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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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binarywraith
post Sep 20 2020, 03:28 AM
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Yes but with a caveat: Spell locks are visible on the Astral and can be destroyed in astral combat, and there's absolutely nothing a mundane can do about it.

So yeah, they could buff up like crazy but they'll light up on the Astral like a Las Vegas billboard and won't be able to stop their expensive toys being torn apart by even a low-Force spirit or security wagemage.
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tisoz
post Sep 20 2020, 11:57 AM
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Not really Spell Locks, but I get what you mean. If the astral attackers are an issue, then they could also start using anchored spells to target them. An area effect version of Spirit Bolt, Slay (Spirit), Astral Static, Astral Barrier linked to a Detection Spell, an Astral only Mana Cloud spell, Spirit Barrier and Spell Barrier. A restricted target astral only spell. Or some of the mana combat spells using a Detect Astral Enemies spell to target it.
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binarywraith
post Sep 20 2020, 01:29 PM
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There really isn't any such thing as 'detect astral enemies' in SR2. Closest is Detect Magic, which specifically doesn't detect astral forms, or Detect Enemies, which only works on living beings, leaving spirits and astral forms right out.

In any case, reread the anchoring rules in The Grimoire. You're talking huge karma expenditures in the first place, days of time for the enchanting, plus all these spells being links to whoever cast them. They're even worse than spell locks or foci when it comes to what happens to whoever's carrying them when they get disrupted.

QUOTE
ANCHORED SPELLS AND ASTRAL SPACE
The one serious drawback to anchoring spells occurs principally in connection with damaging spells (either combat or manipulation) of Instant duration. Like spell locks, anchored spells are vulnerable to attack from astral space (though not nearly so much). Their presence, and especially the presence of the links, bridges the physical world (the place or object the spell is anchored to) and the astral realm. Before activation, an anchored spell has an effective rating equal to one-half (round down) its Force Rating. If the spell is activated (such as with a detection spell used as a trigger), it has a rating equal to the full value of its Force. This rating is used for astral combat (see p. 147, SRII) or dispelling (see Dispelling, p. 45.)

Anchored spells that are disrupted through astral combat activate at the moment of defeat. If the spell is normally sustained, this causes no problem because the energy vents harmlessly in a fraction of the time needed to produce the spell's effect. If, however, the spell was of Instant duration, such as a combat spell or damaging manipulation, there could be serious problems. The spell activates at ground zero, affecting immediately whatever is within its area of effect, depending on the kind of spell. If the spell is dispelled, there is no danger of a secondary effect such as described immediately above.

Carrying around an anchored spell is a dangerous proposition.

Anchored spells also act as "mini-beacons" in astral space, having been known to attract spirits by their mere presence, a sort of "odor" spirits can "smell."
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tisoz
post Sep 23 2020, 05:14 PM
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QUOTE (binarywraith @ Sep 20 2020, 09:29 AM) *
There really isn't any such thing as 'detect astral enemies' in SR2. Closest is Detect Magic, which specifically doesn't detect astral forms, or Detect Enemies, which only works on living beings, leaving spirits and astral forms right out.

The Detect Enemies Spell does detect astral enemies, usually with a higher TN due to being on a different plane. I was proposing a more restricted version, detecting only astral threats. But now I think about it, and you want to point out the drawbacks to, it is dual natured, so would not have the higher TN.

Since when are spirits with hostile intent NOT enemies, or living? I also thought the rules treated Magical items on the astral as living.

QUOTE
In any case, reread the anchoring rules in The Grimoire. You're talking huge karma expenditures in the first place, days of time for the enchanting, plus all these spells being links to whoever cast them.

Yes, but I always heard non-magical types eventually have karma they have little use for so giving the m something to burn it on AND giving them a way to battle spirits may balance the negatives. The mundane can pay the karma. The costs for an anchored spell on a melee weapon is less than for a weapon focus and mundanes can use them.

QUOTE
They're even worse than spell locks or foci when it comes to what happens to whoever's carrying them when they get disrupted.

How is it worse? Yes, bad things can happen. It isn't for everyone, but it is an option.
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binarywraith
post Sep 24 2020, 02:15 AM
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An enemy can ground their own spell through an active foci.

They can do the same to an active spell lock, with the added bonus of making it set off whatever spell it was meant to cast at ground zero on the user, who is very likely to be a mundane and not even have the perception to see it coming.
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tisoz
post Sep 24 2020, 06:13 AM
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You want to point out pitfalls of spells a mundane should avoid.

As you pointed out about some anchored spells immediately going off after being defeated in astral combat, if the environment is filled with astral beings habitually attacking anchors and foci, I would definitely create anchors containing spells designed to area attack astral entities. First, to destroy astral beings which attack it, and second to be able to trigger if any other foci were attacked. Such an anchor would be standard security to accompany any foci.

There may not be any listed spells other than those targeting spirits, but I am sure there are spells which could be modified to attack restricted targets, such as astral enemies (if that doesn't seem viable, I'm sure one could be designed to conform to your parameters), with the added perquisite of reduced Drain.
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binarywraith
post Sep 24 2020, 11:08 AM
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I feel like you're missing one of the very important points of how the rules were balanced in 2e.

Many things are mechanically possible. Your GM will likely say 'no', or remind you forcibly that your opposition also has Very Smart People working for them and exponentially more resources.
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