QUOTE (Falconer @ Feb 9 2013, 02:52 AM)

All I know is I have yet to convince a GM to let me play a demolitions mage with a 'turn to c4' spell... as I see if if i can turn them into a limestone statue of Ca(CO3)... why not some explosive nitrate instead! Instead of turn to goo... turn to nitroglycerine!...
Wow That's a spell I want now XD
QUOTE (Falconer @ Feb 9 2013, 08:52 AM)

GIMMEE!!!
Turn to goo... you have a new variant to abhor and terrify GMs with!...
Truly Terrifying my friend.
QUOTE (O'Ryan @ Feb 10 2013, 12:30 AM)

Alright I got this. Introducing way number seven of breaking a mage during chargen.
Requires high magic, four ranks in spellcasting, six ranks in alchemy (Both specialized, of course). Also a hacksaw. Day Job: Homeless Shelter is also helpful, but not required.
Turn to Copper / Gold / Mercury / Silver
Physical
LOS
Permanent
Multiple Effects
DV (f/2)+11
In two easy steps you turn a random hobo into a neopolitan of orichalcum materials just waiting to happen. Add some aqua regia, swirl around in a bathtub for a month with a few minor adjustments... you just turned a 160 pound bum into 80 pounds of orichalcum.*
*You may have to cast from inside a Valkyrie module.
QUOTE (O'Ryan @ Feb 10 2013, 01:56 AM)

And you need to both read my post and take it in the tone it was presented rather than being snippy.... and apparently read the rules yourself, citation to follow.
Step 1: Turn hobo into non-magical, non-refined gold, copper, silver, and mercury. This is the only spell, be it from one multi-effect spell (not technically legal) or multi-casting other spells at much lower drain.
Step 2: Recover from drain.
Step 3: Hacksaw the elements apart, polish and refine to turn it into a "radical" version of the same reagent. (Page 82 street magic - "Radical Gold" is a magical good, but is nonmagical in and of itself.)
Step 4: Use that thar alchemy skill I mentioned having 8 ranks in to turn it into orichalcum. This requires minute adjustments every 8 hours for 28 days. AKA swishing it around in a bathtub of aqua regia.
Step 5: ???
Step 6: End up with 6.4 million nuyen worth of orichalcum. Retire.
So you are correct - I said two easy steps, it's actually six. I will endeavor not to let you down so much next time.
And there goes the "insert" market.
QUOTE (O'Ryan @ Feb 10 2013, 08:56 AM)

A lot of this theoretical discussion is centered in snippets of fluff, so I'd like to take a second and go over, in crunch, what magic can or cannot do.
1 - You have to have a link, be it visual or sympathetic.
2 - You can't control time or teleport. You can make yourself invisible, pass through all resistance, and travel at mach 37 to simulate teleportation however.
3 - You can't tell the future.
4 - You can't summon / banish spirits unless you use conjuring
5 - You can't raise the dead. Except for the exceptions.
6 - You can't create magical items (specifically mentioned: Foci, vessels) unless you use enchanting
7 - You can't bridge planes.
8 - You can only make simple things. A hammer is complex.
9 - Magic is dumb.
To my knowledge that list (160, Street Magic) is the only crunch explanation of what you CANNOT do with sorcery. Just because it hasn't been discovered yet (IE, the pseudo-teleportation only came about recently, in Spy Games), doesn't mean it's impossible unless it's on that list.
Creating higher concentrations of magic somewhere is something magically specifically CAN do (ala background counts). So just because there isn't a precedent, I ask again - why can a brand new ritual designed specifically for this new task, not create ore with higher concentrations of mana, which is the only difference between a reagent rock and a mundane rock.
Furthermore:
"Enchanters specializing in alchemy concern themselves with the transmutation of base materials to those of magical potency. The bulk of magical goods are products of alchemy" - SM 81
Huh nice to see there is some sort of limitation for magic I guess. Will keep those rules in mind when I start crafting magic.
QUOTE (Shaidar @ Feb 11 2013, 11:37 PM)

Because that Unnamed Wage Slave Mage has got a Multi-Trillion nuyen a year research budget and a fully staffed research team behind him.
Joe runner PC doesn't. Pure and simple.
True so very true.
Anyway, I think some context is needed here.
I've only ever played two games of Shadowrun, the first was in 3rd ed and the second (currently) is 4th ed. In both games however magic was implied and only physical adepts were allowed. However since the first time I played I wanted to play a magic user (as a full mage)but I found the magic formulae rather disappointing (in the terms of wow there are very few spells I want). So I tried to make a few which despite how extensive Street Magic is, I'm still lost.
So ok I now know how does one start with custom spells, I still need to know now to make custom spells while the character is now in the game (and I don't mean buying custom spelss I really do mean making them).
This also raises a few new questions, how do you calculate magic needed for the spell, and then how do you calculate the drain the spell might give you.
Please if possible in the simplest form because I'm also using this to try to convince my current GM that magic isn't that hard to include in the game XP
Thanks again guys.