Jan 1 2009, 11:35 PM
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Target ![]() Group: Members Posts: 26 Joined: 4-December 08 Member No.: 16,656 |
I'm still pretty new to SR4, and I'm just wondering if I understand the nature of the metamagic Quickening correctly. It seems like an incredibly cheap and efficient way to boost a characters power, duplicating some of the best augmentations in the game, but without any of the inherent drawbacks (high (IMG:style_emoticons/default/nuyen.gif) cost, reduced essence, MAD scanners all over the place and issues with legality).
Is there a downside to loading a ton of enhancement magic on to your character and quickening it all? The cost in terms of karma seems negligible, relative to the potential gains. The character I have now is an elf magician, of the shamanic tradition, made with the standard 400 BP creation rules. He started play with magic 5, charisma 6, willpower 5, spellcasting 6 and a force 4 power focus (gained with the restricted gear quality), and 2 points in the influence skill group. So, straight out of the gate I can roll 15 dice to cast spells and 11 dice to resist drain. I've been on a few runs and accumulated 20 karma. More than enough to initiate once. My intention is to initiate and gain the quickening metamagic (which will cost 13 karma) then cast increase charisma on myself, at force 6, and quicken the spell (for 6 karma). The drain on Increase [Attribute] is (force/2)-2, so even though I have overcast it and the drain is physical, it's only a drain value of 1. I see no reason why I can't keep casting the spell until I manage to roll 6 hits on the spellcasting test with my 14 dice. I'm far more likely to get 6 hits than a glitch, and I can soak 1 drain with no trouble. Once quickened, I will be walking around with a charisma of 6(12), rolling 17 dice to resist drain, and 14 dice for any influence skills. That's a huge boost to the character's abilities, for 19 karma. Another magician trying to dispell this effect needs to succeed in an opposed test, pitting their counterspelling + magic against the force of the spell + the magic it was cast at + karma used to render it permanent, which in this case is a total of 21 dice. It'd be a hell of a lot easier to just shoot me in the head, so dispelling isn't much of a concern. The BBB states: QUOTE (SR4 Core Rules @ pg. 182) Spells cast upon an individual show up as a separate aura surrounding that person for the duration of the spell. Once a spell has been rendered permanent, the aura is no longer present. It is occasionally possible to see the traces that magic spells leave behind in a target’s aura; see Astral Signatures for more information. So, while it's possible to perceive the spell with a high enough assensing roll, anyone managing to even detect it will also already know I'm a magician with a magic attribute of 5, making the quickened spell something of a non-issue.After boosting charisma, I'll cast and quicken Increase Reflexes, to get 4 initiative passes, then I was thinking a force 9 Combat Sense would be useful. Quickening these two spells will cost another 13 karma, so I've spent a total of 32 karma and not a single (IMG:style_emoticons/default/nuyen.gif) . Unlike cyberware and bioware, which has a built in limit, thanks to its essence cost, I can't find anything to limit quickened spells. So why stop there? I can start casting quickened spells on the other runners in my team, giving them the best of cyber/bio enhancement and spells as well. Someone assensing my buddy might be able to detect the spell that's become part of his aura, and which bears my astral signature, but