the right RFID tag can pass through a security door as easily as the legitimate owner of said tag. The point about wards being dumb just means I don't have to counter any arguments about it letting several people with the same aura past. It's dumb.

Sorry, you're right. Missed the mentioning of masking as the creator of the ward.
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