[2018 NOTE: ANOTHER MAGICAL WRITING THAT SHOULD PROBABLY BE
SCRAPPED, BUT I'M KEEPING AROUND OUT OF NOSTALGIA.]
When you break down spell casting you are confronted with two
individual methods for delivering your spell. The first is the mental, or mana route, and the second is the physical route. Repeatedly, through
various rulebooks, the differences or similarities between the two spell
schemes never seem rise out of a state of muddled contradiction. This
confusion is less intense when dealing with mana spells because, right
across the board, there is evidence to say that these spells can only be
cast against living objects possessing an aura. Things become much less
clear when you start dealing with physical spells.
The following is an rule interpretation of mine which deals
with physicals spells and auras. Essentially, I’ve made an attempt to
eliminate auras from non-living objects while still creating a semi-valid
way to cast physical spells at them. Also, in some cases, I’m merely
pulling stuff out of my ass. It is virtually guaranteed that for every
argument I make and back up with data from a rulebook, you will find three
other quotes which defeat it. In turn, I can pretty much do the same thing
to anything you throw at me. So if you plan on sending me E-mail stating:
“But on page 7823 of sourcebook Whatever it says that Aura’s DO......” it
really won’t do much good. I’ve simply formulated a different opinion
based on data from the book. You are more than welcome to stick with the
traditional philosophy. If, however, you have something that will debunk
my whole theory, feel free to send the explanation along. I’m just trying
to save time.
Let’s begin by dealing with a few of the contradictory
sourcebook passages which sparked my theory in the first place:
“Upon impact [the spell’s] energies ground out through the
aura of the target and affect either the target’s physical component (if
it is a physical spell) or spiritual component if the spell is a mana
spell and the target is living. Non-living have no spiritual component and
so cannot be effected by mana spells.” (SRII, p149)
This quote states that non-living objects have no spiritual
component BUT they have an aura. Thus, by this definition, auras are not
spiritual. (We all know that they are; I just included this quote to show
how screwed up some of these passages are.)
“Inanimate objects are visible [in astral space] because of
reflected light, and block the passage of magical energies and emotions,
two primary components of the astral form, or aura. Because such objects
block the flow of the aura, astral beings cannot assense through them.
These objects posses no aura or astral form of their own, however, and so
astral beings can freely pass through the astral position corresponding to
the object’s physical space. In astral space, one cannot see or assense
through a wall, though it is a simple matter to walk right through it.” (SRII,
p149)
I interpret the first part of this to mean that inanimate
objects can block aural “emissions”, but not the aura itself. Fine by me.
BUT this paragraph also states that inanimate objects posses no aura. This
presents a fundamental problem: What does the spell ground into?
“The energy of combat spells is channeled directly from astral
space through the target’s aura” (SRII, p127)
Again, if the combat spell was physical, and the target was a
brick wall, there would be no aura to ground into if you referenced a
different passage. To add to the confusion, we also find the following
entry:
“Gamemaster are referred to Spells And Astral Space (p149).
Keeping that section in mind, vehicle have simple, limited auras that make
them vulnerable to physical combat spells. The attempt is difficult; hence
the high target number. A vehicle is considered a single, complete entity.
Its wheels and windshield, for example, are no directly connected and may
be constructed from different materials, but they are interrelated
components. Because of a vehicle’s “astral wholeness,” a mage cannot use
magic to selectively target an individual portion of the vehicle.” (SRII,
p109)
OK, if we went by this statement then we must determine that
inanimate objects DO have an aura.
Everybody nice and confused? Good. Now using the above
passages you have pretty much equal grounds for deciding for or against
inanimate objects possessing auras. Here are a few reasons why I’m against
it:
#1. As soon as you give inanimate objects an aura you drum up
a whole bunch of problems. If it has an aura, no matter how weak, this
aura would have to appear in astral space, simply because that’s where
auras are. Then you have to start asking questions like: “Does this aura
impede movement in astral space?” and, “If the vehicle has an aura, why
don’t you see a vehicle as a spot of magical energy on the normal plain?”
Granted, these questions could be answered by simply stating that the aura
is too weak to be seen or “touched” in astral space, but I think that’s a
cheap way out.
