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Mailing List Logs for ShadowRN

From: AirWisp <AirWisp@***.COM>
Subject: Spells and Programming Utility Option Effects
Date: Wed, 31 Dec 1997 08:44:04 EST
Here is my take on how some of the Utility options can be applied to spells
...

Area (+1 Drain Power) ....... This makes a spell have an area of effect equal
to the force of the spell and not that of the casting mage's Magical
attribute.

SINAB (+3 Drain Category) .... This is something that gives a spell the
limited ability to cast itself, should the mage choose to do so, and the
acronym aptly become Spellcaster-IN-a-Box. The mage still resists the drain
as if having cast the spell normally, and for the purposes of combat, this
spell would only be considered a Simple Action, though a +1 modifier will be
added to any actions that are also performed on the same combat phase. The
SINAB skill is limited by the Sorcery skill of the mage. The spell only rolls
the level of it's SINAB, and does not gain the bonus of rolling the spell's
force as additional dice.

Limit ................. This is already in the books, just called Restricted
and Very Restricted Target.

One-Shot ......... This would be one of the more fascinating options to apply
to a spell ... a spell that is useful only once and then mage would have to go
about relearning the spell all over again, which would also include
redesigning it again also. For this spell, the karma cost for the spell is
reduced to 25% of the normal cost for the same spell normally.

Penetration (+2 Drain Category) ... This option reduces the effectiveness of
Spell Defense and Initiate Shielding, and cuts their effectiveness by 50%.

Sensitive ........... again is in the books as either Restricted or Very
Restricted Target only.

Skulk (+1 Drain Power / Point) .... This option makes it harder for a spell to
be noticed by someone else, and the target number modifier is figured at the
designing of the spell, and this then becomes an addition to the target number
for detecting the spell. The maximum level of Skulk for a spell is equal to
the force of the spell. If the spell is cast at a lower force, then the Skulk
will also worked on a reduced basis.

Spell Intelligence ... here is where the fun begins ...

A note to this, when a spell of this calibre is learned, the spell is only
castable at that force only. This is a parting from base SR rules.

Dumb Spell (+3 Drain Category) ........ The spell gains a level of
intelligence equal to the force of the spell. For purposes of comparing the
Intelligence attribute, treat the spell as if it were a watcher spirit. This
spell also incurs the +2 sustaining modifier that is normally associated with
sustaining a spell, if the spell is sustainable. And this spell also counts
against the number of spirits that a mage can have controlled at any one time
also.

Smart Spell (+5 Drain Category) .... The same as for the Dumb spell, except
that the spell's Intelligence is considerably greater. The spell also gains
it's own SINAB and a reaction attribute equal to either 10 (manifest) or 20
(astral) plus the force of the spell. This option also requires that the
spell also be given the modifier for Permanent spell effects. In addition,
each spell of this type when cast also counts against the mages maximum number
of spirits that they can have summoned at any one time.

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.