Shadowrun
Shadowrun General => Gear => Topic started by: tzizimine on <11-02-11/1351:25>
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Here are some spells that I have created with the rules from Street Magic. Please review
[spoiler]
Mirror (Physical Manipulation)
Type: P Range: LOS Duration: Sustained Resist: Obj. Res. Drain: (F/2) +1
Funhouse (Physical Manipulation, Area)
Type: P Range: LOS(A) Duration: Sustained Resist: Obj. Res. Drain: (F/2) +1
This spell causes the target object to become perfectly reflective, like a mirror. It does not change any other properties of the object, including shapes, which can cause distorted or off-center reflections. For significantly large objects, assume that the spell has covers an area of (Force)m, diameter, but still only one object. The mirror’s reflections do qualify for line of sight for spellcasting, but can cause the usual penalty for visibility and cover based on the size of the target versus the size and angle of the mirror. Unless the target’s reflection can be seen in the mirror, assume some kind of penalty.
The caster must get enough hits to beat the target’s Object Resistance for the spell to take effect. Funhouse is the area effect version of Mirror, covering all objects within the area of effect that have their Object Resistance beaten.
Drain Modifiers: Physical Spell:+1, LOS: +0 [or LOS(A): +2], Sustained: +0, Minor Change: +0
[/spoiler]
[spoiler]
Bluff (Mental Manipulation)
Type: M Range: LOS Duration: Sustained Resist: Willpower Drain: (F/2) +2
Mass Bluff (Mental Manipulation, Area)
Type: M Range: LOS(A) Duration: Sustained Resist: Willpower Drain: (F/2) +4
This spell causes the target to want to believe what is said to him as the truth. The target is allowed to resist with Willpower (+Counterspelling, as appropriate). For every net hit, the target has a -1 die penalty to any test to resist Social skills being used against him. While the target is usually unaware of the effect, he is allowed another Willpower test every (Force) Combat Turns to subtract from the caster’s net hits.
Mass Bluff is the area effect version of Bluff, using a single Spellcasting test and comparing the result against each target separately.
Drain Modifiers: Mana Spell: +0, LOS: +0 [or LOS(A): +2], Sustained: +0, Major Change: +2
[/spoiler]
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Nice, but one little thing. The mirror spell would mean that mages have a way to look around corners or from behind barriers, which is quite powerful for them (I would let every combat oriented mage start with this spell, just to be sure to keep my head down while blasting away).
I'm not sure if regular mirrors extend line of sight (I don't have my books here).
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This is one I created as a way to get by security or to embarrass someone.
[spoiler]Opps I crapped my pants (Health),
Type:M Range: LOS Duration: Sustained Drain: (F/2)
Spell causes the victim to have irritable bowels and suffer from intense pain, shaking and sweating, -1 dice per hit sustained. The spell will not work on subject with no bowels or that have had cyber enhancements to stop their bodies from feeling these effects. Treat the effects as the same one would feel after a night of intense binge drinking where you did not vomit up excess alcohol.
Drain Modifiers: Mana Spell +0, Restricted Target 'Must have digestive tract' -1, Restricted Effect 'Symptoms only' -1, Negative Health +2
Worked with the GM and he allowed it to be LOS even with it being a Health spell.[/spoiler]
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Can I set that spell to "Prolapse"?
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@farothel... That is exactly what the Mirror spell is suppose to accomplish. I know that in prior editions, there was a -2 to -3 for casting through a mirror or fiber optic cable. I will have to check if that is still true. But the object resistance is enough that using it on a regular basis is difficult.
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Nice, but one little thing. The mirror spell would mean that mages have a way to look around corners or from behind barriers, which is quite powerful for them (I would let every combat oriented mage start with this spell, just to be sure to keep my head down while blasting away).
I'm not sure if regular mirrors extend line of sight (I don't have my books here).
Yes, they do. That's how "Mage Goggles" work, is a thin strand of mylar- and kevlar-reenforced wire with mirrors on the inside (More commonly referred to as Fiber Optic Cable.).
