cgordon_13
Feb 22 2005, 06:44 PM
Hi all,
I have this recollection that the force of a spell limits the available successes that can be rolled while casting it. Any excess successes would be discarded. I was positive that I read this in the SR3 book, but when I went looking for it I couldn't find it. Am I thinking of a previous edition of SR or confusing the basic rules with a house rule?
ie. I roll 10 dice while casting a Force 3 spell with TN4. This should give 5 successes, but because the force of the spell is 3, I can only count 3 of the successes.
Any help appreciated.
Thanks,
Chris
DrJest
Feb 22 2005, 06:45 PM
I think you're confusing it with a house rule.
Herald of Verjigorm
Feb 22 2005, 06:50 PM
I think there was something like that in relation to spell pool usage in one of the older editions (where you rolled the spell's force as base dice and sorcery just provided spell pool). However, the only old rules I read recently are the 2nd edition anchoring rules, so I could be wrong.
Wait, misread. Some spells limit effective successes by thier force, it's in the specific spell description. Extra successes aren't discarded, they still apply against dispelling, but bring no further benefit from the primary spell effect.
Zeel De Mort
Feb 22 2005, 06:55 PM
I'm pretty sure that, as a rule, most spells aren't limited in successes by the Force in SR3. Some are limited, but it mentions this specifically in the description.
We play with a house rule that you can't get more successes (or more of a bonus, where applicable, for things like Increase (Attribute)) than the Force of the spell. Stops idiots running around with Force 1 Improved Invis spells with 12 successes. In my opinion a low force spell should never be unbeatable like that.
Anyway, could well be a carry over from the good old days of SR2 in our case.
torzzzzz
Feb 22 2005, 06:59 PM
It alldepends on the spell as in some spell descriptions it claerly staes the number of sucesses, eg treat or heal spells.
torz x
ShadowGhost
Feb 22 2005, 06:59 PM
QUOTE (Zeel De Mort) |
Stops idiots running around with Force 1 Improved Invis spells with 12 successes. In my opinion a low force spell should never be unbeatable like that. |
I completely agree. We house-ruled that illusions spells could have no more successes for the purpose of resistance than 1.5 x Force of the spell, round up.
However, if you had 6 successes on a Force 2 spell, then for purposes of Dispelling only, it counted as 6 successes. For Resistance it had 3 successes (Force 2 x 1.5, round up = 3).
LinaInverse
Feb 22 2005, 07:15 PM
By Canon, no, there is no such broad-based limitation in SR3. But most spells are limited to some degree by their Force.
Levitate's speed is based on Force.
Increased Attribute won't go more than its Force.
Max Str/Quick of Magic Fingers won't go over Force.
...etc...
Most combat spells are not directly limited like this, but countering that, the Force is the target number that the opponent must roll to try to avoid the spell. So yes, while there's no "limit in successes" per say, how many Net-Successes (and thus final damage Staging) you will get will be strongly affected by the Force of the spell.
Check each spell's specific description for details.
GrinderTheTroll
Feb 22 2005, 07:18 PM
QUOTE (cgordon_13) |
Hi all,
I have this recollection that the force of a spell limits the available successes that can be rolled while casting it. Any excess successes would be discarded. I was positive that I read this in the SR3 book, but when I went looking for it I couldn't find it. Am I thinking of a previous edition of SR or confusing the basic rules with a house rule?
ie. I roll 10 dice while casting a Force 3 spell with TN4. This should give 5 successes, but because the force of the spell is 3, I can only count 3 of the successes.
Any help appreciated.
Thanks, Chris |
Spells like Heal or Treat fall into this category, you can get 10-successes, but you cand only heal up to the Force of the spell. There are others, but this is more the exception than the rule.
However in more standard fashion, you can't add more pool than skill dice for the Sorcery Test. This is one of the bigger magic changes from SR2 to SR3, where in SR2 you'd roll the Force of the spell instead of Sorcery Dice.
Dawnshadow
Feb 22 2005, 07:20 PM
It does allow some really scary things though

Force 2 (deadly) manabolt.. by someone with really high spellpool and sorcery.. (8 in both).. well.. you can get a lot of successes with that, and all you have to do is get more than they have willpower and you've killed them.
