Angelstandings
Feb 2 2006, 01:58 AM
In reference to this one critter Power when used in conjunction with a sustainable spell:
Innate Spell
Type: A • Action: Complex • Range: per spell • Duration: per spell
A creature with the Innate Spell power has the instinctive
ability to cast one spell. The critter must possess the Spellcasting
skill in order to use the power eff ectively. Innate Spells cast by
a critter are the same as those cast by magicians, and magicians
can use Counterspelling against them as normal.
When this is taken into consideration:
Powers, pg 286
Duration: Powers have a duration that indicates how
long the effect lasts: Always, Instant, Sustained, Permanent,
or Special... Sustained powers may be maintained over time
at no effort
or cost. Because these powers are innate, the critter is not subject to any strain or modifiers for keeping the eff ect going. Even taking damage will not disrupt these powers’ ability to sustain. Also,
line of sight does not have to be maintained after the power takes hold of its target. Critters may sustain a
number of powers equal to their Magic at one time.
Combine that with health and detection spells... Overpowered? Maybe. But I bet every magician in the world is going to have atleast one bound spirit of man remote serviced in his apartment, while materialized, left to play video games forever (or some other random never ending task), while told to continue to sustain X number of health and detection spells indefinately. Note that when it' remote serviced, it no longer counts against the magician's spirit max.
Blah, I wrote more, but, I misread something so I deleted it.
FrankTrollman
Feb 2 2006, 02:31 AM
You don't have to maintain line of sight while sustaining any spell. But Innate Spell is not a "Sustained" power, it is a power whose duration is "per spell." That means that it follows the rules for sustaining spells, not the rules for sustaining spirit powers.
So the spirit has to suffer a -2 penalty on everything it does and its Drain doesn't go away for as long as it sustains that spell.
---
Which is not to say that it isn't a good idea to summon up some Force 3-4 Spirits of Man every morning and put them on the Remote Service of casting a buff spell on you and then sustaining it while they go site see-in Novoscotia. It most definitely is. It's just not quite as good of an idea as you are making it out to be.
-Frank
Angelstandings
Feb 2 2006, 02:37 AM
QUOTE (FrankTrollman) |
So the spirit has to suffer a -2 penalty on everything it does and its Drain doesn't go away for as long as it sustains that spell. |
Your take on it does take it down a notch, but only so far as the spirit gets a -2 dice penalty for each spell sustained.
I still think it's overpowered, especially when combined with remote service.
Brahm
Feb 2 2006, 02:58 AM
I read it the same way as Frank does, and that helps some.
But the problem isn't issolated to the Spirit of Man. It is a general problem of Skill rating equal to Force. Bring it down to Skill rating equal to 1/2 force, which has been suggested here several times, to clear up a lot of these problems.
Brahm
Feb 2 2006, 03:02 AM
QUOTE (FrankTrollman) |
Which is not to say that it isn't a good idea to summon up some Force 3-4 Spirits of Man every morning and put them on the Remote Service of casting a buff spell on you and then sustaining it while they go site see-in Novoscotia. It most definitely is. It's just not quite as good of an idea as you are making it out to be. |
The GM portion of my brain is whispering to me that there are some very nasty awakened critters in Nova Scotia. Awakened critters that have the ability to track back from a spirit to it's summoner.
Awakened critters that hunger for Magician braah-aaaainnnss!
Angelstandings
Feb 2 2006, 03:06 AM
Yeah, that would help... suck some dice away from it...
FrankTrollman
Feb 2 2006, 03:23 AM
The big problem of course is the Remote Services, even without buff spells from Spirits of Man (remember they can only cast spells you know), you can layer Guard, Movement, and Concealment on everyone you know every day for free.
-Frank
JoelHalpern
Feb 2 2006, 03:55 AM
If you use an unbound spirit this way, then until it finishes its remote service (ending the spell maintenance), it uses up your one unbound spirit.
However, it looks like you could use a bound spririt, and it would maintain the spell until something disrupts it. Your order would be "cast and hold ththis spell you know."
