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Talia Invierno
So after three solid days of rain, for a primarily solar (battery)-powered vehicle (the Puttermobile!), a new spell is being developed by my main PC: Recharge. Curiously, per literal spell-development rules, I don't see how its stats shouldn't be any different really than, oh, some elemental damaging variants, possibly even lightning variants (!) Seems a bit high ... and yet I know the spell is potentially extremely potent in a sheerly practical way. (I'm not interested in damaging for this one.)

Given that I want it to be able to recharge batteries from the tiniest of taps through cellphone power packs through van (and up, if practical), how would you structure it? Has anyone already come up with a workable variant?

Besides this and the (too-obvious!) Makeover, which other practical, non-combat spells do your characters use regularly?
Dashifen
I had a rat shaman that had a quickened Catalog up. He went anywhere and immediatly knew where anything was. Acted as a sideline job too: if you've lost something, he can find it!
Nikoli
Cleanse is a handy DNA removal spell for a crime scene.
Artemis
I would base its principle off the “Fix” spell, possibly adding in an elemental aspect to it because of the electrical current that must be created. I believe that spell is located in MiTS, but it sounds the closest to what you are trying to accomplish.
sidartha
Fashion is a handy little spell and especially munchkin for those sneaky enough to see how wink.gif
BishopMcQ
Sidartha--too true, but I've only had one player get a high enough force Fashion to make it really dangerous...

I would agree with Artemis, use the MITS spell creation rules to add the elemental template.
Cray74
QUOTE (McQuillan)
I would agree with Artemis, use the MITS spell creation rules to add the elemental template.

Hmm...Several thoughts for the budding "Techno Mage":

*Power Pack: A Sustained (or Permanent?) Manipulation with Electrical elemental effects. Cast on batteries and/or electrical fuel cells. Instead of a one-time recharge of a vehicle, it provides ongoing power (without overloading the target) up to...oh 1PF/hour/success? If not a Permanent Spell, it's sustained and can be Quickened to give perpetual power to small vehicles (drones), cyberdecks, etc. Uncertainties:

--Elemental Manipulation (Lightning) seems to be the obvious choice, but how about a Transformation Manipulation with "fine manipulation" target number (6)? Why transformation? Because rather than creating a perpetual source of electricity (which might be bad: batteries and EFCs might not appreciate electricity being rammed into them inappropriately), this spell might transform the chemicals in a battery or fuel cell back to their original state, and do so with the delicacy not to cause the battery/EFC to explode in the user's face. "Fine manipulation" doesn't seem to be available to Elemental manipulation spells.

--Permanent or Sustained? I think I lean toward Sustained, because even if this spell has a small effect (0.1PF/hour/success or something), it doesn't take much electrical engineering to arrange an array of items with this spell cast on them to supply all the power demands of a power-hungry vehicle...or town, eventually, and a low force spell will allow casting with impunity. If it's sustained, Quickening (karma) will be required for permanency.

*Itsatrane: This "air conditioning" spell is another small-target Sustained or Permanent Elemental or Transformation manipulation that moderates the temperature of a target. Protect your cyberdeck against desert heat and arctic chill without the bulk of the Target:Wastelands protection kits. Might also be useful for moderating personal temperature when cast on clothing. ("Yeah, baby. I'm always chill. No, really. I cast this spell on my underwear so-...hey, where are you going?")
Talia Invierno
The question of Fix / elemental etc categories, for me, is that of bringing something into being and/or of changing a basic state: the first in the context of "something from nothing" fine manipulation energy (well, insofar as magic viewed in the isolation of this plane continually creates such an illusion), the second in the sense of altering existing energy gradients so as to provide that controllable ongoing source of energy.

Although it would clearly be a manipulation spell - maybe the permanent health spells - such as, oh, Nutrition - might make a better model? The version of Power Pack you came up with, Cray74, seems to approximate a vehicular version of Heal quite closely (1 box "healed" or 1 PF/hour "restored" per success). That would make it a permanent rather than sustained effect.

