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blakkie
QUOTE (Serbitar)
Why should a fireball spell be a magic attack ?
Sure, the fire is created by magic, but the fire itself has nothing to do with magic.

I was thinking exactly that. It would be like saying that if you use Fling (did it make it to SR4 yet?) to throw a mundane knife it counts for circumventing Immunity Natural Weapons.
sapphire_wyvern
Incidentally, falling damage is also resisted by half Impact Armor.

So if it weren't for this:
QUOTE
Materialized physical forms are not subject to gravity, though most spirits
(except air spirits) stay earthbound or close to it (perhaps floating or hovering).


they could conceivably be taken out that way. Telekinetic smashing against walls, perhaps? I suppose if you've got spells that can do that, though, you can just make a magical attack - rendering the whole point rather moot.
apple
Hmmm, could we just re-define a grenade attack as falling damage? I mean, if a spirit crashes into a solid wand of hot air and metal pieces ... biggrin.gif

SYL
FrankTrollman
QUOTE (Serbitar)
Why should a fireball spell be a magic attack ?
Sure, the fire is created by magic, but the fire itself has nothing to do with magic.

At the risk of repeating myself, it is because Immunity to Normal Wepaons actually describes what counts as a magical attack:

QUOTE
This immunity applies to all weapons that are not magical (weapon foci, spells, adept or critter powers).


So Fireball is a spell, therefore it is not not a spell, so Immunity to Normal Wepaons does not apply to it. Meanwhile, a grenade is simply not a spell, nor is it a critter power, a weapon focus, or an adept power, so Immunity to Normal Weapons does apply. It really is that simple.

QUOTE (sw)
StickNShok rounds would halve the spirit's Armor. So would a stun baton, or a flamethrower, or even a dunking in liquid nitrogen.


Of course they do. And so does absolutley every single other thing tht says it halves armor. However, they don't halve armor again because they are elemental. They simply halve the armor value once, because that is what is on their AP value. Similarly, bullets, and other "elemental metal" weapons do not halve armor at all.

The set of thigs that cut your armor in half is limited to the set of weapons that actually say that they do that, and I am entirley uncertain as to whether the guy saying otherwise was making a joke or just being intensely silly.

-Frank
Serbitar
I say again: The fire of the fireball spell is not magical.
FrankTrollman
QUOTE (Serbitar)
I say again: The fire of the fireball spell is not magical.

It doesn't matter if the fire is magical or not. If the fire is generated by a spell, focus, adept power, or critter power, then immunity to normal weapons does not apply.

Like how in D&D, Damage Reduction does not apply to energy attacks. It doesn't have to be "magical", it just has to be in the list of things that specifically exclude ItNW from applying. So fireball can go ahead and be "non-magical", and handgrenades can go ahead and be "elemental" if you want. It doesn't make a lizard tit's difference. The game important information here is whether or not the attack is a spell. Period.

-Frank
sapphire_wyvern
QUOTE (FrankTrollman @ Sep 13 2005, 10:34 AM)
QUOTE (Serbitar @ Sep 12 2005, 07:06 PM)
I say again: The fire of the fireball spell is not magical.

It doesn't matter if the fire is magical or not. If the fire is generated by a spell, focus, adept power, or critter power, then immunity to normal weapons does not apply.

Like how in D&D, Damage Reduction does not apply to energy attacks. It doesn't have to be "magical", it just has to be in the list of things that specifically exclude ItNW from applying. So fireball can go ahead and be "non-magical", and handgrenades can go ahead and be "elemental" if you want. It doesn't make a lizard tit's difference. The game important information here is whether or not the attack is a spell. Period.

-Frank

Right.

So a Spirit gets Force x 2 Armor vs. bullets.

It gets Force x 1 Armor vs elemental attacks.

And it gets 0 Armor vs any magical attack, whether or not it is elemental.

