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Tiralee
My character had sufficient downtime and nuyen to seriously upgrade her capabilities. And owing to a weak set of physical stats, was quite happy to use meditation as a reduction step for the Karma cost. (Which was foul.)

So, what do your multiple-initiated players do with their magical mojo?

Apart from the ever-favourite Masking (Basically, the first metamagic skill anyone chooses) and Invoke (For the summoners out there) - what's the second or third cab off of the rank?

-Tir

(First poll, hope it works)
Ancient History
I've had three players get into the low double-digits during particularly high-end campaigns.

The first one was the Pokemetamagican - gotta collect 'em all!

The second was an adept, before you could just buy power points.

The third was just a bad-ass that had to put down some serious magicians in her time and got really good at it, and focused on an offensive/defensive posture - her first five grades were: masking, shielding, reflecting, absorbing, centering.
Smiley
There was no option for this, soooo...

3-5 times. They had the karma, they spent it, they did the ordeals, and everyone won. The players got stronger characters and the GM got to be more creative when creating opposition. It wasn't a bad or shocking thing for any party involved.
Sharaloth
The highest initiate in my game is a grade 17. Very high-powered game. they still nearly lost against Alamais.
Dawnshadow
Adepts go up through the roof.. as much initiation as possible. Currently sitting at 15+ grades.

Slightly less so for spellcasters and conjurers (about 2/3). Less direct power boost from initiation. And not as much karma to throw around so far. Although the conjurer does more initiation, for invoking and channelling.. the spellcaster it's just for metamagics.

And most every big threat we've got has nearly wiped us out.
toturi
Full mages/shamans went for the defensive/utility stuff. Masking, Shielding, Centering etc.

Adepts went for the Centering line of stuff. But always by Grade 4 initiation, Virtuso.

Anything the full magic guys can't handle, tell the adept to nuke it.
Ophis
8 is the highest I've seen.
Metamagicas and more spell pool. Plus being able to boast to your mage friends about how leet you are...
Platinum
QUOTE (Ancient History)
I've had three players get into the low double-digits during particularly high-end campaigns.

The first one was the Pokemetamagican - gotta collect 'em all!

The second was an adept, before you could just buy power points.

The third was just a bad-ass that had to put down some serious magicians in her time and got really good at it, and focused on an offensive/defensive posture - her first five grades were: masking, shielding, reflecting, absorbing, centering.

I thought that you could always buy power points. They cost 20 per level, or was that left out of first edition? I know that it was in second.
Vaevictis
Shielding. Shielding. Shielding.

Dude, it *multiplies* your spell defense dice by the number of protected targets, and the pool size doesn't reduce after being used. It increases the caster's target number by the number of dice you allocate (up to your initiate grade). That's rediculous powerful.

As a rule, I always try to go for those metamagics that don't require extra karma sink in the future and incidentally become more powerful as you add more initiate grades. Masking and shielding are must have no-brainers. Invoking is probably next. After that, I'd consider toying with anchoring or cleansing in order to get filtering (as our GM just LOVES tossing background counts at us).

(If you have a relatively high karma campaign, centering would be good, but our GM is unbelievably stingy with karma. Average run is 3 karma, and the only way to buy karma is by getting an enchanter to bind a focus for you :/ )
mfb
my adept is at grade 5. i'm gonna spend the next 100+ karma on non-magic stuff, except for attuning some gear here and there (as a frame of reference, i've been playing Italy for about five years, now, and he's got just over 200 karma). so far, Italy has Centering: Physical and Ranged, Masking, Attunement, and Cognition.

not sure what else to get him, once he starts initiating again. more Centering, obviously--Melee, and then Technical. then maybe Limited Projection. after that, i might start delving into custom metamagics.
emo samurai
And people think MY games are high-powered.
mfb
no, not high-powered. batshit loco, yeah. but not high-powered.
Ancient History
QUOTE (Platinum)
QUOTE (Ancient History @ Jun 2 2006, 08:15 PM)
I've had three players get into the low double-digits during particularly high-end campaigns.