The question might be whether the spell:
  • alters the chemical balance of the batteries such as to prolong their life (or temporarily reverse the reaction to some limited extent)?
  • sustained-opens a source of energy, or one-time channels an existing source of energy?
  • directly feeds "created" electrical energy to the engine?
  • directly feeds mana to the engine such that it approximates the effect of electrical energy (similar to Nutrition)?

(There must be other possibilities, but right now I can't think of them.)

Btw - curious, what is the munchkinism of the Fashion spell? (It is a common one of mine.) Is it just in the potential to create and/or conceal armour?
The Jopp
Ah...My favorite spell, I have still to find the chance to use it in combat - Fashion.

Have a modified Fashion spell with LOS.

Offensive
Enemies in secure longcoats or military grade armour? No problem, just turn those things into straightjackets, rubber suits, non see through faceplates, airtight.

Defensive

Airtight: (only for the time you can hold your breath) you turn the material into a one-piece insulated suit, good against gas attacks.

Lonestar: You never know when you might need a uniform.

Reflective: Turns the clothing fully reflective (silver catsuit anyone?) and MIGHT give a one time bonus against laser weapons since a fraction of the energy might be reflected.

Catwalk (Area effect Fashion spell) Useful against large groups of guards.

Ignite: Useful for EVERYTHING. Light a ladys cigarette, light a campfire, ignite someones formfitting armour.

Levitate: Levitate someones left shoe and start zipping it around making him kick people around him. Very good for a distraction.





Eyeless Blond
Problem with Ignite is it's a Deadly drain spell. Kinda makes it hard to use for cantrips and the like.
Nikoli
Animate is fun, someone being obnoxious, animate the pants and walk them into traffic.
Elfie
QUOTE (The Jopp @ Apr 13 2004, 05:24 PM)
Ah...My favorite spell, I have still to find the chance to use it in combat - Fashion.

Have a modified Fashion spell with LOS.

Offensive
Enemies in secure longcoats or military grade armour? No problem, just turn those things into straightjackets, rubber suits, non see through faceplates, airtight.

Defensive

Airtight: (only for the time you can hold your breath) you turn the material into a one-piece insulated suit, good against gas attacks.

Lonestar: You never know when you might need a uniform.

But how could that actually work in combat? The ballistic armor rating stays the same too (Magic: p147). Sure turning someone's Secure Jacket into a straightjacket sounds cool and all, but it wouldn't acutally bind them up in it, would it? I mean, yeah it would look like a straightjacket, but the person would still have use of his arms.

How about turn a guards pants into a long dress? That way if they tried to chase you they'd probably either trip over the dress or have to use their hands to hike it up (and not shoot at you).

The non-seethrough faceplate sounds like a good idea though. Make that person's jacket into a backwards cape/cowl.

Edit:

Or just for fun, Fashion whatever any cute chick's wearing into a dress and then cast Wind (at a low force of course). Viola! Flashback to Marilyn Monroe smile.gif
mfb
of course, it's even funnier if you cast Wind at high force.
Cain
Ye gods, in SR2 there was no armor limitation. You could Fashion a set of heavy milspec into a bikini.

Fashion is still very useful, even with the restrictions, and without being munchkiny. Just get a set of cheap coveralls, and Fashion them into janitor suits. Re-cast as needed to change the logo. One day, you're from ConEd; the next, you're delivering pizza.

My favorite mage character actually ran a very thriving side business as a beautician. With Fashion and Makeover, plus Healthy Glow, she made a lot of money doing emergency makeovers for corporate bigwigs. (She also made somewhat less on girls who had "prom night disasters".)
Cray74
QUOTE (mfb)
of course, it's even funnier if you cast Wind at high force.

I'm thinking of a scene from the Simpsons...Groundskeeper Willy in a kilt on a breezy day and a horrified crowd...
Talia Invierno
All right, now that image is just scary. But thanks for the insight.

Still working on the recharging spell - still looking for input! - but going to throw another concept out in the meantime.