It is perfectly clear that elemental attacks are very much more effective against spirits than non-elemental mundane attacks.
hobgoblin
time to pack stuff like water cannons and flame trowers i guess nyahnyah.gif

hmm, do the rush of air created by and explosion count as a elemental attack on a earth spirit?

and what damage will a sand cannon do to a air spirit?
Autarkis
The problem here about "Spirits running amok and destroying democracy as we know it" is that this is the 6th World. Magic seems more prevalent, at least at the lower scale, and I would not see it far fetched for police forces to have groups specializing in this (the same as they have for people planting bombs and blowing up buildings...starting characters can do that.)

The problem, from a starting character throwing this around, is that with the amount of BP needed they will be a one trick pony. They probably won't have any skills besides Binding, no spells, no contacts, no equipment, pretty sucky non-summoning stats. This will be a person who spent their whole life dedicated to, and probably in their own filth because they don't have the social graces to realize that people shower. grinbig.gif
FrankTrollman
QUOTE (sapphire_wyvern)
So a Spirit gets Force x 2 Armor vs. bullets.

It gets Force x 1 Armor vs elemental attacks.

And it gets 0 Armor vs any magical attack, whether or not it is elemental.

It is perfectly clear that elemental attacks are very much more effective against spirits than non-elemental mundane attacks.

No. A Spirit gets x2 Armor against all attacks except spells, foci, adept powers, and critter powers (against which they get dick). Some weapons have AP values, some of them even have very good AP values. The best Armor Penetrating weapons have AP values that are "minus half", and that still isn't enough to make a decently large spirit care.

QUOTE (Autarkis)
The problem, from a starting character throwing this around, is that with the amount of BP needed they will be a one trick pony.


This gets tossed around a lot as if it were true. But it's not. Let's consider a character capable of reliably summoning a Spirit that can openly laugh at any mundane weapon in the basic book (which is to say, something which is Force cool.gif. This requires that you roll 11+ dice, and if you want to take little enough drain doing it that you can heal it before leaving the house, you'll want to roll 9+ dice on drain resistance. OK.

So you have a character that has:

Magician (15 BPs)
Mentor Spirit (5 BPs) - pick one that boosts your favorite spirit.
Focused Concentration (10 BP)
Magic Attribute 5 (40 BPs)
Willpower 5 (40 BPs)
Logic 5 (40 BPs)
Conjuring Group 4 (40 BPs)
Specializaions for Summoning and Binding for your favorite Spirit (4 BPs)
Specialization in Health Spells (2 BP)
Spellcasting 6 (24 BPs)
Counterspelling 4 (16 BPs)
Healing Spell (3 BPs)
Resources Sufficient for a Rating 6 Lodge and Force 3 Summoning and Binding Foci (20 BP - leaves over 10 grand for toys)
A Force 3 Summoning and Binding Focus (21 BP)

OK... that's 280 points. And 3 of your stats are already at 5. With just a few more points invested you can be a decent medic, or a scout, or a sniper. Or a Rigger/Hacker. Or a bomb planter I don't care. You can buy up a pile of spells that do anything from controlling minds to telekinetically hurling stuff around. You have 120 points to spend on anything you want, and you can seriously multiclass into any other stupid pet trick you want. You can even take some negative qualities if that floats your boat. I hear Sensitive System is what all the cool kids are doing this edition.

And what happens when you summon a force 8 spirit (like you do every morning)? You roll 16 dice, and it rolls 8 dice, and if you roll more hits, it shows up and "tags out" for you the first time you get into serious fire - and since it's invincible to all mundane forms of attack, you go a whuppin and a whompin on everything to within an inch of its life. But wait, you also have to resist Drain. Boogy boogy. It generates somewhere between zero and 4 successes normally, and you have to get double that number to take no drain. But you don't really care if you take Drain, because you also roll 15 dice when casting Healing on yourself, so as long as you suffer less than 5 physical wound levels off that bad boy, nothing happened to you at all. And you roll 11 dice for resisting drain (assuming for the moment that you didn't get a rush of brains to the head and transfer your focus to drain resistance instead of summoning, in which case you get 14 dice).

