Trid Phantasm uses and abuses |
Trid Phantasm uses and abuses |
Apr 4 2010, 09:35 PM
Post
#1
|
|
Moving Target Group: Members Posts: 197 Joined: 13-July 09 Member No.: 17,390 |
So I just want to confirm that basically trid phantasm is strictly a more powerful version of invisibility. Pros: affects all senses and can be applied to more than an infiltration scenario. Cons: More drain. Is that it?
Additionally I wanted to propose something that I haven't seen anyone comment on, but likely it has already been stated in some form or another somewhere else. Wouldn't it be possible for the mage in a combat scenario to trid phantasm something for the purposes of distraction, then all party members with guns or grenades or knives get combat tests where the enemies are not rolling reaction? Obviously an enemy affected by trid phantasm will not be sensing the party members, so they could only roll armor/body. To increase survivability it is commonly recommended to increase reaction because it would improve initiative and increase dodge pools, but this seems like a very easily implementable tactic that negates any reaction dice pools. Does anyone utilize tactics like this? It seems really cheesy, but I guess it reiterates the point: "Geek the Mage". It would also be amusing, although surely there is a centralized list somewhere of all the other broken tactics a mage employs (possession, stunbolt, etc.) |
|
|
Apr 4 2010, 09:42 PM
Post
#2
|
|
Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
It's the drain that limits it. By, like, a lot. It's the same reason you don't see people shooting lightning bolts or fireballs every fight. The drain just isn't worth the benefits most of the time. And unless you have a lot more dice to use on your Spellcasting Test than your enemies have for their Perception Tests (which is a test that's really easy to get to ridiculous levels, second only to Social Skill Tests), all that drain will be for naught. And if it's an enemy that you can easily thwart with an illusion, then they're not worth taking the drain. Sort of a catch-22.
But yes, it's probably the most powerful spell in the game in the right hands. I know I love it, but I enjoy illusionists in general. I don't know if it owuld "negate any reaction dice pools," but it could serve as a distraction and possibly force Surprise Tests from time to time. It's not something you can rely on, however, as it completely requires GM fiat to see that happen. And, honestly, you can do the same thing with Summoning. |
|
|
Apr 4 2010, 10:41 PM
Post
#3
|
|
Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
And something else to remember about Trid Phantasm is that it is an Area Spell... and the Illusion must fit within that area completely... and the area is not moveable from what I could determine...
So yes, within those parameters (Static Area, Everything must fit into the area), it is a great spell indeed... Keep the Faith |
|
|
Apr 6 2010, 12:53 AM
Post
#4
|
|
Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
And something else to remember about Trid Phantasm is that it is an Area Spell... and the Illusion must fit within that area completely... and the area is not moveable from what I could determine... So yes, within those parameters (Static Area, Everything must fit into the area), it is a great spell indeed... Keep the Faith all area spells are moveable. it will require constant actions though, and you won't be able to move very fast (basically, if you need to cover a 4 meter diameter area and you have a 6 meter trid phantasm, you can only move 2 meters for every action you spend moving the trid phantasm. that's enough to cover a walking pace perhaps, albeit not a very fast one, but if you want to run or drive anywhere, trid phantasm is not your friend) |
|
|
Apr 6 2010, 01:05 AM
Post
#5
|
|
Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
all area spells are moveable. it will require constant actions though, and you won't be able to move very fast (basically, if you need to cover a 4 meter diameter area and you have a 6 meter trid phantasm, you can only move 2 meters for every action you spend moving the trid phantasm. that's enough to cover a walking pace perhaps, albeit not a very fast one, but if you want to run or drive anywhere, trid phantasm is not your friend) Really? Awesome... Got a reference for me? Keep the Faith |
|
|
Apr 6 2010, 01:07 AM
Post
#6
|
|
Neophyte Runner Group: Members Posts: 2,328 Joined: 2-April 07 From: The Center of the Universe Member No.: 11,360 |
Actually it is not a percepetion test, it is a intuition + counterspelling resistence test (will for the phantasm spell). You either succeed or don't type of thing. Yeah the drain is a drek kicker. But I'd say it is one of the most utilitarian spells created.
