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> Symbolic Links: Any way to defend yourself?, Are they crazy or merely insane?
FrankTrollman
post Aug 6 2007, 12:44 AM
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QUOTE (Buster)
So you can be walking down the street with astral perception and see a glowing trail leading from a ritualist in New York all the way to his target in Japan?

No. You can only follow astral links from point A to point B. You can't pick them up in the middle, they probably don't even have a middle.

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Fortune
post Aug 6 2007, 12:45 AM
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I find this whole thing counter-intuitive. In my opinion, a Ward should act, you know, like a Ward. It should somehow magically protect you from Arcane Bad Thingsā„¢ of all varieties.

If this is indeed the case, then I believe that this should be made clear in the rules. If it is not the case, then there needs to be clearly defined guidelines as to when a Ward is not a Ward.
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FrankTrollman
post Aug 6 2007, 12:54 AM
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Wards don't protect you from arcane bad things if:
  • They are cast from inside your ward.
  • They are Indirect Combat Spells cast through your ward (although in that case whatever wall your ward is attached to will generally help even if the ward does not).
  • They are passive adept abilities.
  • They are cast onto you using a variant topology in which they don't actually get LOS drawn through anything.

-Frank
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Adarael
post Aug 6 2007, 01:00 AM
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I had a long and intricate post, but what it boils down to is this: I agree with Fortune.

Game balance, in-world logic and history, and any sense of ever needing hit men in the world who AREN'T ritual magicians indicate that wards should affect ritual casting.

And, as a hasty edit, the wording for wards interacting with spells is as follows:
"In some cases, a spell, focus, spirit, or even a character may unintentionally be forces into a situation where either they or the barrier must give." It doesn't mention LOS at all.
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mfb
post Aug 6 2007, 01:07 AM
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i don't like the idea that wards don't protect you from ritual casting, but Frank has a point: if the spell has to pass through a ward, why doesn't it have to pass through all the structures between the caster and the target? hell, if the target is a significant enough distance away, why doesn't the curvature of the earth come into play?
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Tarantula
post Aug 6 2007, 01:16 AM
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My explanation for it working is this:

If I target Joe's big toe with my manabolt. Joe takes damage. Not just his big toe. Why? Because Joe's big toe is linked to joe (physically and magically). If I cut off some of joe's hair (material link) and manabolt it ritually, it affects joe. Why? Because its linked to joe (magically). If I take Joe's lucky boxer shorts, and manabolt them ritually via metamagic (symbolic) Joe takes damage. Because they are linked to joe (meta-magically). If I make a statue of joe (hard enough as it is), and manabolt that, joe takes damage. Because its linked to joe (meta-magically).
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Adarael
post Aug 6 2007, 01:18 AM
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The question assumes direct spells travel. They don't. They simply erupt at the target without an intervening travel time. It's the link between caster and target that is impeded by the ward. It's unfortunate that the wording of wards implies direct spells 'travel', because they don't and never have. As the FAQ states:

Do spells cast in the astral have an astral form? What about spells cast in the physical plane?

"Spells never have an astral form. They have auras, as all living and magical things do, but spells never have an actual astral form. That's why you can't attack a spell in astral combat, for example (as you could in SR2)."

Consequently, the spell's form isn't what the ward blocks - it has no form - and it's their echoes are what you're seeing. Spells don't move. They simply are. That's why you see auras of spellcasting where the caster of a mana bolt was and an aura on the target's body - not in a path between the two.
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Ancient History
post Aug 6 2007, 01:20 AM
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QUOTE (FrankTrollman)
They are cast onto you using a variant topology in which they don't actually get LOS drawn through anything.

This is the sort of thing I'm talking about, it has no support and is such a stretch that you actually have to invent shit to make the theory work.
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Whipstitch
post Aug 6 2007, 02:01 AM
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QUOTE (Ancient History @ Aug 5 2007, 08:20 PM)
This is the sort of thing I'm talking about, it has no support and is such a stretch that you actually have to invent shit to make the theory work.

Tell me about. You'd totally need magic or something to make that work.
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Buster
post Aug 6 2007, 02:05 AM
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QUOTE (Adarael)
The question assumes direct spells travel. They don't. They simply erupt at the target without an intervening travel time. It's the link between caster and target that is impeded by the ward. It's unfortunate that the wording of wards implies direct spells 'travel', because they don't and never have. As the FAQ states:

Do spells cast in the astral have an astral form? What about spells cast in the physical plane?

"Spells never have an astral form. They have auras, as all living and magical things do, but spells never have an actual astral form. That's why you can't attack a spell in astral combat, for example (as you could in SR2)."

Consequently, the spell's form isn't what the ward blocks - it has no form - and it's their echoes are what you're seeing. Spells don't move. They simply are. That's why you see auras of spellcasting where the caster of a mana bolt was and an aura on the target's body - not in a path between the two.

This is the best explanation I've heard. As far as I can see, it answers all the incongruities.
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Aku
post Aug 6 2007, 02:16 AM
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QUOTE (Buster)
QUOTE (Adarael @ Aug 5 2007, 08:18 PM)
The question assumes direct spells travel. They don't. They simply erupt at the target without an intervening travel time. It's the link between caster and target that is impeded by the ward. It's unfortunate that the wording of wards implies direct spells 'travel', because they don't and never have. As the FAQ states:

Do spells cast in the astral have an astral form? What about spells cast in the physical plane?

