It mentions that you can use mana spells in the astral, but it also mentions that no ranged weapons work.
Somewhere in all that I assume the idea is that you have to be at unarmed combat range to attack something in the astral.
This to prevent someone from flying high in the astral and exterminating all dual natured criters at their leisure. (also rendering dual natured classes, to be release in the sr4 companion near pointless as the first astral wage mage on a scene coud pop them off trivially.)
| QUOTE (sunnyside) |
| It mentions that you can use mana spells in the astral, but it also mentions that no ranged weapons work. Somewhere in all that I assume the idea is that you have to be at unarmed combat range to attack something in the astral. This to prevent someone from flying high in the astral and exterminating all dual natured criters at their leisure. (also rendering dual natured classes, to be release in the sr4 companion near pointless as the first astral wage mage on a scene coud pop them off trivially.) |
remember, all drain in the astral is physical. so even a low force mana spell is bad for you health ![]()
are there rules for casting spells at extreme range in street magic? i know there was some in earlier magic books for sr...
| QUOTE (hobgoblin) |
| remember, all drain in the astral is physical. so even a low force mana spell is bad for you health |
Well on some level that makes sense what challenge are a lot of paracritters if the mage can easily fly above them in astral space and take them out. Even inside a building.
He could just stick his head through the ceiling and blast the dual natured critters from above or in the wilderness take out the hell hounds from in the sky.
Enemies can still shot back at you from the roof top. Or at least go behind cover you can't reach from the roof anymore. You'd also have to know exactly where they are and get to the roof.
Moving through astral space and poking your head through walls and ceiling is much easier.
Dual Natured Critters should have some way to defend against mages who can easily fly above them. The team can just hang back. That feature should work as an advantage more then a disadvantage.
| QUOTE (hobgoblin) |
| remember, all drain in the astral is physical. so even a low force mana spell is bad for you health are there rules for casting spells at extreme range in street magic? i know there was some in earlier magic books for sr... |
| QUOTE (Jack Kain) |
| Well on some level that makes sense what challenge are a lot of paracritters if the mage can easily fly above them in astral space and take them out. Even inside a building. He could just stick his head through the ceiling and blast the dual natured critters from above or in the wilderness take out the hell hounds from in the sky. Enemies can still shot back at you from the roof top. Or at least go behind cover you can't reach from the roof anymore. You'd also have to know exactly where they are and get to the roof. Moving through astral space and poking your head through walls and ceiling is much easier. Dual Natured Critters should have some way to defend against mages who can easily fly above them. The team can just hang back. That feature should work as an advantage more then a disadvantage. |
In answer to the original query:
Ranged attacks do exist in astral space, but are rare. Specifically, there are no ranged weapons. However, attacks such as the Distance Strike adept power will function against astral targets for an astrally perceiving adept or mystic adept.
The only type of spell that requires a ranged attack are indirect Combat spells, and indirect spells are always physical and cannot be cast on the astral. All of the spirit or critter powers that require a ranged attack, like Elemental Attack, are also physical and cannot be used on the astral.
Now, let us not get into the Ghoul tossing topic. Again.
| QUOTE (SR4 p. 184) |
| There are no known ranged weapons that function in astral space, so unarmed attacks, active weapon foci (see p. 192), and mana spells are the only options for astral combat |
@ancient history: If mana spells work in the astral then ranged attacks in the astral are not rare, not even close.
@Thane. Of topic but I'm not so sure sewers have the "earth" effects most of the time. This is because usually they are just underneath streets and the like. Actually now I'm curious. Is there anything on how molested the earth can be and still have it's effect. For example lets say there is a hidden bunker in someones backyard with a trapdoor covered with some loam and a couple inches of dirt. Is it astrally sealed as well as being hard to spot physically? Would it only be sealed after a bit of time while that chunk of earth re-merges with the whole?