Yes, you can tweak yourself out even more until you literally can't do anything else than just stand there and be a spirit platform. But you don't have to. By just taking everything until it's about to start costing you out of the market you can still be followed around by a basically risk-free monstrosity that is itself immune to panther assault cannons all day, every day.

The most extreme, largest pile-o-dice isn't necessary or helpful. A moderately large pile of dice is plenty large enough to be a Pokemaster that is followed around at all times by an electric rat that will rip any street sam to pieces. And it leaves enough points left over that you can still do other things and be an interesting character.

-Frank
Fortune
QUOTE (FrankTrollman)
Conjuring Group 4 (40 BPs)
Specializaions for Summoning and Binding for your favorite Spirit (4 BPs)

You can't have Specializations for Skill Groups.
FrankTrollman
QUOTE (Fortune)
QUOTE (FrankTrollman @ Sep 13 2005, 03:06 PM)
Conjuring Group 4 (40 BPs)
Specializaions for Summoning and Binding for your favorite Spirit (4 BPs)

You can't have Specializations for Skill Groups.

True. But you can split skills out of skill groups at any time. So you can buy the Conjuring Skill Group and then purchase specializations for individual skills out of the skill groups, causing the group to fall apart and you to have Banishing, Binding, and Summoning skills that are subsequently all purchased separately.

Of course, the longer you can wait on doing this, the better off you'll be. But the example stands.

Remember, it doesn't say that you can't have specializations of skills that are in skill groups. It says that you can't have specializations on skill groups. So if you have Conjuring 4, you can specialize your Binding. You can't specialize your Conjuring Group in Binding, however. That would be cheese.

-Frank
Serbitar
QUOTE (FrankTrollman)
QUOTE (Serbitar @ Sep 12 2005, 07:06 PM)
I say again: The fire of the fireball spell is not magical.

It doesn't matter if the fire is magical or not. If the fire is generated by a spell, focus, adept power, or critter power, then immunity to normal weapons does not apply.

Like how in D&D, Damage Reduction does not apply to energy attacks. It doesn't have to be "magical", it just has to be in the list of things that specifically exclude ItNW from applying. So fireball can go ahead and be "non-magical", and handgrenades can go ahead and be "elemental" if you want. It doesn't make a lizard tit's difference. The game important information here is whether or not the attack is a spell. Period.

-Frank

Every good gamemaster interprets the meaning of a rule, not the letter.
sapphire_wyvern
QUOTE (FrankTrollman @ Sep 13 2005, 03:06 PM)
QUOTE (sapphire_wyvern @ Sep 12 2005, 07:37 PM)
So a Spirit gets Force x 2 Armor vs. bullets.

It gets Force x 1 Armor vs elemental attacks.

And it gets 0 Armor vs any magical attack, whether or not it is elemental.

It is perfectly clear that elemental attacks are very much more effective against spirits than non-elemental mundane attacks.

No. A Spirit gets x2 Armor against all attacks except spells, foci, adept powers, and critter powers (against which they get dick). Some weapons have AP values, some of them even have very good AP values. The best Armor Penetrating weapons have AP values that are "minus half", and that still isn't enough to make a decently large spirit care.

2 * 1/2 = 1.

Surely this is obvious?

Elemental damage *always* is opposed by half Impact Armor. Whether it's Immunity To Normal Weapons generating that armor value, or a finely constructed breastplate made of recycled cardboard and spit.

A materialized spirit has 2*Force Impact Armor, except against magical attacks. Therefore, versus elemental attacks that are not magical, a materialized spirit has its Force in effective Impact Armor.

Since Hardness these days is compared to modified damage values, I think your argument that a Force 12 spirit is virtually immune to everything is specious.