The first one was the Pokemetamagican - gotta collect 'em all!

The second was an adept, before you could just buy power points.

The third was just a bad-ass that had to put down some serious magicians in her time and got really good at it, and focused on an offensive/defensive posture - her first five grades were: masking, shielding, reflecting, absorbing, centering.

I thought that you could always buy power points. They cost 20 per level, or was that left out of first edition? I know that it was in second.

Before 3rd edition, you could not purchase power points; adepts had to increase their Magic rating to gain additional abilities.
Eyeless Blond
And it's the same way in sr3. The rules in MitS about initiation adding to power points are supposed to override the ones in the BBB about buying them for 20 karma. You aren't supposed to be able to do both.

Or at least that's what I remember. Anyone care to look it up?
Kanada Ten
Well, that's what the FAQ suggests, no rule actually forbids it.
Eyeless Blond
Bah. They really needed to put a disclaimer on that FAQ, reminding people that nothing in it should be construed as to have anything to do with what's printed in their books.
NightmareX
QUOTE (Sharaloth)
The highest initiate in my game is a grade 17. Very high-powered game. they still nearly lost against Alamais.

eek.gif My namesake character, Nightmare (a combat mage/hit man) has been played on and off since 1st edition and is "only" Grade 5 (530 karma when last played -briefly- in 3rd edition).

When 3rd edition came out, I put my players at the time on a fast track karma-wise for the express purpose of bringing their characters (a magician adept and a shaman) up to par with Nightmare so one of them could take over GMing and I could play him again. The magician adept made Grade 4 and the shaman made Grade 2 before the campaign ended - and I still only got to play Nightmare again as an NPC frown.gif
SL James
QUOTE (mfb)
maybe Limited Projection.

*ahem*

That's only for Magician Adepts.
Bodak
QUOTE (Vaevictis)
Shielding. Shielding. Shielding.

As a rule, I always try to go for those metamagics that don't require extra karma sink in the future and incidentally become more powerful as you add more initiate grades. Masking and shielding are must have no-brainers. Invoking is probably next. After that, I'd consider toying with anchoring or cleansing in order to get filtering (as our GM just LOVES tossing background counts at us).

(If you have a relatively high karma campaign, centering would be good, but our GM is unbelievably stingy with karma. Average run is 3 karma, and the only way to buy karma is by getting an enchanter to bind a focus for you :/ )

Shielding is good. Absorbtion does pretty much the same thing except that it is more offensive. You can drop the absorbed dice if you want to (treating it just like Shielding) or use them like an expendable power focus. If Shielding is rediculous, Absorbtion is totally ridiculous.

As for Invoking, it is pretty much a buy-one-get-one-free deal. If you have Invoking, you don't need to bother getting Divination/Cleansing. Just summon the Great form spirit, and ask it to do the Divination for you or Cleanse the crimescene while you scram.

I've always wondered where is the appeal in Centring? You get to invest karma into a performance skill of your choice which can serve no useful gaming purpose (unless it is something like playing music for a living (like you actually need a wage when you can Shadowrun)). Then you get to invest karma into your Centring skill. Then when you Centre you get to add half your successes... is it really worth it? Why not invest that karma into improving your primary skills, or get a Power focus, or something like that?
Da9iel
Because lowering your TN is big medicine.
Ancient History
There are three general reasons Centering was chosen so often:
1) Diminishing returns. Prior to 4th edition, there was no skillcap - therefore, you were paying more Karma per die as you improved your skill. It was actually cheaper to buy a Centering skill than to increase your other magical skills. That was partially negated in 3rd edition by requiring the purchase of the centering skill /and/ a performance skill.

2) No other metamagic directly eases drain or effectiveness. If purchased early, Centering is a better deal than a power focus because it generally improves with yoru character and can't be destroyed.

