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> SR2 Anchoring, Magic for Mundanes & More
tisoz
post Sep 20 2020, 02:53 AM
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Am I reading the SR2 Anchoring rules correctly? When the Anchor is triggered, one does a Force roll (plus and Magic Pool as used in the initial spellcasting) to determine how well the spell works at the time, but there is no further Drain Test?

If so, then mundanes can use magic items since the rules explicitly state the mundane may pay the needed karma and may be the triggerer with appropriate Links. Some useful spells for the Sammy: Combat Sense, Detect Enemies Extended Range, Enhance Aim, Night Vision, Heal, Increase +4 Attribute, Increase +4 Cybered Attribute, Increase +3 Initiative Dice, Oxygenate, Resist Pain (Serious), Treat, (Spirit)Confusion, Disregard, Improved Invisibility, Silence, Astral Static, Barrier and its variants, Catfall, (Critter) Form, Deflect, Extinguish Fire, Flame Aura, Gecko Crawl, Heat Shield, Mana Barrier, Mental Shield, Mist, Shadow, Smokecloud, Spell Barrier, Spirit Barrier, Terrorize(Area), and Wind.

It would need spells not requiring any targeting and/or ones with an area of effect which would not effect the subject (like Smokecloud with the prep of donning a respirator.)
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