A Full Burst of StickNShock from a full auto weapon will do 15(e) damage. Even a Force 12 Spirit will be scared by that, since it only has an modified Impact Armor of 12 versus the 15(e). Of course, it's true that the burst would have to get through the Spirit's obscene Reaction, which is an entirely different kettle of fish - I haven't tried to analyse that yet.

EDIT: But it doesn't matter. Extrapolating from the rules for the damage bonus for short narrow bursts, it seems clear that the damage bonus for long and full bursts would not aid in penetrating hardened armor either in SR4. I withdraw the above argument, but leave it in the post so that future readers may see what posts below are responding to! END EDIT

Perhaps this only proves that StickNShock is a wee bit broken in and of itself. I have no comment on that at this time.

Still, I think any Force 12 Spirit wandering around a city is going to get the equivalent of the Lone Star magical SWAT team showing up "at the speed of thought". Shouldn't take too long for a team of astral initiates to take it apart, neh? Although I would imagine they would wait long enough to perform astral tracking on your ass, exploiting the astral signature on that Force 12 spirit...
sapphire_wyvern
QUOTE (FrankTrollman)
QUOTE (Fortune @ Sep 13 2005, 12:31 AM)
QUOTE (FrankTrollman @ Sep 13 2005, 03:06 PM)
Conjuring Group 4 (40 BPs)
Specializaions for Summoning and Binding for your favorite Spirit (4 BPs)

You can't have Specializations for Skill Groups.

True. But you can split skills out of skill groups at any time.

Any time you're spending Karma to raise skills, rather than BP, that is.
Serbitar
Modifiers for full auto do NOT apply to the modified DV when comparing to armor.
sapphire_wyvern
QUOTE (Serbitar)
Modifiers for full auto do NOT apply to the modified DV when comparing to armor.

I stand corrected on that point. I hadn't noticed that particular provision, since it's only mentioned in the description for the Short Narrow Burst, but I suppose I should have extrapolated from SR3.

I'll note that there is no such specific disallowance made for the DV mods for long & full bursts, but any GM worth his or her salt will see that it is obviously intended to apply to all burst fire.
milspec
I tend to agree that a force 8 spirit is within the means of a starting character. And that 16 points of hardened armor seems a tad much.

So what is the most reasonable way to house rule this?

How about: Immunity (p 288) "The critter gains an “Armor
rating” equal to twice its Magic against that damage. HALF OF this
Immunity Armor is treated as “hardened” protection (see
Hardened Armor above), meaning that if the Damage Value
does not exceed the Armor, then the attack automatically
does no damage."

I have a game with a large spirit in it coming up next week, and I need to make sure it is sane. smile.gif

milspec




blakkie
A big part of how sane they are relates to how easy/difficult they are to Banish. After all a top notch caster is pretty damn devistating without an opponent to Counterspell. Without an opponent to Banish summoning is likely to be nasty too.
milspec
In the above example, if the Summoner has 16 dice to summon (5 attribute + 5 skill + 2 concentration + 2 mentor + 2 focus) he will get 5ish hits. The force 8 spirit will get 2ish hits. That gives the summoner about 3 services.

Taking the stock characters from the book (not perfect examples, I know) the Combat Mage would get to roll 8 dice to Banish, The Occult Investigator would roll 6, the Eco-Shaman 8 dice, and the Street Shaman 7 dice. None of them have the 9 dice needed to reliably get 3 successes on their banishing test, and therefor negate the 3 services the summonor has.

Hmm, but I guess someone with a Magic of 5 or 6, and a Conjuring group of 4 would have the 9 dice needed. And that does not seem so rare.

So, is that the "solution"? If you see a big spirit, you had better have a good banisher in the group or you are all dead? And even if you can not banish it all at once, keep chipping away its its services every round, since it can only kill once of you an action? wink.gif

milspec
blakkie
For a Force 8 it only takes 9 banishing dice to, on average, handle the results of 16 summoning dice?