One favorite: in a firefight, move all friendlies within the radius 5 feet in any direction. Also, being multisense it means all kinds of fun when meeting with that ever so trust worthy Johnson who is about to shoot you. |
|
|
Apr 6 2010, 04:57 AM
Post
#7
|
|
Running Target Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 |
|
|
|
Apr 6 2010, 07:55 AM
Post
#8
|
|
Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
Pg 174, step 7 "on going effects" edit: of the BBB or page 184 if you're looking at SR4A. QUOTE If an area-effect spell is sustained, the affected area may be moved with a Complex Action, as long as it remains within line of sight. so i suppose a slight change, not *all* area effects; only sustained ones. (interestingly, this means that permanent area spells, like mana static, are immobile once cast, since they have a duration of permanent) so you *could* use trid phantasm as a mobile spell. but it's going to be moving really really slowly unless have a really high area, are covering a really small object, or somehow have a lot of actions. |
|
|
Apr 6 2010, 08:06 AM
Post
#9
|
|
Neophyte Runner Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 |
(interestingly, this means that permanent area spells, like mana static, are immobile once cast, since they have a duration of permanent) Incorrect. A spell with a Permanent duration becomes permanent once you sustain it for a period of time (twice it's Drain in Combat Turns, if memory serves). I am also fairly certain that that section was not, in fact, changed in the Anniversary printing. |
|
|
Apr 6 2010, 11:30 AM
Post
#10
|
|
Moving Target Group: Dumpshocked Posts: 583 Joined: 1-October 09 From: France Member No.: 17,693 |
[multi-post removed]
|
|
|
Apr 6 2010, 11:30 AM
Post
#11
|
|
Moving Target Group: Dumpshocked Posts: 583 Joined: 1-October 09 From: France Member No.: 17,693 |
[multi-post removed too]
|
|
|
Apr 6 2010, 11:34 AM
Post
#12
|
|
Moving Target Group: Dumpshocked Posts: 583 Joined: 1-October 09 From: France Member No.: 17,693 |
Incorrect. A spell with a Permanent duration becomes permanent once you sustain it for a period of time (twice it's Drain in Combat Turns, if memory serves). More accurately, I understood the rules as meaning that as long as you sustain the spell, you can move it about, and that once you stop sustaining the spell, either you don't have sustained it long enough and it poofs, or you have and it becomes permanent and you can no longer move it. |
|
|
Apr 6 2010, 01:53 PM
Post
#13
|
|
Running Target Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 |
so you *could* use trid phantasm as a mobile spell. but it's going to be moving really really slowly unless have a really high area, are covering a really small object, or somehow have a lot of actions. To me it says so long as the caster is expending the actions needed to move it, it can move as fast as the caster's LOS will permit, which means it could be a shell around a vehicle he's in, or look like an armored escort in a convoy. |
|
|
Apr 6 2010, 04:06 PM
Post
#14
|
|
Moving Target Group: Members Posts: 156 Joined: 26-January 10 Member No.: 18,081 |
but it's going to be moving really really slowly unless have a really high area How are people coming to this "move slowly" conclusion? To me it seems like the mage could zip the area all over the place on a whim as long as it remains within his LOS. Am I missing something that applies a certain speed to moving an area spell? |
|
|
Apr 6 2010, 04:48 PM
Post
#15
|
|
Shooting Target Group: Members Posts: 1,911 Joined: 26-February 02 From: near Stuttgart Member No.: 1,749 |
Sorry for interrupting the ongoing discussion about "moving area-of-effects" but i cannot find an information about the spell "trip phantasm" that allows to subtract objects from a scene like invisibility. It just says that the mage can "create" (which means "add") objects he has seen or can imagine. So you could definitely make a group of super-realistic hologram-runners appear behind your enemies, but you cannot use it as some sort of "group invisibility". Or did i get something wrong here?
|
|
|
Apr 6 2010, 05:44 PM
Post
#16
|
|
Runner Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 |
You're limiting your imagination, you make yourself invisible (or you can use it like a mask spell as well) by super-imposing the image over yourself.