3) Centering, along with Masking, was one of the few metamagics open to both adepts and full magicians.
Vaevictis
QUOTE (Bodak)
Shielding is good. Absorbtion does pretty much the same thing except that it is more offensive. You can drop the absorbed dice if you want to (treating it just like Shielding) or use them like an expendable power focus. If Shielding is rediculous, Absorbtion is totally ridiculous.


I agree that absorption is good, but it is nothing at *all* like shielding in terms of defensive capability. Let's say you're a grade six initiate:

Absorption works like spell defense in terms of the number of dice. Say you allocate 6 dice to it, and pick 6 people who you want to cover. A mage casts a spell at one of the targets, you use 4 of the dice defending. Then another mage casts a spell at another target, you use 2 of the dice defending. A mage casts a third spell, and you have no dice left.

Shielding doesn't work like spell defense. It adds a modifier to the spell resistance tests of the protected individuals until you reallocate. Say you allocate 6 dice to it, and pick six people who you want to cover. Anybody casting spells on them is now at +6 to their target numbers. Further, each of them has a spell resistance *bonus* of 6 until you reallocate your dice. A mage casts a spell at one of the targets, they get six dice defending (plus whatever the base resist stat happens to be). Then a mage casts a spell at *the same* target, and that target *still* gets six dice defending (plus...). Then a mage casts a third spell at the same target, and that target *still* gets six dice defending (plus...).

Totally, totally different beasts.

Shielding is clearly superior if you need to defend against multiple spell castings per combat turn, against area effect spells, and/or if the opposition is casting higher force spells (as increasing their target number is going to reduce successes more effectively than trying to roll the force of the spell).

Absorption is superior if you only expect a fairly small number of incoming spells per turn (1-2), with few successes, and that those spells are of reasonable force to actually hit the TN to absorb.

The only other case I can think of where it's superior is if you are in the middle of a bunch of enemies, you drop an AOE spell on your head, and use the absorption pool to absorb your own spell. Because absorption causes AOE spells to ignore *only* the protected individual, you don't get hit, everyone surrounding you does, AND you get an absorption pool for your next casting. And that there is a pretty nasty case. smile.gif

(of course, with shielding, you do get a similar effect, because your TNs to hit yourself are higher, and you also get the bonus resistance dice... you just don't get the happy absorption pool bonus)

Ultimately, with absorption you get higher return, but you assume higher risk. With shielding, it's quite possible to just flat out stop any magical activity from negatively affecting your team.
hyzmarca
If you can get your GM drunk or high or sexually satisfied shortly before a session then pick up Sacrificing and take "cutting people" as a performance skill for Centering.
Vaevictis
QUOTE (hyzmarca @ Jun 4 2006, 03:35 PM)
If you can get your GM drunk or high or sexually satisfied shortly before a session then pick up Sacrificing and take "cutting people" as a performance skill for Centering.

Don't forget that you ideally want to be a shape shifter while you're at it. Or at least have a shape shifter in your party.

(we have one in ours, and on more than one occasion when he's recklessly endangered the team's lives, I've threatened to set up layered wards in our domicile and suddenly revoke his permission while he's sandwiched in them... for the sole purpose of holding him there while I sell him to Azzie ;p)
Bodak
QUOTE (Vaevictis)
The only other case I can think of where it's superior is if you are in the middle of a bunch of enemies, you drop an AOE spell on your head, and use the absorption pool to absorb your own spell. Because absorption causes AOE spells to ignore *only* the protected individual, you don't get hit, everyone surrounding you does, AND you get an absorption pool for your next casting. And that there is a pretty nasty case. smile.gif

Yes - that is what I like doing. I wanted a spell like Flash from Diablo (a short-range high-damage ring of energy comes out from the character). I can use Powerball at ground-zero and use my Absorbing dice to boost the Powerball next turn, etc. Nice when goons think the mage is easy in melee. The only problem with Powerballing is I can't affect enemies behind me since I can't see them. (If I cut off my nose I wouldn't be able to see myself either, unless I blinked at the wrong moment.) The only other alternative is to use an elemental area spell (and then you get to add knockback and things) since that will affect targets I can't see. Only problem then is if I succeed in absorbing all the damage I would otherwise be subjected to, the spell gets womped and doesn't affect any of my enemies.

