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Nightroad
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Tue Mar 10, 2009 3:37 pm
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1. Blackfire used his focus which unless I am mistaken adds +1 to casting

2. Since we are going to the Shadow and Paradox is at -2 won't be a problem

3. I am retaining the spell tolerance of the wands, so they don't affect anyone else

That is all my stuff.
_________________
[Werewolf]
Taylor Roads, SL:2 Blue Eyes
Honor 3, Glory 1

[Mage]
Blackfire
*Jacket(Armor 3)
*Lighter(Fire)
*rapier +2 dur.

Active Spells
1. Wand (celestial fire -casting 7 -paradox 2)
2. Wand (celestial fire -casting 7 -paradox 2)



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Gregory Farland
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West
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Tue Mar 10, 2009 3:47 pm
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1. Can you refer me to the book & page where you're finding this? I'm going by memory, which I'll admit is sometimes faulty.

2. Paradox is always rolled, even as a chance die. Paradox also accumulates... so it *might* be a problem.

3. Blackfire is now carrying *four* Imbued Items, with no other spells on himself. He is at a -2 to cast further spells on himself. Please keep that in mind.
_________________
Dog: Protean 1
Asa: Protean 1, Striking Looks 2 (handsome), Presence 4 ((-1 Vitae)) Resilience
Nightfall: Polychromatic Fairest, Striking Looks 2 (Intense Eyes) -2 Glamour -1 WP
Zero: TrAur$, Untouch$
West: SupAug$*, Misdir$ + MenS$, 3rd Eye$ + MTM$ (PerInv, Acc, PsySwX3)(4.0)
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tsameti
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Tue Mar 10, 2009 3:56 pm
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Tools now reduce your paradox dice by one instead of adding spell dice. This might be a case of confusing old Mage with new Mage.

And then for clarification, paradox rolls are never reduced below a chance die for Vulgar spells. Covert spells can be reduced to zero.

Sounds right otherwise
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Benjamin
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Tue Mar 10, 2009 3:57 pm
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Spirit Road (Extended Spellcasting)
I'm assuming Animus has Gnosis 3 and Spirit 3

That means you can make 3 rolls at six dice, each roll takes an hour. It's a transatory spell, so you need the X successes required by the spell to breach the guantlet, and then +3 more for a 5 turn duration for us all to dash through. The guantlet is PROBABLY at a Strength 4, since I'm pretty sure that the Sanctum's in a suburban area. That means we PROBABLY need 7 successes

We are mages though, so we should be sneaky. I think that you can make a bigger Spirit Road for +1 success, doubling the number of people who can go through at once from 1 to two people. That means we only need a 2 turn duration (at +1 successes) for the four of us to go through almost at once. This reduces the successes needed from 7 to 6, which is good. Spend 30 minutes chanting in High Speech will net you an extra 2 dice on each roll.

EDIT- crap, you have a familiar, which makes it 5 people. Nuts!

What's even better is that we can put Atlantean Runes down to count as (one of) the duration factors. SO we only need SIX successes to continue.

So anyway-
Chalk out Runes on Doorway
Chant for 30 minutes
Roll Paradox (2 base - 1 for magical tool, successes stack and count together for penalty and eventual nastiness)
Roll Gnosis + Spirit + HS bonus (8 dice)
repeat two more times, 6 successes needed in total

Quote:
1. Blackfire used his focus which unless I am mistaken adds +1 to casting

Foci reduce paradox dice only
Quote:
2. Since we are going to the Shadow and Paradox is at -2 won't be a problem

Paradox dice stack and increase as you cast more vulgar spells, Invictus has a base paradox pool of 1, his magical tool reduces that by -1 dice, and casting a Rote reduces it by another -1 dice (total -4 dice in the Shadow realm). His first vulgar spell has a Paradox chance dice, his second adds one, but is still a chance, and likewise for the next two vulgar spells cast by him. On the fifth vulgar spell in one scene, his bonuses and penalties even out and his paradox pool is 1 dice, and it just keeps getting bigger.
Quote:
3. I am retaining the spell tolerance of the wands, so they don't affect anyone else

