Section.8.2: Moar Magic
So I drank all the beers and took some prescription medication that I lack a prescription for, so let's read the rest of the magic chapter and ruminate on how amphetamines and alcohol make lousy company. Or how Catalyst shouldn't be allowed to write rules. You know, whatever.
When Shadowrun debuted in 1989, Sorcery, Conjuring, and Astral Projection was all there was. Yes, magic items existed, but they were boring bonus items that cost experience points to activate and also didn't have any rules for being made. It was certainly
implied that someone knew how to make them, but the rules didn't exist. With the creation of the first magic expansion book, a number of new things were added. Rules for making foci yes, but also the Adepts. We'll talk about the enchanting first.
Throughout Shadowrun's history, people who wrote the enchanting and alchemy rules seemed almost pathologically afraid that someone might actually use them. Magic items didn't just take karma to bind, they also took karma to
make. Alchemical processes took so long relative to the cost of the outputs that you're basically better off just working at Taco Temple and having your paycheck direct deposited in your talismonger's account. This culture of fear that players might actually do things that were useful during downtime isn't just evident from the results, it was actually quite explicit among the writers and developers even when I was there. At one point I think I actually asked AnchientHistory (who was writing the enchanting section for 4th edition at the time) whether a Houngan had killed his dog. I think I managed to shame the developers into allowing alchemy to be a
little less terrible, but only a little and they actually quite resented me for it.
But aside from the fear that the Enchanting rules might actually be used, there was also the vague acknowledgment that the lack of magic swords that people could use was actually a thing that disappointed people. See in order to get any benefit from a magic sword you have to activate it. In order to activate it, it needs to be in your hands and also bound to you (this is why magic guns and even magic bows don't work – the moment it leaves contact with you, it turns off – jury is still out on magic lasers). And only magically active people can bind foci at all. But the whole
point of magic weapons is to hurt things that are resistant to mundane weaponry, and mages don't care because of Mana Bolt (or at least, they
didn't care in any edition other than 5th, because Mana Bolt was worth casting). Your mundane Street Samurai would kind of like a magic katana and he can't have one and no one else gives a shit so no one used magic swords for anything. So they created a framework where magic could enhance a weapon in a way a mundane player could actually benefit from. There was Anchoring and Quickening, which were essentially ways to keep a spell going for a long time – ostensibly so that you could make a flaming sword that the Street Samurai could hunt nature spirits with.
Of course, in a game where spells can be easily dispelled whether they are permanent or not and you're supposed to spend a lot of the time being
subtle and avoiding detection by arbitrarily large numbers of corporate security goons, paying actual karma for an always-on firesword that glows like a column of flame on the astral plane and literally
as a column of flame in the real world turns out to be a kind of terrible idea. So while these subsystems have existed from very early in Shadowrun's history and fit smoothly into Shadowrun's canonical metaphysics, they are a minor footnote that no one seems to give a crap about.
Shadowrun 5 has made a concerted attempt to bring enchanting into the realm of things people care about. I have no objections to this as a design goal. Enchanting has been sort of supposed to be a coequal branch of magic to Sorcery and Conjuring since it was created in the Grimoire. So lavishing more love on Enchanting seems reasonable, even perhaps long overdue. So when I criticize this crap, it's not from a grognardy “how dare you change stuff” standpoint, it's from the standpoint of their new products being really dumb.
Not the attack I intend to make here.