And yes you're right about the differences between Shielding being more defensive and Absorbing being more aggressive; Shielding does pay off if you come across enemies who have two mages in their ranks. Especially if, as you said, they both target the same character.

QUOTE (Ancient History)
1) It was actually cheaper to buy a Centering skill than to increase your other magical skills.

2) No other metamagic directly eases drain or effectiveness. If purchased early, Centering is a better deal than a power focus because it generally improves with yoru character and can't be destroyed.


I guess this would be the case if you are applying your Centring to a large number of active skills like a Magicians Way Driving-Adept who has Sorcery and Conjuring and Enchanting, etc. Especially as Power foci can't help with Enchanting and Driving etc. On the other hand, I would be surprised if the Centring route was more karmically economic for, say, an aspected conjuror who only uses it for one skill. At what point does Centring gain the advantage?

Additionally, the skills listed in MitS p72 all seem to be Active skills (well Meditation is hardly active... but it's not really Knowledge either. And what is Arcane Languages? Centring can only use Active/Knowledge skills). If you could take a Language as your creative skill, that would reduce the karma cost considerably... Active skills are rather expensive.

Good point about the Power focus being destroyed or stolen whereas Centring cannot (though gagging, tying up etc might prevent centring while you can still use a focus touching you). In which case, replace Power foci with ally spirits; using 5000Y for 1kp cash-for-karma you should be able to get a decent force ally for cheaper than buying and bonding a Power focus of the same force. They can't get stolen very easily. As a bonus they'd be able to supply their own Spell defence... but that is getting a bit off-topic. Also, while projecting you Cannot centre, but you still keep all the benefits of having a power focus.
Ancient History
QUOTE
And yes you're right about the differences between Shielding being more defensive and Absorbing being more aggressive; Shielding does pay off if you come across enemies who have two mages in their ranks. Especially if, as you said, they both target the same character.

Don't forget Reflecting, the ultimate passive-aggressive metamagic...which is always funny to watch when someone tries to do Reflecting and Absorbing at the same time.

QUOTE
On the other hand, I would be surprised if the Centring route was more karmically economic for, say, an aspected conjuror who only uses it for one skill. At what point does Centring gain the advantage?

The exact break point depends on how your character is scoped out, but if you don't institute Karma-saving measures it generally comes around the 14-15 skill mark for sorcerors and conjurers.

QUOTE
Additionally, the skills listed in MitS p72 all seem to be Active skills (well Meditation is hardly active... but it's not really Knowledge either. And what is Arcane Languages? Centring can only use Active/Knowledge skills). If you could take a Language as your creative skill, that would reduce the karma cost considerably... Active skills are rather expensive.

Check the second paragraph under Centering Skills, same page.

An arcane language is a language, usually obscure or mystical, that you recite in while performing your centering ritual. Generally, the language depends on your culture/tradition (examples include Gaelic, Hebrew, Latin, Nahuatl, and Sperethiel), but it may also include "mystical" languages like Enochian.
Vaevictis
Well, if what you want is elemental effect, shielding works.

Because shielding doesn't actually cancel out successes -- it just adds to the spell resistance -- you can feasibly knock the elemental effect spell down to a level where it doesn't affect you at all, but it affects everyone around you.

Also note that you are always able to affect yourself with a spell, even if you can't see yourself. Sight is the most common vector for casting a spell, but not the only one. Touch works, and well, you're always touching yourself.

(no, I did not mean it like *THAT*. Bugger off, you sickos).
Herald of Verjigorm
QUOTE (Vaevictis)
(no, I did not mean it like *THAT*. Bugger off, you sickos).

