QUOTE (Cochise @ May 21 2015, 12:31 PM)
And it's actually quite easy to prove you wrong with SR1: [...]
As I've said before, about the Myth you are correct. That was me working from memory and falling in the "we always played it like that, therefore that's how it worked" trap. For that, I apologize. However, the passage you quoted can be read very differently. There is a bit of an evolution to spell locks as I read them, so bear with me for a moment, please.
For completeness sake, I always read rules with a "specific beats general" approach in mind. All editions of Shadowrun have contained a variation of the "if removed from person, focus deactivates" rule. (The wording actually barely changed from 1st to 4th edition. It's kinda hilarious actually.)
In 1st edition, Spell locks were simply weird. They were powerfoci, but weren't. Whether or not they were bound with a specific spell or not was unclear and they basically teleported into nothingness once bound. Mundanes couldn't even freaking touch them, but any magician of the same tradition could freely deactivate another magician's focus. What deactivation did was equally unclear. Did it turn off the spell but allow for reactivation or did it actually break the spell? No one knows. (most played it in the former way tho. Like the one ring. Now I'm invisible and now I'm not. Now I'm levitating, now I'm not.)
Enter second edition, which was slightly more clear but still wonky. It was now clear that recasting a spell meant rebonding the focus, but still after bonding the spell lock could be freely moved and placed by a magician of the same tradition. However, now they were even invisible to mundanes on top of being untouchable (peasants!). Even cooler still, the creator (and the book is unclear if that means the bonder or the enchanter) can activate and deactivate the thing at will. From the other end of the world. And it was still unclear what that meant.
Then third edition came around and finally turned spell locks into a proper focus and not an "I'm better, peasant" object. They were attuned to one spell as before and you could change the spell by rebonding the focus. However, now you had to recast the spell instead of turning your invisibility on and off. They also finally clarified what deactivating the focus entailed. It ended the spell and you had to recast it.
Finally, fourth edition defined them as a spell category focus and brought them in line with the other foci types. They could now contain any spell of acategory without rebonding and also lost their "must be in contact with target" special rule and with that were brought in line with the usual "in contact with magician" rule.
Where does this all lead? Well, first of all, to illustrate the point that looking at spell locks for the metaphysics of Shadowrun is a
really bad idea. The changes made to them were first and foremost balancing issues that simply needed adressing. They started out as basically quickening on crack without the metamagic and with monetary cost and ended up as a new type of focus. They started out as powerfoci, made a detour through "undefined" and ended up as spell category foci (which in turn became spell foci because the later got removed as a foci type).
On the other hand, every edition's spell lock required the thing to be in contact with something. If it was a magician, he could remove or activate/deactivate it freely. If it was a mundane, it couldn't be moved. Specific rules may have been lacking, but the general rule was
always there. (P. 79, 137, 190 and 199, for 1st, 2nd, 3rd and 4th edition respectively. Yes I actually took the books off the shelve. Kinda miss the art style to be honest.)
QUOTE (Cochise @ May 21 2015, 12:31 PM)
1. They explicitly required a Force Rating equal or above the Force Rating of the sustained spell
2. The sustaining focus actually had to be brought into physical contact (not aura contact!) to the physical body / item it was supposed to sustain the spell on prior to the spell being cast
3. physical removal ended the spell but virtually anyone could physically remove the focus, even mundanes.
4. The focus owner had the explicit right to deactivate the focus (with an act of will) at any time with no explicit or implicit requirement for physical (or aura) contact to the focus
1. You have to keep the overall changes to force in mind. Prior to third, force was your dice pool and therefore limited itself. Starting with third, sorcery was your dice pool and force arbitrarily chosen, but set your threshold. This change reflects a systemic change above a change to spell locks.
2. This focus always had to be in physical contact to something when activated. The only thing that changed was that in third you had to cast the spell at the same time as placing the focus, while previously, you could cast the spell into the focus first and place the focus later. The
active focus always had to be in contact with the target.
3. True. Spell locks were no longer quickening in disguise. However, this was a balance change. Prior to this, a vengeful mage could put a "Decrease Intelligence" spell on an enemy street sam and bacially turn him into a plant most of the time. And he or his mundane friends couldn't do anything about it. They couldn't even see the damn thing. Because he's a peasant, that's why.
[Come to think of it, imagine if Sam had put a control actions spell lock on Jason in Find Your Own Truth. He'd have saved himself a lot of trouble.]
4. True.
I am not entirely opposed to your concept of "body over aura". There are good reasons for it, such as the fact that you could cast invisibility into a spell lock that was duct taped to a drone. There is no aura in sight, yet the spell works. However, there are good reasons against it too. The clothing argument doesn't hold water because if clothing impeded aura's, armor would immunize people to mana spells. (I can't remember where, but there was a writeup on that topic somewhere in the early magic rules. Bottomline: aura's extending beyond clothing because balance.) More importantly however is the fact that a magician's body is immune to mana spells when projecting or the fact that you need foci to be in active before you enter astral space, not after. This makes a very convincing argument for aura over body, because the aura leaves the body during projection. (Rule in 4th, earlier too unless I'm working off ooold house rules again. Kinda tired to check, so 4th).
Anyway, in all fairness sake, I did type up a long thing while very tired to end up saying: "I kinda agree, but want to say x". It probably reads like a bit of a rant. For that, I'm sorry, but I don't want to delete it. So take it with that kind of salt.
Edit: I'd like to add that Spell locks are likely to change again in a future 6th edition, just to fix the "Force 1 + Reagents/Edge" Problem. Not because it plays havoc with SRs metaphysics, but because most GMs go like "Yeah, No, Fuck you". When players try to pull that one, despite it being perfectly legal and seemingly intended by the rules as written. It's a balance issue above all else.