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> Shadowrun 4: Magic
blakkie
post Aug 22 2005, 11:53 AM
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QUOTE (hahnsoo @ Aug 22 2005, 05:46 AM)
You can cast multiple spells in a single action, but you must split your Spellcasting + Magic dice among all of the spells that you cast, and the drain value for each of the spells is increased by 1 point for every additional spell.

Is size of the split of the dice at caster choice?

Other than that, it sounds like casting two spells of significant power at once is more the territory of a GD or maybe a high grade Initiate that has spent the [huge gobs of] karma to raise their Magic. However with Edge you should be able to confidantly pull off a couple of small utilities or maybe even a powerful one and a utility. Does that sound like a good assessment?

QUOTE
The duration that Permanent spells need to be sustained is equal to twice the Drain Value of the spell (which for Heal is the Damage Level of the target -2). Each point of Essence Loss on the target reduces the dice pool for the Spellcasting test by 1.


Twice the Drain Value (before or after drain check?) in what unit of time? Also, if it the Drain Value before the drain check is there a way to speed it up? (Like maybe my drain check is used to reduce time but not the actual drain damage? *looks hopeful*)
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hahnsoo
post Aug 22 2005, 12:02 PM
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Twice the Drain Value before Drain is reduced by the Drain resistance test, and in intervals of 1 Combat Turn. Most permanent spells allow you to use hits to reduce the time by 1 Combat Turn instead of adding to the primary effect.
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Spookymonster
post Aug 22 2005, 01:21 PM
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How does Invisibility work now?

[edit]
Oh, and what are Magesight goggles?
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morlock76
post Aug 22 2005, 01:21 PM
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QUOTE
Racial Max * 1.5, round down.


To whom does that apply?
In SR3 we had that cap for Adept Improved Attribute as well as Bioware.
Cyberware was capable of surpassing that limit.

Any changes there?

P.S.: Sorry, bit of a cross topic.
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hahnsoo
post Aug 22 2005, 01:35 PM
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QUOTE (Spookymonster @ Aug 22 2005, 08:21 AM)
How does Invisibility work now?

Invisibility affects the minds of viewers, while Improved Invisibility actually warps light around the user. Since hits (successes) are limited by Force, you definitely need higher than a Force 1. Invisibility works as an additional "buffer" for sneaking around... the person must first pierce the illusion by getting equal or more hits on their Willpower (mana illusions) or Intuition (physical illusions) than the spellcaster got on his/her spellcasting test, then they must do a Perception Test normally if the invisible character was using Infiltration/Shadowring to sneak. If the illusion is resisted, then you can attack the "invisible" character normally without the Target Hidden modifier.

Note that against technological sensors, you need to beat the Object Resistance threshold number. This means 3 hits for most standalone cameras and electronics (laser tripwires or whatnot) and 4 hits for computers, vehicle sensors, and drones. They don't get to resist, being non-living objects.

QUOTE
Oh, and what are Magesight goggles?
Goggles with a fiberoptic cable on them, to cast around corners.
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hahnsoo
post Aug 22 2005, 01:37 PM
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QUOTE (morlock76)
QUOTE
Racial Max * 1.5, round down.


To whom does that apply?
In SR3 we had that cap for Adept Improved Attribute as well as Bioware.
Cyberware was capable of surpassing that limit.

Any changes there?

P.S.: Sorry, bit of a cross topic.

Everyone. There is a hard cap for maximum augmented attribute. So both sammies and adepts will have, at most, a 10 augmented Reaction and 7 natural Reaction (but only if you have Exceptional Attribute: Reaction).
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blakkie
post Aug 22 2005, 01:42 PM
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QUOTE (hahnsoo @ Aug 22 2005, 07:35 AM)
QUOTE
Oh, and what are Magesight goggles?
Goggles with a fiberoptic cable on them, to cast around corners.

Can opponent mages fire spells back down them? Or are they mirrored or have a much smaller openning looking out that you can't effectively see back in (like a security peephole).
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hahnsoo
post Aug 22 2005, 01:47 PM
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QUOTE (blakkie)
Can opponent mages fire spells back down them? Or are they mirrored or have a much smaller openning looking out that you can't effectively see back in (like a security peephole).

Are you joking? Tell me you're joking. It works identically to the systems presented in both SR2 (Corporate Security Handbook) and SR3. So, no, you can't chuck a fireball down fiberoptics unless you have full view of the target's aura.
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nezumi
post Aug 22 2005, 01:48 PM
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I'd presume the enemy mage wouldn't be able to shoot 'down' an opposing mage's fiber optic cable, unless (possibly) he was right in front of said cable and peering down it. I'm guessing the cable will be a few hairs thick with a lens at the end, so it'd be a bit hard to see through it the wrong way.
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Spookymonster
post Aug 22 2005, 02:04 PM
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QUOTE (hahnsoo)
Invisibility affects the minds of viewers, while Improved Invisibility actually warps light around the user.

Does the spell description actually say that it warps light? If so, that not only kills the 'illusions don't manipulate light' holy war but opens up a whole new branch of 'visual aid' spells (mirror spells for magical trick-shooting, Detection-like spells that permit LOS for casting, and so on).
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Spookymonster
post Aug 22 2005, 02:07 PM
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Regarding Shaman and Mentor spirits:

Do you need to purchase a Mentor spirit to be a Shaman? Also, what are the benefits of having a Mentor spirit?
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Bandwidthoracle
post Aug 22 2005, 02:22 PM
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QUOTE (Spookymonster)
Regarding Shaman and Mentor spirits:

Do you need to purchase a Mentor spirit to be a Shaman? Also, what are the benefits of having a Mentor spirit?