I think that's exactly what they plan to do.
Bodak
QUOTE (Ancient History)
QUOTE (Bodak)
Centring can only use Active/Knowledge skills). If you could take a Language as your creative skill, that would reduce the karma cost considerably... Active skills are rather expensive.

Check the second paragraph under Centering Skills, same page.


I'm looking where it says
QUOTE (MitSp72 in the left column at the second-last paragraph)
The creative skill can be Active or Knowledge, though it is usually an artistic or intellectual ability.

QUOTE (MitSp72 in the right column at the second-last paragraph)
Some players may want to invent a new creative skill. [...] For purposes of the game, however, creative skills should not be particularly useful in non-magical areas.

So you could have sculpting or metalworking as a creative skill (since you're creating something artistic) and centre using it while enchanting, but it would be hard to do on the fly out in the field.

I was thinking Ancient Languages was an active skill that lets you actively chant and gesticulate etc in one of the languages you know (and don't use in every day speech). But if your creative skill can be Active or Knowledge or Language, then chanting some language is definitely the way to go to save karma. I am still unsure what Knowledge skills could be considered creative. "I know about Elven Fine Wines so I will think really really hard about them, and mystically now be able to hit the goon with partial cover..." I just don't see how knowing about some field can be creative.

QUOTE (Ancient History)
QUOTE (Bodak)
At what point does Centring gain the advantage?
it generally comes around the 14-15 skill mark for sorcerors and conjurers.

So that's the point at which buying two levels of an Active skill (Centring) plus two levels of an Active/Knowledge(/Language) skill (your chosen creative skill) costs less karma than buying one level in each of your magical (or if Adept then Stealth/Athletics/Other) skills that you plan to use Centring with? If your creative skill is Active, and you could apply Centring to four skills, advancing via either route would cost the same (if your linked attributes were equal). So Centring is the cheaper route if you (a) use a Language creative skill and/or (b) can use Centring on four or more skills.

QUOTE (Vaevictis)
Also note that you are always able to affect yourself with a spell, even if you can't see yourself. Sight is the most common vector for casting a spell, but not the only one. Touch works,

Ah yes - to clarify my previous post, I want to cast a Powerball that will affect all combatants in melee range to me but I don't want to nuke myself. Powerball only affects targets I can see. Theoretically I could carry a discoball with me everywhere, Levitate2 it up in the air with a spell-lock, quickly cast Invisibility, intentionally fail to resist my own spell, and then Powerball ground zero safe in the knowledge I won't affect myself (can't see myself) and I will affect all my enemies (can see them all).

But that's munchy. Whereas cutting off my nose to spite my face (sic) - that's just stupid.

QUOTE (Vaevictis)
and well, you're always touching yourself.

QUOTE (The Bangles)
I don't want
Anybody else
When I think about you
I touch myself

http://www.lyricsdownload.com/bangles-i-to...elf-lyrics.html

It sounds to me like the lyricist of this song was clearly not thinking laterally enough when using their creative skill Songwriting(Cha). Ought to play more RPGs with mages who point out that even though they're tied up and blind-folded they can still target themselves with a touch spell.
toturi
Remember with SR3, you get free Knowledge points. Essentially you can start the game with the artistic skill all in place and good to go. As to what artistic skill is applicable in what situation, the rules do not explicitly rule on what is acceptable and leave that to the individual GM. But by canon/RAW, you could possibly use "Fine Elven Wines" to center when casting a huge Powerball.
SL James
I have a Ghost mage who recites the Ghost Creed (or other things, it depends on the situation) as his Centering skill.

The Ghost Creed is like the Ranger Creed, btw, only fr00ty.
Vaevictis
QUOTE (Bodak)
Powerball only affects targets I can see.

My understanding was always that the LOS requirement could be satisfied by touch, but touch could not be satisfied by LOS.

After reading SR3 spell targetting passage, I'm not sure where I got that impression, though.
hyzmarca
QUOTE (Vaevictis)
QUOTE (Bodak @ Jun 4 2006, 11:24 PM)
Powerball only affects targets I can see.

