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RedmondLarry
But it takes years for a magician to learn a spell with that high a force, in campaigns that don't allow using Karma Pool between adventures.
RedmondLarry
@Kanada Ten: Quicken the spell on the cat using 12 Karma. It'll hurt the character who trys to dispell it.
RedmondLarry
QUOTE (Quix)
Do you really have a fish to hit people with?

Check out Fish.
Kanada Ten
OurTeam, I only have Physical Adept players characters... they can't dispell it. But yeah, the cat belongs to a Lone Star detective with a bent against O'Malley. He's lived through a few hit attempts by the Mob, so He's got a few karma under the belt.

Doesn't taking an Astral Quest make it easier to learn high force spells? More dangerous, of course...

Which reminds me of good spells for a Sorcery Decker:

Catalogue (Detection, MitS)
Detect(Loose Screw) (Detection, SR3)

Fix (Transform Manipulation, MitS)
RedmondLarry
Kanada Ten, yes, a successful Astral Quest can lower the Karma cost (but not Target Number) and give more dice to roll for learning a spell. Three or four more dice could easily shorten the expected time for learning a spell by 20% or more.

As far as Spells for Dummies: As a rule I never spend Resources for more spell points. I'd rather have lower Resources and Higher Attributes as a starting character.
I typically take one combat spell (Stunball, force 6)
and one healing spell (Treat, force 6)
and Improved Reflexes (force 1)
and use my last 12 spell points to "personalize" my character.

E.g. Fashion, Makeover, Healthy Glow
E.g. Improved Invisibility and Stealth
E.g. Levitate, Clairvoyance, Clairaudience

Only much later do I try for Force 11 Ice Shard, LOS Treat 9, or Force 7 extended-area sustained Hail Storm.
Darkest Angel
Thistledown, yes you can reduce the cost of spells at character generation, that's exactly what the troll archetype does.

On the force 5 vs 6 issue, I suppose it does depend a lot on what your GM throws at you. In virtually every game I've been in, the opposition magicians have been enough to keep me concerned about spell defence to prevent me from manaballing and fireballing everything in site, but at the same time when I have come to fireballing and manaballing opponents I've found force 5 has been more than adequate every time. Essentially, I think all my GMs I've played with have done a pretty good job at keeping opponents realistic, but the challenges varied enough, and our characters seperated enough to depend on their own versatility and skills. At the end of the day, I think that's what makes a good game - character independance and a variety of challenges, that way opponents don't need to be godly to be a threat.
darloth
Personally, I find animate to be amazingly useful... Even at force 2 or 3 (So that it gets past object resistance) its good for distractions and interesting effects... but when it gets high, if you spend some time casting it right, you can get extremely fast, strong things.

Admittedly, i've never actually played a character with it, just NPCs, but it seems very nice all the same.

Which reminds me. Possibly a little off topic, but how do you lot handle damage to animated objects (Statues, etc)?
Herald of Verjigorm
Try the generic "something to break" measurement: barrier rating. The animated object isn't really going to stop unless you destroy it, and it won't get TN penalties for most damage.
Darkest Angel
Heh that reminds me of a stupid idea I had some time back, casting petrify on someone, then using animate to send them back against their friends.
Large Mike

Or just control actions.

Didn't petrify go the way of Turn to Goo?
Limping Jacob
I'm pretty sure it did. Though I can't think of any explanation as to why, except for maybe people thought the effect was too nasty.
Darkest Angel
No, Petrify is in MitS. I think Turn to Goo got taken away because it often left a pile of perfectly in tact cyberware which could be lifted up and sold on. Petrify would be more difficult to extract the 'ware from which is why it's still in there.
simonw2000
I'd make some custom spells using MITS!
Darkest Angel
Actually, most bases have been covered by the normal spells, but certainly there are holes to fill or improvements you can make, like a Telepresence spell combining Clairvoyance and Clairaudience, and a multisensoral Invisibility spell to combine stealth and invisibility. Other than that, there's variations on Elemental Manipulations that are pretty obvious, but other than that I've had a lot of trouble finding ideas for mid to low power level spells with it.

