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> Casting spells on others, Is there a distance effect?
RedmondLarry
post Oct 20 2004, 10:16 AM
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An example of a sustained spell (invisibility) continuing while the caster is out of sight is on p. 16 of SR3, middle of right column.

Some previous discussions:
9/3/03 Is maintaining LOS necessary?
9/23/03 LOS in Magic
10/01/04 Maintain LOS with Invisibility

Also, Duration - Sustained, SR3.178, says that "As long as the caster concentrates on the spell it remains in effect."
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Cochise
post Oct 20 2004, 11:31 AM
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QUOTE (DrJest)
Not being up on 3rd edition, Fortune is - from my point of view - correct, in that an active spell can be attacked on the astral plane. It's an alternative to dispelling, it just doesn't work too well against high-Force spells and the mage gets plenty of warning you're doing the hinky against his mojo.

Problem is: In SR3 spells are not dual-natured, so no, a spirit cannot attack a spell in SR3 in the described manner ...
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Fortune
post Oct 20 2004, 11:40 AM
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Which I freely admitted. :)
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Cochise
post Oct 20 2004, 12:17 PM
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QUOTE (Fortune)
Which I freely admitted. :)

You ;) ... I was talking to DrJest
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DrJest
post Oct 20 2004, 02:56 PM
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Wait a minute, so you can't attack a spell in the astral any more? Jesus, this is almost like a whole new game so much has changed...

What about Quickened spells or active locks? Can I still mug those?
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Ol' Scratch
post Oct 20 2004, 03:02 PM
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QUOTE (DrJest)
What about Quickened spells or active locks? Can I still mug those?

You can attack the focus itself since it's astrally-active when active, but they fight back. Quickened spells make spells self-sustaining, so I assume that means that they're either physical or astral depending on how they were originally cast. Sure, the magician has to use astral perception while Quickening the spell, but that's a requirement for the process, not the end result.
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Canid13
post Oct 20 2004, 03:06 PM
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With regards to Quickening, as far as I'm aware you can only dispell a quickened spell as normal.
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DrJest
post Oct 20 2004, 03:13 PM
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Ffs... there go half a dozen classic tactics :dead:

I don't suppose there was so useful a thing as a summary of the changes between 2nd and 3rd ed published anywhere? I seem to keep tripping over details.
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LinaInverse
post Oct 20 2004, 04:37 PM
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See my current thread on Quickening.

The biggest disadvantage for someone with Quickened spells involves dealing with Wards. No, you can't ground an elemental spell on a mage with Quickened stuff anymore a la 2ndEd. You can attempt to Dispel such a spell, but if the Mage spent some extra Karma, that's not a trivial test to make.
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Kanada Ten
post Oct 21 2004, 12:09 AM
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The biggest disadvantage of Quickening is that everyone with astral perception can see your arsenal, and you'll never get on an airplane (or any other secure transport) unless its a private charter with a 50 grand deposit or unless you have enough Initiate levels to Mask all the force points (and once you're that powerful the Quickened karma could be better spent on more powerful spells, willpower, ect, making all but useless when compared to Anchoring).
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mfb
post Oct 21 2004, 04:06 AM
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eh, even at high levels, a quickened increased reflexes-3 spell is kinda nice to have.
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Ol' Scratch
post Oct 21 2004, 04:11 AM
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Save that a Sustaining Focus is still a better way to go with one. If you have the need to cast so many spells on yourself that putting them in foci will kill you due to Focus Addiction, you have far greater concerns than the Quickening metamagic feat will help you with anyway. :)
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LinaInverse
post Oct 21 2004, 04:28 AM
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There are a ton of spells that would be extremely useful to have Quickened. And a Foci is more vulnerable to astral assault than someone who's Quickened. Both methods have advantages/disadvantages true, but come on, Cyberwear has several similar disadvantages (legal/security, harder to heal, etc) and that doesn't dissuade anyone.
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Cain
post Oct 21 2004, 06:51 AM
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QUOTE
I don't suppose there was so useful a thing as a summary of the changes between 2nd and 3rd ed published anywhere? I seem to keep tripping over details.

