IPB

Welcome Guest ( Log In | Register )

3 Pages V   1 2 3 >  
Reply to this topicStart new topic
> Arcane Arrester, What spells does it affect?
AngelisStorm
post Oct 23 2008, 03:16 AM
Post #1


Moving Target
**

Group: Members
Posts: 616
Joined: 30-April 07
From: Edge of the Redmond Barrens, Borderline NAN. Runnin' the border for literal milk runs.
Member No.: 11,565



Arcane Arrester says that when affected by a spell, she treats Force based effects at half actual strength.

Pretty straightforward it seems. But then it lists examples... and they are all offensive effects. My initial assumption was (and is) that it affects every spell that is dependent on force that affects the character. Is this correct?

Second part. If the above is true, and assuming that characters with a Magic attribute can take arcane arrester, this means that, to get the same effect, a mage casting spells on himself needs to cast the spell at twice the normal force. Right?

Third. It's not a typo that characters with a magic attribute can take it. I assume?

Thanks.
Go to the top of the page
 
+Quote Post
The Jopp
post Oct 23 2008, 05:33 AM
Post #2


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



The Arcane Arrester kicks in when someone casts a HARMFUL spell at the character. It could be an illusion for example.

A good rule of thumb would be if the spell demands a voluntary target.

If the character have no wish to be affected then the arrester kicks in.

As for No.2 yes. Also keep in mind that you are at a +4 to drain as well regardless of the drain value.

3. yes, magically active characters can have it.
Go to the top of the page
 
+Quote Post
pbangarth
post Oct 23 2008, 05:43 AM
Post #3


Old Man of the North
**********

Group: Dumpshocked
Posts: 10,162
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



Where is Arcane Arrester described, please?

Peter
Go to the top of the page
 
+Quote Post
AngelisStorm
post Oct 23 2008, 05:53 AM
Post #4


Moving Target
**

Group: Members
Posts: 616
Joined: 30-April 07
From: Edge of the Redmond Barrens, Borderline NAN. Runnin' the border for literal milk runs.
Member No.: 11,565



Runners Companion, pg. 111.
Go to the top of the page
 
+Quote Post
pbangarth
post Oct 23 2008, 06:05 AM
Post #5


Old Man of the North
**********

Group: Dumpshocked
Posts: 10,162
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



Thanks.

Peter
Go to the top of the page
 
+Quote Post
Mäx
post Oct 23 2008, 08:19 AM
Post #6


Prime Runner
*******

Group: Members
Posts: 3,803
Joined: 3-February 08
From: Finland
Member No.: 15,628



QUOTE (The Jopp @ Oct 23 2008, 08:33 AM) *
The Arcane Arrester kicks in when someone casts a HARMFUL spell at the character. It could be an illusion for example.

A good rule of thumb would be if the spell demands a voluntary target.

If the character have no wish to be affected then the arrester kicks in.

Characters wish have nothing to do with it, arrester kicks in every time a spell affects the character, whether the spell is harmful or helpful.
Go to the top of the page
 
+Quote Post
DTFarstar
post Oct 23 2008, 08:20 AM
Post #7


Running Target
***

Group: Members
Posts: 1,269
Joined: 18-September 06
Member No.: 9,421



The Jopp Why +4 drain?

Chris
Go to the top of the page
 
+Quote Post
Synner
post Oct 23 2008, 08:22 AM
Post #8


Runner
******

Group: Members
Posts: 3,314
Joined: 26-February 02
From: Lisbon, Cidade do Pecado
Member No.: 185



Arcane Arrester is an innate, uncontrolled ability and affects all spells cast at/on the character.
Go to the top of the page
 
+Quote Post
AngelisStorm
post Oct 23 2008, 08:24 AM
Post #9


Moving Target
**

Group: Members
Posts: 616
Joined: 30-April 07
From: Edge of the Redmond Barrens, Borderline NAN. Runnin' the border for literal milk runs.
Member No.: 11,565



Thanks Synner.
Go to the top of the page
 
+Quote Post
The Jopp
post Oct 23 2008, 08:38 AM
Post #10


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



QUOTE (DTFarstar @ Oct 23 2008, 09:20 AM) *
The Jopp Why +4 drain?

