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> New Adept Powers, What non-canon powers do you use?
mfb
post Feb 5 2004, 10:19 PM
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actually, it does have to happen. you can only cast where you've got LOS. i mean, yeah, your point of aim can be on your target--but you can't set your fireball off in him or behind him.

and the how is simple. spells create signatures in the astral plane; the flames and heat created by a flame aura spell are marked with this signature.
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Siege
post Feb 5 2004, 10:20 PM
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It won't be a widely purchased power to be sure.

However, take off the "hardened" bonus and leave it at .5/level. Element must be specified at time of purchase.

I would imagine some characters will purchase it for a specialty schtick.

-Siege
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Jason Farlander
post Feb 5 2004, 10:25 PM
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This is, quite simply the lamest discussion I've read in quite a while. You dont need to know the physics of how a powerbolt causes damage to something, or what, exactly, makes the car float up in the air when you cast levitate, or how petrify manages to transform organic material into limestone, or how toxic wave generates gallons and gallons of sufficiently concentrated acid as to melt people, armor, and equipment to sludge instantaneously, or how a vampire can regenerate any and all damage inflicted on his person in 3 (!) seconds, no matter how much overflow is generated...

But flame aura... (oh no! the most powerful spell in the game!) makes absolutely no sense to you?

I'm sorry, but magic simply does crazy/impossible things. I dont see why you're willing to accept the fact that magic bends the rules of reality in far more ridiculous ways, but not in this relatively tame way.
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Austere Emancipa...
post Feb 5 2004, 10:32 PM
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Okay. So the Flame Aura spell does at least the following things:
1) It creates/conjures/whatever flames like the spell description says.
2) It keeps track of all heat that is heading towards the subject behind the aura, checks the astral signature of said heat, and deflects it away from the subject if it has the astral signature of the spell.

That's sort of OK. I'll just replace 2) with "It deflects all heat heading towards the subject behind the aura away from the subject." and increase the Drain.

A self-defense elemental area-effect spell would have a Drain Code of +1(DL-2). Must-have for melee-mages! 6D elemental damage for 4M Drain! [Edit]Oops! Not quite. It would be at least +1(DL-1), and I'm not even sure if doing that is legal with the spell design rules.[/Edit]

Do Adept Powers have astral signatures?

This post has been edited by Austere Emancipator: Feb 5 2004, 10:38 PM
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Austere Emancipa...
post Feb 5 2004, 10:35 PM
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QUOTE (Jason Farlander)
But flame aura... (oh no! the most powerful spell in the game!) makes absolutely no sense to you?

If you consider the fact that I never said anything of that sort to be proof of me thinking so, then yes, you are correct.
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Jason Farlander
post Feb 5 2004, 10:40 PM
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Ive always simply thought that elemental manipulations dont really create true elemental effects. A good example of this is that there is no acid that could do the things toxic wave is capable of doing. Furthermore, elemental manipulations still have to beat out object resistance values -- something that, say, a flamethrower or tesla coil would not have to do.

Rather, my interpretation is that elemental manipulations focus magical energy in a way that models how the caster things a high-powered version of the real energy/material should act. Acid melts things. Fire burns things and causes explosives to explode. Lightning fries electronics. These are all modeled not on the basis of the real creation of true lighting, fire, or acid, but on the basis that the spells do what the spell designer expects such things to do.

Hence, I dont have the problem with trying to figure out exactly how the spells work. They simply do. Now... this is certainly not a canon interpretation, except that it allows me to accept the canon ways in which magic functions without altering it on the basis that it doesnt make sense to me. I think it has a certain elegance to it as well.
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Jason Farlander
post Feb 5 2004, 10:41 PM
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QUOTE (Austere Emancipator)
QUOTE (Jason Farlander)
But flame aura... (oh no! the most powerful spell in the game!) makes absolutely no sense to you?

If you consider the fact that I never said anything of that sort to be proof of me thinking so, then yes, you are correct.

Please forgive my hyperbole. I hope you werent emotionally scarred.
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Austere Emancipa...
post Feb 5 2004, 10:45 PM
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QUOTE (Jason Farlander)
I think it has a certain elegance to it as well.