DAMN IT FANPUTZ GIMPED SR$ SUMMONING SO BAD!!!!1 mad.gif

wink.gif
milspec
Think of it as 16 Summoning dice = 8 Spirit dice + 8 Banishing dice. Since both the spirit (on the original roll) and the banisher take successes away from the summoner.

milspec
blakkie
QUOTE (milspec)
Think of it as 16 Summoning dice = 8 Spirit dice + 8 Banishing dice. Since both the spirit (on the original roll) and the banisher take successes away from the summoner.

milspec

I thought as much when i brought it up, i just wanted to get others looking over the math & rules to make sure i wasn't out to lunch.

Ya, i'd count that as a proper counterable tactic. It makes Banishing just as important as Counterspelling for personal and team defense. Even sorcery types should look at picking up a few points in it, just like conjurer specialists should consider a few points of Counterspelling.

...and of course this adds yet another reason to geek the mage first. biggrin.gif
FrankTrollman
QUOTE (blakkie)
...and of course this adds yet another reason to geek the mage first.


....which Force 8 Fire Spirits have no problems doing, because they roll 16 dice to see who is a Mage and who is not, and have an initiative of 24 (and a 16+ die ranged attack that does a base 8 DV at AP -half). The Mage on your team is dead long before he can start a banishing ritual.

So really, the only defense against a force 8 spirit is to have ablaitive magicians on your team, where there is at least one extra magician able to banish the enemy Fire Elemental after the first one gets killed outright at initiative count 32 of the first round. That's completely ridiculous, considering that it takes only one magician to have a force 8 fire spirit. And even if you banish it, it takes that guy just one complex action to bring in another one (although that will be his last, since he's likely going to be drained).

QUOTE (milspec)
So what is the most reasonable way to house rule this?


There are two problems with hardened armor:

1. Hardened Armor does not work out well at the high end.
2. Spirits have Hardened Armor which is too close to the high end.

The first is made manifest by the fact that for any sufficiently large amount of hardened armor, it is actually impossible to not kill a target in one hit if your weapon can damage it at all. This is because while harened armor negates any attack that it is larger than (negating 1 DV), it only provides a damage resistance die against an attack larger than it (negating 1/3 of a DV). So for large armor values, a weapon with just one more DV than it is blasting through 2/3 of the armor in actual wound levels - which can start being more boxes than you have.

The second is made manifest by the fact that the only weapon in the basic book capable of even scratching a force 8 spirit is an anti-vehicle missile. And of course, since problem 1 is still going strong, the only weapon in the entire book capable of scratching a force 8 spirit is powerful enough to instantly vaporize that spirit with even a glancing hit.

My suggested house rules are two part:

1. Hardened Armor should reduce the DV of weapons by its rating (completely ignoring any weapon dropped to DV 0).
2. Reduce the hardened armor of creatures with immunity to normal weapons to 1x magic instead of 2x magic.

This makes spirits actually more resistant to weapons on the high end that could damage them anyway (in that there is a small chance that they might survive or something), but it drops their invincibility down to the range where characters would have a chance to do something to them with mundane weaponry that they are likely to have.

QUOTE (Serbitar)
Every good gamemaster interprets the meaning of a rule, not the letter.


OK... let's go by meaning. A Fireball, or for that matter any indirect combat spell, has the damage that it generates resisted by counterspelling. That sounds like the damage is magic to me. See page 196. I don't know how you decided that fireballs were not magical, but that's clearly false.

You throw fire at someone, and if you hit them with it, they get to add counterspelling to their damage resistance. That indicates to me that the fire is totally magical. You don't get counterspelling dice to resist the damage from a hand grenade or any other mundane weapon.

-Frank
apple
Regarding the Elemental Damage / Force 6 Spirit Problem:

QUOTE ("SR4")

Hardened Armor is even tougher than normal armor.
If the modified Damage Value of an attack does not exceed
the Armor rating (modified by Armor Penetration), then it
bounces harmlessly off the critter; don’t even bother to make
a Damage Resistance Test. Otherwise, Hardened Armor provides
both Ballistic and Impact armor equal to its rating.