It's not the spell or force in that case that's doing the killing though, it's just how good the person is at throwing the spell
GrinderTheTroll
Feb 22 2005, 07:25 PM
QUOTE (Dawnshadow) |
It does allow some really scary things though 
Force 2 (deadly) manabolt.. by someone with really high spellpool and sorcery.. (8 in both).. well.. you can get a lot of successes with that, and all you have to do is get more than they have willpower and you've killed them.
It's not the spell or force in that case that's doing the killing though, it's just how good the person is at throwing the spell |
This works the same way as using a gun does in SR, with enough successes targets can't do anything but die.
Dawnshadow
Feb 22 2005, 07:35 PM
I know -- it's just that the threshold of successes tends to be lower than with a gun. You can dodge the shot, and soak it, so you can do a lot better. Against a spell, you just have willpower and/or spell defence if the mage really likes you, so it takes fewer successes..
And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on.. Can go all the way up to force 4 with no measurable difference (base TN stays at 2), and it's even more pronounced there.
Fortune
Feb 22 2005, 07:52 PM
QUOTE (Dawnshadow) |
And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on.. Can go all the way up to force 4 with no measurable difference (base TN stays at 2), and it's even more pronounced there. |
Nitpick: Up to Force 5 with no change ... Drain rounds down.
Dawnshadow
Feb 22 2005, 07:56 PM
QUOTE (Fortune) |
QUOTE (Dawnshadow @ Feb 23 2005, 06:35 AM) | And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on.. Can go all the way up to force 4 with no measurable difference (base TN stays at 2), and it's even more pronounced there. |
Nitpick: Up to Force 5 with no change ... Drain rounds down. |
Shoot.. I need to up my Magician Adepts spells.. he's only throwing force 4.. poor guy.. he's got to write them at higher force to be able to do it..
Not that it matters

My GM loves keeping us at serious stun. We spend a large amount of the time during major runs like that. At least we haven't woken up on the edge of Seattle with nothing but our pants in a couple years (game-wise).
hahnsoo
Feb 22 2005, 09:11 PM
A list that I wrote up a while back when the same question came up in our group:
QUOTE |
Spells that are limited in successes by Force (Mass) Agony Alter Temperature Analyze Device Animate Antidote Astral Window (Mana) Bind/Net (Mass) Blindness Combat Sense (Mass) Confusion Control Fire Chaff/Chaos/Chaotic World/Flak Create Food Cure Disease Decrease/Increase Attribute Deflect Diagnose Enhance Aim Eyes of the Pack Fix Flash Freeze Water Gecko Crawl Heal/Treat Hibernate Hot Potato Ice Sheet Ignite Intoxication Levitate Light Lock Magic Fingers/Use Skill Mana Static Mist Prophylaxis Redirect Reinforce Resist Pain Shadow Shape Earth Shape Water Silence/Stealth Spell Shield/Wall Stench/Stink Sterilize Translate Vehicle Mask (for altering signature) Wind
|
QUOTE |
Spells that are not limited in successes by Force All Combat Spells in general Most damaging Elemental Manipulations in general (some have secondary effects based on successes) Alter Memory Alleviate Allergy Analyze Magic Analyze Truth Animal Sense (Limited) Armor Astral Armor Astral Barrier Awaken Barrier (Physical) Camo Catalog Catfall Cause Allergy Clairaudience Clairvoyance Clean (Element) Clout Compel Truth Control Actions/Animal/Pack/Mob Mind Control Emotions/Calm Animal/Pack/Mob Mood Cripple Limb Detect (Something) Spells (Force * Magic Att. = Radius) Detox (Force must exceed power of drug/poison) (Physical) Double Image Dream (Trid) Entertainment Fashion Fast Firewall Flame Aura Fling Foreboding Glue (Strip) Healthy Glow (actually Force * 24 hours) (Improved) Invisibility Increase/Decrease Reflexes Influence Makeover (Physical) Mask Mindlink Mind Probe Night Vision Nutrition Oxygenate Petrify (Trid) Phantasm Poltergeist Preserve Shapechange/Transform Spirit Barrier Stabilize (Force must be greater than overflow damage taken)
|
tisoz
Feb 22 2005, 09:20 PM
QUOTE (Dawnshadow) |
And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on. |
I didn't think wound modifiers applied to drain resistance tests.
tisoz
Feb 22 2005, 09:22 PM
Shapechange/Transform are surely limited by force. Oops, successes aren't limited by force.