Obviously there are uber spells like one akin to the Storm Strike critter power which are effectively creating natural disasters, but in drain terms and actual in game usefulness they're not really worth it other than for super powerful NPCs.
darloth
An idea i had was a different catagory of area spells, that affect everything around the caster (Except the caster him or her or possibly itself) with a much larger radius than normal (I went for base detection ranges of magic x force meters)

Personally, i called them 'wave spells, so manawave, firewave, etc.

They didn't turn out too badly, although i did have trouble with figuring out the exact drain code, and so erred on the side of lots. As a result, they tended to be cast at low damage levels, causing widespread and untargeted destruction. Or at least minor disfigurement...

Other than that, health spells seem like the biggest catagory for adding new ones into from what i've seen.

(Hmm... two posts of mine in one topic on the same page - Disturbing...)
The Jopp
A few modified spells I'd take

Fashion (extended)
This spell has range LOS instead of touch and can save the day when you change your opponents armour into a straightjacket.

Catwalk
Area effect fashion with LOS, for those moments when you want that annoying guntooting gang harrassing you dressed in pink bunny suits.

Levitate
When you want someone else to fly...for a while.

Hemmorage (modified Health Spell)
For the bloodmage. Works against living targets and the TN is body. Targets resist with body VS successes very much like powerbolt.

The targets body explodes in blood as every bloodvessel in his/her body ruptures, spewing blood everywhere (or just bleeds a lot when taking lesser damage).


Austere Emancipator
What do you think the Drain on Hemorrhage should be? Making a resistable, Physical damage causing Health spell is usually not very effective, Drain-wise. If you're going for a Health version of Powerbolt (variable DL, LOS, Physical spell), MitS gives you:
Hemorrhage
Type: P * Target: 10 - Essence * Duration: P * Drain: +1(DL+3)
LOS spell that does Physical damage.

That drain is pretty horrible. A Force 5 Deadly Hemorrhage would have a Drain of 9D. Even a Force 3 Light Hemorrhage has 2D Drain.

There are a few Health spells that target Body instead, and at least one which is also Resisted, but the spell design rules don't allow for that. B® might make more sense than 10-E® in this case, however. Still, harmful Health spells are mostly useless. Almost impossible to survive casting one at significant Force and DL unless it's a Symptoms Only, Touch, Mana, Sustained spell:
Paralyze
Type: M * Target: 10 - Essence * Duration: S * Drain: +1(D)
For the duration of the spell, the target takes a virtual Deadly Stun. If this would normally make him/her unconscious, the target is paralyzed instead. Touch range.
Lilt
AE: Wouldn't that drain level for the first one be +2(DL+2)? Also I don't see why the duration should be Permenant if Instant works for the combat version.

I do agree, however, that harmful health spells are not the best route.
Austere Emancipator
Physical (+1 Drain Power), Harmful (+1 Drain Level), LOS Range (+1 Drain Level), Permanent (+1 Drain Level): +1(DL+3)

There's only one Instant Health spell, Awaken, while all others are either Sustained or Permanent. And since this is a kind of Anti-Heal, it makes sense for it to be Permanent just like Heal is.
Rev
I would definately suggest taking a couple of spells that can do some really cool stuff if you are clever. Magic fingers, levitate, shape earth, phantasm, entertainment, shapeshift.

Flexible spells like that always help me roleplay better. Get me thinking like a magigican, I suppose. If you work on it for a while you will find yourself using those very frequently, and having a lot of fun.

I think a good way to make a harmfull health spell would be a poison spell. The drain for it ought to be significantly higher than a combat spell, however, and it should work slower too. Probably only a limited mage that could not cast combat or manipulations would find it worthwhile, though an assasin might like the fact that it could appear to be a non-magical death if the signature was scrubbed.
gknoy
QUOTE (OurTeam @ Mar 20 2004, 07:51 AM)
@Eyeless Blond:
As a GM, I wouldn't allow a character to use the same activity as both a Geas and a Flaw. You can't get two different benefits for the same thing in my book.

Probably offtopic by now, but ... If you as a GM can arrange for this situation to arise (missing his matrix time), then you can make it balance out. The character will have effectively 1 less magic, AND will have all the addiction penalties. I think it fits very well in-character, honestly. This flaw/Geas combo basically means that the character is either Pretty Good, or in a LOT of pain (modifiers/efectiveness-wise).