Grounding is gone. Initiation has been reworked, and is now graded. With the exception of Inc. Reflexes +3, the Inc. Attribute +X spells are gone, in favor of generic spells that cap out at their Force rating.

Those are the ones that immediately come to mind.
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DrJest
post Oct 21 2004, 11:59 AM
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Grounding is gone?! You mean I can't drop a manablast through an enemy mage's spell lock any more? Damn!

On the other hand, they can't do it to me either... of course, as soon as I initiated worth a damn I quickened and masked my enhancer spells (the one advantage to quickening force 1 spells).

When you say the new Improve Attribute spells max out at their force - I don't think I quite followed that, do you mean you cast Improve Willpower and count up the successes for the bonus? Sounds a bit iffy to me, you could be wandering around with +10 Willpower or some such.
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Canid13
post Oct 21 2004, 12:13 PM
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You learn Increase Willpower at Force 3 and you gain a +3 regardless of sucesses etc.
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LinaInverse
post Oct 21 2004, 02:25 PM
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Not quite Canid13. You also have to score 6 successes to get that +3 (2 success/+1). The tgt# is the target's existing stat, which for a mage, isn't a trivial one when you're talking about Willpower, but certainly still doable.

You can't ground a spell on someone, but you can attack the foci itself directly if it's active and potentially destroy the enchantment, but doing so immediately alerts the owner so you would have to assume that you'll be facing both the foci (which does fight back) and the owner if you make such an attempt.
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Canid13
post Oct 21 2004, 02:30 PM
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Really? I thought sucesses was irrelevant. I'll have to look that one up tonight as one of my players has quite a few of those kinds of spells.
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RedmondLarry
post Oct 21 2004, 03:06 PM
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QUOTE (SR3.194 @ Increase (Attribute)
Every two successes increase the Attribute by 1, up to a maximum bonus equal to the Force of the spell.
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Canid13
post Oct 21 2004, 04:00 PM
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Okay, that makes things very interesting.......

*Gets evil glint in his eye*
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DrJest
post Oct 21 2004, 05:01 PM
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I see the days of casting Force 1 Incr Attribute spells and trusting to your Masking are over. Sigh. It's not the fact that it's changed, it's how MUCH has changed. I've played SR since the week 1st Ed came out, and yet I feel like such a newbie all of a sudden...
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Cain
post Oct 22 2004, 03:53 AM
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QUOTE
I see the days of casting Force 1 Incr Attribute spells and trusting to your Masking are over. Sigh. It's not the fact that it's changed, it's how MUCH has changed. I've played SR since the week 1st Ed came out, and yet I feel like such a newbie all of a sudden...


Don't worry about it. We haven't even gotten into sustaining foci vs. spell locks, which further make that tactic impractical. Not to mention the fact that initiation itself is changes, so you no longer get all the metamagics at once. You can still pull the Increase Attribute trick off, but it's much less broken than it was before.
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DocMortand
post Oct 22 2004, 06:52 AM
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Dragging the topic back to the thread, I have one last question to ask - are there visible (in the astral) links between a sustained spell and it's caster? I don't have my books with me, so I can't check.
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Ol' Scratch
post Oct 22 2004, 02:17 PM
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Other than the caster's signature, not really.
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Kanada Ten
post Oct 22 2004, 03:10 PM
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QUOTE (SR3 @ page 177, Astral Tracking)

All existing magical things (spells, spirits, foci, circles and logded) have a link to their owner.  Following this link back to its source requires an Astral Perception (4) Test.  The base time is six hours, divided by the number of successes.

I would think wards are also included, though not mentioned. Also, a link may be hidden, or redirected, though a metaplane per MitS.
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