Help with a Spell, Looking for balance |
Help with a Spell, Looking for balance |
Aug 4 2007, 05:02 PM
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#1
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Target Group: Members Posts: 51 Joined: 23-July 07 Member No.: 12,339 |
A player in our group wants a spell for personal flight so his Combat Mage can fly around faster and with more manuverablity then the core book's Levitate Spell allows. basiclly the Combat Mage wants to create a spell that lifts less wieght per net hit in exchange for increased speed and manuverablity.
I would like to see what examples Dumpshockers can toss out here, to get an idea of what a flight spell would look like at other SR Tables out there. |
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Aug 4 2007, 05:17 PM
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#2
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Great Dragon Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 |
Captain Proton and his antigrav sustaining focus, awaaaay...
[/edit]On a more serious note, what's wrong with Levitate? This isn't D&D, so maneuverability's not really an issue. As for speed...tell him to bulk up his Magic and Spellcasting skill. Buy a focus. Have a spirit on hand to Aid Sorcery. |
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Aug 4 2007, 05:23 PM
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#3
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Plus he's crazy for wanting to trade the shear flexibility that Levitate brings to the table.
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Aug 4 2007, 05:34 PM
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#4
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Moving Target Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
Up, up and away!
Category: Manipulation Type: Physical Range: Self Duration: Sustained Drain: (F / 2) + 2 This allows the caster the abilty to fly in the air at speed. Force must equal at least the character's Body attribute which is the threshold for the spell. Roll Magic + Spellcasting (Manipulation), multiply total hits by twice the Magic attribute (up to Force) for total movement speed in metres. For every 100kg of equipment the character is carrying, increase threshold by 1. Example: Wimpy Magician McGee has Body 3, Magic 4, and Spellcasting (Manipulation) 3(5). He wants to fly and puts on a red cape before casting the spell. He rolls Magic and Spellcasting (Manipulation) (4 + 5) and needs to beat 4 (3 + 1 in 100kg gear, even red underwear and the cape). He rolls well enough and gets 5 total hits. He'll now be able to fly (4 x 2) x 5 or 40 metres per turn. |
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Aug 4 2007, 07:47 PM
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#5
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Target Group: Members Posts: 51 Joined: 23-July 07 Member No.: 12,339 |
I agree levitate is a very useful and totally flexable spell, and so does the player who wants his mage to have a personal flight spell......the player just wants a spell that is better for personal flight then levitate is.
In the example above...I have not had time to really examine it, but the "Force must be equal to the body" part seems a bit sketchy.....with the force needing to be equal to the body, and the force being part of the speed equation....seems like it would be near impossible for Troll mages to use the spell for personal flight, but that when ever they do they will be flying crazy go nuts fast due to thier having had to cast the spell at a super high force. |
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Aug 4 2007, 08:29 PM
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#6
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Neophyte Runner Group: Members Posts: 2,174 Joined: 13-May 04 From: UCAS Member No.: 6,327 |
<<Sweet, a flying mage. And the guys scoffed at all my time on the skeet range. PULL!!! -PBTHHHHT>>
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Aug 4 2007, 08:53 PM
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#7
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Moving Target Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
Perhaps it'd be best if it was based on sheer mass instead of Body then? Makes more sense. But it's still not that fast. With 40 m / 3 seconds that's 48 km/h. Mostly unreliable. It may be better to have the Force actually determine the speed and then have the total mass be the threshold. Up, up, and away! Category: Manipulation Type: Physical Range: Self Duration: Sustained Drain: (F / 2) + 2 This allows the caster personal flight. Force determines the velocity of travel, the threshold is the caster's total mass plus all the equipment he is carrying divided by 100 kg, round up. Velocity = Force X 15 m / combat turn (3 seconds) This may have a problem with higher force spells. Force 6 will allow someone to move 25 metres every second; the running speed of a normal human for a full turn compared to just one third of that turn. That's 90 km/h, possible at chargen. Overcasting it would let him travel 190 kph from the start. Recommendation: Provide a bonus to perception and sensor tests (equal to maybe have the Force) to detect the flyer since this is less subtle than Levitate. I'm assuming he'd want to sustain through a Focus some kind of Invisibility spell or have a Spirit Conceal him when he zips around like Neo. |
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Aug 4 2007, 09:00 PM
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#8
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Levitate + Air Spirit + Movement = ZOOM!
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Aug 4 2007, 09:02 PM
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#9
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Moving Target Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
Not to mention having Concealment too. Air Spirits, the only way to fly? :D |
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Aug 4 2007, 09:44 PM
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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 |
That's how I've always done it. |
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Aug 5 2007, 04:49 AM
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#11
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Moving Target Group: Members Posts: 811 Joined: 30-January 07 From: Portland, OR Member No.: 10,845 |
Im disappointed it took 7 posts before air spirits were mentioned. Dont you people know how to abuse spirits yet?
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Aug 5 2007, 04:52 AM
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#12
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
You mean using them exactly as they were intended to be used is "abusing" them?
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Aug 5 2007, 05:22 AM
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#13
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Moving Target Group: Members Posts: 811 Joined: 30-January 07 From: Portland, OR Member No.: 10,845 |
Tongue in cheek.
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Aug 5 2007, 08:07 AM
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#14
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Target Group: Members Posts: 51 Joined: 23-July 07 Member No.: 12,339 |
Alright.....just pretend the spell caster in qeustion was an aspected mage who could not summon sprits......any other spell ideas out there for Neo/Superman/Underdog like flight?
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