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> the heal spell, ambiguity FTW
Straight Razor
post Apr 21 2006, 09:49 PM
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ok. i just realised that i don't know how the heal spell is supposed to be rolled.
i'm reading and re-reading the spell 3rd core 193-4

i get the target number, and i get the drain
i do not get that is the splitting sucesses between time and boxes healed.
what it the base time (1hr is what i've always thought, but it dosent actually say)
what dose permanent actually mean? full health, or what was healed not popping back?
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Kanada Ten
post Apr 21 2006, 09:56 PM
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QUOTE (Straight Razor)
ok. i just realised that i don't know how the heal spell is supposed to be rolled.
i'm reading and re-reading the spell 3rd core 193-4

i get the target number, and i get the drain
i do not get that is the splitting sucesses between time and boxes healed.
what it the base time (1hr is what i've always thought, but it dosent actually say)
what dose permanent actually mean? full health, or what was healed not popping back?

The base time and permanent are related. All permanent spells have a period in which they must be sustained before becoming permanent. Somewhere in the magic chapter, this period, measured in turns, is given for various things. IIRC, it's 10 or 15 turns that the magician has to be sitting there touching the target.

Permanent means the damage will remain gone after the period is complete.
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hyzmarca
post Apr 21 2006, 10:06 PM
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The magician doesn't have to be touching the target for 15 turns, he just has to be sustaining the spell and he takes sustaining penalties just like any other sustained spell.

Essentially, a perment spell is a sustained spell whose effects become permenant after some ammount of time. Once the effect becomes permenant the magician can stop sustaining. If the magician stops sustaining before then the effect goes away.

With the heal spell, if the magician stops sustaining too early all the damage comes back (on top of any damage that the character may have taken while the spell was being sustained, potentially putting the character into overflow or worse) and that damage can never be healed by magic again.
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Taran
post Apr 21 2006, 11:02 PM
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QUOTE (hyzmarca)
With the heal spell, if the magician stops sustaining too early all the damage comes back (on top of any damage that the character may have taken while the spell was being sustained, potentially putting the character into overflow or worse) and that damage can never be healed by magic again.

So if you have a guy in your power and for whatever reason don't want to kill him, you can still injure him terribly and fake-heal his wounds to seal off magical healing and keep him out of action for an extra few days. I never knew that.
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Kanada Ten
post Apr 21 2006, 11:08 PM
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QUOTE (Taran)
QUOTE (hyzmarca)
With the heal spell, if the magician stops sustaining too early all the damage comes back (on top of any damage that the character may have taken while the spell was being sustained, potentially putting the character into overflow or worse) and that damage can never be healed by magic again.

So if you have a guy in your power and for whatever reason don't want to kill him, you can still injure him terribly and fake-heal his wounds to seal off magical healing and keep him out of action for an extra few days. I never knew that.

Heal is voluntary, so the target may not allow you to even try.
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Kagetenshi
post Apr 21 2006, 11:21 PM
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QUOTE (hyzmarca)
With the heal spell, if the magician stops sustaining too early all the damage comes back (on top of any damage that the character may have taken while the spell was being sustained, potentially putting the character into overflow or worse) and that damage can never be healed by magic again.

Depends on your reading of what "successful" use of the spell is.

~J
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Voran
post Apr 22 2006, 12:04 AM
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Hm. Does that make Heal spells automatically fail vs someone with the positive quality of magic resistance? As from what I recall (no book in front of me) the MR quality makes you automatically fail 'voluntary' as you can't lower it on your own.
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hyzmarca
post Apr 22 2006, 12:24 AM
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My interpertation is that you have to roll your magic resistance dice (without an accompanying stat) against voluntary spells at the standard magic resistance TN of (Force). Any success are subtracted from the success of the magician casting the beneficial spell.
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eidolon
post Apr 22 2006, 02:37 AM
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hyzmarca nailed it.
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Taran
post Apr 22 2006, 04:51 AM
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QUOTE (Kanada Ten)
Heal is voluntary, so the target may not allow you to even try.

Nuts. Oh well. I guess you could maim him, beat him into unconsciousness, and then go for it.
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Kagetenshi
post Apr 22 2006, 04:53 AM
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QUOTE
hyzmarca nailed it.

That's incorrect. Rather, it's correct in that spells that can be resisted must be, but spells like Heal that require a voluntary target will always fail. No resistance test, no nothing. If it needs a voluntary target, your guy with Magic Resistance ain't it.
QUOTE (SRComp p28)
A character with Magic Resistance is never a willing subject for spells with the “requires a voluntary subject” modifier. Such spells automatically fail when used on magic resistant characters.

