QUOTE (Irion @ May 18 2014, 03:33 AM)

It is one of those things which are not ruled, in theory would be totally overpowered but due to the fact, that melee combat(in this case, in other cases there might be another mechanic) sucks hard become the no-issue kind of thing.
The point is each aura adds to your melee damage value. So if you keep them aktive at all times there are several options to calculate your damage:
1:) You do base damage+aura buff1+aura buff2 and you apply both elemental damages
2:) You do base damage+aura buff1+aura buff2 and you apply only the second elemental damage
3:) You do base damage+aura buff1 and base damage + aura buff 2 each with it's elemental type. (Those two count as different damage sources)
4:) You do base damage+max[aura buff1; aura buff2] and apply both elemental effects.
5:) You do base damage+max[aura buff1; aura buff2] and apply the elemental effect of the spell with more hits or higher force.
6:) The second spells simply fails or cancels the first one
I guess that would be all possible outcomes.
Well, going strictly by what's in the books I'd say it's #1, but I agree the wording is a little ambiguous here. It seems to imply that an aura spell changes all the damage from a melee attack into elemental damage as well--which could mean it overrides the damage type of any previous auras. In theory you could use this spell while wielding a stun baton and end up changing the electricity damage to whatever element your aura was.
Since it specifically says that your net hits add to the base damage, rather than applying alongside it, aura stacking could lead to some pretty high damage values. What concerns me is the line about sustaining penalties. I'm relatively new to GM-ing, but the way I always understood it was that sustaining penalties only applied to magic tests: Casting another spell, summoning a spirit, that sort of thing. Looking at the actual rule it just says "all other tests", with the specific exception of concentration tests made to keep sustaining a spell.
So although you could stack a number of auras for an impressive amount of damage, you'd be increasingly unlikely to actually hit anything, and would end up relying on your enemies being dumb enough to punch the guy surrounded by magical fire instead of stepping back and shooting him in the face.
QUOTE (Modular Man @ May 18 2014, 09:22 AM)

I'm with Irion here.
A decent manipulation mage can easily stack +8 damage (per original rules, nothing else considered) onto one character by casting two separate spells with 4 net hits each, that's kind of powerful. That's what makes it different than the Napalm spells.
Then again, melee combat often is weak and flashy neon advertising will be nothing compared to the character in question. Probably will be shot.
I'm curious as to what your definition of "decent" is in this case. The minimum dicepool for being able to buy 4 hits would be 16, and would require a starting character to have Magic 5 + Spellcasting 5 + Specialization (Manipulation) 2 + Mentor Spirit 2 + Spellcasting Focus 2 + Attunement Cost 2. That's a total of 75 BP, almost a quarter of a standard character's BP budget. You'd also need a force 4 sustaining focus to keep your dicepool at 16 when casting the second spell, costing another 40,000¥/8 BP + an attunement cost of 4--bringing the total up to 87 BP.
It's certainly doable, but I wouldn't insult a build that optimized by calling it "decent."

If you wanted to get really crazy, you could raise your spellcasting skill to six (+4 BP), pick up the restricted gear quality three times (+15 BP), and upgrade to a force 5 spellcasting focus (+12 BP), a force 5 sustaining focus (+3 BP), and a force 4 power focus (+24 BP), giving you a total of 24 dice for casting manipulation spells, which is the minimum to buy 6 hits.
So for a grand total of 145 BP (160 if you count the magician quality), you could stack a force 6 aura, three force 5's (one in the foci), and two force 4, 3, 2, and 1 auras each. Pick up a Defiance EX Shocker (wielded in melee mode), a monowhip, or maybe an axe, claymore, nodachi, or vibrosword if you have a strength of 8 or more, and you're looking at a DV of 49 with ap 1/2. (Possibly worse if the weapon's AP modifier still applies or you have a strength of 10 or more.)
Of course, with a drain code of (Force / 2) + 3 you'd be dead or unconscious long before you finished casting the final aura, and even if you were still standing you'd be sucking a -11 penalty to everything you do. Might be more plausable with spirits thrown into the mix, either to sustain the spells, suck drain for you, or possess you to boost your stats. (Spirit of Man, give it your aura spells as it's optional powers.)
Still, it's easier to break the game in other ways, so I don't see this as much of a problem.