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talbot_mage [2023/10/02 22:42] – [Notable Spells] khaitalbot_mage [2024/04/26 17:06] (current) – [Talbot's Musings on Hermetic Magic] Auto-combat clarification khai
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 ===== Talbot's Musings on Hermetic Magic ===== ===== Talbot's Musings on Hermetic Magic =====
-There are a lot of reasons for the non-awakened to be leery of magic. Perhaps the biggest one is that spellcasting is not obvious, especially when the spellcaster is invisible. A perceptive runner will notice when a potential adversary aims a firearm or baton at you, but your first indication of offensive magic may be when you start bleeding out of your ears.+There are a lot of reasons for the non-awakened to be leery of magic. Perhaps the biggest one is that spells like stunbolt and manabolt are not obvious. A perceptive runner will notice when a potential adversary aims a firearm or baton at you, but your first indication of offensive magic may be when you start bleeding out of your ears.
  
-Flipping the roles around, what this means for the spellcasting runner is that in cases where adversaries are not aware that they are in fact adversaries, you can often take the time to knock out each member of guard detail with stunbolts staged to deadly as they won't understand that you are the one attacking them.\\+Flipping the roles around, what this means for the spellcasting runner is that in cases where adversaries are not aware that they are in fact adversaries, casting stunbolt or manabolt at deadly means they may not realize they're under attack until //after// you've knocked one of them out.\\
 NOTE: Spellcasting alone does not initiate combat, meaning it does not put you in initiative rounds. Outside of initiative, you have a half second delay (IRL time) between spells.\\ NOTE: Spellcasting alone does not initiate combat, meaning it does not put you in initiative rounds. Outside of initiative, you have a half second delay (IRL time) between spells.\\
-NOTE: Technically, a target that takes damage does understand that they are being attackedbut if the damage is staged to deadly, they don't get the chance to react (unless they have trauma damper or pain editor).\\ +NOTE: If you deal damage, you enter combat and so your character will respond accordingly (drawing a weapon if you have a readied sheath/holster and attacking automatically if you have no other actions/spells queued up). Some spells/actions will cause combat without dealing damage (e.g., ignite, banishing). If you want to change this behavioryou can explore TOGGLE AUTOKILL and TOGGLE PASSIVE. \\ 
-NOTE: This page presents opinions from mechanical optimization point of view +NOTE: Mobs can become alarmed if they notice your spellcasting. A higher magic rating and a lower spell force makes the spellcasting harder to notice, but lower spell force is also easier to resist.\\ 
 +NOTE: In combat, spell casting is queued. Each time you send CAST command, your spell is added to the queue. On your action in the combat loop, if there's at least one spell in your queue, you pop the next spell off the queue. If your spell queue is empty, you auto-attack with whatever weapon you have in hand (or otherwise with your fists) instead of casting.
 ==== Attack Spells & Drain ==== ==== Attack Spells & Drain ====
-While manabolt and powerbolt deal physical damage, stunbolt deals mental. This means that using stunbolts, a spellcaster needs to deal twice as many boxes to mortally wound a target, by filling the mental track and then overflowing through the physical track. However, stunbolt has the advantage of lower drain. Spell drain codes are calculated as (F/2 + modifier)(drain level), i.e., casting a stunbolt 6 at deadly has a drain of (6/2 - 1)(deadly) = 2D. Let's take a look at the odds to completely resist the drain for stunbolt, manabolt, and powerbolt, all cast at force 6 and deadly, compared to drain resist dice (willpower + spell pool). A trauma damper does make this significantly easier.+While manabolt and powerbolt deal physical damage, stunbolt deals mental. This means that using stunbolts, a spellcaster needs to deal twice as many boxes to mortally wound a target, first filling their mental track before overflowing into their physical track. However, stunbolt has the advantage of lower drain. Spell drain codes are calculated as (F/2 + modifier)(drain level), i.e., casting a stunbolt 6 at deadly has a drain of (6/2 - 1)(deadly) = 2D. Let's take a look at the odds to completely resist the drain for stunbolt, manabolt, and powerbolt, all cast at force 6 and deadly, compared to drain resist dice (willpower + spell pool). A trauma damper does make this significantly easier.
  