You are maintaining the spells, which is Gnosis + 3 (the maximum spells you can have active at one time), The wand counts as half an active spell on your pattern (1/2 a spell rounds up to 1), which is limited to your Stamina before you start taking penalties on supernatural effects you cause.
_________________
Invictus; Active Spells (Personal) - Unseen Aegis (Armor 3, Potency 1), Magic Wand
Active Spells - Shape Liquid (four water bottles, Strength 2)
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Nightroad
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Tue Mar 10, 2009 3:57 pm
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Magic items bought as merits do not count towards Spell tolerance I believe. Also could be wrong.

I can get the page number for you when I get to my room. (Might be awhile)
_________________
[Werewolf]
Taylor Roads, SL:2 Blue Eyes
Honor 3, Glory 1

[Mage]
Blackfire
*Jacket(Armor 3)
*Lighter(Fire)
*rapier +2 dur.

Active Spells
1. Wand (celestial fire -casting 7 -paradox 2)
2. Wand (celestial fire -casting 7 -paradox 2)



[Mortal]
Gregory Farland
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Benjamin
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Tue Mar 10, 2009 4:02 pm
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Spell Accumulation
A mage can tolerate only a certain number of spells cast on him before the resonance’s signal-to-noise ratio interferes with his ability to cast magic. This effect is called “contagion,” and a mage’s ability to withstand it is called his Spell Tolerance, determined by his natural Stamina. Each spell cast upon him (by himself or others) in excess of his Stamina levies a –1 dice penalty to any spellcasting roll made for him. He suffers this penalty for as long as the total number of spells exceeds his Spell Tolerance. The exception to this rule is a spell that lasts for only an instant (one turn); its effect is too fleeting to interfere, so it doesn’t count toward the mage’s Spell Tolerance total.
Mages are very careful in allowing others to cast magic upon them, even beneficial magic. Likewise, the spells of enemies such as curses and degradations can combine to interfere wth the subject’s spellcasting, making those afflictions even more troublesome than they might otherwise be.
Enchanted or imbued items that a mage wears or carries count toward his Spell Tolerance, but not as strongly. An item counts as only one spell toward Spell Tolerance for every two spells (or fraction thereof) that are enchanted or imbued into it. For example, an item imbued with one or two spells counts as one spell toward Spell Tolerance, while an item imbued with three or four spells counts as two spells. See “Enchanted and Imbued Items,” p. 280, for more details about such items. In addition, multiple spells with the same effect on the same target do not “stack” or accumulate. Only the spell with the highest Potency takes precedence. The other spells of the same kind remain, and may take effect if the Duration of the most potent spell expires, but they have no effect on Spell Tolerance until then.
For example, if a mage casts a “Magic Shield” spell (see p. 222) on a subject, granting two points of armor against spells, and then casts another Magic Shield spell granting four points of armor, the subject has four points of armor, not two or six. If the four-point spell wears off before the other, the subject still has two points of armor remaining (from the first spell). In terms of Spell Tolerance, only the four-point spell applies to the subject’s total.
Note that such precedence applies to only spells with the same effect, not just the same Arcanum. If a subject has a Strength-boosting Life spell, then a Stamina-boosting Life spell, or any other Life spell cast on him, they all affect the subject normally. Another Strength-boosting spell, however, does not stack with the first. Only the most potent spell takes effect, and both count as one toward Spell Tolerance.

_________________
Invictus; Active Spells (Personal) - Unseen Aegis (Armor 3, Potency 1), Magic Wand
Active Spells - Shape Liquid (four water bottles, Strength 2)
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West
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Tue Mar 10, 2009 4:09 pm
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1. Imbued items count towards Tolerance. If relinquinshed, they no longer count towards Control.