Successes in casting Fashion are added to force (2:1) to effect armor rating.
LinaInverse
Feb 22 2005, 09:24 PM
QUOTE (Dawnshadow) |
Force 2 (deadly) manabolt.. by someone with really high spellpool and sorcery.. (8 in both).. well.. you can get a lot of successes with that, and all you have to do is get more than they have willpower and you've killed them.
It's not the spell or force in that case that's doing the killing though, it's just how good the person is at throwing the spell |
Your example is correct, but extreme. Someone with a Sorcery 8 is a world-class caster (SR3, p98-99); the number of people who get up that high are very few (assuming your group uses Canon rules on skill advancement in terms of time, Karma and Target#). A base Spell Pool of 8 is also extremely hard to get; you're talking about an average Int, Wis, and Magic scores of 8 or more. The alternative way, binding Power Foci, is easier, but again, that points to someone who's an elite spell thrower, not some punk caster-wannabe on the streets.
The other thing to consider, if the target you're casting against has a Willpower of 8, even the above uber-caster will be lucky to get more than 3-4 successes. The target would only have to roll 4 success to shrug the spell off and with a Target# of 2 (the above mana bolt), that won't be hard.
hahnsoo
Feb 22 2005, 09:28 PM
QUOTE (tisoz @ Feb 22 2005, 04:22 PM) |
Shapechange/Transform are surely limited by force. |
Oh, it is. But successes aren't limited by Force, just the overall difference in change. Half of the spells in the latter category are limited by Force somehow, but they do not limit the success test in any way.
To put it another way, you can change your body to +1 or -1 with a Force 1 Shapechange spell. But you can get as many successes as you want on the test (and in fact, you have to, because of the Threshold).
Dawnshadow
Feb 22 2005, 09:30 PM
QUOTE (tisoz) |
QUOTE (Dawnshadow @ Feb 22 2005, 01:35 PM) | And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on. |
I didn't think wound modifiers applied to drain resistance tests.
|
Don't know about canon, I do know they apply to us though

LinaInverse:
You're absolutely correct about both. I deliberately set it up as an extreme case, although I've done similar to goons with sorcery 6, 5 spell pool, and a force 2 power focus, on a force 4 area spell.
GrinderTheTroll
Feb 22 2005, 09:34 PM
QUOTE (Dawnshadow) |
QUOTE (tisoz @ Feb 22 2005, 04:20 PM) | QUOTE (Dawnshadow @ Feb 22 2005, 01:35 PM) | And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on. |
I didn't think wound modifiers applied to drain resistance tests.
|
Don't know about canon, I do know they apply to us though  LinaInverse: You're absolutely correct about both. I deliberately set it up as an extreme case, although I've done similar to goons with sorcery 6, 5 spell pool, and a force 2 power focus, on a force 4 area spell. |
No this is true.
Wound modifiers don't apply to drain or other Damage Tests, but do still effect TN for futures Sorcery Tests, etc.
LinaInverse
Feb 22 2005, 09:40 PM
True Dawnshadow; almost every awakened Shadowrunner starts w/ a Sorcery of 6; most have spell pools of 5+. A Power Foci is harder, but at Force 2, that's not that hard.
My concerns (if it were my character) is a Force 4 combat spell; that means on average, your opposition is going to score 50% successes. In our runs, the average target numbers I've seen are about 5-6 (we go up against semi-pros these days), which means the caster is only going to score 16.7%-33% successes. If the opposition have any mages playing Spell Def against me (which is slowly becoming the norm as we get stronger), it wouldn't be hard for them to blow my spells off.
Yes, the mage has more dice, but with only a few unlucky dice, your spell will be hash. Don't forget; Combat spells are usually all-or-nothing affairs. And if it's the latter, you (the mage) have just painted a target on your chest by lighting up that spell (insert old Shadowrun axiom about geeking and mages...).
For me, any spells that have to go against enemy opposition shouldn't be lower than Force 6; any less and you're asking to be resisted way too much for my taste.