I think it's OK to deny such a character, but only if we are honest and say it's because we can't think of a way to exploit the flaws/geas. (I'd say that, I'm a newbie GM lol.) Otherwise, I'd say the character should be accepted -- it's a pretty big risk on the player's part. He has the potential to be reeeeally messsed with, and he knows it.

[edit]Edited to try and sound less like a flame. My intent was to point out that we need to recognize the potential ways such a flaw/geas can be (and should be) exploited.[/edit]
RedmondLarry
QUOTE (The Jopp)
Fashion (extended)
This spell has range LOS instead of touch and can save the day when you change your opponents armour into a straightjacket.

I have trouble modifying my own Secure Jacket, let alone the Jacket of an Enemy, due to the Force requirement of Fashion. I'd need four 6's with a Force 6 spell, and I don't have 24 dice to roll. The hard enemies will have heavier armor, which I couldn't touch with Fashion, and the less armored enemies are more easily taken out with an elemental manipulation spell (TN=4). In addition, the LOS Fashion spell has a base time to make permanent of 15 Combat Turns. I don't know any Magician that would want to start such a spell until combat was almost over.

If I did succeed in turning it into a straight jacket, it still covers roughly the same area and has the same armor value, and his sleeves would still be free. Nothing would automatically wrap his sleeves across his front and tie them in the back. I could attempt to wrap and tie them with Magic Fingers, but that would be a pain.
QUOTE (The Jopp)
Levitate
When you want someone else to fly...for a while.
I agree Levitate can be deadly. Our team, however, has agreed that it is simply cheesy for either side to use a spell with TN 4, and such a low drain, to have such deadly consequences even if it is resisted. If we had either side use Levitate according to Canon for this purpose, we'd soon find that every Shadowrunner and Security Guard kept his weight above 220 lbs. so the TN would be 5, and min-max players would play Trolls so the TN would be 6 or 7 to affect them. Instead of starting an arms race, the players and GMs simply don't use this spell for its munchkin potential in our campaign.
A Clockwork Lime
Sorry, misread.
Glyph
Remember, if you try to levitate a living creature, they can resist it using Strength or Willpower (whichever is higher).
Thistledown
That's why you levitate their armor instead of themselves. This gets around the magic resistance edge too. While technicallly they could get out of it, it's normally rather difficult when you're stuck in the air.
Lindt
Ok, I dont have MitS at hand, but I know there is a Wreck (X) spell. Is there anything along a Fix (X) spell to counter it? And what the hell would a wreck spell physicly DO to that car you just junked?
Kanada Ten
QUOTE (Thistledown)
That's why you levitate their armor instead of themselves. This gets around the magic resistance edge too. While technicallly they could get out of it, it's normally rather difficult when you're stuck in the air.

I don't know many GM's who read the rule that way, Thistledown. If you try to levitate my sword, I resist. If you try to levitate the garbage can I'm in, I resist. If you try to levitate my armor, I resist. Those are the common interpretations I have encountered - though I have seen many require that Strength be the resistance attribute in those cases.
simonw2000
What about See-Me-Not? biggrin.gif
Zazen
One of my players made a spell called "Haze" that fills the area with pot smoke. Kinda like a regular smoke screen, except happier.
Capt. Dave
Does it add TN modifiers?
nezumi
+2 TN for all visual based tests, +3 for all tests of resisting food?
Lindt
damm... not fast enough
Smiley
You have to make a Body (6) test for the munchies.
Lindt
thats a will test. but yeah a will (6) or you go get snack food? thats entertainment
Smiley
What about a test to keep from talking about the government, philosophy, and Pink Floyd?
And it's a BODY test to see if you can withstand the need for Doritos.
Zazen
Create food was second on his spell list, naturally. Force 6.

Haze gave a TN modifier of 1 per success, up to the spells force, resisted by body. It was applied gradually, though, at +1 per turn.
Lindt
QUOTE (Smiley)
What about a test to keep from talking about the government, philosophy, and Pink Floyd?
And it's a BODY test to see if you can withstand the need for Doritos.

Actually it would be a body test to see if you get stoned. It would be a will test to wil your self from gorging on fast food.
Capt. Dave
Doritos

Addiction: 4/M
Edge: 5/10
Fix Factor: 2 Minutes
Drain Brain
I can only assume that you are all naughty, naughty people since I, being totally innocent (pure as the driven snow, you know) have no idea what you are all talking about. wink.gif
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