It certainly does. If/when I conclude that there's no way to make magic elemental effects to actually create true elements, I'll just go with that.
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Austere Emancipa...
post Feb 5 2004, 10:46 PM
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QUOTE (Jason Farlander)
I hope you werent emotionally scarred.

Only insofar as bad sarcasm makes my brain melt. :P
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mfb
post Feb 5 2004, 11:00 PM
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the spell doesn't have to track all the heat coming at the subject. it just has to track the signature of the spell itself--keep that from contacting the subject, and you're automatically keeping away the heat and flame. as for adept powers, i imagine they have an astral presence of some sort, whether or not it's a lasting signature.

and no, your bastardized self-only effect isn't legal within the rules--or, rather, it is, but most mages aren't interested in fireballs which can only affect themselves. that's why i talked about flipping the 'self only' mod, to make the spell harder to cast. i think a self-defense fireball is just fine at +2(Dmg Level +2).
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Austere Emancipa...
post Feb 5 2004, 11:09 PM
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QUOTE (mfb)
the spell doesn't have to track all the heat coming at the subject. it just has to track the signature of the spell itself--keep that from contacting the subject

I thought of that, but I figured the astral signature of the spell was already all over the subject itself. But perhaps it might just stop any "leakage" from where the flames start to the subject. And in any case, suspending one's disbelief at such a minor detail of the Science of Magic ™ isn't a problem.

QUOTE
and no, your bastardized self-only effect isn't legal within the rules--or, rather, it is, but most mages aren't interested in fireballs which can only affect themselves. that's why i talked about flipping the 'self only' mod, to make the spell harder to cast. i think a self-defense fireball is just fine at +2(Dmg Level +2).

I was actually thinking about actual legality here, regardless of whether someone wants that spell. Other than Detection, there are no Area spells in the game that aren't also LOS. That implies to me that it wouldn't be legal to do such a spell. If it was legal, I'm sure some melee-oriented mages would want one.
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phelious fogg
post Feb 5 2004, 11:27 PM
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QUOTE (Austere Emancipator)
And in any case, suspending one's disbelief at such a minor detail of the Science of Magic ™ isn't a problem.

Ah... AE is a Hermetic. You see, to shamans like me, we think of magic in a much more natural since. The astral space often feels your needs and responds as such, granting it has the power. The aura of flames spell you talk about feels your need for self defence and unleashes flame upon any who would attack you, similarly, it affects those you attack. The name is merely a description based on the fact that it does cause flames, but in a local region (i.e. the attacker). The illusion of being wreathed in flames is similar to a phenomenon known to many as the shamanic mask.

Now the concept of a fireball that hits everyone but oneself, that is a very complicated idea to express, the creation of energy in specific triggered cases (when someone attacks you, when you attack someone) is generally easy an has little affect on ones abilities (i.e. low drain). It is important to note that the energy summoned by aura of flames is rather small, its brother spell, fireball, creates a massive amount of energy, and to make it avoid the caster would cause additional complexity, and thus would be equaly detrimental to ones continued wellbeing.
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Austere Emancipa...
post Feb 5 2004, 11:31 PM
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Jason Farlander's approach to magical elemental effects seeming ever more attractive...

I'll try and make amends for all the pointless crap I've been spouting lately, and answer the original question that begun all this.

QUOTE (mfb)
i'm trying to decide how you'd apply the Blast secondary effect. maybe halve barrier ratings, or something?

You could just use the description of the Blast elemental effect, +1 Damage Level against manifested (perhaps that should be materialized?) earth elementals and gnomes. Depending on how powerful the other elemental effects are, maybe +50% (rounded down) or +100% Strength to determine Knockdown from unarmed attacks. And of course the Special Effects... Be sure to describe how the guy misses and hits a wall, causing bits of plaster or broken tiles to fly all over.

This post has been edited by Austere Emancipator: Feb 5 2004, 11:38 PM
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Drain Brain
post Feb 6 2004, 12:13 AM
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I kinda think you guys missed my point and turned what was left of it into an arguement... :please:

Oh well...