As long as the light from the person is naturally reflected to the magician's eyes, it's considered direct line of sight.
Fear the magician with a powerful telescope and a "Wreck Aircraft Carrier" spell. ;D
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Something I made for a spy-type character in a Denver game:
[spoiler]Eternal Love
This insidious spell is nothing more or less than a version of the Control Emotions spell, limited to causing the subject to fall in love with the caster. What makes this spell dangerous, however, is the permanent duration.
Eternal Love
Type: M. Range: LOS. Duration: P. Drain: (F/2)+1
Drain modifiers: Control Emotions spell (+0), Restricted Effect (-1), Permanent duration (+2)[/spoiler]
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@Mirikon,
I don't think you can have a permanent duration on a Mental Manipulation Spell, since the opponent would be getting Willpower tests regularly to wear down your effect. But, admittedly, I don't have my copy of Street Magic to be sure.
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Well actually, with mental manipulation spells it says that every [Force] combat turns, the person MAY spend a complex action to resist. Whether or not they actually DO try to resist could depend on what you do in the meantime. Like, say, trying to sweep them off their feet while they're already feeling attracted to you. Don't give them a reason to resist. ;)
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Good point
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Here are some spells that I have created with the rules from Street Magic. Please review
[spoiler]
Mirror (Physical Manipulation)
Type: P Range: LOS Duration: Sustained Resist: Obj. Res. Drain: (F/2) +1
Funhouse (Physical Manipulation, Area)
Type: P Range: LOS(A) Duration: Sustained Resist: Obj. Res. Drain: (F/2) +1
This spell causes the target object to become perfectly reflective, like a mirror. It does not change any other properties of the object, including shapes, which can cause distorted or off-center reflections. For significantly large objects, assume that the spell has covers an area of (Force)m, diameter, but still only one object. The mirror’s reflections do qualify for line of sight for spellcasting, but can cause the usual penalty for visibility and cover based on the size of the target versus the size and angle of the mirror. Unless the target’s reflection can be seen in the mirror, assume some kind of penalty.
The caster must get enough hits to beat the target’s Object Resistance for the spell to take effect. Funhouse is the area effect version of Mirror, covering all objects within the area of effect that have their Object Resistance beaten.
Drain Modifiers: Physical Spell:+1, LOS: +0 [or LOS(A): +2], Sustained: +0, Minor Change: +0
[/spoiler]
For the Mirror spell, is it going to be cast on people or just inanimate objects? If it is cast on a person I am just thinking about how bad it will be for you to get any sight off of it. Now if you cast it on objects you can add the Restrictive target or Very Restrictive target modifier and make it so you can only cast on smooth/flat inanimate objects. If you cast it on a person, well unless they are wearing hard armor the mirror is going to be so distorted the second they move at all. Add in if you do the area spell in a room full of furniture you can throw in a flashbang or have someone shoot a laser rifle and well you get the idea.
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@Mirikon,
I don't think you can have a permanent duration on a Mental Manipulation Spell, since the opponent would be getting Willpower tests regularly to wear down your effect. But, admittedly, I don't have my copy of Street Magic to be sure.
RAW from Street Magic:
Permanent spells must be maintained for a time, then they become permanent. Only spells that restore the target to its original, natural, unaltered state should be permanent in duration. Spells that heal or repair damage, disease, the effects of drugs, poisons, and so on, for example, are all good candidates. If the spell provides some sort of game bonus (other than restorative), the effect should not be permanent. The gamemaster has the final say on whether it is possible to create a permanent version of a spell.
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Then I guess the question is whether Control Emotions is construed as giving a game bonus. Which it probably does. Darn. That also kills my idea for having a permanent Energy Aura on a sword...
