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New Spells (critique as desired)

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ARC

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« Reply #15 on: <11-03-11/0044:06> »
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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tzizimine

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« Reply #16 on: <11-13-11/0821:55> »
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

"When in doubt, cause trouble. When in trouble, cause doubt."

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tzizimine

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« Reply #17 on: <11-13-11/0838:17> »
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
"When in doubt, cause trouble. When in trouble, cause doubt."

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kirk

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« Reply #18 on: <11-13-11/0840:17> »
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.)

kirk

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« Reply #19 on: <11-13-11/0843:10> »
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

tzizimine

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« Reply #20 on: <11-13-11/0846:02> »
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?
"When in doubt, cause trouble. When in trouble, cause doubt."

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tzizimine

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« Reply #21 on: <11-13-11/0851:28> »
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.
"When in doubt, cause trouble. When in trouble, cause doubt."

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kirk

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« Reply #22 on: <11-13-11/0933:19> »

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.

Mason

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« Reply #23 on: <11-13-11/1416:43> »

RAW from Street Magic:
Quote
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.

tzizimine

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« Reply #24 on: <11-13-11/1543:16> »
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.
"When in doubt, cause trouble. When in trouble, cause doubt."

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Loki

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« Reply #25 on: <11-22-11/1929:13> »
Caseless ammo FTW.