Lokathor wrote:Oh right, and while I'm remembering it, in Earthdawn anything living ("including the earth") was solid on the astral plane as well. Any particular reason that SR doesn't have as much stuff stretching into the astral plane?
In Shadowrun, there are indeed materials in Alchera which are dual natured inert materials. It's special stuff, but if you want a dual-natured sword, you can just go make one. It has bee straining credibility for some time that there aren't prices for such things in books.
kzt wrote:Frank had a house rule I don't remember seeing written down that allowed ritual to do some teamwork tests for various magical tasks. I forget the details, we didn't have ritual magic skill, but it seemed interesting.
Ritual Sorcery has justified its existence various ways in various previous editions - mostly by coming free with the Sorcery Skill. Even so, when doing so did not penalize counterspelling, people took a Concentration/Specialization in spellcasting at the expense of Ritual Magic as often as they could. People make a lot more Spellcasting and Counterspelling tests than Ritual Spellcasting tests even at the best of times. SR4 kicked up the worthlessness of Ritual Spellcasting to 11:
- They eliminated the ability to cast on people you couldn't find by requiring a spotter.
- With the introduction of 30 kajillion traditions, the "must be same tradition" limitation meant that you couldn't team up with anyone.
- The "lowest skill rating" cap on the number of participants means that even if you found someone of the same tradition, they still couldn't help you unless they were also a Ritual Spellcasting enthusiast. No acolytes allowed.
- As the spell list continues to get longer, the chances of knowing a magician with the same spell as you diminishes.
But the big problem is that 1 hour/force is simply too long to wait for a spell for anything except a middle of the night, across the planet assassination attempt. Any utility magic would be better served by simply driving (or even
flying) to the intended target, casting the spell, and going home. So if it requires sending a bound spirit to go stand around and call it in - it's basically all-the-way useless. If you can send a spirit to spot, you could have the same spirit materialize (or possess the lamppost) and go on a rampage. Hell, if you're either of the two core traditions, you could have sent a Spirt of Man with the spell in question as their Innate Spell and they could simply
cast it.
So fixing Ritual Spellcasting would take some doing. Ritual Spellcasting would need to be set up to actually do something you wanted it to do. Here are some suggestions:
- Ritual Spellcasting allows members of any tradition who know the same spell to work together on casting.
- Characters don't even need to know the same spell to help out with linking or spotting.
- Casting through material links is allowed. Potentiating a link takes 1 minute per allowed force to set up, casting itself takes 1 round per Force.
- Ritual Magic can overcome background counts and even burnout. For every 10 minutes of ritual mana accumulation, an effective -1 to Magic attribute can be overcome for one casting.
- The maximum number of ritualists is the highest Ritual Spellcasting of the participants.
Do
all of that and... people will still use Spellcasting more. Because it takes a single Complex Action to complete (and they probably have a better Skill rating in it besides). But you'd get people to ritually cast Invisibility on a compatriot because they had a few rounds to kill, weren't going to suffer any drain anyway, and would just assume get an extra 2-3 dice from teamwork. Also, you'd fulfill my dream of having DocWagon shaman ritually casting healing spells on people injured in the field. In this case by potentiating a link, having the paramedics
physically carry it to the injured patient, and then having the magic come through a few rounds later. Also, the mighty ritual of vast power would have a reason to exist, and perhaps most importantly of all: the fluff about how magic takes less time in the Sixth World than it does in stories because the mana is more available would have a basis in the rules.
-Username17