Stormdrake
Aug 13 2006, 09:23 PM
Have not been able to get a copy of the Ebook Streets of Magic yet but several of my players have. Normally I use the "if the GM does not have the book you can't use it" argument for solving issue like that. However as I have every intention of getting it I wanted to check a few things about Ritual casting and Summoning.
Ritual casting, is it still limited by the force of the lodge or the lowest Ritual Spell casting skill? I remember when this originally came up that this effectively wiped out "Ghost Dance" level spells. Yes I understand that SR4 is supposed to be a lower power level but removing the possibility of such magics seems wrong somehow.
Ritual Summoning, is this still not a skill at all? Again this seems counter intuitive to the whole ritual group idea.
As the story teller I can always house rule anything I don't like but wanted to see what Fanpro had done first.
Slithery D
Aug 13 2006, 09:52 PM
QUOTE (Stormdrake @ Aug 13 2006, 04:23 PM) |
Ritual casting, is it still limited by the force of the lodge or the lowest Ritual Spell casting skill? I remember when this originally came up that this effectively wiped out "Ghost Dance" level spells. Yes I understand that SR4 is supposed to be a lower power level but removing the possibility of such magics seems wrong somehow.
Ritual Summoning, is this still not a skill at all? Again this seems counter intuitive to the whole ritual group idea.
As the story teller I can always house rule anything I don't like but wanted to see what Fanpro had done first. |
There's a metamagic that allows a ritual member to increase both the number of participants and the maximum Force, although he then can't participate himself. It's fully scalable, so with enough initiates you could have an unlimited number of magicians participating in a spell. This will let corps or security forces gather a dozen or so magicians and their bound spirits together and nail particularly nasty mages who have been a serious pain in the ass with a Mana Bolt or Influence ("turn yourself in") spell. If you're engaging in massive destruction or massacres, be sure you don't bleed, don't get assensed, and don't drop an item that might get into the wrong hands...
Also useful if you need a game realistic way to explain how someone could pump a fireball into some ulta high security ward. You better believe the NAN states sent someone into the White House/Pentagon to covertly shave a piece off a wall just in case there's ever another war...
Ritual summoning: ridiculously overpowered. Sure, calling up a Force 15 spirit may seem like a cool idea, but really: don't do it!
Stormdrake
Aug 13 2006, 10:19 PM
My thoughts were that if Fanapro does nothing with Ritual Summoning I would treat it like tattooing meta magic. It exists but its only in the hands of certain unidentified initiate groups. It then allows Corps, Goverments and certain anciant groups to have access to the magical equivalent of nukes. They exsist but using them is truly terrible. Just my thought.
Synner
Aug 14 2006, 11:34 AM
Currently FanPro's quite happy with Summoning (spontaneous conjuration - the way shamans conjured in SR3) and Binding (ritual conjuration - the way hermetics conjured in SR3).
I'm not sure what you mean by "Ritual Summoning" (since the ritual form of Summoning is Binding), but if you mean some sort of "group ritual conjuration", I think it's safe to say you won't be seeing anything along those lines anytime soon (not that this was ever possible in prior editions of SR).
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