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> Levitate Spell, Using it to Fling objects during combat
Dayhawk
post Dec 31 2007, 10:44 PM
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So I have a player who has initiated to sustain spells. So dice penalty from that.

He over cast Levitate at 12 and is asking about the damage certain objects would do.

The plan is to fly up in the air and hurl orbiting spheres at enemies.

It seems in the rules he can send objects at enemies using the fling spell rules. So in this case it would be 12 kilograms.

Then the debate about velocity, weight and damage started.

I figured I would ask to see what everyone else had done because this can't be the first time this has come up.

Thanks for any help.
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Karaden
post Dec 31 2007, 11:20 PM
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I'd say velocity is factored in by giving the spell a str rating.

As for a 12kg object, I'd say (str/2)+ 1 or 2S

Since weapons spesificly designed to cause injury (throwing knives) only do (str/2)+1P I can't imagine something is going to do much more, even if it is rather heavy.

*edit* Oh, and he plans on taking 7P damage each time he does this? Seems like a really effort inifective method of injuring someone. You could maybe change the damage to P since it -is- so heavy.
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ludomastro
post Dec 31 2007, 11:22 PM
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Throwing something, I would agree with Karaden.

Dropping something heavy on them - use the fall rules for that one.
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Whipstitch
post Dec 31 2007, 11:22 PM
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Levitate's a great spell as it is without being any closer to doing what Magic Fingers and Fling can do as well, so make sure it takes an action or two before you can really get the Levitated objects in position to be dropped, and even then people should have a shot at trying to stay out from under the objects in the first place. Throwing should probably come with some sort of dice pool penalty in excess of that seen with Magic Fingers. While you can do just about anything with magic, sooner or later it does hit a point where what you're doing would be easier with a formula more fine tuned to the task at hand. Unless, of course, you're just fine with letting Levitate be uber and think the drain differences are enough to warrant the existance of multiple variations of telekinetic trickery. Your call.
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Karaden
post Dec 31 2007, 11:26 PM
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QUOTE (Whipstitch @ Dec 31 2007, 06:22 PM)
Levitate's a great spell as it is without being any closer to doing what Magic Fingers and Fling can do as well, so make sure it takes an action or two before you can really get the Levitated objects in position to be dropped.

Well, it does spesificly say it is the same as the fling spell as far as hitting someone. However, you have to actually get it to someone with the levitate spell, which could take a while as it only moves Magic x net hits meters per turn. That is -really- slow. At magic 6 that is 2 m/s per net hit. I think most people could about outrun it. This also means that the mage will have to spend several combat turns actually getting the object to the target. How it actually does the same amount of damage as the fling spell at that point is beyond me, but that is what the book says.

*edit*
All in all I think you'd be better off just carying the balls and chucking them at people.
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Whipstitch
post Dec 31 2007, 11:28 PM
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Yeah, I don't have my book with me; it sounds alright then, since that's more or less just a more specific version of what I was suggesting anyway.
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Fortune
post Jan 1 2008, 12:21 AM
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QUOTE (Karaden)
However, you have to actually get it to someone with the levitate spell, which could take a while as it only moves Magic x net hits meters per turn.  That is -really- slow.  At magic 6 that is 2 m/s per net hit.


I think you are either underestimating the spell's potential speed, or are confused on the movement rate of (meta)humans.

Humans have a walking rate of 10 meters per turn, and a running rate of 25 meters per turn (modified by a Sprint test if an action to do so is taken).

A Force 6 Levitate spell will grant a movement rate of 6 meters per turn for each net success. Only 5 net successes would be needed to exceed normal human movement rates. A Force 12 Levitate spell, as was referenced in the original post, would only need 3 net hits to move faster than a troll's running rate of 35 meters per turn.
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FrankTrollman
post Jan 1 2008, 01:06 AM
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QUOTE (Fortune)
QUOTE (Karaden)
However, you have to actually get it to someone with the levitate spell, which could take a while as it only moves Magic x net hits meters per turn.  That is -really- slow.  At magic 6 that is 2 m/s per net hit.


I think you are either underestimating the spell's potential speed, or are confused on the movement rate of (meta)humans.

Humans have a walking rate of 10 meters per turn, and a running rate of 25 meters per turn (modified by a Sprint test if an action to do so is taken).

A Force 6 Levitate spell will grant a movement rate of 6 meters per turn for each net success. Only 5 net successes would be needed to exceed normal human movement rates. A Force 12 Levitate spell, as was referenced in the original post, would only need 3 net hits to move faster than a troll's running rate of 35 meters per turn.