|
|
|
Apr 6 2010, 05:57 PM
Post
#17
|
|
Shooting Target Group: Members Posts: 1,911 Joined: 26-February 02 From: near Stuttgart Member No.: 1,749 |
No, iīm not limiting my imagination. Ask my GM, i am quite innovative at expanding the rules at my will, but i simply donīt see that this spell could do this kind of stuff. Even masking seems not approbriate because you create illusions that need to be controlled. If some of your cummers is moving he would pass out of the him surrounding illusion. And besides that, we all know that SR has no "i win" button, which means e.g. spells that cover every possible purpose. Invisibility and Phantasm are both illusion spells, but they donīt do the same thing.
|
|
|
Apr 6 2010, 05:59 PM
Post
#18
|
|
Runner Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 |
You're right, invisibility is actively bending light around a person while trid phantasm can do it to an area. I'm creating the illusion of me no longer being there. It is a will check, you're imposing the image into the viewers mind that you are simply not there.
|
|
|
Apr 6 2010, 06:25 PM
Post
#19
|
|
Shooting Target Group: Members Posts: 1,911 Joined: 26-February 02 From: near Stuttgart Member No.: 1,749 |
I think we need a solution here. Who thinks i am right, and who thinks X-calibur is wrong?^^
|
|
|
Apr 6 2010, 07:46 PM
Post
#20
|
|
Running Target Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 |
I think we need a solution here. Who thinks i am right, and who thinks X-calibur is wrong?^^ If trid phantasm can bend light the same way improved invisibility can, then x-calibur is right. edit: but in all fairness I don't think physical illusions should need to overcome OR either, so my opinion doesn't exactly follow RAW a lot of the time. |
|
|
Apr 6 2010, 08:01 PM
Post
#21
|
|
Runner Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 |
I don't mind being proven wrong, mind you, I just love playing Devil's Advocate. I should rephrase and not bother editting the original, I meant to say that invisibility bends light and that phantasm simply convinces something is or is not there.
|
|
|
Apr 6 2010, 08:17 PM
Post
#22
|
|
Moving Target Group: Members Posts: 199 Joined: 11-March 10 Member No.: 18,276 |
Other ways of looking at Trid Phantasm, which, as such, is invisibility equivalent.
- I'm in a room, with a table behind me. I make the illusion of a room with a table. Find me. - I'm standing in front of a bank with 3 other troll sammies. My panzer assault is out and ready to rock. You see me holding a ladder, my friends holding rollers and big paintbrushes. - The citymaster we're using to run the drones from is now looking like a smallish limo, mostly because if someone runs into it we don't want them surprised, well, unless they try to jump the hood... (IMG:style_emoticons/default/wink.gif) There's a number of ways to 'illusion' yourself out of existance, especially if you overlap yourself. |
|
|
Apr 6 2010, 08:53 PM
Post
#23
|
|
Running Target Group: Members Posts: 1,286 Joined: 24-May 05 From: A 10x10 room with an orc and a treasure chest Member No.: 7,409 |
There's also the whole put a "wall" up in the mouth or an alley, doorway, part of the room.
|
|
|
Apr 6 2010, 09:24 PM
Post
#24
|
|
Moving Target Group: Dumpshocked Posts: 583 Joined: 1-October 09 From: France Member No.: 17,693 |
A fun use of Trid Phantasm is to create an incoming truck from a side road, crossing the path of the cars that are tailing you...
|
|
|
Apr 6 2010, 09:54 PM
Post
#25
|
|
Moving Target Group: Members Posts: 156 Joined: 26-January 10 Member No.: 18,081 |
I think we need a solution here. Who thinks i am right, and who thinks X-calibur is wrong?^^ I agree with you that Trid Phantasm shouldn't be used as Invisibility, in my games that's how I play it. The whole "illusion of an empty street (room, etc)" seems like a cop out to me, and doesn't fall into any category I consider creative or imaginative, just 'convenient'. |
|
|
Lo-Fi Version | Time is now: 25th April 2024 - 05:42 PM |
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.