This one involves a combination of two manipulation spells (or possibly one manipulation and one illusion), such that a sound is created or broadcast through an existing sound system, appropriate to whatever the frame of mind of the person entering the room. Although I originally conceived it as a personal entertainment variant, I am thinking it could have all kinds of alternate applications, not least as an alarm system.
blakkie
Fashion/Makeover are great con artist items. Even if they just buy a bit of time and get you a bit closer/further from your opponent. Walk down the street looking like Jose citizen, duck into an alley and switch to camoflage to make your way to a backdoor. Makeover your face so you are not nearly as recognizable (add fake tattoos, birthmarks, different coloured hair, etc.) before you get within camera range. Fake out the cardlock and enter. Now you can switch to security guard uniform to give you a few precious seconds if you encounter a guard in the hallways. You are likely not to get shot immediately by another guard (drones are another matter of course).
noname_hero
Just a note about all those mentions of combat use of Fashion: do you guys realize that fashion is a permanent spell, so you have to *sustain* it for 10 rounds (as it has a Moderate drain level) before its effects become permanent, and that the spell table in MitS lists it with a Touch range?



As for Recharge, I'd build it like this:

Major physical change (form), drain S
Physical spell +1/0
Restricted target -1/0
Permanent spell 0/+1

Recharge
Type: P - Target: OR - Range: LOS - Duration: P - Drain: D
This spell recharges batteries and other devices capable of storing electric energy in a similar fashion, both rechargeable ones and non-rechargeable ones. The TN for casting this spell depends on the OR of the battery - most batteries have OR 8, but highly advanced batteries (such as those used in laser weapons) can have OR 10+. One success is sufficient to fully recharge small batteries; vehicle cells gain 1 PF per success, up to the force of the spell; any successes above the maximum capacity of a battery are lost. Multiple castings of this spell on a single battery are fully possible.
Lilt
QUOTE (Dashifen)
I had a rat shaman that had a quickened Catalog up. He went anywhere and immediatly knew where anything was. Acted as a sideline job too: if you've lost something, he can find it!

Hmm. I thought catalogue didn't let you do that? IIRC It let you know what was within the area, but not nessecarily where everything is within the area.

I suppose a GM might allow the position too but I don't think it's canon.
Eyeless Blond
Well it wouldn't be hard to figure it out; just sort of walk around until you got a good idea about spots where the thing *is* and where it is *not*, and sorta triangulate/hot-and-cold your way to it. smile.gif
L.D
That's base time of 10 combat turns. You can use successes to lower that.
gknoy
30 seconds to find something that you thought you lost is something I'm sure many people would like. smile.gif Such as my car keys.
noname_hero
QUOTE (L.D)
That's base time of 10 combat turns. You can use successes to lower that.

With base TN 6 you won't get many, and even with 5 successes (4 of which can be reallocated to reducing casting time) it will take 3 combat turns; you have to keep touching the clothes in question this whole time. Still think the spell is useful in combat?

I like this spell, and also other utility spells like Fix, Makeover, Sterilize, Translate, and Create Food. But while situations where such spells find use are plentiful, combat is rarely among such situations. Most "creative" ideas I've seen here and elsewhere have one common problem - they ignore the rules the spell should follow.
L.D
I have never said that I find it useful in combat. It might be amusing, but give me a Stunbolt or Stunball any day. Much easier to do damage and lower drain. biggrin.gif
Talia Invierno
@ noname_hero:

So working it through from the direction of major physical change/permanent, it becomes almost worse to cast than several transformation combat-oriented spells? I'm thinking I'd like to find a way around that D drain if at all possible wink.gif

Sidenote but semi-related:

In Earthdawn, as in wuxing, there are five elements rather than four ... as there are five divisions of spellcasting. It's starting to look as though some of the transformational and/or elemental manipulation spells (such as Fix, or possibly something created specifically to "heal" spirits) might actually fall within a wider division which incorporates the current health sphere, but is not limited to physical living beings? with possibly that pseudo-Permanent status as an indicator? (I name it "pseudo" because it is applied to something already organic - in the sense of flexible, changing, "growing - and thus continually changing, even as a "permanent" change is imposed upon it.)
Kanada Ten
Water Aura
Handy if Quickened onto the jumpsuit of a firefighter, this spell reduces the Damage Level of active fires it come in contact with by one for every two successes against a target number equal to the fire's power.
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