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Here are some spells that I have created with the rules from Street Magic. Please review
[spoiler]
Mirror (Physical Manipulation)
Type: P Range: LOS Duration: Sustained Resist: Obj. Res. Drain: (F/2) +1
Funhouse (Physical Manipulation, Area)
Type: P Range: LOS(A) Duration: Sustained Resist: Obj. Res. Drain: (F/2) +1
This spell causes the target object to become perfectly reflective, like a mirror. It does not change any other properties of the object, including shapes, which can cause distorted or off-center reflections. For significantly large objects, assume that the spell has covers an area of (Force)m, diameter, but still only one object. The mirror’s reflections do qualify for line of sight for spellcasting, but can cause the usual penalty for visibility and cover based on the size of the target versus the size and angle of the mirror. Unless the target’s reflection can be seen in the mirror, assume some kind of penalty.
The caster must get enough hits to beat the target’s Object Resistance for the spell to take effect. Funhouse is the area effect version of Mirror, covering all objects within the area of effect that have their Object Resistance beaten.
Drain Modifiers: Physical Spell:+1, LOS: +0 [or LOS(A): +2], Sustained: +0, Minor Change: +0
[/spoiler]
For the Mirror spell, is it going to be cast on people or just inanimate objects? If it is cast on a person I am just thinking about how bad it will be for you to get any sight off of it. Now if you cast it on objects you can add the Restrictive target or Very Restrictive target modifier and make it so you can only cast on smooth/flat inanimate objects. If you cast it on a person, well unless they are wearing hard armor the mirror is going to be so distorted the second they move at all. Add in if you do the area spell in a room full of furniture you can throw in a flashbang or have someone shoot a laser rifle and well you get the idea.
Good question... The intent of the spell was only for inanimate objects and, yes, casting on something that is not a flat surface would give some really bad penalties for line of sight. As for lasers and flashbangs... flashbangs in an area covered by Funhouse would just eliminate the option of turning away from the source, but closing your eyes or flare compensation would be just as effective. Lasers on the other hand would probably be redirected but lose DV per 'bounce'. I'll admit that the physics of lasers is a little beyond me but I would think that the heat (which does the damage) would warp the surface and thus cause it to deflect incorrectly...
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Just remember that if you can sustain it, you can quicken it. Although sustaining a fire aura on your sword would make it very difficult to sheath it without damaging you, the sheath or the sword (or some combination of the three)
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Here are some spells that I have created with the rules from Street Magic. Please review
[spoiler]
Mirror (Physical Manipulation)
Type: P Range: LOS Duration: Sustained Resist: Obj. Res. Drain: (F/2) +1
Funhouse (Physical Manipulation, Area)
Type: P Range: LOS(A) Duration: Sustained Resist: Obj. Res. Drain: (F/2) +1
This spell causes the target object to become perfectly reflective, like a mirror. It does not change any other properties of the object, including shapes, which can cause distorted or off-center reflections. For significantly large objects, assume that the spell has covers an area of (Force)m, diameter, but still only one object. The mirror’s reflections do qualify for line of sight for spellcasting, but can cause the usual penalty for visibility and cover based on the size of the target versus the size and angle of the mirror. Unless the target’s reflection can be seen in the mirror, assume some kind of penalty.
The caster must get enough hits to beat the target’s Object Resistance for the spell to take effect. Funhouse is the area effect version of Mirror, covering all objects within the area of effect that have their Object Resistance beaten.
Drain Modifiers: Physical Spell:+1, LOS: +0 [or LOS(A): +2], Sustained: +0, Minor Change: +0
[/spoiler]
[spoiler]
Bluff (Mental Manipulation)
Type: M Range: LOS Duration: Sustained Resist: Willpower Drain: (F/2) +2
Mass Bluff (Mental Manipulation, Area)
Type: M Range: LOS(A) Duration: Sustained Resist: Willpower Drain: (F/2) +4
This spell causes the target to want to believe what is said to him as the truth. The target is allowed to resist with Willpower (+Counterspelling, as appropriate). For every net hit, the target has a -1 die penalty to any test to resist Social skills being used against him. While the target is usually unaware of the effect, he is allowed another Willpower test every (Force) Combat Turns to subtract from the caster’s net hits.
Mass Bluff is the area effect version of Bluff, using a single Spellcasting test and comparing the result against each target separately.