(Emphasis original)

~J
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Kremlin KOA
post Apr 22 2006, 05:03 AM
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must create involuntary heal spell
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Kagetenshi
post Apr 22 2006, 05:05 AM
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Trivial to do, drain's just harsh.

~J
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Kremlin KOA
post Apr 22 2006, 05:07 AM
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yeah but I only need it at force 1 to do the you can't be healed any more trick
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Kagetenshi
post Apr 22 2006, 05:26 AM
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They do still get to resist. Granted in most cases you'll outdice them, but note that you're still going to have to make sure you're able to soak the 2(their wound level +1) Drain while still exceeding their resistance test against TN 2.

~J
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Taran
post Apr 22 2006, 05:30 AM
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What would they resist with, besides MR dice?
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Kagetenshi
post Apr 22 2006, 05:34 AM
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Willpower.

~J
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Kanada Ten
post Apr 22 2006, 05:44 AM
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QUOTE (Kagetenshi)
Willpower.

MitS page 50 makes it sound like the designer could choose Body or Willpower in this case at the time of spell creation. As a GM I would generally rule Body for a Forced Heal spell.
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Kagetenshi
post Apr 22 2006, 12:38 PM
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I see where you're coming from. I'm still leaning towards Willpower, but Body's reasonable.

On the other hand, by that section a designer could choose Charisma or Quickness…

~J
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eidolon
post Apr 22 2006, 07:12 PM
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QUOTE (Kagetenshi)
<snip>

Ah yes, forgot about the "voluntary" part of resistance.

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Voran
post Apr 22 2006, 09:46 PM
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Hm. I wonder if the BP cost is appropriate then. For a mere increase of 1 die of resistance to other spells, you suddenly become immune to healing that to a degree even cybered dudes can still get.

Hm. Another angle might be change it so each die you buy reduces the die pool of the caster (kinda like murky link). Just me, but if you forever give up magical healing, you should get more bang for your buck :)
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tisoz
post Apr 29 2006, 09:18 AM
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QUOTE (Straight Razor)
ok. i just realised that i don't know how the heal spell is supposed to be rolled.
i'm reading and re-reading the spell 3rd core 193-4

i get the target number, and i get the drain

I'm not sure if you ever got all the explanations you wanted, so:

QUOTE
i do not get that is the splitting sucesses between time and boxes healed.

You can allocate successes to either the number of boxes healed, or at least 2 successes to reduce the time needed to sustain the spell until the effects become permanent.

QUOTE
what it the base time (1hr is what i've always thought, but it dosent actually say)

Base times depend on Drain Level. They are noted in SR3 on page 178.

QUOTE
what does permanent actually mean? full health, or what was healed not popping back?

The boxes healed not popping back.
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Thanee
post Apr 29 2006, 10:47 AM
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QUOTE (Straight Razor @ Apr 21 2006, 11:49 PM)
ok. i just realised that i don't know how the heal spell is supposed to be rolled. 
i'm reading and re-reading the spell 3rd core 193-4 
 
i get the target number, and i get the drain 
i do not get that is the splitting sucesses between time and boxes healed. 
what it the base time (1hr is what i've always thought, but it dosent actually say) 
what dose permanent actually mean? full health, or what was healed not popping back?


Not sure if your answers have all been addressed yet...

EDIT: Uhh... nothing to see here (unless you are interested in the SR4 answer to a SR3 question, that is). :D

[ Spoiler ]


Bye
Thanee
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tisoz
post Apr 29 2006, 11:50 AM
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QUOTE (Thanee @ Apr 29 2006, 04:47 AM)
Not sure if your answers have all been addressed yet...

Permanent spells need to be sustained for 2 combat turns per DV of drain <snip>

Wtf?

I have no idea where you got any of your erroneous explanation. Spreading misinformation? SR4? ???

The base time to sustain the spells is based on their drain code in multiples of 5. Base time can be reduced by dividing by, not subtracting, successes. That is why I stated at least 2, because allocating only 1 and dividing by 1 is a waste of a success.

Heal and Treat spells have variable drain codes based on the amount of damage the target has sustained. Thus, in your 5 boxes of damage example, the base time to make the spell permanent is 10 turns. With 7 successes (I notice you say hits, are you in SR4?), 5 will fully heal all damage and the remaining 2 can reduce the sustaining time to 5 combat turns.
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Thanee
post Apr 29 2006, 11:54 AM
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QUOTE (tisoz @ Apr 29 2006, 01:50 PM)
SR4?


Err... Oops! Missed the SR3 reference. :spin:

Thanks for noticing! :)

Bye
Thanee
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