To add to that: Are mentors avalible during the game, or only at creation?
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blakkie
post Aug 22 2005, 02:34 PM
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Crossing back from the Hacking thread, where i extrapoled the lack of exclusive actions the wrong way, back to here where it belongs.....

So, trying to dig back in my memory for the forbidden exclusive combinations....No more exclusive spells? You now can perform all conjuring activities while astral projecting or sustaining a spell w/o foci? You can sustain a spell w/o foci while popping into and out of astral? Likewise cast into a sustaining foci while sustaining another spell or astrally projecting?
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hahnsoo
post Aug 22 2005, 02:38 PM
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The quote says:
QUOTE
Improved Invisibility creates an actual warping of light around the subject that affects technological sensors as well
But remember that we don't have access to spell creation rules right now, and thus we can't really make any sort of value judgments as to whether or not one could feasibly create a spell that augments vision that can also be used to target other spells.

You can be a Shaman without a Mentor spirit, which probably means you don't follow any particular totem. You do not get Totem benefits unless you have a Mentor Spirit (in effect, the Mentor Spirit quality IS the Totem benefit part of Shamans). The bonuses for nearly all of the Mentor Spirit is a +2 to two different things (a spell category, spirit type, or a skill, like +2 Illusion Spells and +2 to Infiltration Tests), and there's always a penalty of either a Threshold 3 test to prevent from doing something (like berserker rage or strictly following a plan) or a -1 die to something (spell category, spirit type, skill, attribute test, etc.).

Mentor Spirits aren't on the "forbidden list" of qualities that they lay out for Qualities that can be taken after character creation, and nothing in the Quality description or the Mentor Spirit section of the Magic part of SR4 suggests that you can't take a Mentor Spirit later on in your career.
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6thDragon
post Aug 22 2005, 02:45 PM
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Are there idol follower totems or loa in the main book? What about blood magic and blood spirits?
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hahnsoo
post Aug 22 2005, 02:50 PM
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QUOTE (6thDragon)
Are there idol follower totems or loa in the main book? What about blood magic and blood spirits?

There are idols in the main book. No specific Loa running around in there (although the idol templates are generic enough that they could possibly be used for Loa), and definitely no blood magic.
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the_dunner
post Aug 22 2005, 03:13 PM
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QUOTE (Annihilator)
In previous editions you had to roll for magic loss if getting a deadly wound or on certain other occasions (first aid without the +2 mage modifier,...).

How does this work in SR4 and when do you have to roll for magic loss?

This is gone from SR4. (As, for that matter are deadly wounds.)
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hahnsoo
post Aug 22 2005, 03:16 PM
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But the modifier for treating a Mage/Adept in First Aid still exists. Basically, anyone who has a Magic/Resonance Attribute or has a lot of burned Essence will have First Aid penalties.
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6thDragon
post Aug 22 2005, 03:25 PM
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Do hermetic libraries and shamonic lodges still exist? What about the metamagics from the SOTAs like psychometry or sympathetic magic?
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hahnsoo
post Aug 22 2005, 03:27 PM
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QUOTE (6thDragon)
Do hermetic libraries and shamonic lodges still exist? What about the metamagics from the SOTAs like psychometry or sympathetic magic?

There are only 5 Metamagics in the Core Book. It's a Core Book, folks, and there's a "Street Magic" book coming out.

All traditions have "lodges" now, although the Hermetic lodge consists of libraries and circles and stuff. It costs 500 nuyen per Force point.
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6thDragon
post Aug 22 2005, 03:55 PM
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Will aspected mages still not be able to access the astral plane? Also, will initiation still improve your astral inititive?
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hahnsoo
post Aug 22 2005, 04:04 PM
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QUOTE (6thDragon)
Will aspected mages still not be able to access the astral plane? Also, will initiation still improve your astral inititive?

There are no Aspected Mages. You can simulate Aspected Mages buy creating a Mystic Adept and getting Astral Perception as an Adept power and sinking all of the Magic rating points into spellcasting skills, or you can drop the Astral Perception and go with all Magic rating points into spellcasting skills.

Initiate Grade does not add to Astral Initiative, which is derived from Intuition x 2.
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reconsweden
post Aug 22 2005, 07:55 PM
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QUOTE (Alvorn)
Can you explain magic loss a little further. In particular buying back magic after you have lost it. So I start with a Magic at 4. Add some cyberware, takes it down to 3. Earn me some karma during a session, I want to boost my Magic back up. Do I pay for it as though it was going back to 4 or up to 5 ? Can you just pay for it this way or do you need to do an ordeal ? Can I choose to "initate" even though I only have 3 magic ?

Did someone answer this?
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tisoz
post Aug 22 2005, 08:29 PM
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It has been asked in several threads and no one to my knowledge has answered. It does not make an exception, that I saw, for reduced attributes. So here is a loophole for staying magically active while getting implants then maxing out magic.
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hahnsoo
post Aug 22 2005, 08:33 PM
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I know that you can Initiate at any time, and your Initiate Grade cannot be higher than your Magic Rating (if it is because of Essence Loss, then you actually lose your grade). Essence Loss removes a point from both your Magic AND your Max Magic, but I haven't read any indication as to whether the Karma costs are for the current attribute or the adjusted pre-loss attribute.
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