#2. If inanimate objects, such as vehicles, have an aura which
represents its “aural wholeness”, what happens when you weld a Ford
Americar to the side of the Renraku Archology? Is the car now part of the
building or is the building now part of the car? Exactly when and how does
the various parts of something enter into “aural wholeness”?
#3. The aura issue also ties in closely with the Object
Resistance Table, a chart I’ve despised for a very long time because it
makes a Panzer as easy to blow up as a Dodge Scoot. The basis of the
Resistance table is, basically, the further you get away from nature and
the more complex an object is, the more difficult it is to effect it with
magic. I think this theory is swell, but I don’t think it goes far enough.
A lawn tractor, containing perhaps 100 various parts, is, in my opinion, a
lot less complicated and and is much closer to nature than a fusion
powered submarine containing 1,000,000 parts and a nuclear reactor.
Similarly, urban renewal would receive the same target number whether it
was used on a shack or a 40 bedroom mansion.
OK, so now you know why I hate inanimate auras. While the
above reasons may give me grounds for setting a stable “no aura”
philosophy for inanimate object there is one big time issue I have to deal
with before continuing: Grounding.
If I get rid of auras for inanimate objects I first must come
up with a way for the physical spell to get out of astral space so it can
beat up a physical target. Normally spells are cast by “synchronizing” the
aura of the casting magician with that of the target, thus producing the
necessary tosser/target/astral harmony which allows a spell to get out of
astral space. Even manipulation spells, which travel primarily in the
physical plane, have an astral component. (Although I’m still fuzzy on
exactly what the magician is synchronizing with if they just toss the
spell into an open clearing. But I’ll leave that to a future article.) In
any case, if the magician casts Power Bolt on a toaster oven, from which I
have just deleted the aura, what does the spell ground into? And
furthermore, what is the magician synchronizing with in the first place?
Finally, we come to my new view on spellcasting:
Casting mana spells and casting physical spells work on
completely different principles. Mana spells go after auras; Physical
spells go after matter. Mana spells look for an aura; Physical spells look
for matter. Mana spells are DESIGNED to look for auras; Physical spells
are DESIGNED to look for matter. When casting a Mana spell, the magician
synchronizes his aura with that of the target; When casting a Physical
spell, the magician synchronizes his MATTER with that of the target.
In the past I’ve always used the same thought process when
casting spells, whether they were Physical or Mental. You look at the
target, ponder for a moment, and toss it. Little though was ever paid to
the differences between physical and mental energies, from the point where
they originated in the magician’s mind to the point that they slammed into
the target. Most of the time I, and probably a lot of other people, found
that the only emotional difference was that mana spells tend to cause less
drain. I think this is bad.
While mana spells work off emotion, feelings, aural alignment,
and all that fuzzy spiritual crap; physical spells work off of raw power,
the manipulation of atoms, and the destruction of molecules. When a
magician casting a Mana spell “synchronizes” with a target, they link up
with its aural emotions, its place in time and history, its esoteric being
and existence and etctera. When a magical casts a Physical spell they are
thinking of the hard core substance of the target, its structure, physical
cohesiveness, and so on. The castor “synchronizes” by getting very close
to the real ‘stuff’ which makes up the target; spirituality and auras
don’t even enter the picture. In the same way aural, or mental,
syncronicity creates the necessary trinity between caster/astral space/and
target, so does physical concentration and alignment.
Now somebody has to be saying to themselves, “But, wait!
Magic, by its very nature, is spiritual. Aren’t you taking that away?” I
agree that magic is spiritual by nature, but I don’t think I’m taking
anything away. If anything, I’m elaborating on the set Shadowrun theme
that Physical magic is more difficult to execute than Mental magic. Drain
codes are higher for Physical spells and people tend to be harder to hurt
with Physical spells because, nine times out of ten, the target’s Body is
higher than their Willpower. Magic doesn’t like reality, and by casting a
Physical spell you’re forcing it to do something it would rather not be
doing.
