IPB

Welcome Guest ( Log In | Register )

20 Pages V  « < 17 18 19 20 >  
Reply to this topicStart new topic
> Shadowrun 4: Magic
fistandantilus4....
post Jan 28 2006, 10:19 AM
Post #451


Uncle Fisty
**********

Group: Admin
Posts: 13,891
Joined: 3-January 05
From: Next To Her
Member No.: 6,928



QUOTE (Cold-Dragon)
I suspect this has been asked, but hey...repetition leads to memorization!

what damage value does the Heal spell use to determine drain: the total of the person being healed, or the amount you heal with the spell?

QUOTE (pg.200)
DV:(Damage Value) - 2


So if you were healing say a wound of 5 boxes, you would resist drain against 3. You still have to cast higher force spells, because your successes are limited by the force you cast.

As for resisting your own spells, I'd say that mental illusions would not apply to you, but things like Chaotic World, Fireball, Improved Invisibilty, the physical versions basically, would effect you unless you resisted with spell defense.

As far as casting spells through an invisible wall, I think that's been gone over to a scary degree on other threads. That one is pretty much up to the GM.
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Jan 28 2006, 06:02 PM
Post #452


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



So you believe what the person currently has as his wound level -2, not just what you heal? I can dig that.

yeah, the other part is kind of a stretch of creativity, heh. Probably a bit too much. Figured I should ask.
Go to the top of the page
 
+Quote Post
ogbendog
post Jan 30 2006, 04:31 PM
Post #453


Moving Target
**

Group: Members
Posts: 129
Joined: 3-November 05
Member No.: 7,923



can you counterspell your own spell?

frex, the party is in melee combat with a swarm of thugs. Can you cast a stunball the includes the party, and protect your allies with your own counterspelling?
Go to the top of the page
 
+Quote Post
FrankTrollman
post Jan 30 2006, 07:06 PM
Post #454


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



QUOTE (ogbendog)
can you counterspell your own spell?

frex, the party is in melee combat with a swarm of thugs. Can you cast a stunball the includes the party, and protect your allies with your own counterspelling?

Yep.

In fact, you have to counterspell your own spell unless you reassign counterspelling to not cover your friends. This means that if somebody wants to cast positive magic on an ally (or even themselves) there is a short window during which an enemy spellcaster can zap them without their counterspelling applying.

Reassigning counterspelling can be done once per IP, so the window is quite short, but it's always there.

-Frank
Go to the top of the page
 
+Quote Post
Liminaut
post Feb 8 2006, 05:10 AM
Post #455


Target
*

Group: Members
Posts: 20
Joined: 8-February 06
Member No.: 8,243



On page 178, it says "Spirits on remote services no longer count against the limit of summoned spirts".

On page 179, it says "Spirits on remote services and on standby count towards this total" [of the number of spirits a magician can have at once].

Whic way is it?

Thanks a lot,

==Ed
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 8 2006, 05:19 AM
Post #456


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



already argued profusely, no real answer as of yet. It's grammatical issues.
Go to the top of the page
 
+Quote Post
Churl Beck
post Feb 8 2006, 05:41 AM
Post #457


Moving Target
**

Group: Members
Posts: 126
Joined: 26-January 06
Member No.: 8,193



QUOTE (Cold-Dragon)
I suspect this has been asked, but hey...repetition leads to memorization!

what damage value does the Heal spell use to determine drain: the total of the person being healed, or the amount you heal with the spell?

I have a related question. Suppose that a character gets hurt and the Heal spell is used, but it is not entirely effective (so there are still 2 boxes of damage outstanding). Later, the same character gets hurt again, adding 5 more boxes of damage.

The spell description specifies that "a character can only be magically healed once for any single set of injuries." In this scenario, there are two sets of injuries. So when the Heal spell is applied again, how is Drain calculated?

Option 1: use the full value of the Condition Monitor (7 boxes of damage, for a Drain of 5).

Option 2: use just the portion of the Condition Monitor that can be treated by the spell (5 boxes of damage, for a Drain of 3).

Option 3: use the portion of the Condition Monitor that is actually healed by the spell (up to 5 boxes of damage, perhaps less).
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 8 2006, 02:50 PM
Post #458


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



Admittedly, when I got answered on that question, I still wasn't sure if it was option 1 or 3 that I was told (not including your situation). ^-^;

I would suspect it to be option one, however, in both cases. The more traumatized the body is, the harder (in theory) it would be to heal, hence the risk in healing too much at once.

As far as your situation, IMO, you would do the full value as normal, however, your successes are limited to the point of the last heal. Fortunately, this doesn't caue too many notes or anything. If you heal all the spots, then you keep the mark of where your last heal ended. If you don't heal all those 5 spots, then you move the marker up to the new point. This makes it ideal to get some real rest at some point, since you can end up losing a portion of your monitor from too much healing/damage.

ANd of course, an attribute spell or two with sustaining foci can make recovery faster, lol. ;)
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 10 2006, 02:44 AM
Post #459


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



Control actions and control thoughts

Is this the main difference?

