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The Dresden Files => DFRPG => Topic started by: ironpoet on February 10, 2011, 06:56:06 PM
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I think you could make an interesting "Wizard Hunter" character that had Immunity (or Toughness) to Magic:
-3 (-8) Physical Immunity, Catch - Everything but True Magic
(+2) Protects against something specific
(+2) "Not Magic" is extremely common
(+1) A little research could find out why Wizard Hunters are so feared
I wasn't sure how you would rule what counts as a magical attack, though (or, honestly, how to decribe a failed attack).
1) An Earth Wizard uses evocation to launch a boulder at you - The attack bounces off.
2) An Ogre uses strength to launch a boulder at you - You get crushed.
3) An Earth Wizard uses evocation to start an avalanche - Can this hurt you? How is the attack rolled?
So my two questions are:
- What rules would you use to determine what is, or isn't, a True Magic attack?
- How might you describe the Immunity/Toughness working in situations where magic is being used to create a physical effect? (i.e. every element but Spirit)
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I think the books already run it as the Ogre's Immunity power.
OW50:
Physical Immunity [–8]
The Catch (Stacked) [+5] is that ogres are
only immune to (mortal?) magic, not
mundane sources of harm.
Both 1 and 3 seem to be indirect attacks, while 2 is not a magic attack at all. For direct energy attacks (fire, lightning, entropy), I'd describe it as just washing over him, maybe messing up his clothes. Magic air doesn't mess his hair up... physical effects created by spells maybe... break or just do nothing (sand created with earth magic doesn't sting his eyes). In the PCs hands, I could see the difficulty in determining what is a direct attack or an indirect attack. I'd call an indirect attack anything that tags/invokes an item to use against them (like Harry using his car keys against Lord Raith).
First question, I think I'd just say anything that uses Evocation or Thaumaturgy. Though I might make an exception from certain creatures maybe (Faeries, Shagnasty, etc) or even certain sponsored magic. Indirect Attacks probably wouldn't count against his immunity, if only because they didn't when using magic against Lord Raith.
Second question, if it's a magic wall of fire... it's a magic wall of fire. I'd let them walk through it. Though whatever it is, probably needs to cause damage or be dangerous. Like a Wall of Earth, unless he just walks through it... I still think it would get in the dudes way.
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Immunity to Magic would most often apply to direct attempts to affect the body of the immune person: mental effects, transformations, grossly magical damage effects, things shaped from ectoplasm.
If a Wizard is clever enough to tag or otherwise incorporate an environmental Aspect (such as Boulders) for an Evocation, I think that spell would still hurt, as would the magically-triggered avalanche. Fire would be iffy: even if you take advantage of an existing inferno, you still need magic to funnel that fire somewhere. I guess if the "pipeline" is magic but the fire is real, then the fire gets delivered and still hurts the magically immune character. And if the wizard started a fire using magic, I would allow him to subsequently use that fire as a basis for a fire evocation which would still hurt the magically immune character.
The real kicker is: how does it affect Demons and other creatures which are holding themselves together using (ostensibly) "magic" and/or have formed Ectoplasmic bodies?
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Since the immunity is 'true magic', I would rule that Summer Magic, demonic powers, Glamours, etc, work just fine against the character.
And if a wizard manages to use an environmental effect against the character, it should work as well.
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I think the books already run it as the Ogre's Immunity power.
Physical Immunity [–8]
The Catch (Stacked) [+5] is that ogres are
only immune to (mortal?) magic, not
mundane sources of harm.
What I'm trying to figure out is, "How do we distinguish between magical sources of harm and mundane sources of harm?"
It would be a pretty pointless power if a Wizard could say, "Oh, I'm not attacking him with magic. I'm attacking him with fire. His immunity doesn't apply."
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Since the immunity is 'true magic', I would rule that Summer Magic, demonic powers, Glamours, etc, work just fine against the character.
I would agree with that. (Although "Immunity to Any Type of Magic" would still fit the criteria for a +5 Catch.)
And if a wizard manages to use an environmental effect against the character, it should work as well.
I'm not sure I understand what you mean here. Wouldn't summoning fire or hurling boulders be considered an environmental effect? Could you give a specific example of when you think the Immunity would be bypassed?