But on ranged mana spells it sounds like people think with RAW they are ranged as normal. I don't so much want to muck around with changing rules but ranged spells in the astral seem really different from guns and the like simply because there isn't any way to counter them barring being capable of ranged attacks yourself or at least projecting. And it does seem like it's just GMs being softies if any character playing a dual natured race doesn't get whacked rapidly as astral mages are often first responders.
| QUOTE (sunnyside) |
| @ancient history: If mana spells work in the astral then ranged attacks in the astral are not rare, not even close. |
| QUOTE (DireRadiant) | ||
Do you mena this p.173 Make Spellcasting Test "Casting a spell requires a Complex Action. Th e Spellcaster rolls Spellcasting + Magic, modifi ed by foci, totem bonuses, bound spirits, and/or Visibility modifi ers." or the actual penalties from the visibility tables? |
| QUOTE (Moon-Hawk) | ||
Are you sure? I know that's true in previous editions, but I was under the impression that got dropped in 4th. |
| QUOTE (sunnyside) |
| But on ranged mana spells it sounds like people think with RAW they are ranged as normal. I don't so much want to muck around with changing rules but ranged spells in the astral seem really different from guns and the like simply because there isn't any way to counter them barring being capable of ranged attacks yourself or at least projecting. And it does seem like it's just GMs being softies if any character playing a dual natured race doesn't get whacked rapidly as astral mages are often first responders. |
There are few ranged attack tests, but there are attacks that are effective over range in astral space.
| QUOTE (sunnyside) |
| @Thane. Of topic but I'm not so sure sewers have the "earth" effects most of the time. This is because usually they are just underneath streets and the like. Actually now I'm curious. Is there anything on how molested the earth can be and still have it's effect. For example lets say there is a hidden bunker in someones backyard with a trapdoor covered with some loam and a couple inches of dirt. Is it astrally sealed as well as being hard to spot physically? Would it only be sealed after a bit of time while that chunk of earth re-merges with the whole? |
@thane. Wait I thought in SR4 astral forms could pass through things like mundane ivy. Only those special Ivy's would block stuff. I kinda like the earth elemental idea as people doing something like that would likely use one meaning I wouldn't have to figure out how long it takes to seal.
The "touch spells have lower drain" argument doesn't hold much water with me. The drain codes for mana bolt are pretty low to start with.
@direradient. The drone with an LMG is a similar effect, but on a different order of magnetude. A drone can't be on the scene in seconds. It can't fly through a couple walls and bag someone in the foyer and armored glass/visibility modifiers and the ability to go for cover mitigate it. Also anyone can have a sniper rifle or something to counter it if need be. But in this case the opposing mage can come on the scene and unless the team has a mage on astral oversight watching the dual character they're screwed. I suppose a dedicated spirit might help.
And even with the mage or spirit they probably aren't going to be able to react fast enough to keep the dual character from getting popped. The opposing mage would zip in at some weird angle, drop a ranged spell, and than fastmove for the hills.
But maybe that's just the way it is. Dual natured characters in shadowrunnish circumstances are either mages or canaries (you know an astral mage is around because they're dead).
| QUOTE (sunnyside) |
| @thane. Wait I thought in SR4 astral forms could pass through things like mundane ivy. Only those special Ivy's would block stuff. I kinda like the earth elemental idea as people doing something like that would likely use one meaning I wouldn't have to figure out how long it takes to seal. The "touch spells have lower drain" argument doesn't hold much water with me. The drain codes for mana bolt are pretty low to start with. |
I really don't think that insta-death spells cast from the astral plane at dual natured critters (including those with sapience, like ghouls) are a serious problem. The drain when casting while astrally projecting is Physical, as has been mentioned before. So the mage is reaonably likely to either geek or severely injure himself casting a spell powerful enough to kill without relying on a lucky die roll (for example, IIRC ghouls get a boost to willpower, making them slightly harder to geek with mana spells).
The dual natured creature is constantly astrally perceiving anyway, so can easily take cover against a prolonged attack.
I don't see this as any more gamebreaking than the above mentioned drone being used to attack defenseless critters.
As for astral passage being restricted by living material, I think that only counts if the plant is awakened. It does still have an aura though, so will restrict LoS. In the example of the bunker, you'd be lucky to spot it was there, but once you did you could push through the inch or two of soil reasonably easily. If you want to know how long it takes before it can be considered part of Gaia; you're the GM. Make an executive decision.
