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 Magic and Touch Spell Mechanics Refresher

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Beetayasol
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PostSubject: Magic and Touch Spell Mechanics Refresher   Magic and Touch Spell Mechanics Refresher EmptyTue Jul 20, 2010 9:21 pm

Just want to make sure how the mechanics work for touch spells.

The Decrease Attribute[Logic] spell is a touch based health spell. As part of the spellcasting test, the caster must also perform an unarmed attack test to see if she hits.

On the Spellcasting test you get 4 successes at force 4. On the Unarmed Attack test you get 2 successes.
The person tries to react out of the way but only gets 1 success. The Unarmed attack hits so the spell goes off.
He rolls his Logic because the spell states he must resist with the attribute being targeted.
He gets 3 successes on the resist.

As such does his logic go down 5 points (Force 4 with 4 successes = 8 - 3 Resist = 5 points of Decreased Logic)?
Does it go down 1 point (Force 4 base - 3 Resist = 1 point of Decreased Logic)?
Or does it go down 4 (Force 4 with 4 successes = 8 - 3 Resist = 5, however since its force 4, the max it can decrease Logic is 4)?

Secondly,

Lets say your casting Deathtouch on three different close quarter targets.

Do you have to split both your unarmed attack pool and your spellcasting pool, or just your spellcasting pool?
If you have 12 dice for spellcasting and 9 dice for unarmed attack, is it 4 spellcasting dice for each person and 3 unarmed dice for each person?
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Kesslan
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PostSubject: Re: Magic and Touch Spell Mechanics Refresher   Magic and Touch Spell Mechanics Refresher EmptyWed Jul 21, 2010 8:48 am

Looking over the rule book the way it works is this:

Spell hits (4) - Resist (3) = 1 net hit. As per the spell the target looses 1 point for every net hit. In this case they would loose 1 point of logic.
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Gala
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PostSubject: Re: Magic and Touch Spell Mechanics Refresher   Magic and Touch Spell Mechanics Refresher EmptyWed Jul 21, 2010 9:01 am

Correct. The force determines the maximum number of hits allowable too though, so if you had 5 hits, then you would still have only 1 net hit.
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Quicklift
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PostSubject: Re: Magic and Touch Spell Mechanics Refresher   Magic and Touch Spell Mechanics Refresher EmptyWed Jul 21, 2010 9:56 am

It also says under casting multiple spells in a turn you would have to split your dice pool as well. Which is your spellcasting pool Magic+Spellcasting.

This is where I may be incorrect: I've seen that you add modifier bonuses to each pool after the split so if you have mentor spirit adding +2 and focuses adding +2 you would then add to all individual pools. So if you originally split 8 dice to be 3,3 and 2 you could have 7,7 and 6.

Your drain value will increase +1 per spell cast in a round and has to be made for each spell cast.

The question for an additional modifer may come in as drain attribute spells are sustained, do you then add the -2 to the second targeted spell and - 4 to the third if the previous castings were successful?
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Gala
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PostSubject: Re: Magic and Touch Spell Mechanics Refresher   Magic and Touch Spell Mechanics Refresher EmptyWed Jul 21, 2010 12:28 pm

On quick check, Quicklift, it looks like you are right. Maybe later when I have some more time on my hands, I will take a more careful look at this.
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Kesslan
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PostSubject: Re: Magic and Touch Spell Mechanics Refresher   Magic and Touch Spell Mechanics Refresher EmptyWed Jul 21, 2010 12:40 pm

You have to be careful with pool modifiers though. Not sure if that's true as I'm at work atm. With firearms for example some pool modifiers don't count when you split attacks. Smart links don't apply when using two firearms. In other cases lime some hand to hand rules the pool is added up first then sit between attacks while others apply after you split the pool.

I'd have to look over the rules for each pool modifier to really know what is added when and with what limitations
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PostSubject: Re: Magic and Touch Spell Mechanics Refresher   Magic and Touch Spell Mechanics Refresher Empty

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