Drain Modifiers: Mana Spell: +0, LOS: +0 [or LOS(A): +2], Sustained: +0, Major Change: +2
[/spoiler]
I would call Mass Bluff Fillabuster or Conspiracy.
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Another spell that I thought of last night while watching NCIS...
Police Your Brass (Physical Manipulation)
Type: P Range: LOS(A) Duration: Instant Resist: See Description Drain: (F/2)+2
This spell causes all spent shell casings from any kind of bullet or shotgun slug that is within the area of effect to immediately levitate and fly back to you in the most direct method possible, landing gently in whatever container that is on your person or adjacent to you. This speeds up the process of cleaning up after a run so you don't have to go looking for shell casings that might have fallen down grates or behind appliances. It does not differentiate between casings that were fired by you, your allies or your enemies. This spell is unresisted unless the casing is actively being held or is otherwise stuck, in which case, it is resisted like Levitate, being an opposed Strength + Body test of the person holding it, or some equal dice pool for glue or other method of holding the casing. It is quite normal for mages to withhold dice from their spellcasting test to increase the area of effect of this spell.
Drain Modifiers: Physical Spell: +1, LOS: +0, Area of Effect: +2, Restricted Target (shell casings): -1, Physical Manipulation: +0, Minor Change: +0
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And along the same lines, a spell from a previous edition...
Sterilize (Indirect Combat)
Type: M Range: LOS(A) Duration: Instant Resist: Body (See Description) Drain: (F/2)+2
This spell only targets the DNA, living or dead, in blood, skin and other biological samples and destroys them. While the living DNA does technically get a chance to resist with Body, the average Body of such a sample is zero. Sterilizing an entire dead body resists with the deceased's unaugmented Body. Note that this spell cannot target the DNA in still living organisms, only that spilled fluids and dead organisms. If successful, it completely destroys all DNA samples, preventing both material links and DNA verification from such samples. Unfortunately, the destroyed DNA will also prevent the reattachment of a severed, sterilized limb.
Drain Modifiers: Physical Spell: +1, LOS: +0, Area: +2, Resisted Target (DNA samples): -1
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Another spell that I thought of last night while watching NCIS...
Police Your Brass (Physical Manipulation)
Type: P Range: LOS(A) Duration: Instant Resist: See Description Drain: (F/2)+2
This spell causes all spent shell casings from any kind of bullet or shotgun slug that is within the area of effect to immediately levitate and fly back to you in the most direct method possible, landing gently in whatever container that is on your person or adjacent to you. This speeds up the process of cleaning up after a run so you don't have to go looking for shell casings that might have fallen down grates or behind appliances. It does not differentiate between casings that were fired by you, your allies or your enemies. This spell is unresisted unless the casing is actively being held or is otherwise stuck, in which case, it is resisted like Levitate, being an opposed Strength + Body test of the person holding it, or some equal dice pool for glue or other method of holding the casing. It is quite normal for mages to withhold dice from their spellcasting test to increase the area of effect of this spell.
Drain Modifiers: Physical Spell: +1, LOS: +0, Area of Effect: +2, Restricted Target (shell casings): -1, Physical Manipulation: +0, Minor Change: +0
As a GM?
No. You're doing what amounts to a combination of levitation and magic fingers with finer control than either AND on multiple objects simultaneously.
I'd recommend the following changes and considerations.
0. You must see a casing to use as a target.
1. Casings recovered are limited to one per hit (capped by force). I might be persuaded to go to force + hits, but it's going to up the drain.
2. Each hit (casing) gets an OR check -- whether there's a casing for it to get or not. On the other hand there's no need to check for buried/stuck casings.
3. The items are pulled to your hands at a rate of F meters per combat turn. (Your hands simulate magnets for the casings. It's up to you to drop them into something.)
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And along the same lines, a spell from a previous edition...
