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Message no. 1
From: Manx timburke@*******.com.au
Subject: The Friggin' Healing Spell: Mark II
Date: Mon, 30 Aug 1999 22:54:47 +1000
At 14:35 30/08/99 +0200 Thomas wrote
>I've got yet anither question about your healing/treating spells:
>
>How many Dice do you role, if you have sorcery 6 and a spell-power of 4??
>4 + Pool, or 6 + Pool??

6 + pool. In SR3 it's your sorcery skill that determines
the number of dice that you can roll for the spell success
test.

>Either way may mage has more dice to roll, than I can roll with one hand:

Man you must have small hands.

>6 (Force or Sorcery-skill) + 2 (Totem) + 3 (Foki) + 6 Pool = 17!!
>Those who I run with are mages and Ki-Adepts ==> Ess:6, so i have a TN of 2
>Thats about 14 succeses... That way I can heal nearly every wound...

Sure you can heal anything EXCEPT a Serious or Deadly
wound. For all your 14 successes you can only heal
a maximun of 4 boxes of damage. Mind you if you use
your other 10 successes to reduce the casting time then
you are worth having around.

>
>So who is the supermage *g*
>

You may also want to consider saving some of those
spell pool dice for drain. In your current example
if you are solely using willpower to resist drain
then healing a Serious wound may cause drain
and a Deadly wound will definately cause drain of
at least L.

____________________________________
Manx // timburke@*******.com.au // #950
"It's always funny until someone gets hurt
and then it's just hilarious." - Faith No More
____________________________________
Message no. 2
From: Thomas thomas041179@***.de
Subject: AW: The Friggin' Healing Spell: Mark II
Date: Mon, 30 Aug 1999 15:02:10 +0200
> -----Ursprüngliche Nachricht-----
> Von: Manx [SMTP:timburke@*******.com.au]
> Gesendet am: Montag, 30. August 1999 14:55
> An: shadowrn@*********.org
> Betreff: Re: The Friggin' Healing Spell: Mark II
>
> At 14:35 30/08/99 +0200 Thomas wrote
> >I've got yet anither question about your healing/treating spells:
> >
> >How many Dice do you role, if you have sorcery 6 and a spell-power of 4??
> >4 + Pool, or 6 + Pool??
>
> 6 + pool. In SR3 it's your sorcery skill that determines
> the number of dice that you can roll for the spell success
> test.

And how about SRII??
I hope my GM will never find out about this...
I think it's much better, to use the force...
Else I would lern 25 Spells all at power one, and could nontheless role a lot of dice...
Message no. 3
From: Manx timburke@*******.com.au
Subject: AW: The Friggin' Healing Spell: Mark II
Date: Mon, 30 Aug 1999 23:46:13 +1000
At 15:02 30/08/99 +0200 Thomas wrote
>> >I've got yet anither question about your healing/treating spells:
>> >
>> >How many Dice do you role, if you have sorcery 6 and a spell-power of 4??
>> >4 + Pool, or 6 + Pool??
>>
>> 6 + pool. In SR3 it's your sorcery skill that determines
>> the number of dice that you can roll for the spell success
>> test.
>
> And how about SRII??

In SR2 it's the force of the spell + pool.

> I hope my GM will never find out about this...
> I think it's much better, to use the force...

I disagree. Try SR3 and you won't look back.

> Else I would lern 25 Spells all at power one, and could nontheless role a
lot of dice...

Sure you could roll a hell of a lot of dice
but the target number to resist your spell
is the spell's force, as is the target number to
dispel it.

Lots of spells, zero effect.

____________________________________
Manx // timburke@*******.com.au // #950
"It's always funny until someone gets hurt
and then it's just hilarious." - Faith No More
____________________________________
Message no. 4
From: Sven De Herdt Sven.DeHerdt@***********.be
Subject: The Friggin' Healing Spell: Mark II
Date: Mon, 30 Aug 1999 15:48:52 +0200
On Monday, August 30, 1999 3:02 PM, Thomas [SMTP:thomas041179@***.de]
wrote:
>
> > >How many Dice do you role, if you have sorcery 6 and a spell-power
of
> > >4??
> > >4 + Pool, or 6 + Pool??
> >
> > 6 + pool. In SR3 it's your sorcery skill that determines
> > the number of dice that you can roll for the spell success
> > test.
>
> And how about SRII??
> I hope my GM will never find out about this...
> I think it's much better, to use the force...
> Else I would lern 25 Spells all at power one, and could nontheless
role
> a lot of dice...
>
In SRII you would use the Force rating of the spell + pool dice (4+pool)
to cast and the sorcery skill was used to determine the pool dice.

In SR3 you will use the sorcery skill + pool dice (6+pool) to cast, but
you should notice that the force of the spell most of the time limits
the number or successes. So 25 spells at force one might be tempting,
but what's the use of throwing 6 + Pool dices if the force limits the
number of successes, in this example a maximum of 1.