Yours,
Joel M. Halpern
Brahm
Feb 2 2006, 04:36 AM
QUOTE (JoelHalpern @ Feb 1 2006, 10:55 PM) |
If you use an unbound spirit this way, then until it finishes its remote service (ending the spell maintenance), it uses up your one unbound spirit. |
FrankTrollman is right, the remote service rules for unbound spirits are also part of the issue here. Once you send out the spirit on remote service it does not count for your spirit limit.
Brahm
Feb 2 2006, 04:41 AM
Powers like Movement, Guard, and Conceal I and the people I play with have always treated them more as actions that require the presense of the spirit. So they aren't spells that can be maintained at a distance, the spirit is actually there pushing you, counteracting whatever is causing the potential accident, or causing it to be more difficult for someone to spot you.
I don't think that is in the rules specifically, it just made more sense when describing it that way.
FrankTrollman
Feb 2 2006, 04:55 AM
It's actually in the rules specifically that it doesn't work that way. Those powers are Sustained, and a Sustained Power does not require the spirit to maintain LOS (or even remain on the same plane as the target).
-Frank
Cold-Dragon
Feb 2 2006, 06:25 AM
Aye, it's true in pretty much all so far, however, a couple things to consider
1) Even if you send the spirit off, its service is in direct play with the summoner, hence, they are not 'on a remote service' they are simply able to keep up with their work while afar. True, it's wordplay, but so is calling it a remote service I would think. If you can send a spirit on a remote service while it sustains, in theory that works I suppose...or it might null out the spell sustaining *shrugs*. Exploitation has risks.
2) mechanically this is ideal, but in the spirit of roleplay...an unbound spirit of man might not argue with this system for good work, but if you make them do menial things too much (or else increasingly menial versus the power of the spirit) you might develop a negative relationship with future spirits of men. The unbound are without obligitation short of doing your requests, if they want to tweak their results a little to piss you off, they can and will (if they so decide).
Now if the spirit is bound....just about all I said above with the exception of obligitations just increased by a factor unknown to all but the spirit(s). involved. Think about it, would YOU appreciate being told to hold on a Charisma buff for a lifetime? Sure, they'll do it, but if they ever get free, or fellow spirits take it personally....
Angelstandings
Feb 2 2006, 03:40 PM
Would changing this (pg 178):
Remote Services: Spirits can also be commanded to undertake
a remote service, allowing it to leave the summoner’s
immediate area. Remote services forfeit any other services the
spirit might owe.
To read:
Remote Services: Spirits can also be commanded to undertake
a remote service, allowing it to leave the summoner’s
immediate area. Remote services forfeit any other services the
spirit might owe, including any the spirit is currently performing.
... have any unforeseen side effects other than preventing the above scenario?
hobgoblin
Feb 2 2006, 04:24 PM
i would say that one do not need to change the text of the remote service like that.
why? because i belive that a remote service is a kind of service, and requesting that a spirit performs a new service basicly ends any other service that its currently performing.
only thing is that a remote service is in many ways a meta-service. in that its basicly asking the spirit to do a service outside of the presense of the summoner.
therefor you can ask it to cast a spell as a remote service. this will forgo any other current or future service the spirit is performing, but it will do the spell until its time is up (im guessing that a unbound spirit lasts until sunrise or sunset, whatever comes first). a bound spirit will last longer i guess, alltho im not sure if a remote service will remove the bond. and if so then it again will only stay around until sunrise or sunset. atleast thats my take on things.
Angelstandings
Feb 2 2006, 04:32 PM
QUOTE (hobgoblin @ Feb 2 2006, 11:24 AM) |
why? because i belive that a remote service is a kind of service, and requesting that a spirit performs a new service basicly ends any other service that its currently performing. |
I don't see where it implies that at all. Especially:
Remote Service
... The magician sends the spirit off to perform a particular task (or set of tasks, if more than one service is owed)...
There's nothing saying that previous tasks are ended, or that it can't do more than one thing at a time.
hobgoblin
Feb 2 2006, 04:42 PM
perfect, so my mind dug up some old garbage interpetation i have about the nature of spirits and their services. figures.
or maybe they have rewritten the text covering this stuff in SR4. in any case, i cant recall the "(or set of tasks, if more than one service is owed)" from older versions of the game. to me that makes remote service way to powerfull.
edit:
crap! seems that they have highly changed the way services work when it comes to SR4. in SR3 a elemental (this is not stated for nature spirits for some reason. but then all the kinds of extra services are under elementals to) can only perform one service at a time.
and a remote service is basicly one service that the spirit will pursue until completion of destruction, breaking it from its bond and zeroing the number of services the summoner can make the spirit perform.
