QUOTE (TygerTyger @ Dec 13 2009, 12:52 PM)

A few questions from a complete SR4 newcomer with regard to magic. I have Street Magic, but am still working on a firm grasp of the basic rules in the SR4A book.
1) Shapechange vs. Critter Form: Why would anyone take Critter Form, when its a) more limited, and b) only has a one lower drain value? Or am I misunderstand the premise there?
If your concept or commonly used tactics only require a single form, why take an extra point of Drain, which, on average, requires 3 more dice to successfully soak? The difference in Drain is minor, but still significant. You will see the same difference between the Invisibility and Improved Invisibility spells. The more generally useful version will likely be taken a lot more, but the limited versions are still available for mages to take.
QUOTE (TygerTyger @ Dec 13 2009, 12:52 PM)

2) Quickening spells:
- Levitate: does is only allow you to levitate one thing (designated at time of casting) or can you use it as a permanent telekinsesis spell?
- Petrify: Does this essentially equal death to someone, barring another mage coming along and dispelling it?
- Armor: Ouch! Can this really be quickened? Mystic Armor adept power, plus decent combat armor, plus getting a mage to Quicken this on you... tank?
- In SR2, you could drop spells from the Astral Plane onto the real world via active foci and I assume Quickened spells would qualify... does this still work?
The text for levitate seems to indicate a single item or person, and I would be even more likely to take this interpretation for a quickened spell, which is sustaining itself without any concentration from the magician. There is still a lot of room for interpretation here, though, so I would ask your GM.
A quickened petrify spell would keep the victim alive but unconscious indefinitely, but keep in mind that this is an active spell that can be traced back to the spellcaster. So petrifying someone and then leaving them like that is a very bad idea. It's like shooting someone and leaving your business card on the body.
Quickened armor gives you more armor, but it is a bad idea to have it quickened on a character. The armor spell
glows - do you really want to be lit up with a glowing aura 24/7? And JoelHalpern has already mentioned wards. Not only do you have to worry about a ward taking out your spell, but if the spell
wins, then you have just alerted the mage who created that ward.
JoelHalpern is correct about grounding spells from astral space not working any more. It didn't even make it into SR
3. Which is good, because it had a lot of potential for abuse by creative mages.