2. Imbued items count as half per item, rounded up. Each wand will count as 1 spell, as do the jacket and lighter.

An item counts as only one spell toward Spell Tolerance for every two spells (or fraction thereof) that are enchanted or imbued into it.

This is a per-item discount, not a total discount.
_________________
Dog: Protean 1
Asa: Protean 1, Striking Looks 2 (handsome), Presence 4 ((-1 Vitae)) Resilience
Nightfall: Polychromatic Fairest, Striking Looks 2 (Intense Eyes) -2 Glamour -1 WP
Zero: TrAur$, Untouch$
West: SupAug$*, Misdir$ + MenS$, 3rd Eye$ + MTM$ (PerInv, Acc, PsySwX3)(4.0)
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Nightroad
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Tue Mar 10, 2009 4:11 pm
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Alright then.

Spell tolerance would only be -1 then.

Unless we are counting the rapier but that has no magic it just has better durability.
_________________
[Werewolf]
Taylor Roads, SL:2 Blue Eyes
Honor 3, Glory 1

[Mage]
Blackfire
*Jacket(Armor 3)
*Lighter(Fire)
*rapier +2 dur.

Active Spells
1. Wand (celestial fire -casting 7 -paradox 2)
2. Wand (celestial fire -casting 7 -paradox 2)



[Mortal]
Gregory Farland
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West
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Tue Mar 10, 2009 4:14 pm
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Stamina 2:

- lighter (covered)
- jacket (covered)
- wand 1 (-1)
- wand 2 (-2)

Rapier does not count because it is enhanced, not Imbued.
_________________
Dog: Protean 1
Asa: Protean 1, Striking Looks 2 (handsome), Presence 4 ((-1 Vitae)) Resilience
Nightfall: Polychromatic Fairest, Striking Looks 2 (Intense Eyes) -2 Glamour -1 WP
Zero: TrAur$, Untouch$
West: SupAug$*, Misdir$ + MenS$, 3rd Eye$ + MTM$ (PerInv, Acc, PsySwX3)(4.0)
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Nightroad
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Tue Mar 10, 2009 4:16 pm
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Fair enough. So at -2.
_________________
[Werewolf]
Taylor Roads, SL:2 Blue Eyes
Honor 3, Glory 1

[Mage]
Blackfire
*Jacket(Armor 3)
*Lighter(Fire)
*rapier +2 dur.

Active Spells
1. Wand (celestial fire -casting 7 -paradox 2)
2. Wand (celestial fire -casting 7 -paradox 2)



[Mortal]
Gregory Farland
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tsameti
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Tue Mar 10, 2009 4:56 pm
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But isn't he giving one of the wands to Fiddler? It counts against the spell control of the guy who cast it, but the tolerance of the guy carrying it.

Also, there's something super weird about the description of Spirit Road. Although it lists the duration as transitory, it states that the door remains open for one hour in the text.

I assume it's talking about the way back
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Ruby: Listen for that Hollow Sound, Supernal Vision
Grobbler: Ogre Bandersnatch, Autumn Mantle 2
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West
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Tue Mar 10, 2009 5:02 pm
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Blackfire is indeed responsible for the Control... but he also specified that he would also carry them for now, so he also suffers the Tolerance.