QUOTE (GrinderTheTroll) |
No this is true.
Wound modifiers don't apply to drain or other Damage Tests, but do still effect TN for futures Sorcery Tests, etc. |
Really? Where is this? If true, our group has been playing it all wrong. I had assumed that, once one starts taking damage and/or stun, everything gets harder and harder.
GrinderTheTroll
Feb 22 2005, 09:47 PM
This is a thread around about this exact subject where I referenced 4 places in SR3. I'll see if I can find it.
It's one of the items that changed from SR2 to SR3.
Dawnshadow
Feb 22 2005, 09:50 PM
Mmhmm. I agree 100%. Been working on getting his anti-personnel spells up, bit by bit, but, mostly because he's a shaman of Darkness (every time someone finds out that they go 'hmm. Never seen that one before') , he has to write them himself.
The only people the spell is any good against are goons really. Everyone else is will 6+ typically. The flip side, is that with the goons, there are typically a lot of them, so anything to clean their numbers out is a good thing -- especially when the drain isn't that high. Really does wonders on the surprise round. Throw everything, and the goons are resisting with only a few dice.
Shielding and spell defense are the other things to worry about.. he'd stopped a lot of spells, up until he had to go toe-to-toe against a hermetic mage that threw force 10+ spells. Desperate defense just isn't enough.
Haven't had mages defending against his spells yet -- the defense seems to be 'stunbolt' or 'manabolt'
GrinderTheTroll
Feb 22 2005, 10:03 PM
I can't seem to find the post I made, but here's another that asks the "does damage apply to drain test" question:
http://forums.dumpshock.com/index.php?show...l=sr3\.127EDIT - Check SR3.126, 180, 183
cgordon_13
Feb 22 2005, 11:32 PM
Thanks everybody for the responses. I'll have to fess up to my gaming group that I was wrong. Maybe we'll just adopt it as a house rule to prevent the Unstoppable Manabolt 2 of DEATH.
In any case, thanks. I can stop looking in my book for that rule.

Chris
GrinderTheTroll
Feb 22 2005, 11:47 PM
QUOTE (cgordon_13) |
Thanks everybody for the responses. I'll have to fess up to my gaming group that I was wrong. Maybe we'll just adopt it as a house rule to prevent the Unstoppable Manabolt 2 of DEATH.
In any case, thanks. I can stop looking in my book for that rule. 
Chris |
I just remind my players that the bad guys follow the same rules they do. Mages might hold back for some spell defense for chummer-knows-who when another mage comes on scene.
cgordon_13
Feb 23 2005, 03:29 PM
I talked it over with my GM and we'll be using the rule anyways as a house rule. He likes that it gives characters a reason to buy spells at higher forces. I like it because an enemy mage can't fry me by rolling a fistful of dice that I can't hope to match.
Can anyone see reasons why this would be a bad rule to adopt?
Thanks,
Chris
Kanada Ten
Feb 23 2005, 04:37 PM
Well, with focus addiction, it may make carrying sustaining foci more of a balancing act... which isn't necessarily a bad thing.
GrinderTheTroll
Feb 23 2005, 05:23 PM
QUOTE (cgordon_13) |
I talked it over with my GM and we'll be using the rule anyways as a house rule. He likes that it gives characters to have a reason to buy spells at higher forces. I like it because an enemy mage can't fry me by rolling a fistful of dice that I can't hope to match.
Can anyone see reasons why this would be a bad rule to adopt?
Thanks, Chris |
Another option to consider is that runners would feel slighted using a "legal" version of any spell (Rating <3). Make it so Fixers or Talismongers that don't ask questions only carry Rating > 4 (probably also a bigger profit margin for them too).
Fortune
Feb 23 2005, 07:08 PM
Just a nitpick ... Legal is Force 2 and under with regards to anything magic. A permit is needed with anything 3 and over.
GrinderTheTroll
Feb 23 2005, 07:20 PM
QUOTE (Fortune) |
Just a nitpick ... Legal is Force 2 and under with regards to anything magic. A permit is needed with anything 3 and over. |
yeah Rating < 3 would be Rating=1 or Rating=2...
Fortune
Feb 23 2005, 08:05 PM
Yeah yeah ... It was 6 AM, I'm still up and I misread the post.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.