I doubt it's going to be as easy to spot, or as much of a concern, as the illegal cyberware and weapons strewn about his person. Are there NPC magicians in the world that cast and quicken spells for a fee? If so, what's a reasonable price... and if you can get a permanent force 4 Increase Reflexes cast on your character in an afternoon, why would anyone ever get wired reflexes or a synaptic booster? Can I go in to business and subsidize my income this way? (IMG:style_emoticons/default/grinbig.gif) Surely it can't be this good, and this easy to exploit. I have to be missing something... so, dumpshockers, what am I missing? Have these issues come up at your table, and how have you dealt with them? |
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Draxtier Spell Quickening Jan 1 2009, 11:35 PM
vollmond My understanding of Quickening is that it doesn... Jan 1 2009, 11:45 PM
ElFenrir There is also the Masking-or Extended/Advanced/Imp... Jan 2 2009, 12:02 AM
pbangarth Quickening is a powerful tool in the magician... Jan 2 2009, 12:17 AM
Muspellsheimr The biggest issue is, as already stated, wards. I... Jan 2 2009, 01:35 AM
pbangarth QUOTE (Muspellsheimr @ Jan 1 2009, 06:35 ... Jan 2 2009, 01:49 AM
Draxtier QUOTE (Vollmond)My understanding of Quickening is ... Jan 2 2009, 02:27 AM
Muspellsheimr QUOTE (Draxtier @ Jan 1 2009, 07:27 PM) S... Jan 2 2009, 03:20 AM
Draxtier QUOTE (Muspellsheimr @ Jan 1 2009, 10:20 ... Jan 2 2009, 03:52 AM
KCKitsune Slightly off topic, but relevant anyways... that w... Jan 2 2009, 02:31 AM
pbangarth OK, reading the whole paragraph closely leads me t... Jan 2 2009, 03:31 AM
Muspellsheimr Okay, I was looking under the Quickening metamagic... Jan 2 2009, 03:58 AM
Ragewind To the OP,
Why cast a Force 6 spell and pay 6 Kar... Jan 2 2009, 05:42 AM
Draxtier QUOTE (Ragewind @ Jan 2 2009, 12:42 AM) T... Jan 2 2009, 06:15 AM
wind_in_the_stones A spell's force limits the number of hits (not... Jan 2 2009, 06:09 AM
Muspellsheimr Edge Dice are not limited to the spell's Force... Jan 2 2009, 07:25 AM
Glyph QUOTE (Muspellsheimr @ Jan 2 2009, 01:25 ... Jan 2 2009, 07:51 AM
KCKitsune Also, why would you waste Edge on something so... ... Jan 2 2009, 09:00 AM
wind_in_the_stones QUOTE (KCKitsune @ Jan 2 2009, 05:00 AM) ... Jan 2 2009, 05:19 PM
HentaiZonga QUOTE (wind_in_the_stones @ Jan 2 2009, 10... Jan 3 2009, 06:28 AM
Dragnar As you'd cast the spell in your downtime and t... Jan 2 2009, 01:06 PM
HentaiZonga Also remember, if you pay (Force x 1,000) nuyen in... Jan 2 2009, 05:13 PM
TheOOB Basically it all boils down to, yes quickened spel... Jan 3 2009, 07:35 AM
HentaiZonga A rules question I've had on Spell Quickening:... Jan 3 2009, 07:03 PM
pbangarth Not in any regular usage. The magician with Quick... Jan 3 2009, 11:55 PM
HentaiZonga QUOTE (pbangarth @ Jan 3 2009, 04:55 PM) ... Jan 4 2009, 12:02 AM
i101 QUOTE (Draxtier @ Jan 1 2009, 07:35 PM) t... Jan 4 2009, 01:25 AM
ArkonC QUOTE (i101 @ Jan 4 2009, 03:25 AM) Is th... Jan 4 2009, 02:50 AM
vollmond Well, no. Elves can get to (12), yes, but they don... Jan 4 2009, 04:39 AM
Medicineman I did'nt see it was a 6 Year old Thread.
Sorry... Jul 10 2015, 07:53 PM
Draxtier The full paragraph i101 was quoting reads: QUOTE (... Jan 4 2009, 05:06 AM
vollmond Ooops. wow. My apologies.
*goes off to reevaluate... Jan 4 2009, 07:38 AM
i101 @Draxtier: Looks like I interpreted the attribut r... Jan 4 2009, 02:11 PM
chrisddickey I hesitate to resurrect a post that has not seen a... Jul 7 2015, 07:08 PM
Modular Man Thank you for the summary. It helps a lot to have ... Jul 13 2015, 06:17 PM![]() ![]() |
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