Dust Devil Spell - need a lot of clarifications

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galafrone
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Dust Devil Spell - need a lot of clarifications

Postby galafrone » Wed Aug 15, 2012 8:10 pm

Dust Devil (page 165 player guide)

Threads: 2 Weaving: 9 / 13
Casting: TSD
Range: Self (so the target of the spell is the caster himself ?)
Duration: Rank + 5 rounds
Area of Effect: 32-yard (16-hex) radius sphere from center (what is the center ? the caster position ? and if he moves ? the radius is staying fixed in the same spot where he was when he casted it or it moves ? or is the highest spell defense target in the area that is the center of the spell ? Or whatever ?)

Effect: Causes a Harried penalty to targets’ Action Tests requiring sight, hearing, or smell

> first question. This implies any combat action taken by "living" targets, right ?
>and for undeads ? like cadavermen ? strawmen ? are they affected by the "living" senses ?


This spell conjures a whirling dust storm, blurring and irritating those caught in it.
The magician throws a handful of dust into the air, then makes a Spellcasting Test against the highest Spell Defense among the target group.

> what is the target group ? the dust billows from the caster, and go "outward" in a sphere. So i must presume the center of this sphere is the caster himself
> or not ?


If successful, a dust storm billows outward from the magician, enveloping a 32-yard (16-hex) radius sphere. Those within the dust storm, except
for the magician, become Harried for all Action Tests requiring sight, hearing, or smell, including Knockdown Tests.

The magician may affect up to Spellcasting Rank targets

> So the caster decides who is caught from the adverse effects of the dust devil, picking the targets (up to his spellcasting rank) ?
> the highest spelldefense is affected by line of sight ? presume i have the wizard and 4 friends fighting against 5 opponents
> the wizard friends + the opponents are engaged in melee 5 vs 4. the wizard is back; if he wants target the 5 opponents, he has to pick the highest spell def
> among them, adding + 1 for each intervening close combat friend as for rules in PC at page 232 (casting into melee) "The number of characters or
> creatures standing between the attacker and his designated target is added to the target’s Spell Defense. The attacker makes his Spellcasting Test against
> the target’s modified Spell Defense. If the test succeeds, the spell hits the target and takes effect. Otherwise, it fails".
> but the range is SELF, in this way the center will be the selected target..

>i find the wording of this spell very confusing...

LADRILLON
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Re: Dust Devil Spell - need a lot of clarifications

Postby LADRILLON » Fri Aug 17, 2012 5:49 pm

Hi:

I would say first, in any ED3 question, apply the 2nd "Earthdawn maxim." The text stares what one can do, no what one can't. If it's not in the text, then you probably can do it.

So, attacking non-living targets isn't stated clearly in the text, I'd rule one can, since if one couldn't it would be stated. Now, then, you'll have to consult the different critter's descriptions for what kind of senses they'd possess, & if it ain't stated, you can most likely rule that they possess "normal, living" senses.

HtH some,
L

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Re: Dust Devil Spell - need a lot of clarifications

Postby Mataxes » Sat Aug 18, 2012 12:07 am

Josh Harrison --
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galafrone
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Re: Dust Devil Spell - need a lot of clarifications

Postby galafrone » Sat Aug 18, 2012 6:02 am


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Re: Dust Devil Spell - need a lot of clarifications

Postby Mataxes » Sat Aug 18, 2012 8:43 am

Josh Harrison --
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galafrone
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Re: Dust Devil Spell - need a lot of clarifications

Postby galafrone » Sat Aug 18, 2012 8:50 am

well, first i cant affect at a target that i dont see.
but i always assumed that "seeing" in a non-tactical game as ED isnt a problem (for your example, barring the fact the arent obstacles, so the x can see all the 4 attackers, even if not all at the same time)

if it is, major reason to dont allow to fire to at least 1 target of your 4 in the picture

anyway, the spell is cast on me.
but it tests the SD of X targets, that i MUST see

with that "dust" (that starts from my position) i affect X targets around me (that i must see) that are in 32 yards range
to beat them i have to pick the highest SD of the targets, without any LOS problems, and i do the spellcasting check.

if this is the way to go for dust devil, the "correct" way, i think is a really OP spell
and i will nerf it in my campaign

EDIT: minor changes to text

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Re: Dust Devil Spell - need a lot of clarifications

Postby Gkeckley » Sat Aug 18, 2012 12:43 pm

Curious as to why you think it is op? It requires 2 threads before even casting, 1 if it is in an enhanced matrix. It does have a great area effect, but it just harries the target, which is only a -2 PD and action tests I can think of several more useful spells to keep in my matrixes.

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Re: Dust Devil Spell - need a lot of clarifications

Postby galafrone » Sat Aug 18, 2012 5:11 pm

well, first yes as 2 threads, but it can be cast in 1 (if you go for excellent)
with enh matrix is cast in 2 rounds (thread + cast)
if you have enh matrix you are at least 5 circle, so you can affect 5 targets simply beating their SD (the highest one sorry)
then you have 5 targets with - 2 at ALL the defenses and - 2 to ALL their actions for the entire battle basically
i have seen it cast already 3 times from the wizard in my group and it's really OP, expecially against an enemy composed by multiple foes (5-15)

by curiosity, with 3 matrices and being 4 circle, wich one you will keep in matrices, assuming you can have access to ALL the 1-4 circle wizard spell ?

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Re: Dust Devil Spell - need a lot of clarifications

Postby galafrone » Sat Aug 18, 2012 5:13 pm

obviously my friend wizard uses it when he faces lower-than-party circle foes, and in that way (think to cadavermen, for example, or non-adepts) it's really definitive.
it pushes the balance from the foes to the party in a whim
against a same number of adepts CAN be good, but isnt OP ofc, the adept can overcome it with karma and counterspells and such

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Re: Dust Devil Spell - need a lot of clarifications

Postby Gkeckley » Sat Aug 18, 2012 6:47 pm

I am not to concerned about the party overpowerring the cadaver men or non adepts. This eventually happens with or with out this spell and usually much faster than you would think.
As far as the excellent result goes to weave multiple threads, we threw that rule out a long time ago. No freebie threads for a lucky roll. If you want to weave multiple threads you have to declare before you roll how many you want to weave and its all or nothing. With Dust Devil that makes the difficulty an 18. Challenging even with karma at circle 4.
As far as alternative spells go
Dispel magic-usefull against talents as well as spells. I will admit not as useful prewillforce.
Mind dagger/crushing will/aura strike-usually I just have one of these in a matrix depending on the situation
Astral shield - swap this out with counterspell once you get to 5th
Combat fury
Leaps and bounds
Trust
I usually make the mad dash to 5th circle if I am playing a wizard. Things really start to get interesting at 5th and 6th.
Counterspell
Solo flight
Mage armor
Damaging spells are much better now that you have willforce.
Not saying that dust devil is not good. I think it is a really good spell at 4 circle, especially upon closer examination of the spells available to a 4th circle wizard. Its been awhile since I played the wizard at that level. At 4th circle the
-2 to pd and action tests can be the difference between life and death. The higher level you get though the less it means and the less I tend to see it cast.


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