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Old 07-19-2011, 01:00 PM   #1
Tinman
 
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Default [MH] Spell Casting

Im GM'ing a MH game. I'm a little unclear as to the building & pricing of rituals.

Lets say a witch wants to make & cast a fireball (thrown with innate attack). Whitch of the two options below is correct?

Greater destroy energy (5), 300 lbs (3), 4d+2 brn dam (2) = 30 energy
or
Greater destroy energy (5), 300 lbs (3), Range: 20 yds (6), 4d+2 brn dam (2) = 48 energy

Thanks for the help.

Damage Note: 2en is 1d+2 *3 for attack type (visible, non-explosive, ect...)
which is 3d+6. Dice adds rule converts this to 4d+2.
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Old 07-19-2011, 01:45 PM   #2
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Default Re: [MH] Spell Casting

Quote:
Originally Posted by Tinman View Post
Im GM'ing a MH game. I'm a little unclear as to the building & pricing of rituals.

Lets say a witch wants to make & cast a fireball (thrown with innate attack). Whitch of the two options below is correct?

Greater destroy energy (5), 300 lbs (3), 4d+2 brn dam (2) = 30 energy
or
Greater destroy energy (5), 300 lbs (3), Range: 20 yds (6), 4d+2 brn dam (2) = 48 energy

Thanks for the help.

Damage Note: 2en is 1d+2 *3 for attack type (visible, non-explosive, ect...)
which is 3d+6. Dice adds rule converts this to 4d+2.
Neither is correct. A fireball requires Create Energy; it is not affecting any subject directly; and its range is 0 because it appears in the caster's hand.

Greater Create Energy [6], 3d+6 (4d+2) damage [2], one Greater effect [x3] = 24 total energy.
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Old 07-19-2011, 03:47 PM   #3
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Default Re: [MH] Spell Casting

If a fireball just appears in the caster's hand and has no range component, then how do I as the GM determine 1/2d and Acc for the attack? Does the player just to declare that it has a range of 1000 yds, an Acc of 7+3, and I'm supposed to nod? Or do I assign some kind of weight to the fireball and look up the results on the throwing chart?

Alternately, what if instead of using a fireball, the caster wanted to create a laser beam?
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Old 07-19-2011, 04:01 PM   #4
Celjabba
 
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Default Re: [MH] Spell Casting

Champion p35:
For a visible, blatant, external attack, which must be
delivered by touch or thrown (using Innate Attack skill with
standard range penalties) and can be dodged,...

characters p61 :
By default, this is a ranged attack
with 1/2D 10, Max 100, Acc 3, RoF 1,
Shots N/A, and Recoil 1

Hope this help

celjabba
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Old 07-20-2011, 07:17 AM   #5
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Default Re: [MH] Spell Casting

Quote:
Originally Posted by Rev. Pee Kitty View Post
Neither is correct. A fireball requires Create Energy; it is not affecting any subject directly; and its range is 0 because it appears in the caster's hand.

Greater Create Energy [6], 3d+6 (4d+2) damage [2], one Greater effect [x3] = 24 total energy.
Wow! That was extreamly helpful.

If the spell was a stunning spell how would that work?

Greater Create Energy [6], Stunning [0], one Greater effect [x3] = 18 total energy?

or

Greater Control Mind [5], Stunning [0], one Greater effect [x3] = 15 total energy?

thx in advance!
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Old 07-20-2011, 01:06 PM   #6
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Default Re: [MH] Spell Casting

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Originally Posted by Tinman View Post
Wow! That was extreamly helpful.

If the spell was a stunning spell how would that work?

Greater Create Energy [6], Stunning [0], one Greater effect [x3] = 18 total energy?

or

Greater Control Mind [5], Stunning [0], one Greater effect [x3] = 15 total energy?

thx in advance!
Either Path would work. But actually, if the spell's intent is that you look at the target and now he's stunned, you could use Lesser Create Energy or Lesser Control Mind . . . but you'd also have to add back in the energy cost for Range. (Not for Subject Weight though, as stunning isn't a physical change.) Then it's a resistible spell.

If you wanted to create some sort of "concussion ball" in your hands that you then threw at the target to stun him, you'd avoid the need for Range but would have to use Greater effects. That's not really the best idea, energy-wise, but it might be necessary in some weird situations.
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Old 07-21-2011, 08:37 PM   #7
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Default Re: [MH] Spell Casting

So if I wanted to do:

Spontanious Combustion:
Greater Create Energy [6], Range: 10yds [4], 3d+2 burn damage [10], one Greater effect [x3] = 60 total energy.

and

Malediction Energy Drain:
Greater Destroy Energy [5], Range: 10yds [4], 3d+2 fatiuge damage [20], one Greater effect [x3] = 87 total energy.

Or do I have to add subject weights?

thx in advance.
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Old 07-22-2011, 10:22 PM   #8
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Default Re: [MH] Spell Casting

Quote:
Originally Posted by Tinman View Post
So if I wanted to do:

Spontanious Combustion:
Greater Create Energy [6], Range: 10yds [4], 3d+2 burn damage [10], one Greater effect [x3] = 60 total energy.

and

Malediction Energy Drain:
Greater Destroy Energy [5], Range: 10yds [4], 3d+2 fatiuge damage [20], one Greater effect [x3] = 87 total energy.

Or do I have to add subject weights?

thx in advance.
Yep. Any spell which causes a direct physical change in a subject (including damage or healing) requires a subject weight addition.
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Old 07-25-2011, 09:22 AM   #9
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Default Re: [MH] Spell Casting

Quote:
Originally Posted by Rev. Pee Kitty View Post
Yep. Any spell which causes a direct physical change in a subject (including damage or healing) requires a subject weight addition.
Does that mean a "Spontainious Combustion" spell needs weight but a "Fatigue Draining" spell would not?

Also, for malediction type attacks is it regular skill for the range specified in the spell? or Is it the standard -1/yd but max range of spell?
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Old 07-25-2011, 02:45 PM   #10
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Default Re: [MH] Spell Casting

Quote:
Originally Posted by Tinman View Post
Does that mean a "Spontainious Combustion" spell needs weight but a "Fatigue Draining" spell would not?
Fatigue is a type of damage, so yes, it would.

Quote:
Also, for malediction type attacks is it regular skill for the range specified in the spell? or Is it the standard -1/yd but max range of spell?
There are no skill penalties for range. Range is one of the Spell Effects that requires additional energy; see MH1, p. 34.
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