Brahm
Feb 2 2006, 04:56 PM
QUOTE (hobgoblin @ Feb 2 2006, 11:42 AM) |
and a remote service is basicly one service that the spirit will pursue until completion of destruction, breaking it from its bond and zeroing the number of services the summoner can make the spirit perform. |
The moment I first read that line in the rules I turned cold, for I thought I heard the whisper of a thousand dead munchkins call out we have found a portal, we are coming. Then I realized it was just my own devious mind.
There is a rule suggestion in a sidebar for GMs finding that bound spirits are being abused to have them cause a +2 penalty to their owner similar to sustaining a spell. No need to stop there, extending that to extra unbound spirits as well since whoevere was writing that suggestion probably forgot about the ability to have multiple unbound spirits on remote service.
hobgoblin
Feb 2 2006, 05:02 PM
one thing, the stuff after the edit so from SR3, not SR4.
if im understanding the older post correctly, they have relaxed the rules in SR4!
Brahm
Feb 2 2006, 05:08 PM
QUOTE (hobgoblin @ Feb 2 2006, 12:02 PM) |
one thing, the stuff after the edit so from SR3, not SR4.
if im understanding the older post correctly, they have relaxed the rules in SR4! |
A lot of the nitpicker provisos, and stipulations got cut in the bulk that was shed going SR3 to SR4. Exclusive actions are an example where this is generally for the better. But if you play with people that are prone to being dorks they do get some fresh material to work with until the GM can see through it and shut them down again.
hobgoblin
Feb 2 2006, 05:13 PM
so basicly, more of the game control issues are now on the hands of the GM?
if i ever gm SR4 (yet to get the book

) then ill port over the idea that requesting the performance of a new service ends the old one, and that remote service is basicly a "long shot" service. performed until either the spirit stops existing or the service is no longer needed.
yes, that means that in theory a spirit can cast a sustained spell for ever if needed. so be it...
Brahm
Feb 2 2006, 05:20 PM
QUOTE (hobgoblin @ Feb 2 2006, 12:13 PM) |
so basicly, more of the game control issues are now on the hands of the GM? |
No, the same number of dorks control issues are on the GMs hands. The dork just has new and exciting ways to express their inner dorkness!
hobgoblin
Feb 2 2006, 05:28 PM
shotgun loaded, let me at em
Angelstandings
Feb 2 2006, 05:34 PM
QUOTE (hobgoblin @ Feb 2 2006, 12:13 PM) |
yes, that means that in theory a spirit can cast a sustained spell for ever if needed. so be it... |
That made me think... changing the wording of the above passage concerning Remote Services to include the line about how it ends all previous services won't affect the magician who simply remote services a spirit of man to sustain a spell.
Grr... The problem really does seem to be with how the remote serviced spirit doesn't count against the maximum unbound spirits -- which I don't really have a problem with except in these two cases:
1) when the spirit is remote serviced to destroy a person or thing. (I don't like the idea of a spirit being summoned/commanded to attack every two IPs).
2) when used to sustain the Innate Spell power. (while sounding like a clever use of the power, it's to much work to GM for npcs).
I couldn't care less if bound spirits were used for the above, because there is a sensible limit.
I'll need to restrict, in my games, what types of actions unbound spirits can perform while on remote service.
EDIT: Now that I think about it, I agree with Frank about Guard, Movement, etc... So, I don't like the idea of remote serviced unbound spirits are able to be used to sustain any Power.
FrankTrollman
Feb 2 2006, 05:35 PM
QUOTE (Brahm) |
There is a rule suggestion in a sidebar for GMs finding that bound spirits are being abused to have them cause a +2 penalty to their owner similar to sustaining a spell. No need to stop there, extending that to extra unbound spirits as well since whoevere was writing that suggestion probably forgot about the ability to have multiple unbound spirits on remote service. |
This is, btw, the dumbest rule I've ever seen. Considering that one of the most powerful abiilties of a bound spirit is to maintain a spell for you, and this involves burning out the spirit, why would anyone ever do that if maintaining a bound spirit required the same expenditure of effort as just maintaining the spell yourself?
