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Mailing List Logs for ShadowRN

From: Sebastian Wiers m0ng005e@*********.com
Subject: Phantasm
Date: Tue, 13 Jul 1999 11:59:09 -0500
:Looking at the spell Phantasm and Trid Phantasm (pg. 195 SR3)
:
:What do you all think are the limits of this spell? I was thinking for
:"D" drain it should better than a simple glamor. How convincing can the
:smell, sound and visual elements be?

It is totally convincing, if the spell is not resested by the viewer.
It is absolutely realistic in all respects excepting that it has can exert
no actual force or effect on "real" objects, and the illusion can not extend
outside the are of effect. However, it does seem that, for example, an
Phantasm of a seachlight could create a glare penalty, at least within the
area of effect. I don't think it could be used to illuminate something
outside that area at all, however.

:For example for D drain I expect to be able to move the area of effect
:of that baby. Like a Lone Star car coming down the street with lights
:flashing and guns blazing.
:Do you all know of any rules about moving the area of effect of spells?
:and for this one are there rules of changing illusions after it has been
:cast. Like that Car skidding to a stop and a Lone Star guy getting out
:in Mil spec armor with an LMG?

The (new) Shadowrun Companion lists (p.130) "move area of effect of
sustained Illusion / Manipulation spell as a complex action. Those actions
are compiled from other books, afaik, so it must be in one of them. The
obvious question is: how far can the effect be moved?

Mongoose

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