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What I'm trying to figure out is, "How do we distinguish between magical sources of harm and mundane sources of harm?"
this comes up in the wheel of time series actually. basically if the item actually causing the harm is a real physical object then you take damage. if the thing causing damage is magical it doesn't.
So creating fire/earth/lightning whatever and throwing it at him will do nothing. but ripping a chunk of wall out of a building and hitting him with it would do damage.
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I would allow the immunity to work against all spells that weren't backed by the invocation of an appropriate aspect for effect.
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I'm not sure I understand what you mean here. Wouldn't summoning fire or hurling boulders be considered an environmental effect? Could you give a specific example of when you think the Immunity would be bypassed?
Damage sources summoned from nothing would be prevented.
Damage source which could plausibly come from existing matter and energy would still hurt.
Summoning boulders made from ectoplasm to bury someone? Immune.
Tagging and destroying a nearby rock formation (scene Aspect) to bury someone? Success.
Striking someone with "force shuriken"? Immune.
Grabbing a handful of shuriken from a wall and throwing them using evocation? Success.
Firing lighting from your fingertips? Immune.
Tagging a nearby lightning storm (scene Aspect) to strike your target? Plausibly successful.
Firing fire from your fingertips? Immune.
Tagging a nearby fire source (scene Aspect) to strike your target? Plausibly successful.
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I would allow the immunity to work against all spells that weren't backed by the invocation of an appropriate aspect for effect.
On the one hand, I think that makes a lot of sense. On the other hand, I feel like it makes it too easy to bypass the immunity.
Air Wizard: I'm making a free Declaration that I am "Surrounded By Air", then I'm going to tag that Aspect to magically crush that Ogre with massive air pressure.
Earth/Spirit Wizard A: I'm making a free Declaration that there is "Stuff Around", then I'm going to tag that Aspect to magically hurl stuff into the Ogre.
Earth/Spirit Wizard A: I'm making a free Declaration that "Ogres have Mass", then I'm going to tag that Aspect to magically hurl the Ogre into the wall/ground/whatever.
Water Wizard: I'm making a free Declaration that "I have saliva", then I'm going to tag that Aspect to magically spit a high pressure volley into the Ogre's eye. (Okay, that one's a stretch, but you get the idea.)
Fire Wizard: This is arguably a bit tougher, but you could just carry a lighter around with you, or declare that the air contains "Ambient Heat" that you could magically drain for a Cold Attack.
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Free Declarations require a roll are reliant on GM fiat. Just don't allow those Declarations and you'll be fine.
Remember, not everything is an aspect. A swordsman can't usually make a free declaration that his sword is "sharp" for an attack bonus.
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Free Declarations require a roll are reliant on GM fiat. Just don't allow those Declarations and you'll be fine.
Remember, not everything is an aspect. A swordsman can't usually make a free declaration that his sword is "sharp" for an attack bonus.
Good point, although I think that just pushes the goal posts a little. What constitutes a valid Environmental Aspect?
Would a nearby boulder? The ground? Nearby furniture? A handy deck of cards? Which of the examples listed above would you allow, and why?
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If the player gets to roll to hit the immune character, it's probably a direct magical attack. It doesn't really matter if they're flinging stones, shooting lightning bolts, or increasing the air pressure to crush the target. Those things are narrative spray paint over the fact that the player is making a magical attack.
If the player isn't rolling to directly hit the immune character, it might not count as a magical attack. This is blowing up a building so that stone chunks fall or lighting it on fire. Anyone in the area is then subject to the risks of environmental damage.
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Opening a pit/fissure under the character? Plausible/possible.
The key is that the damaging effect/item must be something that exists in the mundane world. Collapsing a building on the character would work; the building exists, and its falling down on someone would hurt. The fact that magic (rather than a wrecking ball) caused the building to collapse doesn't matter, as far as the immunity is concerned.
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Compromise:
Require an attacking Wizard to Invoke for Effect an existing (or created) environmental feature in order to bypass the Toughness.
This still leaves it in the GM's hands to approve or deny, and will cost the Wizard a Fate Point if they are not able to free-tag the environmental feature.
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If the player gets to roll to hit the immune character, it's probably a direct magical attack. It doesn't really matter if they're flinging stones, shooting lightning bolts, or increasing the air pressure to crush the target. Those things are narrative spray paint over the fact that the player is making a magical attack.