No, I think he's spot on. How much damage do you take from people walking or running into you?

The fact is that genuinely damaging things like bullets and cars have a tendency to be moving pretty fast. A car moving at 60 KPH is going 17 m/s. An actual bullet has a tendency to be moving at a hundred m/s or more.

Or to put it another way, 36 meters in a combat turn is equivalent to something being dropped on you from three stories up. Painful, but not world shattering. If you can cast Force 12 anything, you have better ways to kill people.

-Frank
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Demerzel
post Jan 1 2008, 01:09 AM
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QUOTE (Karaden)
it only moves Magic x net hits meters per turn

I think he's missing the errata that changes it from Magic*Net hits to Force*Net hits.
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Fortune
post Jan 1 2008, 01:12 AM
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QUOTE (FrankTrollman)
No, I think he's spot on. How much damage do you take from people walking or running into you?

I wasn't referring as much to any damage capability as much as to the fact that he said it would be trivial to get out of its way.
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Mercer
post Jan 1 2008, 02:04 AM
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If it was a weapon, like a knife or a sword, I'd probably resolve it like the Force of the spell was the STR.

If it was a big, blocky object (like a desk), I'd probably resolve it like a Vehicle Ram, with the "Body" being per 100kg of the object. So if he is levitating a 600kg object (Threshold 3 on the Levitate spell to pick it up), and he's moving it 30mpt, he would be doing DV 6. But that's an extreme example , most of the time people are going to be getting hit by lighter things going a lot slower, probably around DV 3. (A desk would be a "Body 1" thing, so he's have to get it up past 60mpt to do DV 2 with it.) This makes it not that efficient as an attack spell, but then its a pretty useful spell anyway, so it doesn't have to be.

If he was casting a F12 Levitate on a 1200kg item (Threshold 6 to lift), and had six more net hits to put into speed, he's be moving it 72 mpt. That would be a BOD 12 item with a Ram of DV BOD x2. If you really wanted to nerf this aspect of the spell, make it a BOD per 200kg (the weight the threshold requires, which is easier to remember anyway). That would be a 1200kg with a BOD 6, with 6 net successes to make it DV BOD x2, which would be 12. I'm leaning more towards that one, simply because Levitate is already an awesome spell before you start Darth Vadering stuff at people.
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apollo124
post Jan 1 2008, 02:57 AM
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This was the first spell I cast waaaaay back in 1st edition, the old Food Fight. Except instead of levitating cans and throwing them at the bad guys, I levitated one of the bad guys and played pinball with him and the shelves. Knocked him out good after slamming into a few shelves.
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Crusher Bob
post Jan 1 2008, 03:22 AM
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If you are going for horribly flashy magic, levitate enemy A over enemy Bs head. Shapechange enemy A into a blue whale, stop levitating enemy A. Try to to get any splattered whale blubber on you.
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Karaden
post Jan 1 2008, 03:44 AM
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QUOTE (Demerzel)
QUOTE (Karaden @ Dec 31 2007, 04:26 PM)
it only moves Magic x net hits meters per turn

I think he's missing the errata that changes it from Magic*Net hits to Force*Net hits.

Yeah I was missing that. Of course with him levitating himself, and apperently wanting to levitate several of these globes at once, he is looking at a whole bunch of penelties. Even if it is only himself and one globe, that is a -4 DP. Also, notice that fling str is based on half magic (not force) so he is going to be using a force 12 spell to do about 4S damage.

I've got to admit, sitting up there and using manabolt is going to be -way- more effective. Of course I still want to see him resist 7p damage each time he tries this.
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Karaden
post Jan 1 2008, 03:46 AM
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QUOTE (Crusher Bob)
If you are going for horribly flashy magic, levitate enemy A over enemy Bs head. Shapechange enemy A into a blue whale, stop levitating enemy A. Try to to get any splattered whale blubber on you.

I think a whale has too high of a body for that to work.
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Whipstitch
post Jan 1 2008, 03:46 AM
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Is it sad that I've apparently lost all sense of humor and become a total rules lawyer? Because the first thing I thought when I read about the blue whale idea was "Nuh-uh! The size of the creature you can shapechange something to is limited by the Body attributes of the creatures in question."
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Whipstitch
post Jan 1 2008, 03:47 AM
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Simultaneous nit-picky posts ftw.
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Jaid
post Jan 1 2008, 05:42 AM
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well obviously you first shapechange him into several other intermediate stages (and actually, i think that would really work... mind you, you'd need a lot of hits on that levitate spell to hold up all the intermediate stages...)
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Karaden
post Jan 1 2008, 05:52 AM
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Hmm... I wonder if it really would work... You'd have to keep maintaining each spell link in the chain though.
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DTFarstar
post Jan 1 2008, 10:36 AM
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Go go ally spirit helper, I guess. That is alot of work for the "style" of dropping a whale on someone.