Throughout the main book there are constant enclosures on the power of bound spirits. The authors really seemed to think these guys were going to be problematic. They aren't. Unbound spirits, OTOH, are game breaking.
---
Problem 1: Drain on Unbound Spirits is generally too low (until you get to high level spirits, in which case it is too high). Conversely, drain on Bound Spirits is too high.
Solution: Change Drain on Conjuring to Half Spirit Force plus the hits the spirit gets on the resistance test (instead of zero + double hits).
Problem 2: The remote service rush is unstoppable. You can summon a spirit and tell it to wait 50 seconds and then fly across the world and attack Yakashima’s complex. Then summon another one and have it wait 44 seconds and fly across the world and attack Yakashima… Or you can tell a spirit to wander the world maintaining Guard and Movement on you while it checks out the Riviera. Or whatever. You can get unlimited amounts of whup-ass or power usage maintained indefinitely for free.
Solution 2: Close the remote service loophole. A spirit on Remote Service counts against your one unbound spirit limit. And it still comes with the drawbacks of Remote Service, so you can’t give it any new orders and you no longer have a telepathic link to it.
-Frank
Angelstandings
Feb 2 2006, 05:43 PM
QUOTE (FrankTrollman @ Feb 2 2006, 12:35 PM) |
The remote service rush is unstoppable. You can summon a spirit and tell it to wait 50 seconds and then fly across the world and attack Yakashima’s complex. Then summon another one and have it wait 44 seconds and fly across the world and attack Yakashima… |
It's funny because it's true... I laughed out loud when I read that

EDIT: Is there a topic that exists on DSF that lists the things in SR4 that REALLY should be changed for game balance purposes? If not, there should be.
Azralon
Feb 2 2006, 05:59 PM
Yeah, I suspect the balance part of the "remote-service rush" is supposed to be drain from repeated summonings. Supposed to be.
That is to say, your Magic:5 magician probably won't be throwing too many Force 10's downrange before he's got to stop and take a little downtime to recover. Or stop and be dead because one of his free minions just rolled like 8 hits on the opposed summoning roll.
Still, tossing an unending zergling stream of low-end spirits is much more feasible, if less devastating to your opposition. As always, if your target(s) don't have magical backup then they're definitely going to be inconvenienced to some degree.
Spirits hold the astral signature of their summoner, IIRC, yeah? At least an enemy mage has a chance to put a stop to you via astral tracking. Eventually.
Angelstandings
Feb 2 2006, 06:09 PM
I'll have to see how it would work out with an untwinked magician, magic 5 with 3 IPs, rushing force 6 spirits.
My gut feeling is that he could keep it up 'forever', especially since he can use a third initiative pass to heal when he needs to.
FrankTrollman
Feb 2 2006, 06:10 PM
Very roughly a Force 3 spirit is the equivalent of a Professional Rating 2 thug, and every Force point added to that represents an increase in professional rating.
Making Force 7 (professional rating 6 or thereabouts) spirits is entire plausible for a starting character to do on a regular basis. But much more importantly, a character can conjure up Force 3 spirits pretty much indefinitely. That's the equivalent of 10 security thugs in a minute. Which is sort of "meh" actually. But it's 50 security thugs in 5 minutes, which starts to be a big deal. And it's 600 security thugs in an hour, which is a really big deal. That's the kind of team that can conquer installations and suppress small cities and shit.
Any conjurer can make a military grade assault anywhere on Earth before lunch.
-Frank
hobgoblin
Feb 2 2006, 06:14 PM
gah, now i see where the problems come from. the writers have taken the ability of being able to summon all kinds of spirits as either bound or unbound, without properly considering the classical diffrences between these two.
in SR3, only a elemental can do stuff like spell sustaining and remote service, as they are more costly to summon. a nature spirit on the other hand do not have this ability as its bound within its domain.
so one option is to allow only bound spirits to perform some of the old tricks that a elemental could do, and to somhow hand out domains to the unbound spirits (thereby limiting their range).
at the very least, one can say that unbound spirits can go beyond the horizon (as seen from the spot where they where summoned), as that would make them cross the sunset/sunrise barrier (if that limitation still exists in SR4).