"Spells never have an astral form. They have auras, as all living and magical things do, but spells never have an actual astral form. That's why you can't attack a spell in astral combat, for example (as you could in SR2)."

Consequently, the spell's form isn't what the ward blocks - it has no form - and it's their echoes are what you're seeing. Spells don't move. They simply are. That's why you see auras of spellcasting where the caster of a mana bolt was and an aura on the target's body - not in a path between the two.

This is the best explanation I've heard. As far as I can see, it answers all the incongruities.

except, it doesnt answer why wards work at all then.

The ward is invisible, so it doesnt block magical LoS, the spell doesnt flow through the ward (as it just appears) so it doesnt act like a 4x4 driving through mud.

so exactly what does the ward do again?
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Buster
post Aug 6 2007, 02:21 AM
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It's the link between caster and target that is impeded by the ward. Therefore it affects the ritual spell too. It also means it doesnt block a spirit's metaplanar shortcut trick.
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Whipstitch
post Aug 6 2007, 02:37 AM
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The whole point of ritual magic and a symbolic link is that it bypasses the normal LOS link you're referring to.
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Fortune
post Aug 6 2007, 03:29 AM
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QUOTE (Whipstitch)
The whole point of ritual magic and a symbolic link is that it bypasses the normal LOS link you're referring to.

And it still would. It just wouldn't automatically bypass a Ward.
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Tarantula
post Aug 6 2007, 03:36 AM
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Another note, is that it seems that ritual magic might be exempted from the errata that teamwork tests can only add dice equal to the skill of the lead character. This means ritual magic can get much more dice, and easily beat most wards/lodges/barriers hands down anyway. (See the dragon thread).
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FrankTrollman
post Aug 6 2007, 03:43 AM
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QUOTE (Aku)
except, it doesnt answer why wards work at all then.

The ward is invisible, so it doesnt block magical LoS, the spell doesnt flow through the ward (as it just appears) so it doesnt act like a 4x4 driving through mud.

so exactly what does the ward do again?

Actually, Wards are not invisible. Astrally speaking they are opaque. This blocks Line of Sight outright.

On the physical plane they are invisible, but act as solid barriers to spells (p. 185). That's actually a game term, actual barriers also act as barriers to spells (p. 157).

So game mechanically, a ward on the physical plane is just like a plasticrete wall. And if a plasticrete wall wouldn't stop your spell (because, for example, you are Ignoring LOS!... ahem) then neither would a ward.

-Frank
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Tarantula
post Aug 6 2007, 03:55 AM
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I agree with Frank on this one. Otherwise ritual magic is worthless, as anyone can contract a few dozen wards/barriers and be invulnerable to all rituals.
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Fortune
post Aug 6 2007, 04:02 AM
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QUOTE (Tarantula)
I agree with Frank on this one. Otherwise ritual magic is worthless, as anyone can contract a few dozen wards/barriers and be invulnerable to all rituals.

That's the point. If the target can get inside a Ward (something that is far from guaranteed), he should be protected.
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Ol' Scratch
post Aug 6 2007, 04:02 AM
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QUOTE (Ancient History)
This is the sort of thing I'm talking about, it has no support and is such a stretch that you actually have to invent shit to make the theory work.

So I guess you propose that every time someone uses ritual sorry with an indirect combat spell -- say, Lightning Bolt -- they travel around the world, blasting through everything they come across and slowly (if not quickly) being torn asunder before they get anywhere near their target.

Since, you know, if it has to pass through ONE barrier it has to pass through ALL barriers. Background counts, mana barriers, magical lodges, etc. All with ZERO intelligence for choosing its own path, and applying equally to ALL spells.

Yep. That's totally the way ritual magic works. You nailed it.
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Aku
post Aug 6 2007, 04:25 AM
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no, i think that the spell does its best to get from team to target, but if it cant (as in the target is INSIDE the ward, then it's got no choice.
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fistandantilus4....
post Aug 6 2007, 04:27 AM
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My understanding was that the spell simply comes in to being at ground zero. No zipping around the world blasting through stuff , because the spell is purely astral until it hits.
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FrankTrollman
post Aug 6 2007, 04:28 AM
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QUOTE (Aku)
no, i think that the spell does its best to get from team to target, but if it cant (as in the target is INSIDE the ward, then it's got no choice.

Really?

well, i think the spell does its best to get from team to target, but if it cant (as the target is INSIDE a plastisteel building, then it's got no choice.

:rolleyes:

The arguments are not different, or punctuated correctly.

-Frank
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Aku
post Aug 6 2007, 04:30 AM
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esxcept, im very sure that building likely has a window, or a gap, that wouldnt block our spell... i dont think many ward creators would do the same.
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FrankTrollman
post Aug 6 2007, 04:32 AM
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QUOTE (Aku @ Aug 5 2007, 11:30 PM)
esxcept, im very sure that building likely has a window, or a gap, that wouldnt block our spell... i dont think many ward creators would do the same.

Let's consider this in terms of the Mr. Magoo challenge thread that spawned this conversation. Are you seriously telling me that the hermetic sealing of the physical vault is enough to stop ritual spellcasting?

What, pray tell, do you think is the purpose of ritual spellcasting?

-Frank
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Fortune
post Aug 6 2007, 04:35 AM
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QUOTE (fistandantilus3.0)
My understanding was that the spell simply comes in to being at ground zero.

Thereby still having to pass through and be affected by a Ward.
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