Spirit Road's text refers to the Adept level casting. All Traveling spells begin at Transitory, and gain Prolonged Duration at the next level of Proficiency.
_________________
Dog: Protean 1
Asa: Protean 1, Striking Looks 2 (handsome), Presence 4 ((-1 Vitae)) Resilience
Nightfall: Polychromatic Fairest, Striking Looks 2 (Intense Eyes) -2 Glamour -1 WP
Zero: TrAur$, Untouch$
West: SupAug$*, Misdir$ + MenS$, 3rd Eye$ + MTM$ (PerInv, Acc, PsySwX3)(4.0)
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tsameti
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Tue Mar 10, 2009 5:04 pm
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so... to get back you have to cast for an hour again? That's scary dangerous. I don't think you guys are making it back, sorry!
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Ruby: Listen for that Hollow Sound, Supernal Vision
Grobbler: Ogre Bandersnatch, Autumn Mantle 2
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West
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Tue Mar 10, 2009 5:06 pm
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The joy of newbie Travel Smile
_________________
Dog: Protean 1
Asa: Protean 1, Striking Looks 2 (handsome), Presence 4 ((-1 Vitae)) Resilience
Nightfall: Polychromatic Fairest, Striking Looks 2 (Intense Eyes) -2 Glamour -1 WP
Zero: TrAur$, Untouch$
West: SupAug$*, Misdir$ + MenS$, 3rd Eye$ + MTM$ (PerInv, Acc, PsySwX3)(4.0)
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roadnottaken
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Tue Mar 10, 2009 5:15 pm
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I've got three mages and a familiar at my back, and we'll be inside Blackfire's sanctum. Nothing bad could happen, right? ... Right?
_________________
Matthew Greene
Purity 1, Glory 3, Wisdom 1, Cunning 1
Health 8; Essence 10/9; WP 6/5
Feet of Mist


Animus, SL:2 scar
Health 8; Mana 12/11; WP 7/6
Active spells: Second Sight, Organic Resilience,
Transform Self, Spirit Tongue

Twilight Familiar (wolf spirit)
Health 7; Essence 10/10; WP 5/5
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Tue Mar 10, 2009 5:16 pm
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roadnottaken wrote:
I've got three mages and a familiar at my back, and we'll be inside Blackfire's sanctum. Nothing bad could happen, right? ... Right?


*adds to the list of famous last words*
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Tue Mar 10, 2009 5:18 pm
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Invictus' Backpack
4 Bottles of Water
8 Granola Bars
2 Snickers Bars
Hammer
Hacksaw wrapped in a towel
Flashlight w/extra batteries
_________________
Invictus; Active Spells (Personal) - Unseen Aegis (Armor 3, Potency 1), Magic Wand
Active Spells - Shape Liquid (four water bottles, Strength 2)
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roadnottaken
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Tue Mar 10, 2009 5:24 pm
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The ironic part is that my werewolf toon is walking into a very similar situation.
_________________
Matthew Greene
Purity 1, Glory 3, Wisdom 1, Cunning 1
Health 8; Essence 10/9; WP 6/5
Feet of Mist


Animus, SL:2 scar
Health 8; Mana 12/11; WP 7/6
Active spells: Second Sight, Organic Resilience,
Transform Self, Spirit Tongue

Twilight Familiar (wolf spirit)
Health 7; Essence 10/10; WP 5/5
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tsameti
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Tue Mar 10, 2009 7:15 pm
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Irony is something that is contrary to your expectations.

I'm surprised when people aren't walking headlong into another dimension without a safe way back.
_________________
Ruby: Listen for that Hollow Sound, Supernal Vision
Grobbler: Ogre Bandersnatch, Autumn Mantle 2
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West
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Tue Mar 10, 2009 7:19 pm
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oh god that's cold.

true, though Laughing
_________________
Dog: Protean 1
Asa: Protean 1, Striking Looks 2 (handsome), Presence 4 ((-1 Vitae)) Resilience
Nightfall: Polychromatic Fairest, Striking Looks 2 (Intense Eyes) -2 Glamour -1 WP
Zero: TrAur$, Untouch$
West: SupAug$*, Misdir$ + MenS$, 3rd Eye$ + MTM$ (PerInv, Acc, PsySwX3)(4.0)
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Tue Mar 10, 2009 8:15 pm
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to clarify: I assumed spell tolerance automatically applied when "holding" an imbued item. so to be clear:

Fiddler holds wand and feels the effects of too many spells (-1, as the imbued item goes over his stamina by 1), but then he hands it to Blackfire and immediately feels better.

is that right?
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Fiddler: Active Spells- Twisting Threads, Steel Trap, holding magic wand, mana =9/10, spell tolerance -1
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