You see, when you cast a Mental (or, again, Mana) spell, you
line up the auras, ponder, shoot, let the thing sail gracefully through
and out of astral space, and sometimes get a headache and feel tired as a
result. (OK, it’s deeper than that, but just humor me for now.) On the
other hand, when you cast a physical spell your heart starts racing, your
mind is taken over by images of molecular structures as you probe into the
existence of your target, and you tear off a spell which is, by all
definitions of spirituality, a freak of ethereal existence, sending the
spell, whipping and snarling, through astral space until finally it
crashes back into the real world and ravages the target on a primitive,
solid level. When it’s over you may find that your heart refuses to slow
down and that your nose has started bleeding because of drain. (In fact,
in the future, I may give magicians casting Physical spells the option of
exchanging Mental damage caused by drain for a certain amount of Physical
damage, thus reflecting the physically trying nature of this type of
casting.)
OK, enough philosophy. Now it’s time for some rules.
Essentially, not much has changed when dealing with Physical spells.
Complexity of the target is still important, only now complexity is solely
based on physical structure, not the strengthening of weakening of an aura
due to this complex structure. Attacks against living beings with Body
ratings is still carried out in the same way. The bigger a living target
is, the more complex their meat body is. While it may be argued that a
human with a Body rating of 1 is still far more complex than a Ford
Americar, I believe the fact that the casting magician also possesses a
meat body with which they are fairly familiar would reduce the perceived
complexity to something that was manageable.
Casting a spell against a non-living object, however, such as
a Citymaster, would be rendered a bit more difficult because it is quite
difficult to synchronize the caster’s physical being with that of a hunk
of metal. The caster can ask himself “What is a Meat Body?”, and come up
with a pretty good answer because they’ve had one all of their life. If he
asked himself, “What is a Citymaster?’” the answer may be more difficult
to come by. Sure, they can see the ‘vehicle’, but that doesn’t do them
much good. They have to know what makes up the car, where all of these
parts are, what they do, and so on. Sycronizeing their physical being with
that of the vehicle is a rather difficult procedure, and hence may produce
a fairly high target number.
Since my view of Physical spells doesn’t count a vehicle, or
any target for that matter, as being a solid entity (unless that’s how the
spell caster wishes to perceive it) the magician also has the option of
casting a spell against a single part of the vehicle, such as a window or
tire. Since it’s much easier for a magician to synchronize with a plane of
glass or ring of rubber, the target number would be significantly lower
than if he or she decided to try to blow up the entire vehicle.
This ability to take on objects as a whole OR single out their
individual parts creates many new options for Physical spell casting.
Theoretically, if the magician wanted to, they could target an entire city
block with a Powerbolt spell since they have the ability to perceive it as
a single target. Granted, it would never work, because the target number
would probably be a three digit number. But they can still TRY to
synchronize their physical being with that of the city block. Another
thing to keep in mind that the target number difference between trying to
blow up a Panzer, and just trying to blow out the windshield of the
Panzer, will be large, but it shouldn’t be too large. If the magician is
trying to blow up the Panzer, odds are they’re concentrating on
disassembling its individual parts (i.e. windows, panels, engines, etc.).
When they target the windshield they’re essentially trying to disassemble
the molecular structure of the glass. Neither is an easy task, but the
window job is made a good bit easier because once you’ve synchronized with
one square inch of glass the rest becomes pretty easy to comprehend.
So how do you determine the target numbers for all this crap?
For living targets, you still use the Body attribute. For other objects,
it’s pretty much up in the air. I, personally, would probably use double
or triple the body rating for vehicles, adding or subtracting a few points
depending on whether or not it ran on nuclear power or something else
exotic. For simple objects, such as bricks and glass, I may still stick
with the Object Resistance Table. For buildings, I may use the square
meterage of the target. I also may adjust the target numbers of non-living
objects downward if the magician has some other skill which helps them
understand it. (A person with a Panzer B/R of 13 may have little trouble
synchronizing with something he knows so much about.)
Now for some stuff about Area Effect and Restricted Target
physical spells:
When casting a good old fashion Powerbolt, or any other basic
Physical spell, the magician has little or nothing to assist him when it
comes to synchronizing with the target. The spell was formulated to go
after physical matter, at that’s it. You have to ‘instruct’ in a
calculated and precise matter or it won’t work.