If the player isn't rolling to directly hit the immune character, it might not count as a magical attack. This is blowing up a building so that stone chunks fall or lighting it on fire. Anyone in the area is then subject to the risks of environmental damage.
That was my initial thinking as well. It would nicely solve my mechanical problem (How would I run this?) But I couldn't think of how I would describe the difference between, say, a magically thrown rock vs. a normally thrown rock.
If you were running using these rules, how would you describe it, flavor-wise? What are some ways to describe an invulnerabilty to magically hurled rocks, but a vulnerability to a collapsing building? Do the magical attacks just miss? Do they fizzle before they are even cast?
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Compromise:
Require an attacking Wizard to Invoke for Effect an existing (or created) environmental feature in order to bypass the Toughness.
This still leaves it in the GM's hands to approve or deny, and will cost the Wizard a Fate Point if they are not able to free-tag the environmental feature.
I think it's a nice, consistent rule, but I'm worried about how you a GM would consistenly approve or deny that sort of thing. If I'm an Earth Wizard, I'm going to feel cheated if I can attack with stuff lying around, because there's *always* stuff lying around. On the other hand, if I'm a Magic Immune/Tough character, I'm going to feel cheated if my immunity can be bypassed that easily.
I'm leaning towards TheMouse's suggestion, since it takes GM arbitration out of the equation, and it makes the toughness/immunity a little harder to bypass.
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That was my initial thinking as well. It would nicely solve my mechanical problem (How would I run this?) But I couldn't think of how I would describe the difference between, say, a magically thrown rock vs. a normally thrown rock.
If you were running using these rules, how would you describe it, flavor-wise? What are some ways to describe an invulnerabilty to magically hurled rocks, but a vulnerability to a collapsing building? Do the magical attacks just miss? Do they fizzle before they are even cast?
The rocks rapidly move to the ogre, then immediately stop and fall to the ground harmlessly when they hit him (all momentum in them was magical). That's one way to go.
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The rocks rapidly move to the ogre, then immediately stop and fall to the ground harmlessly when they hit him (all momentum in them was magical). That's one way to go.
Nice! I like that take on magical momentum.
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The rocks rapidly move to the ogre, then immediately stop and fall to the ground harmlessly when they hit him (all momentum in them was magical). That's one way to go.
and if you simply drop a 2 ton boulder on him?
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Considering the price of this Immunity (3 Refresh; 8 Physical Immunity - 5 for the Catch) I would take the approach that any attack, maneuver or block using mortal magic against this target just fails. Or fizzles. Or whatever. Regardless of how it is phrased or set up.
The only thing I would allow would be indirect uses of magic against a target with this Immunity. The most obvious method of doing this would be, as many have said, through creating and then compelling / invoking scene aspects. An Ogre, for example, could see through your veil. But, you could kick up a dust storm or something to obscure your whereabouts. You wouldn't be able to knock him down with a force push evocation. But, you could use that force push to knock over a bucket of ball bearings (probably have to drop a Fate Point here... but hey; life ain't fair!) to create the scene aspect "Unsure Footing".
But, anything that is a direct roll using magic against the target, Immunity kicks in.
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and if you simply drop a 2 ton boulder on him?
You still have to hit the target - this is one of those things where Declarations, Maneuvers and Aspects are going to have to do some of the lifting, as those reflect Plot Importance in a game system which doesn't pretend to be perfectly simulationist.
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You still have to hit the target - this is one of those things where Declarations, Maneuvers and Aspects are going to have to do some of the lifting, as those reflect Plot Importance in a game system which doesn't pretend to be perfectly simulationist.
Hitting is what attack rolls are for. Personally id let a magician who knows the catch word his attacks in any effective way and then treat as normal. requiring declarations or fate points works as well. This is something i think that people will always have different views on so its likely going to have to come down to whichever perspective the dm likes most.
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As you said, everyone can run it how they wish in their games. ;D
But, IMHO, having Immunity Powers, which are fairly expensive, negated by creative wording alone just... doesn't feel right. It seems to take away from the game and ruin a great chance to make one's players work for the "Big Win".
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But, IMHO, having Immunity Powers, which are fairly expensive, negated by creative wording alone just... doesn't feel right. It seems to take away from the game and ruin a great chance to make one's players work for the "Big Win".
Well, sure: there's creative wording; there's creative use of the environment; and there's creative use of tearing up the immediate environment and potentially causing additional problems.