Force 6 = 12 points of hard armor, Defiance Super shock: 8stun, half amor. The Armor is reduced by half, to a value of 6, the taser does 8 damage => the spirit will get a nasty shock. Streetsams: forget the Ares Alpha, get a Defiance Taser!

SYL

Rotbart van Dainig
The problem in SR4 is more like 'hitting the Spirit' than' hurting the Spirit'.

Each net Hit adds to modified DV and is counted against armor.
Given enough Hits, the DV gets past immunity.

BTW - forget Panther Assaultcannon, a Ranger Arms with ExEx does the same trick.
blakkie
The wacked Reaction is a different issue, and it most certainly is wacked.

EDIT: Wacked for both Init and dodging. I don't have my SR3 BBB handy, but i'm pretty sure they just copy/pasted over most of those spirit stats. Same goes for Skills for that matter, just assigning a blanket of Skill (Force) creates a serious power vs. Force curve.
FrankTrollman
A couple notes on banishing:

1. Banishing is an opposed test. If you are banishing a Force 8 Spirit, you have to get net hits over 8 resistance dice, so guys with 9 dice of banishment aren't really good for much.

2. Banishment doesn't do anything at all to a summoned spirit on a remote service, since all it does is release a spirit and a spirit on remote service is already techically released (page 178).

So once the enemy magician has said "Go kill those guys!", you're screwed.

-Frank
Fortune
QUOTE (FrankTrollman)
Banishment doesn't do anything at all to a summoned spirit on a remote service, since all it does is release a spirit and a spirit on remote service is already techically released (page 178).

Remote Service does not automatically use up all remaining Services from Bound Spirits in SR4. That only applies to non-Bound ones.
FrankTrollman
QUOTE (Fortune)
QUOTE (FrankTrollman @ Sep 14 2005, 02:28 AM)
Banishment doesn't do anything at all to a summoned spirit on a remote service, since all it does is release a spirit and a spirit on remote service is already techically released (page 178).

Remote Service does not automatically use up all remaining Services from Bound Spirits in SR4. That only applies to non-Bound ones.

True, but that's a bound spirit rather than a summoned one.

-Frank
Fortune
Ah, sorry. Not used to the buzzwords yet, and didn't notice that you did state 'summoned'. smile.gif

Technically, all Spirits are Summoned at some point. There should be a better word for non-Bound Spirits.
milspec
QUOTE (FrankTrollman)
1. Banishing is an opposed test. If you are banishing a Force 8 Spirit, you have to get net hits over 8 resistance dice, so guys with 9 dice of banishment aren't really good for much.

Ahh right, I forgot to add in the Spirit's Force in the Banishing test.

So Banishing one of these monster's is not as easy as it sounds. Seems like house ruling the way Spirits get Hardened Armor is the way to go.

milspec
Serbitar
QUOTE (FrankTrollman)

QUOTE (Serbitar)
Every good gamemaster interprets the meaning of a rule, not the letter.


OK... let's go by meaning. A Fireball, or for that matter any indirect combat spell, has the damage that it generates resisted by counterspelling. That sounds like the damage is magic to me. See page 196. I don't know how you decided that fireballs were not magical, but that's clearly false.

You throw fire at someone, and if you hit them with it, they get to add counterspelling to their damage resistance. That indicates to me that the fire is totally magical.

It is MADE by magic, but its not magical. Once could easily interpret, that the counterspelling is effecting the magic that is feeding the indirect combat spell (e.g. fireball) and thus the spell gets weaker when it hits the target.

But I think it would be a good house-rule to exclude indirect combat spells from counterspelling. That would give them the boost over direct combat spell they need.
FrankTrollman
As is, the counterspelling dice add in to what is effectively the dodge test against a manabolt, and the damage resistance test against a lightning bolt. So if your opponent has a lot of counterspelling, a lightning bolt might be able to do them a little damage, while a manabolt is just going to fail entirely.