TinkerGnome
Feb 2 2006, 06:17 PM
Two things. First, spirits on remote service do count against a limit, it's just the bound spirits limit*.
QUOTE (SR4 @ p.179) |
A magician may only have one unbound spirit summoned at any given time, and no more bound spirits than her Charisma attribute. Spirits on remote service and on standby count toward this total. |
Secondly, any spirit you summon contains your astral signature. Sending spirits off every minute to attack a corp is, thus, suicidal. Heck, sending spirits off on remote service can be suicidal because of this.
* This brings up an interesting item, since from the reading I take, you can summon up to your Charisma worth of unbound spirits, one at a time, and stick each on standby. Then when you need one, you just call it out as a simple action and sent it to work. When you're done with it, just release and bring out the next.
Brahm
Feb 2 2006, 06:31 PM
QUOTE (TinkerGnome @ Feb 2 2006, 01:17 PM) |
Two things. First, spirits on remote service do count against a limit, it's just the bound spirits limit*.
QUOTE (SR4 @ p.179) | A magician may only have one unbound spirit summoned at any given time, and no more bound spirits than her Charisma attribute. Spirits on remote service and on standby count toward this total. |
Secondly, any spirit you summon contains your astral signature. Sending spirits off every minute to attack a corp is, thus, suicidal. Heck, sending spirits off on remote service can be suicidal because of this.
* This brings up an interesting item, since from the reading I take, you can summon up to your Charisma worth of unbound spirits, one at a time, and stick each on standby. Then when you need one, you just call it out as a simple action and sent it to work. When you're done with it, just release and bring out the next.
|
That is an interesting way to read that line. I read it as bound spirits on remote service, because of the earlier line about what happens to unbound spirits sent on remote service.
There is wierdness in the word this and the nonplural total. Have to think about this some more, and reread that section. It is a spectacularly poorly worded dangling if the rule is suppose to mean what you suggest. But that wouldn't be out of character for the book.
Angelstandings
Feb 2 2006, 06:35 PM
QUOTE (TinkerGnome @ Feb 2 2006, 01:17 PM) |
QUOTE (SR4 @ p.179) | A magician may only have one unbound spirit summoned at any given time, and no more bound spirits than her Charisma attribute. Spirits on remote service and on standby count toward this total. |
|
That is clearly (well, maybe clearly is too strong of a word) referring to bound spirits, not unbound spirits, on remote service or standby, as it references the latter part of the previous sentence.
But, it would be an interesting fix to the problem... Just ignore the contradiction:
Remote Services (unbound spirits), pg 178
Once a spirit has been given a remote service, it is technically
released.
Atleast that would put a more reasonable limit on the number of spirits which could be summoned and remote serviced without binding.
I think that your houserule of having remote serviced unbound spirits count towards the bound spirit maximum (charisma) of the magician is the most simple way to solve the problem. Nice.
Azralon
Feb 2 2006, 06:54 PM
I'd also like Immunity to Normal Weapons to be equal to Force rather than 2xForce, while we're at it.
Angelstandings
Feb 2 2006, 07:00 PM
QUOTE (Azralon @ Feb 2 2006, 01:54 PM) |
I'd also like Immunity to Normal Weapons to be equal to Force rather than 2xForce, while we're at it. |
At what Force is it generally accepted that Immunity to Normal Weapons is too high?
Obviously Force 12 is extreme... but what about something more commonly seen by the PC group? To me it seems to work as intended up and including Force 6.
TinkerGnome
Feb 2 2006, 07:13 PM
QUOTE (Angelstandings) |
QUOTE (SR4 @ p.179) | A magician may only have one unbound spirit summoned at any given time, and no more bound spirits than her Charisma attribute. Spirits on remote service and on standby count toward this total. |
That is clearly (well, maybe clearly is too strong of a word) referring to bound spirits, not unbound spirits, on remote service or standby, as it references the latter part of the previous sentence. |
I think you're probably right. However, any game I run will probably see that house ruled. It's just too neat a solution to the potential problem.
The logic at which I arrived at the previous reading is that spirits on remove service are mentioned as counting agains "this" total. In the previous section, it specifically mentions that remove service "releases" them so they don't count as your one unbound spirit any longer. Thus, it follows that it means that spirits on remote service count against the Charisma limit.
