Author Topic: Maneuver Spells  (Read 2090 times)

Offline skippy71

  • Lurker
  • Posts: 7
    • View Profile
Maneuver Spells
« on: January 27, 2011, 05:48:24 AM »
It says in YS252 that "Most maneuvers require 3 shifts of power, but if the target has an appropriate resisting skill rated higher than Good (+3), that skill total determines the required shifts.

Let's say the Dame of Spring has a Whirwind Spell that affects everyone in 1 zone, would you still compare her Discipline roll + foci vs target's athletics and that this spell can only affect anyone with Athletics of 3 or less? If she wants to affect Helen Beckit (Athletics +4) and Greg Beckit (Athletics +2), her spell would automatically fail vs Helen and she would have to roll vs Greg.

Whirlwind
Type: Storm evocation, Offensive Manuever
Power: 5 shifts ~ 3 for the Manuever, 2 for Zone wide effect.
Stress: 2 Mental (1 for basic evocation, 1 stress for 1 level of uncontrolled power)
Control: None needed (rote).
To hit: Discipline + 1 for Sword Offensive Control Focus vs. target’s Athletics.


Offline Kommisar

  • Conversationalist
  • **
  • Posts: 103
    • View Profile
Re: Maneuver Spells
« Reply #1 on: January 27, 2011, 02:42:10 PM »
I'm running an all wizard game that has five submerged level wizards in it and they have found that they really like their maneuver spells.  And, yes, this is the way that I have interpreted the rule and have been running it.  Though, in this case with a wirlwind air spell, I would say that the targets would use might to resist.  Against a zone type force effect like a whirlwind, you are either strong enough to stand it or you're getting thrown around.  I would maybe make an exception to this if a player tagged a scene aspect that was appropriate, like "Stacked Crates" that might provide cover that they could dive behind. 

Also, the way I have been playing this is that the caster does not automatically know what the resisting level of each target is.  I make them take a calculated risk as to how many shifts they think they will need.  They could make an assessment, of course if it makes sense.  In this case, if the caster of the whirlwind had either observed the target using his might before or had directly contested them with might, they might get a good idea of how strong the target is.

Hope that helps.

Offline skippy71

  • Lurker
  • Posts: 7
    • View Profile
Re: Maneuver Spells
« Reply #2 on: January 27, 2011, 03:55:17 PM »
That Helps, thanks!

Offline bitterpill

  • Conversationalist
  • **
  • Posts: 441
    • View Profile
Re: Maneuver Spells
« Reply #3 on: January 27, 2011, 04:32:02 PM »
Wouldn't a whirlwind that could actually throw a person around count as a block against movement rather than manouver?
"Apathetic bloody planet, I've no sympathy at all"  Vogon Captain

Offline Kommisar

  • Conversationalist
  • **
  • Posts: 103
    • View Profile
Re: Maneuver Spells
« Reply #4 on: January 27, 2011, 04:56:23 PM »
Both.  All depends on what you want the spell to do.  One is a direct block against movement.  The other places a taggable aspect on the target(s) of "Off balance" or some such.  Both have their uses depending on what the wizard wants and, as my wizard players have found out, that taggable aspect from the maneuver spell granting a +2 to another attack/action can be a big force multiplier and more useful than a direct block.

Offline devonapple

  • Posty McPostington
  • ***
  • Posts: 2165
  • Parkour to YOU!
    • View Profile
    • LiveJournal Account
Re: Maneuver Spells
« Reply #5 on: January 27, 2011, 05:34:37 PM »
Both.  All depends on what you want the spell to do.  One is a direct block against movement.  The other places a taggable aspect on the target(s) of "Off balance" or some such.  Both have their uses depending on what the wizard wants and, as my wizard players have found out, that taggable aspect from the maneuver spell granting a +2 to another attack/action can be a big force multiplier and more useful than a direct block.

And conversely, that "Tangled Up in Vines" maneuver is good for one free tag, but without a Fate Point for a Compel, or simply to keep adding that bonus, the rules aren't actually keeping the target in place, which is where Blocks come in.

It's all about being clear about the effect you want and working from there.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets