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Levitate spell movement question

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Wu Jen

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« on: <05-27-20/1330:47> »
Levitate Spell moves a target at F(meters) per Combat Turn, as per spell description.
Do you divide this up into the Combat Turn depending on the number of Action phases in the turn? Or do you just move it F(meters) during one Action phase? I'm assuming at most tables for simplicity sake most players/GMs just have it move once, which leads me to the below problem.

Hypothetical Situation: (and sorry I'm trying to get used to the 5e rules, please let me know if i have this right.)

Mage A and Mage B, both human, are battling. Mage A scores 21 for initiative, Mage B scores 18 for initiative.
Mage A goes first, on 21,fires off a direct spell at Mage B. Mage B declares an interrupt action (-5 initiative) declaring all their counterspell dice for themselves and is able to counterspell the incoming attack spell. Mage A also declares, as a free action, that all of their counterspelling dice are for themselves. End of turn 21.
Mage B goes next, on 13(18-5 for the counterspell interrupt), firing off a direct spell back at Mage A, who also counterspells and and defeats the incoming spell.
Mage A goes next on turn 11, they declare that they are delaying their action.
Mage B goes next, on turn 3, casting a direct spell at Mage A, spell is counterspelled again and does no damage.
Mage A declares that they are acting on turn 3 also, so as not to lose their ability to act, and cast levitate on a nearby car, say F10 or F12 and gets the necessary hits to move it.
Mage A gets to go last in the round, on turn 1, and moves the car up 3 meters to ensure it will be high enough and then over 9 meters to the enemy mage and ends the spell thus dropping it on them.

No more interrupt actions can be taken as both players only have 3 and 1 initiative respectively and thus cannot pay for any interrupt.
Run for your life cannot be used because no throwing weapons attack test has been made and no area-effect indirect combat spell was cast just levitate. Counterspelling cannot be used to defeat the levitate on the car because there is no resistance test and Mage B already used their free action this turn.

So, moral of the story i guess is that if you wait till last in a combat turn you can move things quicker??

Reaver

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« Reply #1 on: <05-27-20/1344:04> »
Where are your drain rolls?

Where is your indirect attack roll (if you think you can just drop a car on someone through fiat, you are sadly mistaken).




Be careful with yhinking like this..... "good for the goose" and all that....
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Wu Jen

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« Reply #2 on: <05-27-20/1347:07> »
For sake of simplicity I was just going with no drain for any of the spells being flung about.

What would you roll for dropping a car on someone? Is there a table somewhere?

Originally though the question was about how to handle movement of an object during a combat turn.

Going later in the round makes it go zoom? Where as going earlier could potentially make it go slower if your GM divides up the movement.

Xenon

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« Reply #3 on: <05-27-20/1631:31> »
Wu Jen, why is it that every single post you make you try to break the game in one way or another? :D


Levitate Spell moves a target at F(meters) per Combat Turn, as per spell description.
Do you divide this up into the Combat Turn depending on the number of Action phases in the turn? Or do you just move it F(meters) during one Action phase?
If the spell says it move at F(meters) per Combat Turn then why not rule that it move at F(meters) per Combat Turn?

Levitate is not really assumed to be used as a combat spell. Force 3 (for example) move at 1 meter per second or 3.6 km/hour. Which is slower than walking...

Having said that, movement in 5th edition is basically 'teleportation' so....



Mage A declares that they are acting on turn 3 also, so as not to lose their ability to act, and cast levitate on a nearby car, say F10 or F12 and gets the necessary hits to move it.
And have to soak DV8 or DV10 drain.....  ;)



...moves the car up 3 meters to ensure it will be high enough and then over 9 meters to the enemy mage and ends the spell thus dropping it on them.
This is where you are trying to break the rules.
If you want to attack someone by throwing or dropping things on someone, use throwing skill or the fling spell or an indirect combat spell. All of which are opposed by Reaction + Intuition of the victim.

Or at levitate the magician up in the air (which is actually an act that he by RAW get to oppose) instead of a car.



Run for your life cannot be used because ...
Levitate doesn't describe how you attack people by dropping cars on them just like run for your life doesn't describe how the action can be used to avoid cars being dropped on them.

If your GM allow one of them he should allow the other as well. Or none. Shrug.

Wu Jen

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« Reply #4 on: <05-27-20/1735:26> »
I agree that Mage B should be able to avoid the attack with Rea + Int to dodge the car/van dropping on them, so long as they are aware of it.

Dispelling could be used to defeat the sustained levitate. Does Dispelling have a range or is it LOS?

 

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