Villains who realize a PC won't hesitate to destroy a city block can use that to their advantage, by luring the PC into a situation in which his destructive approach will get him into real trouble with mortal authorities. Conversely, a villain who Concedes after getting a building dropped on him may work harder to make sure the next confrontation appears on *his* terms, where the Wizard has less access to whatever he had been using to spank the monster earlier.
But I digress. I think you're right in that we have pretty much covered the continuum of how this can be handled. And I agree that Munchkin behavior can diminish the impact of overcoming an obstacle in *any* game system. But I think folks have come up with some compelling arguments across the board.
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I think launching iron ball bearings at any enemy with wind magic/spirit magic would get past Immunity to Magic, iron balls launched from a gun and iron balls launched by magic are both when it gets down to it just high velocity iron bullets and so should have the same effect. I also thought that Physical Immunity only made you immune to the physical stress and consequences caused by magic not from manoeuvres etc (the example showing this in the book was when Harry hit the Loup Garou with Air the first time the Loup Garou still went flying even though his catch was not fulfilled) so technically you could use magic to throw someone off a bridge and though they would not take damage from the magic the fall is another story entirely.
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and if you simply drop a 2 ton boulder on him?
I've changed my mind on this.
Hmm, well, technically, looking at the rules, I'm not sure Earth Magic lets you just fling rocks at people. In fact, the magic by default in Dresden seems to not involve manipulating objects, but rather creating forces related to it (earth lets you manipulate gravity and electromagnetism).*
So throwing a rock can be done one of two basic ways ignoring what element you do. You create a rock from nothing and throw it or you find a rock to throw. The former rock is like magical fire, and would just disappear when it hit something immune to magic. The second rock would seem like a good way to hurt something, but you need to FIND that rock to throw it and then you have to Invoke For Effect with a spell. I think that's fair. As a GM I'd lean towards having the object pretty much destroyed after use, and probably have small objects harder to use as effective weapons in this matter. The rules don't really go over this in much detail. I suppose one way to look at it might be the magic roll is essentially used to lift and toss the object, and discipline is used to attack. If you hit it is treated as a weapon hit, with a weapon rating equal to the object's. That seems about right and it makes such guys pretty difficult to deal with.
*Ironically, in the real world that covers pretty much everything we experience in everyday life.
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Something to consider if you already haven't. A wizard is likely to be used to simply guiding something all the way to the target because that's the most reliable means of hitting something. What happens when the wizard starts using essentially a magic canon, but with imperfect projectiles and no reliable means of aiming? Just a thought, which may or may not be relevant to the OP.
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Something to consider if you already haven't. A wizard is likely to be used to simply guiding something all the way to the target because that's the most reliable means of hitting something. What happens when the wizard starts using essentially a magic canon, but with imperfect projectiles and no reliable means of aiming? Just a thought, which may or may not be relevant to the OP.
The only way to take into account that effect is to either put a negative modifier on accuracy or have the enemy make a declaration of inaccuracy and tag that for a +2 to defence, either way unless the wizard takes fallout the projectiles (ball bearings all the way) should go roughly where the wizard sent them.
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I think launching iron ball bearings at any enemy with wind magic/spirit magic would get past Immunity to Magic, iron balls launched from a gun and iron balls launched by magic are both when it gets down to it just high velocity iron bullets and so should have the same effect. I also thought that Physical Immunity only made you immune to the physical stress and consequences caused by magic not from manoeuvres etc (the example showing this in the book was when Harry hit the Loup Garou with Air the first time the Loup Garou still went flying even though his catch was not fulfilled) so technically you could use magic to throw someone off a bridge and though they would not take damage from the magic the fall is another story entirely.
I'm with you on iron ball bearing specifically against Ogres, but that's because iron is a different Catch for the Fae.
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I agree with the principle stated above that any direct magical effects are negated (ie falls at his feet, disintegrate, etc.) So an avalanche or direct boulder would not effect/harm him.
However, secondary effects would still apply. For example, if that avalanche collapsed the ground beneath his feet, he would fall and be damaged that way (still by the fall, not by the avalanche). If I throw a rock, it misses you but causes an avalanche (one I did not evocate), the Immunity does not apply.
Regardless, though, don't make the GM arbitrarily decide each time. Come up with a definitive rule.