Chris


DOH ignore me, i was thinking Astral hazing
Go to the top of the page
 
+Quote Post
The Jopp
post Oct 23 2008, 08:43 AM
Post #11


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



QUOTE (Synner @ Oct 23 2008, 09:22 AM) *
Arcane Arrester is an innate, uncontrolled ability and affects all spells cast at/on the character.


By RAW you are correct but since it is a positive quality it should be limited to only:

Non-Voluntary Spells
Harmful Effect Spells

A good rule of thumb is the "Magic Resistance" quality that literally states that it works against beneficial spells and that quality is incompatible with the Arcane Arrester.
Go to the top of the page
 
+Quote Post
DTFarstar
post Oct 23 2008, 09:52 AM
Post #12


Running Target
***

Group: Members
Posts: 1,269
Joined: 18-September 06
Member No.: 9,421



After playing with it several sessions in a row, even with you having to take SURGE III to get it, if it did not effect beneficial spells as well, then it would be overpowered. My opinion of course, and I do run a semi-magic heavy games, but our samaurai tank character has it and so far he really hasn't had a damn thing magical effect him at all. Then again he does combine it with Astral Hazing(and is never allowed within 3 meters of the mages- they tolerate him because he is really useful, but barely. So, maybe it is just the combination that makes it so insane. I don't know, just my thoughts I have been up way too long.

Chris
Go to the top of the page
 
+Quote Post
The Jopp
post Oct 23 2008, 10:03 AM
Post #13


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



Well, combined they are horrible as they give two effects towards mages casting spells gainst such a character.

Casting spells into the area with background count gives a +4 to drain value AND the force of the spell is halved.
Go to the top of the page
 
+Quote Post
Stahlseele
post Oct 23 2008, 10:14 AM
Post #14


The ShadowComedian
**********

Group: Dumpshocked
Posts: 14,538
Joined: 3-October 07
From: Hamburg, AGS
Member No.: 13,525



every mage will want you dead, but as long as they stay with magical means, wanting is in effect pretty much all they CAN do ^^
finally a way to not have to rely on the pesky know it all mage to cover your shiny metal behind against magical bothers O.o
Go to the top of the page
 
+Quote Post
The Jopp
post Oct 23 2008, 10:22 AM
Post #15


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



Lets take a generic spell with F/2 as drain and cast it at force 12 at sucha character.

The poor mage would have a base force of 6 that can be increased with net successes and then a drain code of 10 (And most likely physical...)

Still, the character will still hurt.
Go to the top of the page
 
+Quote Post
DTFarstar
post Oct 23 2008, 11:13 AM
Post #16


Running Target
***

Group: Members
Posts: 1,269
Joined: 18-September 06
Member No.: 9,421



The problem does come partly when they are combined because that makes that maximum force 4 or 2 instead of 6(I think 4, would enter background count, reduce in force then hit character and get halved. so 12-4=8/2=4) but still, with a decent mage(counterspelling 4(spec combat) + a decent willpower(4), he can reliably get it to 1 net success, and sometimes make himself immune( getting 4 hits to resist makes you immune to force 4 spells)

Chris
Go to the top of the page
 
+Quote Post
The Jopp
post Oct 23 2008, 12:15 PM
Post #17


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



Actually no.

A spells force is not affected by the background count - only the difficulty in casting into such an area. The exception to this are already SUSTAINED spells that the character walks into.

You could say that the caster "force" mana into the area unlike an already sustained spell that would drop in force.

I could agree on that the mage could choose to get either effect:
1: Non-Forced spell: Drain as usual but F-4 of spell
2: Forced spell: +4 to drain.

