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> Magic Fingers, Can you pick yourself up?
Draco18s
post Aug 19 2011, 12:04 AM
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QUOTE (HunterHerne @ Aug 18 2011, 07:57 PM) *
I don't know. I might say Fire and cold wouldn't be affected at all, since it saps Kinetic energy. Blast, and metal for sure, sand and water as well. Possibly Sonic. Probably Ice. It all depends on if you think the energy is Kinetic, or something else (like heat, or lack of)


Fire I could see as doing full damage, after a round or two as it passes through the intervening area. Cold would be uneffected, as would electricity. Light would be highly questionable (does light only move at 1m/sec inside the zone? (IMG:style_emoticons/default/wobble.gif) ) although I'd say not effected.

Blast: negated
Ice: uneffected
Light: uneffected
Metal: negated
Sand: partial. It could still jam up machines.
Smoke: partial. Slow isn't going to do anything about visibility penalties beyond it's range. (IMG:style_emoticons/default/wobble.gif)
Sound: I'm reversing on this one. Sound waves aren't limited by speed limits, as they are the collision of one molecule with another (Slow isn't Silence) and each molecule doesn't move that fast.
Water: negated
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Bearclaw
post Aug 19 2011, 03:16 AM
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OK, WTF is "Slow"?
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Draco18s
post Aug 19 2011, 03:23 AM
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QUOTE (Bearclaw @ Aug 18 2011, 11:16 PM) *
OK, WTF is "Slow"?


It's a spell from War.

It reduces all object velocities to 1 meter per second within its radius.
Range equal to force, as usual. Maximum amount of moving material is 200 kg * Force, IIRC.

Basically, it's the "I stop bullets, all of them" spell. (At force 2, bullets fall to the ground before they even reach you, at the center).

The German book doesn't have it and is considered to have been errata'd out of existence.
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Fatum
post Aug 19 2011, 11:47 AM
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Yeah, it was supposed to be a spell for paradrops, but turns out you have to actually think before and during writing spell descriptions.
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Irion
post Aug 19 2011, 12:24 PM
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Which tends to be a disliked policy in RPGs.
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Neraph
post Aug 19 2011, 12:58 PM
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QUOTE (Tymeaus Jalynsfein @ Aug 18 2011, 04:02 PM) *
Indeed it does... Not sure why mine is failing me at this moment, but there it is. (IMG:style_emoticons/default/wobble.gif)

I know your pain...
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Draco18s
post Aug 19 2011, 02:08 PM
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QUOTE (Fatum @ Aug 19 2011, 07:47 AM) *
Yeah, it was supposed to be a spell for paradrops, but turns out you have to actually think before and during writing spell descriptions.


Emphasis on "during" due to the "it stops bullets" note right there in the spell description.

The only thing the spell doesn't do (besides make you immune to magic, but you're a mage with counterspelling, so...) is being hit by a car.
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Fatum
post Aug 19 2011, 02:20 PM
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...by a truck. With a good roll, you can stop most passenger cars, too (without even the question of whether your spell will stop the hood first, once it touches the area of effect).
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Dakka Dakka
post Aug 19 2011, 03:07 PM
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What mass do you assume for most passenger cars? Over 1000kg doesn't seem too far off, so 6+ hits is really a good roll.

Don't divide up ensembles into parts otherwise you will ge a lot of effects that surely are not in the description of the spell and most likely not intended either.
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Draco18s
post Aug 19 2011, 03:12 PM
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QUOTE (Fatum @ Aug 19 2011, 10:20 AM) *
...by a truck. With a good roll, you can stop most passenger cars, too (without even the question of whether your spell will stop the hood first, once it touches the area of effect).


200 kg per point of force (max).

A mini cooper is 1200 kg. This means that for the smallest car on the market, you'd have to be rocking 6 hits on a force 6 spell.
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Tymeaus Jalynsfe...
post Aug 19 2011, 03:23 PM
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QUOTE (Draco18s @ Aug 19 2011, 08:12 AM) *
200 kg per point of force (max).

A mini cooper is 1200 kg. This means that for the smallest car on the market, you'd have to be rocking 6 hits on a force 6 spell.


Not counting the passengers, who will certainly add to the weight of the vehicle.
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Draco18s
post Aug 19 2011, 03:35 PM
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QUOTE (Tymeaus Jalynsfein @ Aug 19 2011, 11:23 AM) *
Not counting the passengers, who will certainly add to the weight of the vehicle.


Oh indeed, that's the curb weight (actually, the curb weight is about 1115 kg).
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Kirk
post Aug 19 2011, 04:28 PM
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QUOTE (Draco18s @ Aug 19 2011, 11:12 AM) *
200 kg per point of force (max).

A mini cooper is 1200 kg. This means that for the smallest car on the market, you'd have to be rocking 6 hits on a force 6 spell.


Yep. Definitely a house rule spell for me, but largely because I know a little about kinetic energy. If'n I had to roll my own, it would be as a deceleration rate (say, 50 per combat turn) to 1 m/s with a mass limit of 100 kg per point (force + hits). With that I can work out a DV modifier, but I can't stop bullets or speeding cars (easily, that is). I'm still ignoring velocity squared, but I can handwave that some with "it's magic".

By the way, the nominal drop speed of a body before the parachute pops out works out to pretty close to 55 meters per combat turn. Memory says there's an actual fall speed table but I can't find it.
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Fatum
post Aug 19 2011, 04:40 PM
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Well, yeah, ok, it'd require a really good roll.
However, I see zero reasons for the spell not to affect whatever part of the vehicle first arrives in its zone of effect.
Anyway, it's a hilariously bad spell, symptomatic of War!, and I don't think we need to discuss it yet again any more (for what, the fourth time now).
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Draco18s
post Aug 19 2011, 04:43 PM
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I'm just glad that they thought to include the phrase "relative to the local mana sphere" such that it didn't cause people to fly out through the kitchen window, as the earth sped by on its trip around the sun.
(Reminding me of this story)
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