The errata to fix it should simply be the addition of the word "bound" at the start of the second sentence.
Angelstandings
Feb 2 2006, 07:14 PM
QUOTE (hobgoblin) |
as that would make them cross the sunset/sunrise barrier (if that limitation still exists in SR4). |
No reference to it besides:
A spirit will perform the services it owes
until the next sunrise or sunset. At that time, regardless of
any remaining services or what it was doing, the spirit will
depart and return to its home deep in astral space.
(there's a few others, actually, but to the same effect).
I (and I hope everyone else) takes that to mean sunset/sunrise from the location of the summoner, and not the current location of the spirit

. I'd get nit-picky and rule that it is referring to sunraise/sunset at the place of the original summoning.
Azralon
Feb 2 2006, 07:38 PM
QUOTE (Angelstandings) |
QUOTE (Azralon @ Feb 2 2006, 01:54 PM) | I'd also like Immunity to Normal Weapons to be equal to Force rather than 2xForce, while we're at it. |
At what Force is it generally accepted that Immunity to Normal Weapons is too high?
|
I won't venture to answer that directly since I haven't run any numbers yet. I can tell you from personal experience (on both sides of the GM screen) that Force 6 definitely starts to fall into the "Too Nasty" column.
Here's the core problem, as I see it:
If you attack a spirit in melee with a nonmagical weapon, then it's rolling its Unarmed Combat ( = Force) plus its Agility ( = Force +/- X) to avoid or minimize that attack. Then, if your base DV + your net hits isn't higher than its Immunity ( = Force + Force), you simply do no damage. If it is higher, then the spirit soaks on its Body ( = Force +/- Y) plus its Immunity ( = Force + Force). Then it applies that damage to its appropriate damage column: Physical ( = 8 + half(Force +/- Y) boxes) or Stun ( = 8 + half(Force) boxes).
If you're talking ranged combat, then substitute Unarmed Combat and Agility for Dodge and Reaction.
So in summation, the spirit gets to mitigate damage by rolling Force + Force +/- X + Force +/- Y + Force + Force dice, unless your net damage is less than 2xForce and you do zero damage anyway. That's 5xForce +/- X +/- Y.
The sums of the "+/- X +/- Y" factor, representing bonuses and penalties to Agility (or Reaction for ranged) and Body, range from +1 to +3 depending on the spirit type. Someone might want to check me on that, as I'm working from memory here.
~~~~~
In any case, to damage a spirit you have to punch through 5xForce+1 dice at the minimum, 5xForce+3 at the maximum and that's provided its Immunity doesn't make you ineffectual right off the bat. That sort of means that you need to, on average, be able to pump out more than ((5xForce+2)/3) DV per attack to start putting a dent in the thing.
Remember, too, that for every 2 points of Force you're giving it an extra box of damage capacity on both the Physical and Stun tracks.
So, I dunno, figure up the average DV output of some runners and plug that in to see when Force starts to get too crazy high to deal with.
Azralon
Feb 2 2006, 07:50 PM
I suppose a simpler way to look at it is that for every 2 points of Force, you're giving the following to a spirit:
* 1 more box on the Physical track
* 1 more box on the Stun track
* 1 more base DV on its attacks
* 4 more dice to attack
* 4 more Immunity points to shrug off normal attacks
* 10 more dice to mitigate physical damage
hobgoblin
Feb 2 2006, 07:52 PM
QUOTE (TinkerGnome @ Feb 2 2006, 07:17 PM) |
Two things. First, spirits on remote service do count against a limit, it's just the bound spirits limit*.
QUOTE (SR4 @ p.179) | A magician may only have one unbound spirit summoned at any given time, and no more bound spirits than her Charisma attribute. Spirits on remote service and on standby count toward this total. |
Secondly, any spirit you summon contains your astral signature. Sending spirits off every minute to attack a corp is, thus, suicidal. Heck, sending spirits off on remote service can be suicidal because of this.