My understanding was always that the LOS requirement could be satisfied by touch, but touch could not be satisfied by LOS.

After reading SR3 spell targetting passage, I'm not sure where I got that impression, though.

Possibly SR4, whihch specificly says that LOS can be satisfied by touch instead.
Kremlin KOA
Can i point out that in SR3, facng does not affect LOS
Platinum
QUOTE (Bodak)
Ah yes - to clarify my previous post, I want to cast a Powerball that will affect all combatants in melee range to me but I don't want to nuke myself.


Please correct me if I am wrong, (no doubt you all will) but can't you just research and develop a spell formula that will do just that? You can take away the LOS requirement, lower the drain code by 1, then just make yourself exclusive so it radiates outward, (for that customization, I would rule the drain code goes back up 1)
Bodak
QUOTE (Kremlin KOA)
Can i point out that in SR3, facng does not affect LOS

Do you mean by this that if I am staring intently at the newspaper and a pigeon poops on me as it flies past I can fry that sucker with a manabolt without even looking up, simply because it is potentially visible to me if I were looking in the right direction?
ShadowDragon8685
QUOTE (Bodak)
QUOTE (Kremlin KOA @ Jun 5 2006, 10:49 AM)
Can i point out that in SR3, facng does not affect LOS

Do you mean by this that if I am staring intently at the newspaper and a pigeon poops on me as it flies past I can fry that sucker with a manabolt without even looking up, simply because it is potentially visible to me if I were looking in the right direction?

It's souper, isen't it? smile.gif
hyzmarca
The GM may force you to make a perception test to determine if you actually see it.
Shrike30
QUOTE (Herald of Verjigorm)
QUOTE (Vaevictis @ Jun 4 2006, 06:11 PM)
(no, I did not mean it like *THAT*.  Bugger off, you sickos).

I think that's exactly what they plan to do.

Is that an Active skill use?
emo samurai
What's the Evergreen Addiction?
Ophis
The destructive habit of mainlining fir trees smile.gif
Bodak
QUOTE (Kremlin KOA)
Can i point out that in SR3, facng does not affect LOS

QUOTE (Bodak)
...if I am staring intently at the newspaper...

QUOTE (hyzmarca)
The GM may force you to make a perception test to determine if you actually see it.

Well that's just my point. As Kremlin suggested, you only have to have Line-of-sight from (some part of) your body to (some part of) your target for you to be able to target them with a spell. This may be why in the rules it always speaks of mage "having LOS" to a target rather than simply "seeing" them.

If facing does not affect LOS, then that means I can land a Powerball on myself and affect all targets within range, in front of me, beside me and behind me; they don't get "total cover" from my cranium / hair / hat. It also means I can read a newspaper while I manabolt a pigeon flying behind me without ever having to actually see it at all. It also means I don't need a makeup mirror to send a spell around a corner in a hallway - I just have to poke my pinky around the corner and hey-presto I have LOS to them despite being unable to see them. Come to think of it, if spells start shooting out of an array of fibre-optics, all I have to do is plant my palm across them and cast: as long as the mage on the other end isn't wearing reflective sunglasses, I have LOS to him.

I have always thought you needed to be able to see part of your target, ie there is direct or reflected LOS from one of your pupils to any part of the target's body. But if it's not meant to be so restrictive as that after all... hmmm...

What's your ruling Ancient History?
hyzmarca
It isn't that you don't have to see the target in LOS it is that SR doesn't use facing at all. he only exception to this is the old DMZ rules. Basicly, you can see anything in plain sight in LOS because there is no set facing. A combat turn is three seconds long. Certainly, you can turn your head at least once in three seconds.

Instead, things like sneaking up behind you or being outside your field of vision are convered by stealth and perception rolls. If you fail a perception check then you can't see it. If you can't see it then you can't cast at it. However, in msot cases a perception roll is unnecessary. If the target isn't using stealth and you aren't distracted there should be no need for one.
Ancient History
QUOTE (Bodak @ Jun 5 2006, 09:11 PM)
What's your ruling Ancient History?