Chris
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The Jopp
post Jan 1 2008, 11:49 AM
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Lets calculate.

As mercer said you can be rather inventive with levitate. but what if you had a small object? lets say a ball bearing made of steel, or a flipper ball.

At force 12 with 6 successes that ball would hit you at 68 meters per combat turn, that's for every 3 seconds.

so, 68 meters per 3 seconds becomes 81 km per hour (roughly).

Don't know about you but would pretty much hurt after getting that in the chest.
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knasser
post Jan 1 2008, 02:04 PM
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The thing is, Levitated weapons are more like melee weapons than projectile weapons. Aside from being able to make course corrections, you can also "keep pushing" once you make contact.

Your player is trying to trick you by asking to hurl bowling balls at the enemy. Once precedent is established, they'll swap in some horror-movie contraption of wielded together buzz-saw blades, probably with a Hell Hound glued to the bottom to it.

I also don't recall anything in the spell description about acceleration. That may mean that you can just go from 0 to the maximum allowed speed straight away unless you come up with your own rules for it. Okay, 0 to 81km per hour in zero time is infinite force and obviously can't be allowed without breaking the Universe, but you're going to need to come up with something. Otherwise, not only does that levitating knife fly straight into the enemy samurai, but it then keeps driving itself in like a car with the pedal straight down.

A different but related idea, has anyone ever made a melee mage who uses magic fingers to fight with? You get a -2 dice pool penalty, but so what? You can't be hurt. I also think you could come up with some interesting melee weapons. Who needs a handle on the knife when it's only wielded telekinetically? Just have one double-edged, double-ended blade. Try grabbing that out of the air and pinning it!

We haven't even started with technology, yet. I'm picturing some sort of tiny ball with a few strands of monowhip spinning about it on both axis. It would be the flying paper cut of death.

*knasser goes away to create new villainous henchman*

-K.

EDIT: I bought myself a scanner last week, seeing as everyone else was getting Christmas presents.
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hyzmarca
post Jan 1 2008, 02:44 PM
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The real trap of the levitated melee weapon is that the rules leave what sort of action it takes to direct a levitating mass. I'd assume it is a free action. Thus, you get 3 attacks per IP.
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Abbandon
post Jan 1 2008, 04:08 PM
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Moving a sustained spell is a complex action so yeah you could make stuff whiz around 1-4 times per turn.

I'd go with a handful of bb's and mess stuff up magneto style hehe.
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Aaron
post Jan 1 2008, 06:33 PM
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QUOTE (The Jopp @ Jan 1 2008, 06:49 AM)
At force 12 with 6 successes that ball would hit you at 68 meters per combat turn, that's for every 3 seconds.

Unless my math is all wonky from partying all night, 12 x 6 is 72. That makes it 24 m/s. (side note: NFL quarterbacks can throw passes over 30 m/s, and pitchers in major league baseball games routinely throws pitches that travel at over 40 m/s.)

Your average pinball ball, a 1-1/16 inch steel sphere, is about 200 grams (or 0.2 kg if we want to stay with SI units).

I'm going to use the AK-97 and pretend it has the same firing characteristics as an AK-101, and just has more electronics and stuff. It fires a 5.56x45mm NATO round that has a mass of 4 grams, about 1/50 of the pinball we're tossing at 24 m/s. Its muzzle velocity is 920 m/s, about 38 times the speed of our pinball (yes, I know that the bullet will slow down after leaving the barrel of the weapon, but the damage for a firearm in SR4 is the same at point-blank and extreme ranges, so I'm not going to bother calculating it).

Given our kinetic energy definition of (0.5)(m)(v^2), we can figure out the ratio of bullet damage to pinball damage. Drop the 0.5, we don't need it. The difference in mass will increase comparative damage of the pinball by a factor of 50. However, the (vastly) slower pinball will reduce the total energy by a factor of 38^2, or 1444. So a pinball traveling at 24 m/s will have the same damage as an AK-97 times 50/1444, or a damage code of around (0.2)P.

Feel free to debate my methodology; I just woke up, after all. But I'd like to think the math is solid.
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