I hope somebody got it! :P
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Austere Emancipa...
post Feb 6 2004, 12:19 AM
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I'm pretty sure I made up all the crap from ground up. I'm good at making up crap, worse at adapting good things to crap (although I'm quite capable of that, too).

Or in other words: I never really had any trouble with spells, adept powers or any other effects that only have the appearance of something, like flames. Personally, I think I got it. And now I got something else, too.

This post has been edited by Austere Emancipator: Feb 6 2004, 12:22 AM
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mfb
post Feb 6 2004, 01:40 AM
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silly rabbit, all spells are LOS, even Detection (you're casting the spell on yourself, not on the things you're trying to detect).
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Austere Emancipa...
post Feb 6 2004, 01:55 AM
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I'm not really sure what you mean, but I was talking of LOS in the sense that it appears as a Drain Modifier on p. 56 of MitS in Spell Design/Magical Skills.
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mfb
post Feb 6 2004, 01:58 AM
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i don't have my book on me atm, but i'm fairly sure that modifier applies only to Health spells (which are, normally, Touch-range).
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Jason Farlander
post Feb 6 2004, 01:59 AM
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QUOTE (Austere Emancipator @ Feb 5 2004, 07:55 PM)
I'm not really sure what you mean, but I was talking of LOS in the sense that it appears as a Drain Modifier on p. 56 of MitS in Spell Design/Magical Skills.

The entry in MITS as a Drain modifier only applies to health spells, which, by default, are touch range.

Edit: yay simultaneous posting!

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Austere Emancipa...
post Feb 6 2004, 02:04 AM
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You are absolutely correct, which is why the Touch Drain modifier applies to all other spells but not Health. And the Caster Only modifier includes the Touch Range modifier.

Which got me thinking: Why does the Caster Only modifier give -3 Drain Levels for Health spells, if they are assumed to have the Touch range already? And why aren't there any Caster Only spells in any of the books -- is the modifier that broken?

Note: I said "in the sense that it appears blah blah". Caster Only is a modifier available for Detection, Health and Manipulation spells. Reading it through again, the Area Spell modifier does not make any mention of the spell having to be LOS Range to begin with, and Touch Range doesn't preclude Area. So, uhh, yeah, a Caster Only Area Spell would be legal. A Fireball centered on the caster would have the +1(DL-1) Drain I mentioned before.

Still, the fact that all non-Detection Area spells in any of the books are LOS(A) implies to me that Area requires a spell to be LOS Range.

This post has been edited by Austere Emancipator: Feb 6 2004, 02:10 AM
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mfb
post Feb 6 2004, 02:14 AM
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Caster Only spells aren't in the books because the book spells are meant to be generalized. you can take just about any spell in there and make it caster only, just by knocking off three levels of drain.

and yeah, that's true--you could make an AE spell that's touch only. if you want to disinclude yourself from its effects, i'd make a new drain modifier:

Caster Excluded (+3 Drain Level): caster is unaffected by the effects of the spell. can be added to any Area Effect spell.
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Austere Emancipa...
post Feb 6 2004, 02:17 AM
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Why'd that be so hard for an area spell if it's easy enough to be insignificant for other spells? (And I'm not looking for an argument here, I'm probably just missing something, but I can't think of it on my own right now.)
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mfb
post Feb 6 2004, 02:21 AM
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well, my explanation is that by excluding yourself from an area-effect spell, you've doubled the complexity of that spell. with a single-target spell, like flame aura, you've got one target--the subject. the spell 'decides' who to affect based on whether they are or are not the subject of the spell--simple binary.

with a fireball, the 'subject' of the spell is the point of aim. if you want to make yourself immune to your spell, you're introducing a new subject--yourself.
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Austere Emancipa...
post Feb 6 2004, 02:26 AM
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Okay. There's something there that troubles me slightly. However, I cannot tell what it is, and any explanation on the matter that I could come up with had obvious faults, so if it comes up, I'll use something similar to your explanation, but perhaps using +2 instead of +3 DL.
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Kagetenshi
post Feb 6 2004, 02:29 AM
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QUOTE (phelious fogg)
You see, to shamans like me, we think of magic in a much more natural since.

Yes, you think of it this way, and you are wrong.

~J the Hermetic
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