CA:
If you don't command them, they're free to act
only bodily actions - no magic or otherwise that involves mental commands

CT:
THey don't act, period, while the spell is in effect and you have yet to give them a command
mental or bodily actions

Go to the top of the page
 
+Quote Post
emo samurai
post Feb 12 2006, 09:15 PM
Post #460


Dragon
********

Group: Members
Posts: 4,589
Joined: 28-November 05
Member No.: 8,019



If you cast a healing spell at fource 6 and get 4 hits, how many boxes would you heal, and how much drain? 4 or 2?
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 12 2006, 09:20 PM
Post #461


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



drain is already discussed a little earlier in here; you can find potential answers there. Otherwise, the force of a healing spell simply limits the successes you can get. They eitehr go towards healing or lessening the time it takes to finish the spell. So you could heal 4 points of damage if you wanted with that in 12 rounds (or whatever)
Go to the top of the page
 
+Quote Post
emo samurai
post Feb 13 2006, 01:35 AM
Post #462


Dragon
********

Group: Members
Posts: 4,589
Joined: 28-November 05
Member No.: 8,019



When they say "binding foci," does that mean that you have to pay karma even if you buy foci?
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 13 2006, 02:13 AM
Post #463


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



A binding Focus costs nuyen to buy as far as quality goes, but yes, you have to pay in karma as well to make it work for you. I never did quite like that - that's why some GM's let the mages donate money to build up extra karma - for things like that.

Although I've been trying to figure out a virtual karma option for such things. You know, so it's not a complete drain, but carelessness will still cost you.
Go to the top of the page
 
+Quote Post
TinkerGnome
post Feb 13 2006, 02:48 AM
Post #464


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



You can start with foci bound for 1 BP per point of force in the focus. p85
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 13 2006, 02:57 AM
Post #465


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



That seems so weak to me...I mean. a Power Focus for a measely 2 BP? I think it means the karma cost in BP honestly. it makes more sense to the thing saying no more than 5x your magic rating or whatever.
Go to the top of the page
 
+Quote Post
TinkerGnome
post Feb 13 2006, 03:28 AM
Post #466


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



Well, it's more like 12 to buy and bind a force 2. Foci are also, force for force, not as powerful as they were in SR3. You can't use the Power Focus to resist drain, for one thing. You're also talking 2 dice added to a pool of 10-12 as opposed to the SR3 model of 5-7 dice.
Go to the top of the page
 
+Quote Post
emo samurai
post Feb 13 2006, 03:29 AM
Post #467


Dragon
********

Group: Members
Posts: 4,589
Joined: 28-November 05
Member No.: 8,019



What can you use to cut down on the karma costs besides orihalcum?
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 13 2006, 03:30 AM
Post #468


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



True, I suppose it's not horrible in that degree...but the limit seems a bit high, unless they include the resource cost too.

and it does help with drain, actually, if you save them for that particular test. It doesn't increase your magic attribute as it did before, however.
Go to the top of the page
 
+Quote Post
TinkerGnome
post Feb 13 2006, 04:25 AM
Post #469


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



QUOTE (Cold-Dragon)
and it does help with drain, actually, if you save them for that particular test. It doesn't increase your magic attribute as it did before, however.

I think spellcasting foci are the only ones that do that. Am I missing something?
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 13 2006, 04:34 AM
Post #470


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



erk...no, you're right. Any test with magic in it, which drain doesn't have. My bad.

It just sorta made sense to me, but even a super focus needs a disadvantage.
Go to the top of the page
 
+Quote Post
flerith
post Feb 18 2006, 03:09 AM
Post #471


Target
*

Group: Members
Posts: 3
Joined: 6-February 06
From: Winter Park, FL
Member No.: 8,237



Looking up the rules on spell sustaining and I got a little confused. The book says (pg 147 Step 7:):
"While sustained spells do offer the opportunity to have an ongoing magical effect, they are also draining on the magician's magical abilities. For each sustained spell the magician maintains, she suffers a -2 dice penalty on all other tests."

Does this mean that:
1) The -2 is on ALL other tests physical or magical (excluding drain tests and damage resistance)?

2) The -2 is on magical tests only (excluding drain tests)?

PS- Does the penalty affect perception/assensing tests as well?
PS2- What about counterspelling dice?
Go to the top of the page
 
+Quote Post
TonkaTuff
post Feb 18 2006, 04:22 AM
Post #472


Moving Target
**

Group: Members
Posts: 199
Joined: 11-September 05
Member No.: 7,729



I belive it really means all tests. True multitasking is difficult under the best of circumstances - even moreso when one of the things you're trying to do is channel weird energies through your nervous system. Or to give another game-related example, it's like trying to do anything in the meat world while you're jacked into the matrix - it can be done, but the conflicting sensory data makes everything more difficult.
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 18 2006, 04:55 AM
Post #473


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



Yep. it's essentially a magic wound penalty. It goes away once you're no longer sustaining the spell.

Although I think you can opt to drop it before doing some action. Might take a free action to pull off though.
Go to the top of the page
 
+Quote Post
Aku
post Feb 18 2006, 05:48 PM
Post #474


Running, running, running
*****

Group: Dumpshocked
Posts: 2,220
Joined: 18-October 04
From: North Carolina
Member No.: 6,769



QUOTE (Cold-Dragon)
Yep. it's essentially a magic wound penalty. It goes away once you're no longer sustaining the spell.

Although I think you can opt to drop it before doing some action. Might take a free action to pull off though.

i dont think it costs an action, i dont remember where, but for some reason, i remember part of the text for an early step in declaring an action is choosing wether or not to drop a sustained spell.
Go to the top of the page
 
+Quote Post
Aku
post Feb 18 2006, 05:56 PM
Post #475


Running, running, running
*****

Group: Dumpshocked
Posts: 2,220
Joined: 18-October 04
From: North Carolina
Member No.: 6,769



Actually, i just checked it, the rule i was thinking of is actually in the magic section, and it is a free action, so you should be able to do it at any time.

For some reason, i was thinking it was "part" of the action of..acting..
Go to the top of the page
 
+Quote Post

20 Pages V  « < 17 18 19 20 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 28th November 2024 - 07:44 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.