* This brings up an interesting item, since from the reading I take, you can summon up to your Charisma worth of unbound spirits, one at a time, and stick each on standby. Then when you need one, you just call it out as a simple action and sent it to work. When you're done with it, just release and bring out the next.
|
i realy love that interpetation.
but be careful about that standby bit, as you cant keep them beyond the sunrise/sunset swap unless they are bound (atleast thats my take on the whole thing given the info so far).
thejadedgm
Feb 2 2006, 11:14 PM
Wow what a thread...
What about the susceptability factor. If you are under the influence of a spell are you not susceptable to attack from astral space - even if you are mundane. Meaning projecting mages and spirits in the astral get to attack you while you are potentially unaware. The spell, as long as it isn't permanent, is visible in the astral and in my games that sustained spell makes the target of that spell effectively dual natured.
If the mage for instance has imp. ref. wit 4 successes sustained either with a focus or with a spirit service then a hostile spirit can attack him from the astral even if he isn't percieving or projecting. The same is true with using buffs on the street sams - only they are in for twice the hurt as they can't see astrally and can't effect anything astral. They get to sit there and take a pounding till the mage or spirit drops it.
At least that how it was in previous editions and its how I run fourth as the rules do not directly address this matter.
The point is however this is one way to keep the munchkin mages down.
TinkerGnome
Feb 2 2006, 11:19 PM
QUOTE (thejadedgm @ Feb 2 2006, 07:14 PM) |
The spell, as long as it isn't permanent, is visible in the astral and in my games that sustained spell makes the target of that spell effectively dual natured. |
It hasn't been that way since 2nd edition (and even then that might have only been foci and not spells). The spell could potentially be attacked on the astral (even then, I'd only even consider it for mana spells), but the person could not.
EDIT: Oops, not even that is true. The spell's aura shows up on the astral and you could track the caster using the link from the spell, but that's about all you can do. Only foci can actually be attacked.
thejadedgm
Feb 2 2006, 11:27 PM
I stand corrected Tinkergnome - but if my mages started twinking out the rules like that I would start allowing manaballs to translate into normal spaced centered on the spell.
TinkerGnome
Feb 2 2006, 11:41 PM
Well, you can still look at it like a big glowing target over the person with the spells on them for the folks on the astral. An astral mage could order a spirit to materialize and attack from there.
An interesting question, can one summon spirits while projecting? It's probably stated somewhere, I just haven't spotted it yet. SR4 is something of an easter egg hunt for finding specific rules.
hobgoblin
Feb 3 2006, 12:19 AM
hell if i know, did they rip out all those exclusive actions?
still, why summon on the go. summon before, put on standby, send out the astral "attack dogs" as needed...
thejadedgm
Feb 3 2006, 12:37 AM
LOL Really... I think thats the best answer to all of this now that I think of it.
Just have a big nasty spirit eat 'em!
A much simplier prospect really....
hobgoblin
Feb 3 2006, 01:15 AM
fight fire with fire?
still, i think i hear a cry for mundane ways to counter magic in all its forms coming...
TinkerGnome
Feb 3 2006, 01:54 AM
Mundane ways to counter magic? Simple, geek the mage first!
Brahm
Feb 3 2006, 02:12 AM
QUOTE (hobgoblin) |
hell if i know, did they rip out all those exclusive actions? |
Exclusive Action rules all gone, go bye-bye.
Angelstandings
Feb 3 2006, 04:00 AM
QUOTE (TinkerGnome) |
The spell's aura shows up on the astral and you could track the caster using the link from the spell, but that's about all you can do. Only foci can actually be attacked. |
I looked, but can't find any rules for attacking active foci from the astral plane. I'm sure it must be possible... Can someone point me to a page number?
Thanks in advance
TinkerGnome
Feb 3 2006, 04:33 AM
There are no explict rules, but there is this:
QUOTE (SR4 p191) |
When activated, foci have an astral form |
The section on astral combat (p 184) explicitly mentions that weapon foci are on the astral plane, as well. Finally, all active focus collide with mana barriers (p 186).
It can be drawn from the above that active foci are present on the astral plane. Anything present on the astral plane may be attacked. Thus, active foci can be attacked on the astral plane as your GM wishes and rules.
Of course, the same logic applies to spells, too. So it may be that spells can be attacked as well, if the GM wishes.
EDIT Oh, and we have:
QUOTE (SR4 p 174) |
Spells cast on astral objects like mana barriers or active foci are resisted with Force. |