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Message no. 1
From: Rafael Vega fliavega@***.net.co
Subject: Spell force question.
Date: Tue, 18 May 1999 22:19:54 -0500
Some spells like invisibility or increase reflexes just need one succes for
being effective.
What is the difference, besides drain, on casting a force one or force six
say invisibility spell??? you use the same amount of dice, conjuring dice,
anyway.
Message no. 2
From: Razors Edge. razrzedge@*****.com
Subject: Spell force question.
Date: Tue, 18 May 1999 20:56:56 -0700 (PDT)
--- Rafael Vega <fliavega@***.net.co> wrote:
> Some spells like invisibility or increase reflexes
> just need one succes for
> being effective.
> What is the difference, besides drain, on casting a
> force one or force six
> say invisibility spell??? you use the same amount
> of dice, conjuring dice,
> anyway.

It is harder to dispell. Very important.

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Message no. 3
From: GMPax@***.com GMPax@***.com
Subject: Spell force question.
Date: Wed, 19 May 1999 03:48:25 EDT
In a message dated 5/18/99 11:21:45 PM Eastern Daylight Time,
fliavega@***.net.co writes:

> Some spells like invisibility or increase reflexes just need one succes for
> being effective.
> What is the difference, besides drain, on casting a force one or force six
> say invisibility spell??? you use the same amount of dice, conjuring dice,
> anyway.

Force in those cases is a measure of the effects' resistance to dispelling,
and (I suppose) for creative GMs, disruption by nonmagical effects, like rain.

And you never use CONJURING dice to cast a spell. :-) You use SORCERY dice.
Counjury is for spirits / elementals ...

Sean
GM Pax
Message no. 4
From: Mongoose m0ng005e@*********.com
Subject: Spell force question.
Date: Wed, 19 May 1999 03:16:06 -0500
:Some spells like invisibility or increase reflexes just need one succes for
:being effective.

Invisibilty in SR3 is resisted by the viewer. That makes force quite
important, unless you have many casting succeseses. For improved reflexes,
its not so big a deal. Genrally, the spell description will note any limit
the forces effect creates- if it does not, check to see if the spell is
resisted.
In SR2, there was not so much point to learning some spells at high
force, unless you really needed the extra casting dice. increased reflexes
had apretty highTN, as I recall.

:What is the difference, besides drain, on casting a force one or force six
:say invisibility spell??? you use the same amount of dice, conjuring dice,
:anyway.


You don't use conjuring at all, actually.
I'll assume you speaking of SR3, where you would use sorcery dice and
maybe spell pool. In that case, theres a BIG difference between the force
on and force 6 spell- the people trying to see you roll intelligence against
the spell force, and if they get as many successes as you did in casting,
they resist the spell and they see you. So a force one invisibility spell
is pretty easy to see through unless you put everything you have into it
(its also easy to dispel). At force 6, a few casting successes will make it
VERY hard to see through, and its rather tough to dispel.

Mongoose
Message no. 5
From: Gurth gurth@******.nl
Subject: Spell force question.
Date: Wed, 19 May 1999 11:35:24 +0200
According to Rafael Vega, at 22:19 on 18 May 99, the word on
the street was...

> Some spells like invisibility or increase reflexes just need one succes for
> being effective.
> What is the difference, besides drain, on casting a force one or force six
> say invisibility spell??? you use the same amount of dice, conjuring dice,
> anyway.

In SRII, you can use a simple rule of thumb: for non-resisted spells,
Force 1 will do; for resisted spells, get the Force as high as you can.
This doens't apply to all spells, but for maybe 90% or so it does (read
the description to be sure).

In SR3, most non-resisted spells receive some kind of limit on their
abilities based on the Force. Resisted spells don't need such a limit,
because their Force is used as the TN for resisting them -- a Force 1
Invisibility spell is pretty easy to see through, for example. (OTOH, for
highly-skilled casters, Force 1 can be enough because they can generate so
many successes that most perceivers can't see through the spell at all.)

--
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Message no. 6
From: Marizhavashti Kali xenya@********.com
Subject: Spell force question.
Date: Wed, 19 May 1999 03:12:46 -0700
Rafael Vega wrote:
>
> Some spells like invisibility or increase reflexes just need one succes for
> being effective.
> What is the difference, besides drain, on casting a force one or force six
> say invisibility spell??? you use the same amount of dice, conjuring dice,
> anyway.

In some cases, they can be resisted, so successes are compared against each
other.

For Increase Reflexes...I suspect it's simply how easily you dispel it.
I've a character who has that one at 6 just to avoid easy dispelling.

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Message no. 7
From: Airwasp@***.com Airwasp@***.com
Subject: Spell force question.
Date: Wed, 19 May 1999 09:39:10 EDT
In a message dated 5/18/1999 10:21:45 PM US Eastern Standard Time,
fliavega@***.net.co writes:

> Some spells like invisibility or increase reflexes just need one succes for
> being effective.
> What is the difference, besides drain, on casting a force one or force six
> say invisibility spell??? you use the same amount of dice, conjuring dice,
> anyway.

Simple, it's called the Rule of Ones. When it comes to spellcasting, the
rule of ones kicks in when a number of one's are rolled equal to either the
force of the spell or the caster's Sorcery skill, whichever is lower. Hence
the reason why you want to cast spells at a higher force.

-Frankenstein
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