 ^Spell         ^Drain  ^9 dice   ^12 dice  ^15 dice  ^9 dice w/ damper  ^12 dice w/ damper   ^ ^Spell         ^Drain  ^9 dice   ^12 dice  ^15 dice  ^9 dice w/ damper  ^12 dice w/ damper   ^
-|Stunbolt 6D   |2D     |54%      |96%      |99%      |95%      |99%      |+|Stunbolt 6D   |2D     |54%      |96%      |99+    |95%      |99+    |
 |Manabolt 6D   |3D     |14%      |63%      |91%      |65%      |93%      | |Manabolt 6D   |3D     |14%      |63%      |91%      |65%      |93%      |
-|Powerbolt 6D  |4D     |2%       |19%      |50%      |25%      |61%      |+|Powerbolt 6D  |4D     |3%       |19%      |50%      |25%      |61%      |
  
-Another attack spell that is often recommended is waterbolt. While stunbolt/manabolt/powerbolt are direct combat spells, waterbolt acts more like a firearm - it can be dodged and armor applies (though at half impact instead of full ballistic). But unlike stunbolt, it can be used against non-living opponents like turrets and can avoid facing high TNs due to high attributes.+Another attack spell that is often recommended is waterbolt. While stunbolt/manabolt/powerbolt are direct combat spells, waterbolt acts more like a firearm - it can be dodged and armor applies (though at half impact instead of full ballistic). But unlike stunbolt, it can be used against non-living opponents like turrets and you only roll against TN 4 (plus vision, wound, and sustain modifiers) regardless of how high your target'attributes may be.
 ^Spell         ^Drain  ^9 dice   ^12 dice  ^15 dice  ^9 dice w/ damper  ^12 dice w/ damper   ^ ^Spell         ^Drain  ^9 dice   ^12 dice  ^15 dice  ^9 dice w/ damper  ^12 dice w/ damper   ^
-|Waterbolt 5S  |2D     |54%      |96%      |99%      |95%      |99%      +|Waterbolt 5D  |2D     |54%      |96%      |99+    |95%      |99+    
-|Waterbolt 6S  |3D     |14%      |63%      |91%      |65%      |93%      | +|Waterbolt 6D  |3D     |14%      |63%      |91%      |65%      |93%      |
-|Waterbolt 5D  |4D     |2%       |19%      |50%      |25%      |61%      | +
-|Waterbolt 6D  |5D     |0.1%     |2%       |9%       |4%       |18%      |+
  
 ==== Improved Invisibility ==== ==== Improved Invisibility ====
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 ==== Heal/Treat ==== ==== Heal/Treat ====
-The heal and treat spells can recover one box of physical health per success, to a maximum equal to the force of the spell. But the number of successes we can expect is highly dependent on the TN, which is set by 10 - (target's essence, rounded down) + TN penalties (e.g., sustaining, wounds, vision). Rolling 12 dice (e.g., 6 sorcery + 6 spell pool) against TN 4 (i.e., zero cyberware and no other penalties) averages 6 successes (thus 6 boxes healed assuming force 6+), whereas against TN 12 (say, 2 essence with uncompensated light mental and serious physical wounds) averages 0.3 successes. This is the primary tradeoff when considering whether to install cyberware in mages and shamans. +The heal and treat spells can recover one box of physical health per success, to a maximum equal to the force of the spell. But the number of successes we can expect is highly dependent on the TN, which is set by 10 - (target's essence, rounded down) + TN penalties (e.g., sustaining, wounds, vision). Rolling 12 dice (e.g., 6 sorcery + 6 spell pool) against TN 4 (i.e., zero cyberware and no other penalties) averages 6 successes (thus 6 boxes healed assuming force 6+), whereas against TN 12 (say, 2 essence with uncompensated light mental and serious physical wounds) averages 0.3 successes. This is the primary tradeoff when considering whether to install cyberware in mages and shamans.\\ 
-NOTE: The treat spell can only be used in the same mud-hour as when damage was taken, in exchange for lower drain.+NOTE: The treat spell can only be used in the same mud-hour as when damage was taken, in exchange for lower drain.\\
 NOTE: Heal/treat spells, as well as biotech treat, will work on physical drain damage. NOTE: Heal/treat spells, as well as biotech treat, will work on physical drain damage.
  
