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Fixes for Mage: Sorcerer's Crusade magic?
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<blockquote data-quote="Umbran" data-source="post: 5214019" data-attributes="member: 177"><p>I don't know the details of Sorcerer's Crusade. I am, however, very familiar with Mage: the Ascension. I'll discuss it from that framework, and hope it is close enough.</p><p></p><p>A well-prepared Mage should be able to make mincemeat of an old sailing vessel, in theory. In practice, there are several limitations...</p><p></p><p>Correspondence 2 should be enough to see/scry on an object at moderate distance (say, inside a ship that is otherwise in sight). Cor1 is not enough to affect things at range - you need Cor 2 to handle at range but in line of sight, or Cor 3 to handle things outside of line of sight.</p><p></p><p>Forces itself cannot create a spark for the gunpowder - you either need some notable force already present to convert, or you need prime to create the spark. If there is, say, already a fire present near the gunpowder, Cor2/Forces2 would be sufficient (and, if they're keeping fire near their gunpowder, they deserve to go down). To create the spark out of nothing would be Cor2/Forces3/Prime2. </p><p></p><p>Note that the sight and the spark are different effects - you could easily rule that to target anything not in plain sight, they need to have the scry running while trying to perform the other effect - that'll drive up target numbers.</p><p></p><p>Sculpting objects (warping a mast) directly requires Matter 3 (for your ships, it'd take Cor2/Matter3). Transmuting the mast into a weak material (paper, or balsa wood, for example) could be Matter 2 (with Cor2 for range). But, that would generally require transmuting the *whole* mast, and the mast is big, so it'd take a few more successes to accomplish. Whole cannons weigh on the order of tons, and would take a bunch of successes to warp with Matter 3.</p><p></p><p>Entropy 2/ Cor2 could make a cannon misfire on one shot. Making a cannon misfire so bad it explodes sounds more like Entropy 3/Cor2 (that'd be "Slay Machine").</p><p></p><p>I don't know the paradox rules for SC - but most of these workings would be Vulgar in M:tA terms (unless the PC is clever about how they manage it).</p><p></p><p>In general, affecting large items takes multiple successes. And you don't typically get to affect only part of an object (unless you include higher levels of Correspondence to segment it).</p><p></p><p>Typically, doing magic takes your action for the round. So, if you're doing this working, you're not doing sensible stuff like dodging bullets. Multitasking requires Mind and/or Time magics.</p><p></p><p>And, of course, anything the PCs can do, so can the enemy. Ships that want to avoid such fate simply carry someone who can use Correspondence 2 to ward their ship (basically, countermagic on <em>any and all</em> ranged magical effects).</p></blockquote><p></p>
[QUOTE="Umbran, post: 5214019, member: 177"] I don't know the details of Sorcerer's Crusade. I am, however, very familiar with Mage: the Ascension. I'll discuss it from that framework, and hope it is close enough. A well-prepared Mage should be able to make mincemeat of an old sailing vessel, in theory. In practice, there are several limitations... Correspondence 2 should be enough to see/scry on an object at moderate distance (say, inside a ship that is otherwise in sight). Cor1 is not enough to affect things at range - you need Cor 2 to handle at range but in line of sight, or Cor 3 to handle things outside of line of sight. Forces itself cannot create a spark for the gunpowder - you either need some notable force already present to convert, or you need prime to create the spark. If there is, say, already a fire present near the gunpowder, Cor2/Forces2 would be sufficient (and, if they're keeping fire near their gunpowder, they deserve to go down). To create the spark out of nothing would be Cor2/Forces3/Prime2. Note that the sight and the spark are different effects - you could easily rule that to target anything not in plain sight, they need to have the scry running while trying to perform the other effect - that'll drive up target numbers. Sculpting objects (warping a mast) directly requires Matter 3 (for your ships, it'd take Cor2/Matter3). Transmuting the mast into a weak material (paper, or balsa wood, for example) could be Matter 2 (with Cor2 for range). But, that would generally require transmuting the *whole* mast, and the mast is big, so it'd take a few more successes to accomplish. Whole cannons weigh on the order of tons, and would take a bunch of successes to warp with Matter 3. Entropy 2/ Cor2 could make a cannon misfire on one shot. Making a cannon misfire so bad it explodes sounds more like Entropy 3/Cor2 (that'd be "Slay Machine"). I don't know the paradox rules for SC - but most of these workings would be Vulgar in M:tA terms (unless the PC is clever about how they manage it). In general, affecting large items takes multiple successes. And you don't typically get to affect only part of an object (unless you include higher levels of Correspondence to segment it). Typically, doing magic takes your action for the round. So, if you're doing this working, you're not doing sensible stuff like dodging bullets. Multitasking requires Mind and/or Time magics. And, of course, anything the PCs can do, so can the enemy. Ships that want to avoid such fate simply carry someone who can use Correspondence 2 to ward their ship (basically, countermagic on [I]any and all[/I] ranged magical effects). [/QUOTE]
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