QUOTE (jesusofthemonkeys @ Feb 1 2009, 11:21 PM)

2. If a player is astrally projecting they can cast spells on the astral and the drain the mage takes is physical.
In this edition, this is not necessarily the case.
As long as the mage isn't overcasting, the drain on the astral will be stun as well.
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Does can a mage only cast mana spells on the astral plane?
Yes.
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would physical spells have any affect, since the mage is not on the physical plane?
No, physical spells have no effect on the astral, as there's no physical objects there.
Of course, you couldn't cast a mana spell from the astral to the physical- you'd have to be present on the physical plane to affect anything there.
Furthermore, you have to be on the astral plane to affect things there, either by projecting or astrally perceiving.
Always keep the two planes seperate, it's one of the basic principles of SR4 magic.
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What are the differences between physical and mana spells?
Mana spells only affect living beings and magic.
Physical spells can affect technological devices and other inanimate objects, living beings, materialized spirits- practically everything that is present on the physical plane.
They cause more drain, too.
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I don't have Street Magic, but was going to pick it up for this game. Does it give a more clear explanation in SM?
I definitely recommend picking up SM for an all-magic campaign, it does provide a lot of information for the game you're planning.
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Whats to stop a group of mage zipping around on the astral plane with their improved initiatives and killing every ghoul they come across?
Not much.
If the ghouls don't have magical defenses of their own, they'll be hosed as long as the mages can stay out of melee reach (which is easy in a lot of situations, given the speed and three-dimensional maneuverability of people who are astrally projecting).
Being dual-natured is a serious drawback in many situations and ghoul-zapping mages are the classic example for this.
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Also, I don't know a lot about the Metaplanes and Astral quests, so I was just going to make up a bunch planes that worked like the astral. Some ideas were Farie, which can only be accessed through faire rings and a Ghost plane, things like that. Any suggestions?
SM provides some examples for metaplanes, but is far from exhaustive.
You can still make up planes of your own as you see fit- and if you want to use the metaplanes for more than just metaphysical window-dressing during initiation and the like, you'll
have to put a lot of work of your own into it.
The information in SM is a good starting point, but with the exception of three metaplanar sites given as examples, it is quite unspecific.
S you'll have to design planes of your own if you want to play there.
The faerie plane you mention is a good example, practically every place from mythology, folklore or religion can easily be turned into a metaplane.
Getting to the metaplanes is tricky for non-initiates, but it is possible with the help of certain spirits who have the ability to open astral gates.
Rifts to the metaplanes that pop up without outside influences are, AFAIK, unheard of in canon SR, but would be imaginable.
I'd locate them in high-magic areas (good examples in North America would be parts of Tir Tairngire and the Deep Lacuna in L.A., as well as some areas in the NAN) and make them open only temporary.
A classic example would be the faerie ring only opening on a solstice or equinox.
Trigger conditions (saying a specific word or moving through the portal in a specified way) would also be possible.
An alternative would be to locate these portals on the metaplanes themselves and use them as a connection to other planes.
I guess i just played too much Planescape back in the 90s...but it's a wonderful source of inspiration for any metaplanar campaign.
I also like designing metaplanes that correspond to specific magical traditions.
E.G., i recently made up a place called The Asphalt Djungle, basically a shamanistic metaplane where the urban totems hold sway.
It looks a bit like a film noir version of NYC, with mile-high scyscrapers populated by ravens, owls and other birds that have made their way into the sprawls, endless parks filled with racoons and foxes, cats straying through sidestreets, deep sewers where alligators and rats dwell and so on.
All that stuff about wildlife migrating into the cities, nature adapting to human settlements and carving out an ecological niche on the fringes of civilization, but exaggerated to mythic proportions, with a lot of classic cultural iconography mixed in, fable-like talking animals and so on.
You may also encounter the spirits of ancestors of various urban tribes there, as well as archetypal scenes of the more vibrant aspects of sprawl life- the constant flow of metahumanity that constitutes the energies urban shamanism draws upon.