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Who said running the shadows was easy? Dodging bullets, swords, spirits, and spells just to name a few. Elves, Dwarves, Trolls, even the occasional Dragon can make any Shadowrun go bad.
 
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 Trid Phantasm

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Aalith
Team Leader
Team Leader
Aalith


Number of posts : 403
Age : 39
Location : Hungary
Registration date : 2011-09-28

Character sheet
Character Name: Tokko Tsuonomi
Race: Elf
Sex: Male

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PostSubject: Trid Phantasm   Trid Phantasm EmptyMon Nov 07, 2011 2:21 am

So this has been bugging me for some time and I would need a bunch of different opinions on the spell. For me, it seems like the "ultimate" illusion spell: you can create everything (technically everything you "saw", but I think it's what you can "imagine" and even if you take that strictly, you can justify almost anything by tv, games, comics - I mean I'm not living in a future filled with techno-magic, but I could hardly name a thing I haven't seen through those mediums or a thing I couldn't create by combining those things together -> Godzilla with a panzer head), it affects every senses and it has an area affect. It seems to make every other illusion spell useless. Hot potato? Trid Phantasm affecting heat sense. Chaotic World? The easiest. You just remember when you tripped so badly and force that on them. Remove (Sense)? How about Remove All Senses In An Area Effect? Done. Improved Invisibility? "This Is Just An Illusion That Looks Like The World Before, Just Without Me"!

Oh, and you can combine those effects, and even move the area if you want. "There is a fire elemental 2 meters from me, it's coming for you and you cannot see me anywhere (Unless You Resist This Spell)"!

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Jagger
Fixer
Fixer



Number of posts : 1148
Age : 62
Registration date : 2008-12-22

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PostSubject: Re: Trid Phantasm   Trid Phantasm EmptyMon Nov 07, 2011 11:53 am

It does sound like a whopper of a spell, Aalith, but it has a couple of limitations.
1. The Area of the spell is limited to its Force in meters, so in order to achieve a really big illusion, you have to cast really big.
2. The spell's Drain is Force/2 +3. That doesn't seem like a lot except when you consider the really big illusions that require a lot of Force. It seems to me that its a potential burnout spell.

(Disclaimer: I do not, as a rule, play magicians much. My knowledge, as well as my opinion, may be biased.)
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Faust
Team Leader
Team Leader



Number of posts : 250
Age : 46
Registration date : 2011-10-01

Character sheet
Character Name: Faust
Race: Human Drake
Sex: Male

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PostSubject: Re: Trid Phantasm   Trid Phantasm EmptyMon Nov 07, 2011 12:03 pm

WEll, there's also a couple limitations: Magicians can tell there's a spell, since it's not a mana-based illusion, you get the image of that big fire elemental, but not the astral signature. If it's flat-out unbelievable, people will get a bonus on the disbelieving bit.

That being said, a real douche of a magician CAN and should screw with people on that. Make the illusion of that huge, nasty elemental follow your spirit around. Or, make your big, nasty spirit look like a smaller one. Make that gap the person needs to jump seem just a bit shorter-or longer. It's a powerful illusion, yes. It's also high-drain, and it can, if used right, really ruin somebody's day, much like any spell. Take a look at the Energy Aura spell. It needs to be maintained, on the other hand, slap that puppy on your Melee specialist, and watch him tear into everything around him. All spells have limitations, and Trid Phantasm is also a spell which is most widely used in the entertainment industry because cameras can catch it.
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