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 ==== The Optimized Mage ==== ==== The Optimized Mage ====
-In Awakened Worlds CE, effective magic rating is capped at 20. But for mages, what you get for raising your real magic rating higher than 10-15 (depending on build) is relatively minor. You get an extra spell pool die for every 3 points of magic (until your real magic + power focus hits 20), another dice or two of cpool and being able to wear another point or two of armor (when your cpool and armor are already higher than any non-mage in the game), and the convenience of not having to deactivate/activate foci to avoid risking foci addiction (e.g., when maximizing a heal or whatever instead of stunbolt, or conjuring elementals).+In Awakened Worlds CE, effective magic rating is capped at 20. But for mages, what you get for raising your real magic rating higher than 10-15 (depending on build) is relatively minor. You get an extra spell pool die for every 3 points of int+magic (where your total magic is capped at 20) and an extra rating point of foci that you can have active at the same time per 0.5 points of real magic before risking foci addiction.
 Note: banishing has never been worth using (except for some very niche scenarios) in any edition of Shadowrun, and is no different in the mud. Note: banishing has never been worth using (except for some very niche scenarios) in any edition of Shadowrun, and is no different in the mud.
  
 === Foci === === Foci ===
-You can have 1 rating point of foci active per 0.5 points of real magic before risking foci addiction. The assumption here is that you won't use a focus to sustain any spell that can be sustained by an elemental.+The assumption here is that you won't use a focus to sustain any spell that can instead be sustained by an elemental.
  
 Important for Spellcasting and Combat: Important for Spellcasting and Combat:
-Power focus - by far the most efficient bonus to spell pool (rating 4 = up to 5.5 spell pool dice, depending on attributes) +  * Power focus - This is by far the most efficient way to increase your spell pool (rating 4 = up to 5.5 spell pool dice, depending on existing attributes). 
-Spell category focus - add rating number of dice directly to casting spells of this category +  Spell category focus - This adds its rating to the casting test for spells of the specified category. 
-Specific spell focus - add rating number of dice directly to casting a specific spell +  Specific spell focus - This adds its rating to the casting test for a specific spell. 
-Sustaining focus (Willpower) - add force number of dice directly to drain resistance (assuming max effective successes)in addition, +1 spell pool per +3 will; also increases TN for opponent manabolt/stunbolt +  Sustaining focus (Willpower) - Assuming max effective successes, the spell force is added to your willpower, thus increasing your dice pool for drain resistance testsalso +1 spool / +3 will; also increases TN for opponent manabolt/stunbolt 
-Sustaining focus (Reflexes) - so you can cast spells faster when in combat +  Sustaining focus (Reflexes) - This increases your initiative, allowing you to take actions (including spellcasting) faster and more often when in combat 
-Spell defense focus - add rating number of dice directly to spell defense+  Spell defense focus - This adds its rating to your dice pool for spell defense
  
 These foci could be worth having active, depending on your build: These foci could be worth having active, depending on your build:
-Sustaining focus (Body) - the extra damage resistance dice is relatively minor when you already have +8 combat pool from an elemental sustained spell; beta grade dermal sheathing is more efficient at +1 per 0.21-0.315 magic rating lost (depending on sheathing rating) compared to foci addiction limits allowing +1 per 0.5 magic (though note that lower essence also penalizes the healing spell); can be very useful for increasing opponent powerbolt TN, but only if your body isn't already at 11+ from metatype + 'ware+  * Sustaining focus (Body) - The extra damage resistance dice may be relatively minor vs +8 cpool from elemental sustained combat sense; beta grade dermal sheathing is more efficient at +1 bod / 0.21-0.315 magic lost vs +1 focus rating / 0.5 magic; can be useful for increasing opponent powerbolt TN, but only if you don't already have 11+ body
-Sustaining focus (Strength) - for non-monowhip melee builds. +  Sustaining focus (Strength) - Specifically for non-monowhip melee builds. 
-Weapon Focus - for builds that rely on melee offensively; not really needed for melee defense (you'll already have 16 clash dice between skill and cpool, plus high armor/soak); if used for spirits, you're not casting so spell category or specific spell foci can be deactivated +  Weapon Focus - For builds that rely on melee offense; not needed for melee defense (you'll already have 16 clash dice from skill+cpool, plus high armor/soak for whatever makes it through); if used for spirits, you're not casting so spell category or specific spell foci can be deactivated.
  
