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From: Sebastian Wiers m0ng005e@*****.com
Subject: Spells above Force 6
Date: Sat, 17 Jun 2000 20:23:50 -0500
:>From: "Sebastian Wiers" <m0ng005e@*****.com>
:> I don't really see the point in SR3. For most spells, force 6 is
:>either
:>very effective (assuming maximum allowed effect at force 6) or hard to
:>resist (force 10 would be somewhat harder, but is it worth it?)
:
:Depends, seeing as a spell can be cast at any force lower than it was
:learned it could well be worth the time and the karma to learn one that
:causes physical damage from drain (castintg it at alower force the rest of
:the time) just for those moments when another box of stun will be enough to
:drop you.

Potentially, I suppose. Rarely, though.

:Plus, heal can be applied to physical damage, effectively giving
:you two chances to stage the damage down and turning most of what is left
to
:stun the second time round.


Nope. Damage caused by drain can not be healed with magic.

:Having said that though, a TN of twice the force to learn makes high-force
:spells all but impossible; I have tried hard to forget how many months my
:character took to learn a force 6 manaball. Even with karma pool you have
:to be lucky to make an intelligence(12) test on 1-6 dice (I'm sure Mongoose
:will be kind enough to tell me :)>) and that's for a force 6 spell.
:
:Phil

On 6 dice, its a 15% chance you'll succeede. A better library or lodge
can add dice, as can a elemental (not nescesarily yours, just one commanded
to aid you), a good teacher, or totem modifiers, and its a sorcery test, not
intellegence. Pump those dice up to 12 (quite do-able) and you got a 29%
chance. Not a simple job, but easier than finding APDS, which folks seem to
manage fairly often...

Mongoose

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