@ornot: I think you missed this about SR4...
| QUOTE (hobgoblin @ Feb 15 2007, 02:21 PM) | ||||
hmm, now that you got me to investigate i cant find anything about it either in the astral chapter or the sorcery chapter... sadly i do not have street magic handy, but this is a very major change from older versions imo... |
Hmmm... It does indeed seem to have been dropped. I can't find any mention of it in any logical place. I could've sworn it was there.... I guess I'm just remembering it from SR3.
Still, my point stands, as to cast a very powerful spell (one hit kill) a mage would in all likelyhood have to overcast.
Force 7 and force 9 manabolts are pretty easy to resist and will generally drop the target every time. If you are really concerned about the drain, hit them with a force 9 stun bolt, then just drop down and kick them to death (they are dual natured, even when unconscious).
RE: Physical vs Stun Drain from casting
| QUOTE (SR4 @ p 174) |
| Drain damage for spells is Stun damage unless overcasting. |
| QUOTE (BishopMcQ) |
| No guns, bows etc for Astral space. That means all Astral combat happens at melee ranges (a few meters based on reach). |
In SR4 drain is not necessarily physical in astral space.
| QUOTE (Serbitar) |
| In SR4 drain is not necessarily physical in astral space. |
| QUOTE (Aaron) |
| I also seem to recall being able to cast mana spells at targets not in astral space, but I could be on the crack. |
You could pick up your team mate and throw him at the enemy.
That would work.
-karma
| QUOTE (KarmaInferno) |
| You could pick up your team mate and throw him at the enemy. |
hmm, a painball gun where the balls are filled with FAB3
But knowing how tricky bacteria are to handle you'll either be hurling paintballs of dead bugs, or leaking FAB3 all over yourself and everywhere you go.
Well most real bacteria just require a little air and something augar like to be happy(and not always the air!). However I recal something or other about the magic bacterias being an extra pain.
At the least I'd think you could get a personal pack and go after the mages and spirits ghostbusters style.
But you'd need at least paintball range against mages. Preferably more. Projectiles could also be a little larger. For example a SWAT type gas canister/grenade launcher designed to disperse the buggers.
(Essentially I'm figureing that RAW mages can cast at range and so looking for ways to mitigate that.)
Also tinted windows are a must.
| QUOTE |
| Is that the "thrown ghoul" thing someone else said not to bring up? I can see where that could raise issues. |
| QUOTE |
| But knowing how tricky bacteria are to handle you'll either be hurling paintballs of dead bugs, or leaking FAB3 all over yourself and everywhere you go. |
Sorry Sunnyside, but bacteria come in a great many forms and flavours. What will be perfectly adequate for maintaining one species will be fatal to another, and by no means will most be happy on agar with a little air. Many bacteria are killed on exposure to air, and the vast majority can be quite picky about what media they will grow on or in (if one can even isolate them in the first place).
Frankly, as a microbiologist I find the whole concept of FAB3 laughable, but my point was principally that if you have hermetically sealed paintballs the bugs are going to be inert when you fire them (even if they can form spores, it'll take them a while to become vegetative again). Regardless it's remarkably easy to get contaminated when working with bacteria, so you'll wind up leaving a trail of FAB3 everywhere you go (it is described as airborne, so we can legitimately assume that it can survive in air in droplets of water or stuck to motes of dust).
Frankly the question of astral mages being invulnerable has been raised in other threads. As a GM, it's a cheap (and unfair) trick to harry a party of mundane PCs, and if a PC is trying it on NPCs, all it takes is an NPC mage to turn up, or even a wandering free spirit hungry for karma.
There is a little tool that will always prevent an high-flying astral mage from bombing a dual-natured creature. It is rather primitive but quite effective. It is called a ceiling. Perhaps you've heard of it?
Remember that spellcasting requires line-of-sight. Low ceilings put line-of-sight altitude within arms reach.
well one scenario was a mage bombing paracritters.
my guess was about hunting wild ones...
still, someone doing that may attract the attention of something far nastier, like say a free nature spirit, or maybe some dragon or similar with a preservationist attitude?
So what if you have a bow weapon focus? They work on the astral, right?
You gonna throw that bow at me? Arrows would pass through an astral form.
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