Since you ask - and this is only my opinion, nothing official - I would suggest that LOS refers to exact physical or astral perceptions, which most commonly means sight (and thus, facing does come into consideration), but which in certain cases may refer to other senses - however, such senses would have to be supermetahumanly accurate to directly pinpoint anything beyond a small radius. In all circumstances, a magician who is "firing blind" should receive a modifier to their target number based on their inability to see the target, which would cause the spell to miss or fail.

Going by that measure:

Hearing - Exactly locating someone with hearing is possible, but they must be close - no more than a meter or two away - and with low ambient noise to confuse the issue.

Smell/Taste - The human senses of smell and taste, which are interrelated, are not normally sufficient to locate anyone beyond the immediate vicinity - a 1 meter radius centered on the magician, 2 if they are extremely foul.

Touch - The magician should, by rights, be able to target anything he can locate by touch at the moment. If he touches a wall, he could cast urban renewal. If a mosquito is biting him, he can cast a slay mosquito spell, or erect a bug barrier around himself. Vibrations transmitted through the ground or another medium are less helpful unless the magician has a supermetahuman degree of perception, or the direction of the source is very obvious (this is known as the "Magician laying on the train tracks" example).

Adept/Cyberware Sense - Ultrasound, natural sonar, and thermographic sense can all be used to cast spells with little difficulty.
Bodak
That sounds reasonable and in line with how I see it.

QUOTE (hyzmarca)
A combat turn is three seconds long. Certainly, you can turn your head at least once in three seconds.
For a Sustained spell, I'd agree. For an Instant spell such as Powerball though, I've used the notion that it affects everyone you can see at the instant you cast it (so not including the list of people seen in the preceding 3 seconds).
toturi
And your target actually teleports from point to point, bullets all fly at the same speed, facing does not affect LOS, because that is the way physics/game mechanics work in SR3. Time/space in SR function differently from RL, it is always good to keep that in mind. If you are the GM, you can always warp SR reality to fit your RL model. But bear in mind, that is your house rule and not canon/RAW.
Platinum
The way we always interpreted powerballs/manaballs is similar to a grenade.

The mage only needed to have LOS on the target (whether a person car, point in space or a wall), then the spell detonated and radiated out from there and anyone caught in the blast was affected, including friendlies.

A few times we had mages trying to use their hands to block the LOS on a friendly in the radius, which just seemed really silly, so we used the "blast radius" rule from there.

So in our interpretation, if you detonated it on yourself, you would be able to hit the bird if it was in the blast radius.
hyzmarca
QUOTE (Bodak)
That sounds reasonable and in line with how I see it.

QUOTE (hyzmarca)
A combat turn is three seconds long. Certainly, you can turn your head at least once in three seconds.
For a Sustained spell, I'd agree. For an Instant spell such as Powerball though, I've used the notion that it affects everyone you can see at the instant you cast it (so not including the list of people seen in the preceding 3 seconds).

But spellcasting is a process that takes 3 seconds unless you have reflex enhancements. It isn't really instantaneous.
Kyoto Kid
...following a couple of good Karma Hauls (Including Harlequin & Harlequin's Back) during a long running campaign (beginning way back in SR1), the original Kyoto Kid had enough Karma to effectively initiate and raise her MA past 12 (got things turned around a bit in the earlier edit). However, the "Magic Loss" rule tempered this. In the end, KK only initiated to grade 4, burnt out several MPs with some Bio (not enough at any one time to give her that deadly wound from surgery) to keep her net MA at 7. She then dumped the rest of her Karma into improving skills & attributes.

Taking magic loss as a mage is bad enough, it means you can't cast that boffo spell without now taking some serious physical drain. Magic loss for an adept is worse since you lose actual abilities/powers.

I'm glad they dropped this rule in SR4 considering that it now costs more than twice what it did in previous editions to increase your MA and get those all important power points.
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