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Author Topic: Spells at Sea  (Read 16773 times)

ROOTless

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Spells at Sea
« on: February 19, 2006, 09:29:32 AM »

Does anyone have the Target Wastelands book?

Is there any limitations on magic when you're at sea? I'd expect none, as there's plenty of life, and Water (especially Sea) has a presence as well, but can it be confirmed?
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Retread

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Re:Spells at Sea
« Reply #1 on: February 20, 2006, 12:04:02 AM »

There are certain limitations, such as the use of "Blast" effect spells in pressurized environments. This is a GM thing, but if a player uses a spell that changes the air pressure, it can cause breaches or if those do not occur, the pressure changes inside the habitat can set off alarms or self-sealing bulkheads.

Most sea-faring magicians use Sea spirits' Guard power to prevent all kinds of sea-type nastiness. Their greater form Divination ability is even more so, with the ability to divine the general hazards or locations of nesting Kraken and Megalodons.

The interior of a ship always summons a Hearth Spirit, while above decks is Sky and Sea. Visibility on the astral plane under water is virtually nil because of all the life in the water.

One little tidbit about T: WL is that (while not directly related to sea travel) when the sun is up for 3 months in the Arctic, summoning a nature spirit will last until "sunset" which can be months away. Also, certain shamans like Sun or Moon, may be considerably more powerful (or virtually useless)

Other than that, most of the underwater rules are explained in Cannon Companion. There really are no restrictions on above water casting, save for some of the nasty toxic zones like most of the North Sea.
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Re:Spells at Sea
« Reply #2 on: February 20, 2006, 12:09:00 AM »

All that I knew, but glad to know that T: WL didn't impose some silly background count or some such.

Wiz, this makes everything a lot easier for that idea of mine.
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Gabriel

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Re:Spells at Sea
« Reply #3 on: February 20, 2006, 05:30:23 AM »

Oh, and remember, when in doubt, throw a megaladon at them. ;D

Gabriel
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Ruski

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Re:Spells at Sea
« Reply #4 on: February 20, 2006, 08:56:30 AM »

Yea, because if they have a boat, they'll have a weapon that can inflict naval dammage, and if they can do that... they need a target that can survive it.

-RuskiFace the Pirate
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AJStarhiker

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Re:Spells at Sea
« Reply #5 on: February 20, 2006, 09:02:00 AM »

Are there mana storms at sea?
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Ruski

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Re:Spells at Sea
« Reply #6 on: February 20, 2006, 09:11:26 AM »

as much as anywhere.

-RuskiFace the Pirate
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Gabriel

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Re:Spells at Sea
« Reply #7 on: February 20, 2006, 10:04:23 AM »

If you want oceanic manastorms, just sail around Austraila until everyone on board turns into a kangaroo.

Gabriel
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Ruski

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Re:Spells at Sea
« Reply #8 on: February 20, 2006, 10:20:01 AM »

HAHAHA

"If you tell me to hoist that yard one more time I'll kangaroo punch you in the nose!"

-Ruski
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Re:Spells at Sea
« Reply #9 on: February 20, 2006, 05:27:31 PM »

Re: Megalodons

Yeah, you'd think so, but even a naval blast won't kill something that regenerates.


As for mana-storms, there certainly are, but I'm not certain about whether or not they occur underwater, considering the static mana-flux generated by all the life in the water.
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"Why do I care? Personally, I think everyone smells a little bit better when their flesh is smouldering..."    ---Dros, Vindictive Fire Mage

AJStarhiker

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Re:Spells at Sea
« Reply #10 on: February 20, 2006, 06:09:29 PM »

I wanted to know about over the water, anyway.
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Gabriel

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Re:Spells at Sea
« Reply #11 on: February 21, 2006, 05:22:14 AM »

Well, technically, manastorms can happen anywhere inside of the biosphere. But they seem to be concentrated almost entirely around Australia. It is incredibly rare for a manastorm to occur outside of that area, especially in any high force-rating situation. Now, keep in mind that this doesn't mean that they can't happen somewhere else, only that the trend is fairly cosistant.

Incidentally, AJ, have you read up on the rules for mana-storms?? IF not, I'm sure we can summerize.

Gabriel
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Re:Spells at Sea
« Reply #12 on: February 21, 2006, 06:56:02 AM »

Eh, mana storm is usually just a really really BIG area-effect spell. Of course, sometimes is just bad weather accompanied by Storm Wraiths (Violent "proto-spirits" that thrive inside mana-storms)

The GM can make a mana storm do whatever they want: A giant wall of fire, an invisible Slay Kangaroo (or Munchkin Troll) spell, an Invisibility (Car) spell, a storm of jellybeans. Usually, these storms have some physical component, like normal storms, but sometimes they are invisible.

On that subject, some of the effects of a mana storm sound an awful lot like the Plagues visited upon the Egyptians in the story of Passover...
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"Why do I care? Personally, I think everyone smells a little bit better when their flesh is smouldering..."    ---Dros, Vindictive Fire Mage

AJStarhiker

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Re:Spells at Sea
« Reply #13 on: February 21, 2006, 06:57:42 AM »

no, I haven't.  Mainly because when I had money, I couldn't find other runners, and now that I can find runners, I don't have the money for books.
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Ruski

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Re:Spells at Sea
« Reply #14 on: February 21, 2006, 07:39:30 AM »

Bah, money is only one component.

if you've got some spare time, you can make up for money with research and a little bit of imagination.

-RuskiFace the Pirate
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