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Message no. 1
From: "S. Keith Graham" <vapspcx@***.GATECH.EDU>
Subject: Magic Ratings..
Date: Wed, 19 Jan 1994 21:24:22 -0500
OK, so what are magic ratings actually good for?

They keep you from taking physical damage from high powered
spells.. But stun damage isn't really happy in a combat situation
either, so that doesn't matter *too* much...

It limits how much you can pull out of your magic pool to add to
a spell (but you probably save some of it for spell defense or
to resist drain..) And someone who pushes initiation more than
Sorcery might have a higher Magic rating (even at -1 or -2) than
Magic pool anyway.

And, if you loose 2 points, you have to take a Geas, but if you initiate,
you've got a decent chance of getting rid of it. (And this isn't
a factor at -1 magic).

So, does this need fixing, or is magic rating just "no big deal",
and magic and magicians get balanced other ways?

Keith Graham
vapspcx@***.gatech.edu
Message no. 2
From: Richard Pieri <ratinox@***.NEU.EDU>
Subject: Re: Magic Ratings..
Date: Wed, 19 Jan 1994 22:03:13 -0500
Magic Rating is also a spirit's target number against /you/ when you're
attempting to banish it. Banishing is a resisted contest. The mage rolls
his Conjuring dice against the spirit's Force; the spirit rolls it's Force
against the mage's Magic Rating. Net successes decrease the Magic Rating
or Force until one is reduced to 0. Mages pass out if the Magic Rating
drops to 0, or the spirit flees if it's Force is reduced. ``Lost'' Rating
points recover at 1 per hour.

In other words, a Rigger/Conjuror with an MR of, say, 2 is hosed against a
spirit with a Force greater than 3.

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| Rat <ratinox@***.neu.edu> WWW Page: http://www.ccs.neu.edu/USER/ratinox |
| GAT d@ -p+ c++ !l u+ e+(*) m-(+) s n---(+) h-- f !g(+) w+ t- r+ y+ |
| Always remember, no matter where you go, there you are. --Buckaroo Banzai |
|||| | | | | | | | | | | | | | | | | | | | | | | ||||
Message no. 3
From: Neal A Porter <nap@*****.PHYSICS.SWIN.OZ.AU>
Subject: Re: Magic Ratings..
Date: Thu, 20 Jan 1994 15:30:12 +1100
>
>OK, so what are magic ratings actually good for?
>
>They keep you from taking physical damage from high powered
>spells.. But stun damage isn't really happy in a combat situation
>either, so that doesn't matter *too* much...
>
>It limits how much you can pull out of your magic pool to add to
>a spell (but you probably save some of it for spell defense or
>to resist drain..) And someone who pushes initiation more than
>Sorcery might have a higher Magic rating (even at -1 or -2) than
>Magic pool anyway.
>

>Keith Graham

As has been mentioned its also used for banishing. But most importanty
its used as the threshold point between taking physical and mental spell
drain. If you cast a spell who force is over you magic rating, then the
damage is physical not stun. Magic rating is also used in some astral tracking
rolls (such as watchers finding someone). Most importantly its the persons
natural magic integrity. How you rule this is up to the GM in question.


Adeus.
Message no. 4
From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: Re: Magic Ratings..
Date: Wed, 19 Jan 1994 22:11:36 -0800
Keith Grahm asked:

>>OK, so what are magic ratings actually good for?

You asked for it!!!!!

1) Determines how many powers Physical Adepts receive.
2) Used to determine range of Limited and Extended Range Spells
3) MaximumForce at which the magician may cast a spell without taking
Physical Damage.
4) Determines Area of Effect for Area Effect spells.
5) Target Number and "Wounds" for Banishing.
6) Target Number for Astral Examination.
7) Target Number for Barriers in Entrance contest.
8) Target Number and Number of dice in Masking Test.
9) Determines area of Wards

Is that enough?

===============================================================================
See Ya in Shadows, "Keep your friends close, but keep your enemies closer."
Jason J Carter -- Deep Throat, The X-Files
The Nightstalker Carter@***.EDU
Message no. 5
From: Paolo Marcucci <marcucci@***.TS.ASTRO.IT>
Subject: Re: Magic Ratings.. (fwd)
Date: Thu, 20 Jan 1994 08:43:49 MET
>
> Keith Grahm asked:
>
> >>OK, so what are magic ratings actually good for?
>
> You asked for it!!!!!
>
> 1) Determines how many powers Physical Adepts receive.
> 2) Used to determine range of Limited and Extended Range Spells
> 3) MaximumForce at which the magician may cast a spell without taking
> Physical Damage.
> 4) Determines Area of Effect for Area Effect spells.
> 5) Target Number and "Wounds" for Banishing.
> 6) Target Number for Astral Examination.
> 7) Target Number for Barriers in Entrance contest.
> 8) Target Number and Number of dice in Masking Test.
> 9) Determines area of Wards
>
> Is that enough?

Yes. But, actually being a physical adept and almost new to this
type of charaters, what can a physad do with magic ratings?
(other than calculate the powers...)

Can i learn to cast spells? Or have some benefits in resisting them?

Bye, Paolo

--
_____________________________________________________________________
Paolo Marcucci Osservatorio Astronomico di Trieste
marcucci@***.ts.astro.it Via G.B. Tiepolo, 11 - 34134 Trieste, Italy
marcucci@***.trieste.it Ph. +39-40-3199215 Fax: +39-40-309418
_____________________________________________________________________
Message no. 6
From: Schnood <cdjworks@******.DIGEX.NET>
Subject: Re: Magic Ratings.. (fwd)
Date: Thu, 20 Jan 1994 10:07:59 -0500
>Yes. But, actually being a physical adept and almost new to this
>type of charaters, what can a physad do with magic ratings?
>(other than calculate the powers...)

That's what the physical adept uses his magic rating for. If he doesn't
have a very large magic rating, he can't get very many of those neat
powers, so he won't be very much of a physical adept. Oh, and physical
adepts cannot use geasa, so cyberware and bioware isn't very useful.

GE/GCS d?(-d+) p+ c++(++++) e m* s+/-(---) !n h++ f+@ g+ w+(++) t+@
r+(++) !y
Message no. 7
From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Re: Magic Ratings.. (fwd)
Date: Thu, 20 Jan 1994 09:22:24 -0600
Paolo asked:
>But, actually being a physical adept and almost new to this
>type of charaters, what can a physad do with magic ratings?
>(other than calculate the powers...)

I parapgrase Jason's list in response:
>> 1) Determines how many powers Physical Adepts receive.
>> 6) Target Number for Astral Examination.
>> 7) Target Number for Barriers in Entrance contest.
>> 8) Target Number and Number of dice in Masking Test.
This last bit only applies if your GM allows initiated physads
to mask their auras.

>Can i learn to cast spells? Or have some benefits in resisting them?

No & No.

J Roberson

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