-Being able to have these foci active, on top of everything above, is only really relevant for bragging rights, niche cases, or maybe pruns: +Being able to have these foci active, on top of everything above, is generally unneeded except for bragging rights, niche cases, or maybe pruns: 
-Sustaining focus (Intelligence) - cultured cerebral boosters are more efficient at +1 per 0.2 magic rating lost compared to foci addiction limitsyou get +1 spell pool per +3 int, just like magic ratingyou also get +1 combat pool per +2 int, but again you already have +8 combat pool from an elemental sustained spellmay be useful for +1 hacking pool per +3 int, if you intend to use lower rating mpcp/programs against more difficult hosts+  Sustaining focus (Intelligence) - Cultured cerebral boosters are more efficient at +1 int / 0.2 magic lost vs +1 focus rating / 0.5 magic; +1 spool / +3 int; +1 cpool / +2 int (minor vs +8 cpool from elemental sustained combat sense); +1 hacking pool +3 int. 
-Sustaining focus (Quickness) - cultured muscle toners are more efficient at +1 per 0.15 magic rating lost compared to foci addiction limitsyou get +1 combat pool per +2 qui, but again you already have +8 combat pool from an elemental sustained spella total of 6-7 qui along with +8 armor from an elemental sustained spell is enough to match the armor ratings of fully optimized end-game cyborgs; may be useful to get armor high enough to tank hits from one specific APDS sniper.+  Sustaining focus (Quickness) - Cultured muscle toners are more efficient at +1 qui / 0.15 magic lost vs +1 focus rating / 0.5 magic; +1 cpool / +2 qui (minor vs +8 cpool from elemental sustained combat sense)+1 armor ratings from worn armor / +2 qui (minor vs +8 cpool from elemental sustained combat sense)
  
 Being able to have these foci active, on top of everything above, is only really relevant for convenience or maybe pruns: Being able to have these foci active, on top of everything above, is only really relevant for convenience or maybe pruns:
-Additional Spell Category / Specific Spell foci - you can only cast one spell a time, so you can deactivate whatever non-applicable spell category / specific spell foci as needed to avoid foci addiction. +  * Additional Spell Category / Specific Spell foci - You can only cast one spell a time, so you can deactivate whatever non-applicable spell category / specific spell foci as needed to avoid foci addiction. 
-Sustaining focus (Charisma) - only relevant when conjuring, so you can deactivate casting foci as needed to avoid foci addiction. +  Sustaining focus (Charisma) - Only relevant when conjuring, so you can deactivate casting foci as needed to avoid foci addiction. 
-Conjuring focus - only relevant when conjuring, so you can deactivate casting foci as needed to avoid foci addiction.+  Conjuring focus - Only relevant when conjuring, so you can deactivate casting foci as needed to avoid foci addiction.
  
-This foci is not worth the space it takes up, except maybe in pruns: +These are not worth the space they take up, except maybe in pruns: 
-Expendable foci - in the mud, there's never a case where you're limited to a single cast (even the heal spell can be cancelled and re-cast). That makes it very difficult to justify using a non-stackable single-use consumable for a small number of dice.+  Expendable foci - In the mud, there's never a case where you're limited to a single attempt (even the heal spell can be cancelled and re-cast). That makes it very difficult to justify using a non-stackable single-use consumable for a small number of dice.
  
 ==== Archetype Comparisons ==== ==== Archetype Comparisons ====
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 ^Spell                          ^Comments                                                                       ^ ^Spell                          ^Comments                                                                       ^
 |Stunbolt                       |low drain; if it fails to do damage, it does not initiate combat               | |Stunbolt                       |low drain; if it fails to do damage, it does not initiate combat               |
-|Powerbolt/Waterbolt            |for targets that are immune to stunbolt (i.e., non-living opponents)           |+|Waterbolt                      |for targets that are immune to stunbolt (i.e., non-living opponents)           |
 |Decrease Intelligence          |makes negotiation easier, thus helps you make more nuyen                       | |Decrease Intelligence          |makes negotiation easier, thus helps you make more nuyen                       |
 |Heal                           |as with all other spells, wound penalties apply                                | |Heal                           |as with all other spells, wound penalties apply                                |
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   * In character generation, spell points should generally be used for spells. Once in-game, learning spells takes significantly more effort compared to buying conjuring materials or earning karma to bind foci.   * In character generation, spell points should generally be used for spells. Once in-game, learning spells takes significantly more effort compared to buying conjuring materials or earning karma to bind foci.
  
