Basic magic question, I feel like this should be obvious.... |
Basic magic question, I feel like this should be obvious.... |
Nov 27 2006, 04:10 PM
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#1
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
1. It appears that I can cast a single spell, and split my dice pool in order to target multiple people. When doing this, does it count as casting the spell twice in terms of drain? I'm assuming not, but wanted to be sure.
2. It's been suggested that I could target the same person twice with the same spell, splitting pool. Is this true? If so, how is that not incredibly cheesy, and what's the justification for allowing it? |
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Nov 27 2006, 04:23 PM
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#2
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
1) yes, you can, and as a matter of fact it does double the drain. 2) yes, it is possible, and it is not cheesy because it costs double drain, allows them double the number of total resistance dice, and they have a much improved chance of fully resisting each individual bolt. frankly, if you want multiple targets in a single IP, and for whatever reason can't use AOE, i would recommend you use a gun. SA or BF modes allow targetting individually, and are simple actions allowing two targets for good damage. FA mode allows you to target up to three people in a complex action, provided they are standing close. unfortunately, i don't think SR4 has the bit about being able to walk between targets without firing bullets if you have a smartlink (or at least, not yet... or maybe i just haven't noticed it) so this isn't such a great option either. other options include dual wielding guns with SA or BF modes of fire (allowing up to 4 separate attacks with 2 simple actions, though it naturally uses up more bullets and makes it much easier for them to dodge and whatnot) |
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Nov 27 2006, 04:47 PM
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#3
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Running Target Group: Members Posts: 1,150 Joined: 19-December 05 From: Rhein-Ruhr Megaplex Member No.: 8,081 |
1) Yes, you have to resist the drain multiple times, depending on how often you cast the spell. Plus, for each additional spell the drain increases by 1. So, if you cast on three targets simultaneously, you have to resist (drain+2) thrice.
2) I don't remember anything preventing it. |
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Nov 27 2006, 07:48 PM
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#4
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
Well there ya go.
Double the drain is a more reasonable penalty (it's early, and I only slept 3 hours thanks to my four month old, so I should realized that would be the default). But it really seems like, even with double resistance, you'll often be better off doublecasting (yeah, yeah, I'm an FF wonk) as long as the drain isn't heinous. Let's assume casting against will 3. Magic of 4, spellcasting of 5, 3 points from various sources (spec, foci, etc). That's a good but not great mage. That's 12 dice to roll. Casting Force 4. So you're looking at about 3 net successes against will 3, so DV 7. Or roll 6 and 6 - you're looking at 1 net success, or DV 5x2. Since you don't resist, depending on your confidence, that might be a much better option. When you get to higher power scales, that seems to grow more pronounced. Magic 6, Spellcasting 6, spec, power foci 2, spellcasting foci 2, mentor spirit. Possibly assisted by a spirit, but that's a bit much. ;) That's 20 dice. Splitting, 10 dice per pool. If you're overcasting, and think you can handle the drain, even better. Hmmmm. Just rambling, really. And creating new character concepts, of course. ;) I wonder if my GM would accept a specialization in "Doublecasting" |
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Nov 27 2006, 08:07 PM
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#5
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Just take 'Combat Spells', since that is basically all you'll be multi-casting. ;) |
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Nov 27 2006, 08:58 PM
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#6
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
Nah - Turn to Goo is manipulation. Gotta push the envelope. ;)
Course, Turn to Goo is a poster child for "spells you don't want to doublecast" so that's not really an issue. I wonder if I can get someone that can reasonably dual wield mono-filament whips too. Hmmmm. |
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Nov 27 2006, 09:03 PM
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#7
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Eh, I don't really see a problem. If your dice pool is so much higher than your target's that doublecasting becomes a viable option, he's pretty much toast anyway. You'll start to see your spells fizzling when you employ the same strategy against someone protected by a good counterspeller.
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Nov 27 2006, 11:47 PM
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#8
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
Indeed. That's why you also dual wield mono-filament whips. ;)
I've now made a new character named Dwombat (He was going to be Wombat, as in Combat Wombat, but he's a dwarf, so....). He's a two trick pony. His tricks are doublecasting Stunbolt/Manabolt and dual-wielding Monofilament whips. It amuses me greatly. Against a skilled foe in melee or magic, he has to just use single casts/attacks, and then he's got a dice pool of 14ish. Against people weak against one or the other, he can double up, and make with the hurting. |
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Nov 28 2006, 12:28 AM
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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 |
Please post his character sheet for us. :love: Screw doublecasting. You can tripplecast! And you can do it with area combat spells. And it doesn't have to be the same spell, either. Go! Fireball+Ball Lightening+Toxic Wave. And I'm serious. There has never been a limit to the number of spells that you can cast as a single action as long as you are willing to split pools. |
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Nov 28 2006, 12:35 AM
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#10
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
... and take ridiculously insane amounts of Drain. :D |
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Nov 28 2006, 03:05 AM
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#11
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Target Group: Members Posts: 10 Joined: 27-November 06 Member No.: 10,045 |
Here's a basic question I could use an answer to, concerning Ongoing Effects.