So first we have to talk about alchemy, which has always been pretty weird. Basically, natural stuff has a certain amount of magical affinity for magic, and by taking it to an old school alchemist's shop you can refine it down to small piles of rose petals or piles of black sand or something that are nebulously useful in enchanting. Also, there's a magical metal called “orichalcum” that is even more useful for that sort of thing. First edition had a rant about how orichalcum was a special alloy that was made out of a bunch of metals that was considered chemically impossible and formed only through magic. The specific metals they listed actually allow just fine, so that was always pretty strange. In the first four editions we had discussions of “refined materials” and “alchemical radicals” and shit, which was probably based on someone having read some sort of newage (rhymes with “sewage”) book about alchemy or alt-medicine or something. It was confusing and largely pointless. Fifth edition attempts to simplify this nomenclature – which I approve of – but their followthrough is to call alchemical things “reagents” which is frankly just as bad. When it tells you to “expend three reagents” and you end up ticking off one unit of alchemical hemlock extract and two units of alchemical salt, that's just... that's just not what the fucking word means. They prevaricate on how they don't have room to talk about how orichalcum is made, which is
not true, but they seem to be walking back or at least downplaying the atrocious metallurgy from the late 80s, so for now at least it might be a step forward. Probably they are going to punt and end up making the orichalcum process just as stupid, meaning that they'll have gained nothing except to make information harder to find, but I withhold judgement.
The big thing they introduce here are “spell preparations.” These are kind of like anchoring, in that they are spells that are locked into an object to be released later. This completely fails to give us the magic swords that we wanted and instead means that basically everyone is firing magic bullets. Armor Piercing bullets cost 12¥ a piece, and making them have a Force 5 spell go off when they hit costs 100¥ per bullet, and you pay the Drain and use the combat action last week. It just doesn't really make sense to fire non-magical bullets at people who offend you.
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[/img]
Must've pissed somebody
off, he's got 1,000¥ worth of bullets in his ass!
And I really don't think it's necessarily a bad thing if everyone runs around shooting magic bullets that explode into fireballs or give people gonorrhea or something. It's just not part of the Shadowrun setting. And I don't mean that in a “stop pissing on my childhood” sort of way, I mean it's not the Shadowrun that
these people envision. None of the sample characters have magic bullets on them. No one has a spare clip of caster shells loaded with lightning rounds or a signal flare that also creates astral static. It's the obvious core functionality of spellcasters and indeed
firearms in this system. Actions are highly limited in supply and casting may require twenty minutes of sit down after using, but by loading your spells into a belt fed machine gun you can have ten spells go off in a single action and have the good nap that requires during regular sleeping hours last Tuesday. Under this system, virtually all magic used in combat should be pre-bottled into devices that can be fired at things or special pouches in peoples' pockets. The total lack of those things in any of the descriptions of how people operate in the world indicates that this is a serious failure of worldbuilding, not just a radical departure in canon.
Actually making magic items is a six step process and I can't figure out how it works. The writing here is really really bad. You spend some Karma to “finish” it, but I don't know whether it counts as “bonded” at that point or not. If the answer is “no” then the enchanting skill is essentially worthless and no player will ever enchant their own foci. If the answer is “yes” then it's a pile of hoops to jump through and a mandatory expenditure of edge during downtime to make your own power focus for nearly nothing and all player characters are going to run around at essentially double power all the time. Much is made over Formula Force, but all formulas are rating one because everything a higher rating formula does is bad except set the limit on how many hits you can make on your enchanting test, and obviously you're going to spend Edge on this because you're not a fucking idiot. So it's actually like a one day process that costs about twenty bucks and 6 Karma to make a Force 6 Power Focus. I'm just unclear whether you can actually
use that Power Focus or if you then still have to bond it for regular price.
Essentially, the game is trying to present you with the same fucked up choice as in summoning, where if you select a low force formula you won't get a good number of net hits because your limit will be shit and you could easily outright fail. While if you select a high force formula you won't get a good number of net hits because you will have a lot of dice arrayed against you. But the reality is that you probably only make yourself a single Power Focus (and a single one of any other foci you want) during your entire career. So spending an edge out of your edge pool during a bit of downtime is a total fucking no brainer and all those supposed limits don't mean dick diddly and you can reduce the costs to basically nothing. So really the only question is whether you still have to pay the base bonding price or not. If you do, you're looking at paying trivially more than what you'd pay if you bought it from the store and didn't bother even having enchanting. If you don't, then you're paying trivially more than
nothing at all. Either reading is broken, though it makes a pretty big difference as to whether Enchanting is must-have or must-avoid.
