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  • Yeh so Bob the Bad is older than you, he goes back and kills your mother before you were born. You better have cast constant presence. Its a shielding practice so basically it shields (provokes a clash) you from anything other people do to change you via time travel....
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  • totalgit
    replied to Journey into the Past
    http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/mage-the-awakening/1081498-advanced-duration-shifting-sands-repeats-itself

    SO yeh duration does count, from this post.

    W
    hich is a good thing less headaches , though it seems like it went through abit of a change from one of daves comments to another? Heh
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    Last edited by totalgit; Yesterday, 11:12 AM.

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  • totalgit
    replied to Journey into the Past
    Not really, if you use corridors of time to go back to when you were 5 you would appear as your 5 year old self, if you somehow manged to get the reach to go back to when you were 5 using shifting sands you would be your adult self back in the time when you were 5. Now that induces a headache because if you are in a different location than your 5 year old self, does that mean you would have a 5 year old version of yourself somewhere and your adult self at the same time?

    I dont get the feeling that you return to a earlier self, since you keep wounds etc? You get shot, you rewind time...
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    Last edited by totalgit; Yesterday, 11:01 AM.

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  • totalgit
    replied to Journey into the Past
    See that sounds like corridor of time. Which returns you to your previous self so its not really like the time teleport of shifting sands....
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  • totalgit
    replied to Journey into the Past
    Hmm thats not how it reads it reads more like a teleport into the past. If you cast the spell with a potency of say 5, you get transported back 5 turns. It never says you need to also have a duration of 5 turns, if that was the case i think it would be stated as part of the spell? My understanding is that if used with a reach for instant casting, its a normal instant spell that like teleport moves you through time instead of space and adding a duration will make it reapply it every gnosis. interval. (If duration does count for how long you are in the past too, then its applying double penalties,...
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    Last edited by totalgit; Yesterday, 10:12 AM.

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  • totalgit
    replied to Journey into the Past
    What does duration do for shifting sands? As far as i can tell it has no relation to how far back you go or stay? You cast it as a instant action, the spell goes off and you are slung back X turns or scenes. The spell has ended though? You dont need it to have a duration to cover the amount of time X do you? (my understanding is that if cast with advanced duration it would recast/send you back another x turns/scenes every gnosis interval?)

    Is it then possible to dispel a shifting sand spell on a mage. The spell has ended, shunted him back in time since there is no spell to dispel?...
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  • totalgit
    replied to Journey into the Past
    using a demense to reach as much as you like nothing. The only problem he will have is some other mage who will notice him with time sight dispelling his spell which will make his changes not be lasting.

    Remember you need to wait till the spell catches up with the present to make it lasting, so if you go back 5 years your stuck reliving 5 years over (again and without mind can one really remember everything they did 5 years ago so he doesnt mess up another thing?) hoping that in 5 years time whatever you went back for will change and having 1 spell control slot taken up and hoping...
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    Last edited by totalgit; Yesterday, 04:03 AM.

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  • totalgit
    replied to Mind magic and frenzy
    I wouldnt allow removing a vampires beast/WW's rage without imperial magic, is basically template modification?
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  • totalgit
    replied to Mind magic and frenzy
    Is this because 2 players are using powers on each other or something? Cos if not i think you are thinking way to hard about it and just need to decide whats best for the story you wanna tell.
    If its 2 players, one mage & one Werewolf then kek.
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  • Ive not really checked the details of astral travel in 2e but in 1e each person needed to pay 1 mana to cross the threshold, if thats still a thing then you need to account for that too, 1e has a spell that allows the mage to pay the cost for others....
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  • by people do you mean sleepers? Or a supernatural splat?

    But i would say Patterning (4) because that allows you to change things completely with a purview. Maybe seems a bit high and might be covered in astral realms book which i would have to check. I would allow lesser dots to allow a sleeper to enter his own oneiros though since they have that already....
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    Last edited by totalgit; 08-12-2017, 02:11 AM.

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  • Healing and damage spells can have a duration in which case they reoccur every gnosis spell interval. The effects of these spells have a lasting consequence however, either damage sticking around or wounds staying healed. I think you are confusing lasting effects created by a spell with an actual lasting spell.

    Control fire on a lighter to start a huge forest fire that rages on for weeks is still just a instant cast spell but it caused a lasting effect.

    You can think of gaining willpower to be like using control water to fill a glass, you use a spell to move the water...
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  • I read the lasting part to be vs the removing of conditions. So yeh what Elfive said too....
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  • It will work, you just define the area as the carriage and the spell affects things in it. Is it in the carriage yes, spell affects it, if not then it doesnt..Same with other movable areas....
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  • I would say as long as your in the area you gain whatever the exceptional luck is giving you, anybody using it uses up one "charge". If you leave you no longer get whatever it gave you but would regain it when you reentered the area with it still at whatever number of rolls or whatever was left. What Flinty said....
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  • totalgit
    replied to Flight and it's complications
    Shaping's "in defiance of gravity" doesnt read to me like you can make the target fly/hover more that while shaping it you can make it "defy" gravity to make forms that otherwise wouldnt work. Ie making twisty columns that spiral over themselves out of steel that normally would collapse on itself.

    Forces is the goto arcana for flying because its in its Purview as movement. Life can give flight via shapechanging into something with wings capable of flight. Matter's windstrike can use air/waters natural ability to move to force it to cause damage just like it can...
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  • Is this still going on? Wow.

    I think its come to the stage now where some people had the wrong interpretation, either from misreading the books or misunderstanding the magic rules and that they either need to decide to house rule it or play as intended. What is going to come of any more discussion/arguments on the matter?

    If your mind isnt changed then play it however you like, nobody will give a crap.
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    Last edited by totalgit; 08-09-2017, 01:37 AM.

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  • I agree, but fixed it ...
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  • This 1e?. Asking because im reading through the old quickstart and demo and seeing how much conversion to 2e it needs before i try running it for a new group.

    *edit never mind checked the dates posted and it has to be 1st ed?...
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    Last edited by totalgit; 08-09-2017, 07:26 AM.

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  • Without a trace's text is badly written, it should say "while under the effects of this spell the characters fingerprints, footprints, traces of blood or any other forensic type of evidence of herself cannot be detected." Its only a veiling spell which reveals fingerprints etc when clashed so its not stopping the targets leaving evidence just cloaking it for the duration of the spell.

    So while in the area all forensic evidence is cloaked with a magical veil no matter who leaves it and when you leave the area people can see your footprints, fingerprints again that you leave...
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    Last edited by totalgit; 08-08-2017, 03:43 AM.

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totalgit
totalgit
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