With option 1 then you would indeed have F12-4/2= F4
Go to the top of the page
 
+Quote Post
Tarantula
post Oct 23 2008, 02:57 PM
Post #18


Dragon
********

Group: Members
Posts: 4,664
Joined: 21-September 04
From: Arvada, CO
Member No.: 6,686



Actually Jopp, it all depends on location. If the mage is in the background count... Magic 6 reduced to magic 2 by rating 4 background count. Max spell force able to be cast = force 4. (Drain is at +4 for this spell). When spell hits character, damage is halved. (Arcane arrester does not actually half force of the spell).
Go to the top of the page
 
+Quote Post
Malachi
post Oct 23 2008, 03:49 PM
Post #19


Running Target
***

Group: Members
Posts: 1,228
Joined: 24-July 07
From: Canada
Member No.: 12,350



QUOTE (The Jopp @ Oct 23 2008, 06:22 AM) *
Lets take a generic spell with F/2 as drain and cast it at force 12 at sucha character.

The poor mage would have a base force of 6 that can be increased with net successes and then a drain code of 10 (And most likely physical...)

Still, the character will still hurt.

I would like to point out that the description of Arcane Arrester states that only the target character sees the "half force" effect. So in the above example, although the effect as resisted by the target would appear to be a Force 6 spell, the Magician casting it still treats it as a Force 12 spell. This means that if the attacking Magician happens to roll exceptionally well on the Spellcasting Test they can get in excess of 6 hits to add to the spell's effect. Now, when resisted the "base" DV would start at 6 for the "adjusted" Force of the spell, but all of the casting Magicians hits would still count, even if there were more than 6.

This could cause a curious backfire on the Arcane Arrester character where (under normal circumstances) the Magician would have cast at Force 6 and had their hits capped at 6, instead they casted at Force 12 and thus were able to add more net hits, thus resulting in even more damage than they would have received if they hadn't have taken Arcane Arrester in the first place. Ironic.
Go to the top of the page
 
+Quote Post
Tarantula
post Oct 23 2008, 03:54 PM
Post #20


Dragon
********

Group: Members
Posts: 4,664
Joined: 21-September 04
From: Arvada, CO
Member No.: 6,686



QUOTE (Malachi @ Oct 23 2008, 08:49 AM) *
I would like to point out that the description of Arcane Arrester states that only the target character sees the "half force" effect. So in the above example, although the effect as resisted by the target would appear to be a Force 6 spell, the Magician casting it still treats it as a Force 12 spell. This means that if the attacking Magician happens to roll exceptionally well on the Spellcasting Test they can get in excess of 6 hits to add to the spell's effect. Now, when resisted the "base" DV would start at 6 for the "adjusted" Force of the spell, but all of the casting Magicians hits would still count, even if there were more than 6.

This could cause a curious backfire on the Arcane Arrester character where (under normal circumstances) the Magician would have cast at Force 6 and had their hits capped at 6, instead they casted at Force 12 and thus were able to add more net hits, thus resulting in even more damage than they would have received if they hadn't have taken Arcane Arrester in the first place. Ironic.


How would the mage even know though? I don't think there is any "backfire" as there is no indicator of having arcane arrestor (other than being fomori or gnome).

So, I don't think it'll cause you to get higher force spells cast on you, because they won't know to do so.
Go to the top of the page
 
+Quote Post
pbangarth
post Oct 23 2008, 04:05 PM
Post #21


Old Man of the North
**********

Group: Dumpshocked
Posts: 10,162
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



Fizzling spells that shouldn't fizzle would be one clue. Astrally perceiving a small dead zone around the character would be another.

This would appear to be a situation in which the magician's special buddies, spirits, come in handy. The Arcane Arrester Quality would only affect the Innate Spell power of a spirit, leaving only the background count to deal with. This assumes that the background count would affect the Force of the spirit for effects projected into the area, eg. Confusion, Compulsion, etc. A tough spirit could still close for melee and Engulf, etc.

Peter
Go to the top of the page
 
+Quote Post
Malachi
post Oct 23 2008, 04:07 PM
Post #22


Running Target
***

Group: Members
Posts: 1,228
Joined: 24-July 07
From: Canada
Member No.: 12,350



QUOTE (Tarantula @ Oct 23 2008, 11:54 AM) *
How would the mage even know though? I don't think there is any "backfire" as there is no indicator of having arcane arrestor (other than being fomori or gnome).

So, I don't think it'll cause you to get higher force spells cast on you, because they won't know to do so.

Not on the first couple spells, no, but after that they might start upping the Force when they see that nothing seems to be slowing the guy down. That is, assuming they live that long. I know my PC's to do the same thing when encountering a high-powered NPC so it stands to reason that NPC's should have the same logic.
Go to the top of the page
 
+Quote Post
Tarantula
post Oct 23 2008, 04:13 PM
Post #23


Dragon
********

Group: Members
Posts: 4,664
Joined: 21-September 04
From: Arvada, CO
Member No.: 6,686



QUOTE (pbangarth @ Oct 23 2008, 09:05 AM) *
Fizzling spells that shouldn't fizzle would be one clue. Astrally perceiving a small dead zone around the character would be another.

This would appear to be a situation in which the magician's special buddies, spirits, come in handy. The Arcane Arrester Quality would only affect the Innate Spell power of a spirit, leaving only the background count to deal with. This assumes that the background count would affect the Force of the spirit for effects projected into the area, eg. Confusion, Compulsion, etc. A tough spirit could still close for melee and Engulf, etc.

That would the the background count, not the arcane arrestor.

As far as spirits being able to close... they have to be force 5+ and are reduced by 4. So a force 6 spirit, comes running up to engulf, or melee, and is now force 2. Not so great.

QUOTE (Malachi @ Oct 23 2008, 09:07 AM) *
Not on the first couple spells, no, but after that they might start upping the Force when they see that nothing seems to be slowing the guy down. That is, assuming they live that long. I know my PC's to do the same thing when encountering a high-powered NPC so it stands to reason that NPC's should have the same logic.

Did you not notice that a full hits force 6 manabolt does 9P still? The mage would probably just think the guy got a couple of hits on his resistance test.
Go to the top of the page
 
+Quote Post
hyzmarca
post Oct 23 2008, 04:54 PM
Post #24


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



QUOTE (Malachi @ Oct 23 2008, 10:49 AM) *
I would like to point out that the description of Arcane Arrester states that only the target character sees the "half force" effect. So in the above example, although the effect as resisted by the target would appear to be a Force 6 spell, the Magician casting it still treats it as a Force 12 spell. This means that if the attacking Magician happens to roll exceptionally well on the Spellcasting Test they can get in excess of 6 hits to add to the spell's effect. Now, when resisted the "base" DV would start at 6 for the "adjusted" Force of the spell, but all of the casting Magicians hits would still count, even if there were more than 6.


They can't, actually. When the force of the spell is reduced, excess hits are discarded.
Go to the top of the page
 
+Quote Post
Tarantula
post Oct 23 2008, 04:57 PM
Post #25


Dragon
********

Group: Members
Posts: 4,664
Joined: 21-September 04
From: Arvada, CO
Member No.: 6,686



QUOTE (hyzmarca @ Oct 23 2008, 09:54 AM) *
They can't, actually. When the force of the spell is reduced, excess hits are discarded.

RC, 111, "When affected by a spell (including a critter’s Innate Spells), the character—and she alone—treats Force-based effects (damage, paralysis, etc.) at half (round down) actual strength."

Spell force is not effected, but the cahracter treats force based effects at half.

From the example given, it appears this is only the base damage, as it says taht the spellcaster will still add hits to improve the effect.
Go to the top of the page
 
+Quote Post

3 Pages V   1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 18th April 2025 - 01:48 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.