-  * In character generation, spell points should generally not be purchased at the cost of 25k nuyen per point. For the purpose of bonding foci, 1 spell point = 1 karma. For the purpose of learning spells, 1 spell point = 1 karma + convenience of not having to find/buy/design the spell formula (and access to a sorcery library). For the purpose of elemental materials, 1 spell point = 1k nuyen.+  * For the purpose of bonding foci, 1 spell point = 1 karma. For the purpose of learning spells, 1 spell point = 1 karma + convenience of not having to find/buy/design the spell formula (and access to a sorcery library). For the purpose of elemental materials, 1 spell point = 1k nuyen. The chargen price of 25k nuyen per point is more than a little excessive and should be avoided if possible.
  
   * Melee is defended against by melee, so pick up a melee skill.   * Melee is defended against by melee, so pick up a melee skill.
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   * It is perfectly ok to use elementals (and thus sustained spells) at less than maximum force. Summoning force 5 elementals instead of force 8 will increase number of services by a factor of 2.4 on average. Force 5 elementals also require fewer conjuring materials, so in total, you'll be able to support 3.8x as many spells for the same amount of nuyen. Just force 5 combat sense (with 10 spellcasting successes) and force 5 armor are enough to put your combat pool and armor ratings on-par with or better than most street samurai.   * It is perfectly ok to use elementals (and thus sustained spells) at less than maximum force. Summoning force 5 elementals instead of force 8 will increase number of services by a factor of 2.4 on average. Force 5 elementals also require fewer conjuring materials, so in total, you'll be able to support 3.8x as many spells for the same amount of nuyen. Just force 5 combat sense (with 10 spellcasting successes) and force 5 armor are enough to put your combat pool and armor ratings on-par with or better than most street samurai.
  
-  * The odds of a mundane elite guard beating the spell resistance check vs a force 5 imp invis (with 5 spellcasting successes) is 9%. This means if you know you're walking into a fight, go ahead and cast that (and sustain with a water elemental) because it means at least 9 out of 10 will suffer TN penalties against you (+2 to shoot/melee/dodge if astrally perceiving, //at least// +4 if ultrasound, +8 for everybody else). Against force 6 (with 6 successes), their odds of beating the spell resist check is 0.04%.+  * The odds of a mundane elite guard with 8 dice beating the spell resistance check vs a force 5 imp invis (with 5 spellcasting successes) is 9%. Against force 6 (with 6 successes), their odds are 0.04%. This means if you know you're walking into a fight, go ahead and cast that (and sustain with a water elemental) because it means everybody (except for dual-natured creatures) suffers TN penalties against you (+2 to shoot/melee/dodge if astrally perceiving, //at least// +4 if ultrasound, +8 for everybody else). 
  
   * Autorun Johnsons ignore stealth spells (as well as invis spells). The stealth spell also does not cause guards to aggro, so it's perfectly ok to keep it active at all times. If you use the stealth skill, the spell makes it much less likely for opponents to beat the perception check. NOTE: sneaking works when moving between rooms; stand in a room long enough and opponents will spot you without needing a perception check.   * Autorun Johnsons ignore stealth spells (as well as invis spells). The stealth spell also does not cause guards to aggro, so it's perfectly ok to keep it active at all times. If you use the stealth skill, the spell makes it much less likely for opponents to beat the perception check. NOTE: sneaking works when moving between rooms; stand in a room long enough and opponents will spot you without needing a perception check.
  
-  * When fighting against high force spirits, allocate your spool to defense/reflecting and use a weapon focus.+  * When fighting against certain high force spirit that also cast spells, allocate your spool to defense/reflecting and use a weapon focus.
  
-  * For dangerous high-tier fights bring a large firearm loaded with APDS and shoot in from outside the room.+  * Against particularly strong critters with particularly high attributes, bring a large firearm loaded with APDS and shoot in from outside the room.
talbot_mage.1696311724.txt.gz · Last modified: 2023/10/02 22:42 by khai