Hope this helps.
--
Sven :)

SRCG v0.2 SR1! SR2++ SR3++ h b++>+++ B>+ UB->++ IE+(-) RN+(-) dk++>+++
sa- ma++ sh++ ad+ ri+ mc- m+ gm+>++(+++) M-(+)
Message no. 5
From: Sommers sommers@*****.edu
Subject: AW: The Friggin' Healing Spell: Mark II
Date: Mon, 30 Aug 1999 10:05:32 -0400
At 03:02 PM 8/30/99 +0200, you wrote:


> > -----Ursprüngliche Nachricht-----
> > Von: Manx [SMTP:timburke@*******.com.au]
> > Gesendet am: Montag, 30. August 1999 14:55
> > An: shadowrn@*********.org
> > Betreff: Re: The Friggin' Healing Spell: Mark II
> >
> > At 14:35 30/08/99 +0200 Thomas wrote
> > >I've got yet anither question about your healing/treating spells:
> > >
> > >How many Dice do you role, if you have sorcery 6 and a spell-power of 4??
> > >4 + Pool, or 6 + Pool??
> >
> > 6 + pool. In SR3 it's your sorcery skill that determines
> > the number of dice that you can roll for the spell success
> > test.
>
> And how about SRII??

In SR2 its the force of the spell and Sorcery Skill determines your pool.

> I hope my GM will never find out about this...
> I think it's much better, to use the force...

Fair Enough.

> Else I would lern 25 Spells all at power one, and could nontheless role
> a lot of dice...

Except that for Combat spells the other guy resists versus the Force of the
spell. And for some Health spells Force of the Spell limits how many
successes you can get.

Sommers
Insert witty quote here.
Message no. 6
From: Arcady arcady@***.net
Subject: AW: The Friggin' Healing Spell: Mark II
Date: Mon, 30 Aug 1999 09:53:17 +700
>> >I've got yet anither question about your healing/treating spells:
>> >
>> >How many Dice do you role, if you have sorcery 6 and a spell-power of 4??

>> >4 + Pool, or 6 + Pool??
>>
>> 6 + pool. In SR3 it's your sorcery skill that determines
>> the number of dice that you can roll for the spell success
>> test.
>
> And how about SRII??
> I hope my GM will never find out about this...
> I think it's much better, to use the force...
> Else I would lern 25 Spells all at power one, and could nontheless role a
lot of dice...

Wouldn't do you much good. Spell resistence and much of spell effect is determined
by force.

Your force 1 spells would all be resisted at TN 2 (since that's the minimum
TN). And would all have very limited effects and range (varies by spell). There's
only a small handful of spells for which force has no major effect for most
characters (like trid entertainment, most people won't need more than a few
meters radius on it, though a performance artist-mage might).

Arcady Resume: http://resumes.dice.com/arcady <0){{{{><
Art: http://elfwood.lysator.liu.se/lothlorien/artists/brianfw/brianfw.html
/.)\ Projects: http://www.geocities.com/TimesSquare/Portal/1865/
\(@/ Homepage: http://www.jps.net/arcady/
Message no. 7
From: Mike & Linda Frankl mlfrankl@***.com
Subject: The Friggin' Healing Spell: Mark II
Date: Mon, 30 Aug 1999 17:42:56 -0400
Thomas wrote:
> And how about SRII??
> I hope my GM will never find out about this...
> I think it's much better, to use the force...
> Else I would lern 25 Spells all at power one, and could
> nontheless role a lot of dice...

Well, keep in mind that the effects of many spells are still limited by the
force of the spell. A mana bolt still needs to be at 6 or so as that still
represents the power of the spell. A force one wouldn't havce much punch.

;)

Smilin' Jack
Message no. 8
From: Rand Ratinac docwagon101@*****.com
Subject: The Friggin' Healing Spell: Mark II
Date: Mon, 30 Aug 1999 19:07:20 -0700 (PDT)
<Snipples(TM)>
> >Either way may mage has more dice to roll, than I can roll with one
hand:
>
> Man you must have small hands.
<Snippola(TM)>
> Manx // timburke@*******.com.au // #950

Or really, REALLY big dice...

8-)

*Doc' attempts to get his mind out of the gutter, but fails miserably...*
==Doc'
(aka Mr. Freaky Big, Super-Dynamic Troll of Tomorrow)

.sig Sauer
__________________________________________________
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Message no. 9
From: Rand Ratinac docwagon101@*****.com
Subject: The Friggin' Healing Spell: Mark II
Date: Mon, 30 Aug 1999 19:13:25 -0700 (PDT)
> <Snipples(TM)>
> > >Either way may mage has more dice to roll, than I can roll with
one hand:
> >
> > Man you must have small hands.
> <Snippola(TM)>
> > Manx // timburke@*******.com.au // #950
>
> Or really, REALLY big dice...
>
> 8-)
>
> *Doc' attempts to get his mind out of the gutter, but fails
miserably...*

Oh my gosh...

Speaking of the gutter, my mind just (totally unintentionally, for
once) extrapolated on the above thought...

A pair o'dice...and dice bags...

I really don't want to say much more than that. I do have SOME little
shreds of taste left...:)

*Doc' wonders if there are any freaks on this list with three dice in
their dice bags...*
==Doc'
(aka Mr. Freaky Big, Super-Dynamic Troll of Tomorrow)

.sig Sauer
__________________________________________________
Do You Yahoo!?
Bid and sell for free at http://auctions.yahoo.com

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