Area Effect spells and Restricted Target Spells are, in a way,
‘pre-programmed’ to function in a specific way. Area Effect spells are
designed to work over a large area, thus taking a bit of calculative
burden off the magician. They allow the magician to ‘multi-task’ more
effectively. Instead of having to view a gigantic target consisting of the
combined complexity of everything involved, the spell allows the magician
to consider everything on a more individual basis. While it is possible
under my system to cast a single Powerbolt at a group of five people (the
magician is more than welcome to try to conceive all of the targets as a
single object) it would never work because of the intense complexity. When
he uses a Powerball, however, it is like casting five Powerbolts. Granted
this is still not easy, hence the larger drain, but it produces a smaller
target number because the spell allows him to think things through on an
individual level.
Restricted Target Spells are also pre-programmed, but instead
of working on many targets, it works on a specific brand of target (Unless
it is an Area Effect Restricted Spell, in which case it does both). When
the individual who created the spell sat down to write the formula they
put as much knowledge of the intended target into it as they could. The
Wrecker spell formula has all kinds of crap about vehicular structure, the
way they run, how they look, and so on, built into it. Casting it is much
easier on the magician because they don’t have to think as hard as they
normally would; the spell does a lot of that for him.
As a side note, let me quickly explain how Restricted Target
spells work in my game. Now, under normal circumstances, you would
probably interpret Wrecker’s restricted target of Vehicles to mean that
you could only target the vehicle as a whole. This is swell BUT, under my
system, the spell would be virtually useless on anything larger than a
Westwind 2000 unless you were a really good magician because of the high
target number. It would be much more efficient to gradually Powerbolt the
target to pieces than try to take it on as a whole. The same goes for
Urban Renewal. If all you could do was target an entire building, you’d
end up with target numbers so high that the spell would almost always fail
unless you were attacking something the size of a beach side snack-shack.
So, in order to alleviate the problem, I’ve determined that
Restricted Target spells are permitted to target smaller parts of the
whole. I figure the Wrecker spell wouldn’t know what glass was, but it
would know what a windshield is. The difference between targeting a
windshield with Powerbolt and targeting it with Wrecker is that Powerbolt
would shatter the glass, whereas Wrecker would pop the windshield out of
the vehicle. Urban Renewal may not know what a brick is, but it would know
what a wall is.
The following should tie a few up a few lose ends:
One thing I know somebody is going to try is to Powerbolt
somebody’s eyeball or something stupid like that. In defiance of a few of
my own arguments I’m simply giving living objects which posses Essence an
immunity from such individual attacks. Essence ties together an object in
a way that makes it an indivisible whole. I’m not even going to dwell on
it.
Finally, since I got rid of the necessity for an aura for
physical spells there’s also another problem I have to deal with: Can you
cast a Physical spell on somebody who is wearing a full suit of security
armor? For Mental spells the answer is easy; the aura extends outwards a
few inches and is not blocked by the armor. For Physical spells, now that
seeing exactly what your target is has become very important, I’m inclined
to say no, meaning you can’t hit somebody in a full suit of heavy armor
because you can’t see them. But I think we could all agree that it would
suck if you couldn’t toss physical spells at hooded polyclub members. To
add more complication I just want to toss in, as I have in past writings,
the horrible effects an acidbolt would have if it spewed corrosives all
over the insides of somebody’s security armor.
Unfortunately, I don’t have a really good solution to this
dilemma at the moment. For now, I’ll probably stick, for no good reason,
to the normal rules which let you Powerbolt somebody inside a full suit of
security armor even though this violates my non-existent extended aura
philosophy. And should somebody firebolt them, I’ll just make them scream
real loud as they burn up.
In conclusion, I should mention that there’s tons of stuff
I’ve left out, such as dealing with physical manipulations and such. I
primarily referenced combat spells because these types of spells are the
easiest to deal with when discussing auras, grounding, etc. After looking
through the list of other types of physical spells, it doesn’t appear that
I’ve screwed with them too badly. All I’ve really done is created a
different image of how the spell goes shazam. For the most part, the die
rolling remains the same.
It seems that interpreting Shadowrun is sometimes as difficult
as deciphering the Bible. But that’s what makes it fun. |