Sterilize (Indirect Combat)
Type: M Range: LOS(A) Duration: Instant Resist: Body (See Description) Drain: (F/2)+2
This spell only targets the DNA, living or dead, in blood, skin and other biological samples and destroys them. While the living DNA does technically get a chance to resist with Body, the average Body of such a sample is zero. Sterilizing an entire dead body resists with the deceased's unaugmented Body. Note that this spell cannot target the DNA in still living organisms, only that spilled fluids and dead organisms. If successful, it completely destroys all DNA samples, preventing both material links and DNA verification from such samples. Unfortunately, the destroyed DNA will also prevent the reattachment of a severed, sterilized limb.
Drain Modifiers: Physical Spell: +1, LOS: +0, Area: +2, Resisted Target (DNA samples): -1
Close. Sterilize (Physical, Area) Type: P • Range: LOS (A) • Duration: I • DV: (F ÷ 2) + 2. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Street Magic 174
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Good eye, Kirk... and I had Street Magic open to check the design modifiers... *facepalm*
Although, is the any reason why this couldn't be re-researched as a Combat spell with a restricted target?
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Another spell that I thought of last night while watching NCIS...
Police Your Brass (Physical Manipulation)
Type: P Range: LOS(A) Duration: Instant Resist: See Description Drain: (F/2)+2
This spell causes all spent shell casings from any kind of bullet or shotgun slug that is within the area of effect to immediately levitate and fly back to you in the most direct method possible, landing gently in whatever container that is on your person or adjacent to you. This speeds up the process of cleaning up after a run so you don't have to go looking for shell casings that might have fallen down grates or behind appliances. It does not differentiate between casings that were fired by you, your allies or your enemies. This spell is unresisted unless the casing is actively being held or is otherwise stuck, in which case, it is resisted like Levitate, being an opposed Strength + Body test of the person holding it, or some equal dice pool for glue or other method of holding the casing. It is quite normal for mages to withhold dice from their spellcasting test to increase the area of effect of this spell.
Drain Modifiers: Physical Spell: +1, LOS: +0, Area of Effect: +2, Restricted Target (shell casings): -1, Physical Manipulation: +0, Minor Change: +0
As a GM?
No. You're doing what amounts to a combination of levitation and magic fingers with finer control than either AND on multiple objects simultaneously.
I'd recommend the following changes and considerations.
0. You must see a casing to use as a target.
1. Casings recovered are limited to one per hit (capped by force). I might be persuaded to go to force + hits, but it's going to up the drain.
2. Each hit (casing) gets an OR check -- whether there's a casing for it to get or not. On the other hand there's no need to check for buried/stuck casings.
3. The items are pulled to your hands at a rate of F meters per combat turn. (Your hands simulate magnets for the casings. It's up to you to drop them into something.)
Ok, I will agree with you that LOS of sight rules still apply, so that limits it's effectiveness and the rate of movement of (Force)meters per turn. However, Levitate does not provide a Object Resistance check for levitating objects, so I would say neither would this. As for Magic Fingers, I don't see how that is applies. The spell isn't manipulating the casing, simply moving it.
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Ok, I will agree with you that LOS of sight rules still apply, so that limits it's effectiveness and the rate of movement of (Force)meters per turn. However, Levitate does not provide a Object Resistance check for levitating objects, so I would say neither would this. As for Magic Fingers, I don't see how that is applies. The spell isn't manipulating the casing, simply moving it.
" landing gently in whatever container that is on your person or adjacent to you." That's the magic fingers.
As for levitate and OR, I know that spell doesn't. However, this isn't levitate, it's a new spell. Per the design rules: Step 5 Determine Effects=> Non-living Targets (SM 161), an OR check is required.
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RAW from Street Magic:
Permanent spells must be maintained for a time, then they become permanent. Only spells that restore the target to its original, natural, unaltered state should be permanent in duration. Spells that heal or repair damage, disease, the effects of drugs, poisons, and so on, for example, are all good candidates. If the spell provides some sort of game bonus (other than restorative), the effect should not be permanent. The gamemaster has the final say on whether it is possible to create a permanent version of a spell.
Feel free to bring it up to your GM anyway, mirikon. Emphasis mine.
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Sense I'm the one running the game, that really isn't an issue... but I wanted some review before I either suggest them to my players or use the spells against them.
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Caseless ammo FTW.