Help - Search - Members - Calendar
Full Version: SR3/SR4 Active spells and barriers
Dumpshock Forums > Discussion > Shadowrun
Jbb
It's slightly unclear to me, so if anyone could point me to the right source/rule.

Does active spells (sustained, quickened, etc.) present in the astral plane, and so forth can't move through an astral barrier (such as a ward) ?

I'm interested in both SR3 and SR4 (if it has changed) rules on this

Thanks a lot
Ghostly Enigma
about as well as any other astraly active item would so in short no.
Cain
Basically, the ward and the astrally-active thingamabobber would get forced into astral combat. If you beat the ward, you get through. If not, it gets broken. The same basic thing happens in SR4, only foci don't get broken permanently, they only deactivate.
Edward
Nasty trick for you, get a force 12 buff spell tattooed on your body, paying the max 24 karma. Then you walk threw a ward and the apposed test is wards force target 48 verses your 48 dice target wards force. The only places that may have wards that can resist that are aztechnolagy facilities warded buy the gestalt, and great dragons.

On the down side the creator of the ward will know somebody just shredded it

Edward
Platinum
What about atuning yourself to a ward to move past?
Edward
Attuning requires masking, and is very difficult for high force wards (9-12)

Edward
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012