Also in the very first magic expansion, they introduced Adepts. The things we call Adepts now were called “Physical Adepts” then, and the things we call Aspected Magicians were called things like “Conjuring Adepts” and “Sorcery Adepts.” This began the bizarre and counterintuitiveshrinking of the demographic pool of magicians. In the big blue book, 1% of the population were
mages. But starting with the Grimoire, 1% of the population were
magically active, and that meant that some non-zero percentage of that 1% were bullshit flavored bullshit who weren't mages at all. As new books came out and introduced new flavors of shittily magically active characters you could play, the implicit number of actual mages kept
falling. Which was pretty much the opposite of the claimed mana levels rising plotline. As of SR5, specifically 9 in 10 magically active people aren't actually full mages. Which means that unless more than 10% of the population is magically active, the number of real mages has fallen considerably since the big blue book laid down the law twenty five years in the past.
But we should probably talk about Physical Adepts. Or as they are called today: Adepts. They were much more popular than the other B priority magic types, because they were the ones that had their own unique shtick. So they got to keep the name and Enchanting Adepts and shit got to go be Aspected Magicians. I personally liked playing Aspected Magicians, but I was the only person I knew who really did. Adepts, on the other hand, have always been fairly popular. Adepts have a number of power points that they use to buy kung fu powers. Ideally they are supposed to be like magic martial artists, which is why they had the word “physical” in their name in 1st edition. However, the authors have always been cautious as fuck when it comes to actually giving Adepts powers that were even tangentially useful in combat, yet much less circumspect about giving powers useful in other parts of the game. In 4th edition, the main Adept archetypes the powergamers talk about are the “hacker adept” and the “pornomancer” who use adept powers to tweak electronics and social situations respectively.
Adept powers in 5th edition have been somewhat cleaned up actually. The premium charged on combat skill boosts and physical attribute boosts have been removed. And the really powerful social powers have been nerfed into oblivion. All told, the basic Adept seems pretty much pointless, especially as the primary draw of Adepts in 4th edition is their ability to bypass skill caps. Now that anyone can eventually jack themselves up to a skill of 12, that ability is a lot less sexy. Essentially meaningless in fact. But while Adept power points are not really very exciting, they are mysteriously incredibly cheap. I've been told that even the head-in-sand designers of this edition were forced to realize that the by-the-book prices were laughably low and have introduced a slightly higher power point cost. I haven't read the fucking errata for this garbage, so I'm not going to quote a number, but it's still apparently not that high even so. So basically, being an Adept is a convoluted piece of point accounting to determine whether you'd be better off as a pure cyborg or as a slightly magic cyborg to squeeze out a few bonuses here and there. Back of the envelope looks like you're better off being an Adept than a mundane, pretty much no matter what you want to do. The thing is that if you fiddled the numbers to make being an dept less attractive it would just go the other way – there'd be essentially no reason to be an adept as opposed to a skilled dude. Adept powers just aren't interesting enough for it to be much more than a simple mathhammer exercise as to whether your skilled dude should be one or not.
When Shadowrun first debuted, it had just two magical traditions: Hermeticism and Shamanism. Shamans summoned nature spirits from the domain they happened to be standing in at the time, and their spirits vanished the next time the sun rose or set. Hermetics bound elementals in long and expensive rituals, but could kept their spirits on-call indefinitely until their services were called upon. This created a weird dynamic where Shamans were generally more useful, able to conceal or speed up the team car at will, while Hermetics were generally unwilling to commit their spirits unless the need was great – but when things went crazy they
really went crazy with like half a dozen elementals tearing shit up until it was good and uptorn. Additional traditions were developed and essentially they were all pale hacks of those two, or Voodoo (which was pretty cool and had spirits possessing things instead of materializing at all). In 4th edition it was all rationalized, and everyone got the ability to summon temporary or expensively bind permanent spirits. It was a pretty big powerup across the board, but did make things overall better. They also made new traditions easy to writeup, and we went from having essentially 3 traditions of magic that didn't make us feel dirty to like thirty. SR5 kept that system, but went back to just describing two traditions in the basic book because this book sucks.