SR4, p. 174 "While sustained spells do offer the opportunity to have an ongoing magical effect, they are also draining on the magician's magical abilities. For each sustained spell the magician maintains, she suffers a -2 dice penalty on all other tests." (emphasis mine) I read that as -2 on all tests, magical or otherwise. The first sentence tho, sort of suggests magical tests only. Opinions? |
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Nov 28 2006, 06:27 AM
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#12
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Moving Target Group: Members Posts: 753 Joined: 31-October 03 Member No.: 5,780 |
No, the concentration penalty applies to all things except resistance tests (and possibly dodge tests). It's because you have to keep the mental loop in your brain that says 'and don't let this go'.
So how easy would it be for you to try and look up the password for the door in front of you while sustaining 3 phys barriers with a barrage of bullets slowly eating through it? Not very easy. That's what the -2 per test ultimately means. It's not a big deal to sustain one or two and just auto succeed things you're good at for the story. Now, as per drain with multi-casting, I think everyone forgot to include the additional +2 to drain per extra spell also involved with drain. I don't recall if you can limit the effects (1st spell has normal drain, 2nd normal +2, 3rd normal +4) or if it stacks on all automatically (each spell is norm +2 or 4 or whatever). I think it's the 2nd one, however. Fortunately, drain tests DO NOT split dice - so in some cases, you can actually get extra kick in some spells without too much payback, but that is probably in guarantee'd cases more than anything. |
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Nov 28 2006, 07:53 AM
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#13
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
eh, no, the post after my first one mentions it. though i believe it gives the figure of +1 per additional spell. i didn't feel the need to point it out again, but i suppose if it is indeed +2 then it did need it (never felt the need to doublecast, so i haven't looked it up yet... ) |
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Nov 28 2006, 07:54 AM
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#14
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Each extra Spell adds +1 to all the Drain tests. For example, if you cast 2 manabolts at Force 6, the Drain tests for each Spell at a DV of 4 (3 + 1). If you were to cast 3 of the same Spell as above, then each Drain test would have a DV of 5 (3 + 2), and so on ... |
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Nov 28 2006, 11:10 AM
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#15
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Running Target Group: Members Posts: 1,150 Joined: 19-December 05 From: Rhein-Ruhr Megaplex Member No.: 8,081 |
There is, it's limited by your spellcasting skill (says so in the BBB). I kinda assumed you had to cast the same spell multiple times, but hyzmarca seems to be right, that you can indeed multicastcast different spells. |
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Nov 28 2006, 12:25 PM
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#16
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Great, I'm a Dragon... Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
Do you have a page reference for this? And was it possible in earlier editions? God, I played mages/shamans for a long time in SR2 and SR3, but I never even thought about that possibility. |
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Nov 28 2006, 12:37 PM
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#17
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
You could multi-cast in every edition of Shadowrun, but it seems a little more effective in SR4. |
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Nov 28 2006, 12:46 PM
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#18
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Great, I'm a Dragon... Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
I should have read the rules more carefully, it seems.
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Nov 28 2006, 03:53 PM
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#19
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
Keep in mind, I made this in about 20 minutes at work, but I think it's pretty solid within his realm of expertise (combat). He has skill wires, so other abilities can be added as needed. ;) I haven't looked up specifically what effects add to the pool, and what don't, so I'm not 100% sure on how the split comes out. To be fully twinked out, he'd be an Ork, but the style required a dwarf, I think. I'm also a little unclear on whether fetish are foci for the purposes of max number of bonded/activated foci. If so, he'd need to swap int for logic. [ Spoiler ] Feel free to rip him apart and point out flaws in my reasoning! |
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Nov 28 2006, 04:14 PM
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#20
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Running Target Group: Members Posts: 1,150 Joined: 19-December 05 From: Rhein-Ruhr Megaplex Member No.: 8,081 |
I am pretty sure the boni are added before splitting the pool. Would wreak havoc with balance otherwise, when multicasting 6 spells, for example ...
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Nov 28 2006, 04:57 PM
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#21
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
You'd think.
But apparently weapon foci are added on after, as are a few other little benefits.... |
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Nov 28 2006, 06:08 PM
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#22
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Moving Target Group: Members Posts: 668 Joined: 4-September 06 Member No.: 9,304 |
You might also want to add wreck gun to your spell list if your going to be multi-casting. Could be a nasty surprise for the opponents to find their guns broken and a dual monofilament whip wielding dwarf advancing on them (preferably laughing maniacally).
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Nov 28 2006, 06:20 PM
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#23
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Running Target Group: Members Posts: 1,150 Joined: 19-December 05 From: Rhein-Ruhr Megaplex Member No.: 8,081 |
The dwarf needs a cyberarm, that holds his tankard of ale, so he can take sips while slicing the enemy into gyros laughing maniacally.
Well, at least a levitate spell for the tankard, since he is a magician. |
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Nov 28 2006, 06:26 PM
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#24
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
Oh, the maniacal laughter is compulsory. I'll check that spell out. It would cover the "gotta hide from guns" angle nicely. |
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Nov 28 2006, 06:29 PM
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#25
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Moving Target Group: Members Posts: 668 Joined: 4-September 06 Member No.: 9,304 |
Wreck gun is the single version of the spell
Demolish gun is the area. One of the mages in my players group has it, and so far, has had to replace something like 4 guns from teammates. :D . Well, that should be teammate, cause it always seems to be the same one, so much so that the gun bunny has now started an inventory of them, just in case. |
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