QUOTE
But I think it would be a good house-rule to exclude indirect combat spells from counterspelling.


It is a reasonable enough house rule that lightning bolts are somehow "not magical" and are affected by imunity to normal weapons and unaffected by counterspelling. But that is a house rule. The actual printed rules and descriptions don't support that in the slightest.

-Frank
Fortune
QUOTE (Serbitar)
But I think it would be a good house-rule to exclude indirect combat spells from counterspelling. That would give them the boost over direct combat spell they need.

That would suck! They already have a boost in that they cause secondary effects.
Dashifen
And you treat them like ranged combat thus providing the opportunity to do less damage vs. no damage like a fully resisted direct combat spell.

Back to the topic at hand, I like the idea that spirits just get their Force in Hardened armor but to me it seems like it might only reverse the problem and make low force spirits have not enough armor. 'Course, they are low for spirits, so perhaps that's not a problem.
blakkie
QUOTE (Serbitar)
But I think it would be a good house-rule to exclude indirect combat spells from counterspelling. That would give them the boost over direct combat spell they need.

Why? The magic is the propulsion system. No magic and the fire stays put, if it is even created at all. Indirect combat spells do not create the fire, etc. at the target location ala D&D.
Cochise
QUOTE (blakkie)
Why? The magic is the propulsion system. No magic and the fire stays put, if it is even created at all.  Indirect combat spells do not create the fire, etc. at the target location ala D&D.

For flamethrower that idea will work, but once you deal with fireball you're pretty much wrong, because there the fire will be create at the location (center of area of effect) and it's then still propulsed outwards by magic ...
blakkie
QUOTE (Cochise)
QUOTE (blakkie)
Why? The magic is the propulsion system. No magic and the fire stays put, if it is even created at all.  Indirect combat spells do not create the fire, etc. at the target location ala D&D.

For flamethrower that idea will work, but once you deal with fireball you're pretty much wrong, because there the fire will be create at the location (center of area of effect) and it's then still propulsed outwards by magic ...

They may have dropped the requirement of a physical barrier free path from the caster to the targe/target area be free of physical barriers w/o leaving LOS, which was in SR3. I don't anything like that readily in SR4.

However the propulsion is still described, as well the magic needed to be able to create the "external damaging medium".
Serbitar
The problem with this view is: Why does Counterspelling work for an area effect spell, and why does it work for only for the subject using counterspelling or protected by counterspelling and not for everybody who is in the area.

If its a real physical spell (as it should be in my opinion) either counterspelling is affecting the whole are (aka, the propulsing magic is weakend) or counterspelling cant do anything at all (because you can not stop the magic from forming a fireball in this area, which has nothing to do with the subject protected by counterspelling)
blakkie
QUOTE (Serbitar @ Sep 13 2005, 01:45 PM)
The problem with this view is: Why does Counterspelling work for an area effect spell, and why does it work for only for the subject using counterspelling or protected by counterspelling and not for everybody who is in the area.

If its a real physical spell (as it should be in my opinion) either counterspelling is affecting the whole are (aka, the propulsing magic is weakend) or counterspelling cant do anything at all (because you can not stop the magic from forming a fireball in this area, which has nothing to do with the subject protected by counterspelling)

EDIT: Oops. embarrassed.gif I forgot you only roll AoE Counterspelling once now. So actually you do either defeat/reduce it for all CS protected targets or not. But still basically it only cancels out the parts of the spell that would create and/or send the element at the CS protected target.

EDIT: What i don't like is that there doesn't seem to be an explicit option for just choosing to designate Counterspell by caster or "anyone casting except persons X, Y, and Z". Instead it only gives the option to specify the triggering on a person as a target.

P.S. These indirect elemental combat spell are real physical spells in that create for example real flame, not magic flame. As i already quoted, "external damaging medium". It is the fire that does the damage, not the magic.
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