One of the biggest differences between Shamans and Hermetics in 1st edition was that Shamans all had a totem and Hermetics did not. A totem was generally an animal (though later books introduced shit like “oak” and “the sea”) that gave the shaman cryptic advice and imprinted its personality quirks on the shaman. Or possibly they only called potential shamans who had the right kind of personality to begin with. In any case, you got some bonuses and penalties. In the original writeup, the totems were extremely nothing at all like balanced. And obviously players would select a totem that gave them bonuses to cast spells they wanted to cast and penalties to spells they didn't even know because that shit is hilarious. The whole thing where totems were supposed to give cryptic advice is a thing that almost never happened – shamans rarely felt like they weren't getting their share of screen time, so GMs rarely felt the need to give them even more screen time by making their totem a major character. In 4th edition, the totems were standardized to a great degree and magicians of all traditions could get one. They were called “Mentor Spirits” now, and you could have one as a Hermetic. In 5th edition, you can have one even if you aren't a magician at all, because they have different bonuses that kick in if you're a mage and if you're an adept. This makes it a lot harder to figure out what any mentor does, and makes the powergaming potential significantly greater. The short version of powergaming a mentor spirit is that each one gives you +2 to a mundane skill, and then either +2 to a magic task
or an amount of Adept powers (which varies from a quarter of a power point to a power point and a half, but I assume at some point during writing they were all worth the same amount and were just allowed to drift apart as adept powers and mentor spirits got edited without reference to each other), and most disadvantages are essentially that you have to check to resist a modest compulsion to do a type of thing when certain circumstances show up. Now
obviously some skills are used a lot more often than others, and some compulsions are basically “do what you were going to do anyway, but now it's 'good roleplaying'” while others are “Kill yourself, LOL.” And of course there's the minor issue for adepts that getting more power points is usually better than getting less.
Picking a Mentor Spirit is pretty much just this easy.
In the original writeup of Shadowrun, magic went away. Each person started with a clean slate of Essence and a full Magic attribute of 6 and as you got cyberware, took injuries, or just snorted too much hypermeth you gradually lost those things and they didn't come back. Much was made of the idea of mages who lost all their mojo and could no longer tap into mana for anything. It was called the Way of the Burnout, and it was supposed to be a major thing. That lasted... a couple of months. As soon as the Grimoire came out, the came up with ways to mitigate magic loss. Geasa were things you could do to slap limitations on your magic to avoid having your magic reduced, and Initiation was a thing where you could open yourself up to higher magical learning and raise your magic attribute. The way variable target numbers worked in the early editions, having a 6 in magic was much better than having a 5, but having a 7 in magic was scarcely distinguishable from having a 6 – so mostly players used Initiation to “offset” magic loss from getting cool cybernetic mods and shit. If we had an internet with memes on it back then, that would have been the start of the “Magic Run” meme. After all, if the other major archetypes are defined by skills and cyberware and Magicians can just initiate themselves into having the appropriate skills and cyberware while still being hardcore spell jockeys, and the other archetypes can't ever get magic under any circumstances... why would people play characters who weren't magicians?
In Shadowrun 4, they introduced rules changes which made magicians actually want all their magic points, and also made them buy their magic up as a stat starting at 1. Initiation no longer gave you extra magic points, but merely raised the cap on how many magic points you were allowed to buy. This made being a magician who also shat all over the role protection of the other archetypes much more difficult. Mages were still crazy powerful, and people talked about “Magic Run” a lot anyway. But it was genuinely true that it was harder for mages to do literally
everything. 5th edition
basically uses 4th edition initiation rules.
Late in 3rd edition, they introduced the concept of the “Mystic Adept” for players who were discontent in the knowledge that there was anything any other character could do that their character could not. They could buy up adept powers and they could buy up spellcasting and conjuring. Which sounds like a powergamer's wet dream, but in 3rd and 4th edition they were basically terrible because they ended up paying so much for being able to do two sets of things extremely poorly that they couldn't do anything well. In SR5, the costs have been made...
much lower and instead of being shitty at two things you're liquid awesome at everything. So that's pretty much where we stand there: Mystic Adepts are overpowered, which is quite a turnaround from what they've been in other editions.