KB - Magic
Table of Contents

Knowledge Database - Magic

Adept Powers

(Zenobia, August 10 2002, # 14)

When an adept has a power such as Increased stealth or what have you and wish to raise it afterwards, they pay the Karma to raise the base attribute, not to raise the modified attribute.

Ally Spell Learning and Astral Quests

(Wyldfire, July 18 2009, # 162)REMOVED and REVISED
(Captain Vimes, December 27 2010, #266)

When learning spells on behalf of an ally spirit, the mage/shaman /may/ use the benefits of an astral quest of the proper rating for Aid Study for the proper spell learning attempt. If the Spell Learning AQ is used to help the Ally Spirit learn the spell, it may not be used by the Mage to help learn the spell, and vice versa: one 'spell insight quest' equates to one spell learned/put on a sheet, and is used up. The Aid Study power of an Elemental or Spirit may be used as well, so long as the spirit whose power you are using is /not/ the spirit for whom you are learning the spell.

Ally Spirits and Astral Signatures

(Wyldfire, August 11 2009, # 189)

Ally spirits share elements of their summoner's astral signature. This means that if you see an ally spirit, and then later see the conjuror, then you can link them together.

Astral signatures do not convey psychic powers. You cannot use an astral signature to 'track down' the mage it is linked to. However, if you see an astral signature, then later see that particular mage's aura, then you can link the two together.

Ally spirits cannot learn Masking as a metamagical technique.

Ally Spirits, Initiation, Magic Rating

(Wyldfire, July 23 2009, # 169)

If a character conjures an ally spirit as part of an ordeal for initiation, it does not cost them a magic point, and they still gain the magic point for initiation. However, if the ally is banished, goes free, or is destroyed, the character must make an immediate check for magic loss (p60, MitS).

Ally Spirits and Masking

(Pith, November 1 2009, # 208)

Ally Spirits cannot see through masking. They do not have the pre-requisite Aura Masking ability available to them.

Assensing and Foci

(Wyldfire, July 11 2009, # 155)

When a character attempts to assense a person, he needs at least 3 successes to know the location and existence of any spells or foci that are on the target. Once that test is made, then each spell or focus must be individually assensed in order to determine its force, type, etc using the table on p172 of SR3.

Inactive foci are handled exactly the same as active foci. Tattoos are also treated just like foci for the purposes of assensing.

As a note, active sustaining foci have /one/ astral signatures: which is a merger of their signature as a focus, and the spell they are sustaining. Assensing one of them provides information about both of them.

Astral Perception and Blindfolds

(Kay, June 4 2011, #278)

A magician/adept with Astral Perception may look into the astral while blindfolded or with a bag over their head. However, the impediment still prevents them from seeing through it or past it. In effect, the Line of Sight for any spells is broken and the magician/adept may not see any further astrally than they could physically.

Astral Quests and Centering

(Kay, December 17 2009, #215)

A magical character on an Astral Quest may attempt to center if their particular form of Centering is availiable to them. For example, if you require a Yamaha Synth to play piano to center, you are likely out of luck. If your form is otherwise availiable, you may be allowed to Center at your GM's discretion.

Astral Quests are personal and the GM may find a way to remove your ability to Center or otherwise apply penalties at their discretion or otherwise change the difficulty level and TNs.

Astrally Projecting Manifested Mages

(Wyldfire, July 22 2009, # 168)

If an astrally projecting character manifests, then he /can/ hear spoken words, read text, and so forth. However, he is also visible on the physical realm at that point (as a ghostly image). Likewise, an ally spirit that sneaks in, manifests, then the mage uses Sense Link is perfectly able to eavesdrop on speech. Watcher spirits can manifest as well; however, there is a chance to notice them, and their size is generally based upon Force. And in nearly all cases, while they can be /small/, they are not tiny. I would figure a Force 1 is roughly the size of a rat or so, and they get larger from there up to about Force 6 being the size of a person.

Attribute Boost

(Wyldfire, October 18 2001, # 4)

In a plot I ran, I considered 'Attribute Boost' to be a free action, not requiring anything else to activate it.

Attribute Increases from Magic

(Elphaba, July 27 2009, # 173)

Attribute increases from certain magical effects do NOT count as natural, as far as the cost for raising skills and the like.

Things that do not as 'Natural':

Quickened Spells, Tattoo'd Spells, Sustained Spells, Anchored Spells

Things that do count as 'Natural'

Physical Adept powers

Attribute Modifications

(Stiletto, April 3 2009, # 100)

Casting spells such as increase and decrease attrib, or Increase Reflexes all affect the base stat, not the modified stat. IE, no decreasing an attribute to get a lower TN to increase it.

Buying Focus Formula

(Wyldfire, August 25 2004, # 62)

I don't normally rule on Craig's items, but this has been sitting in the queue for quite a while. For foci formulas, I'm assigning a cost equal to the book cost of the finished focus times 0.2, with an SI of 1 for force 3 and below. SI is 2 for force 4 and above.

There are potential options for reducing the cost of the formula by having it require exotic and/or expensive elements or materials. Those are up to the GM's discretion.

Critter Armor and Combat Pool

(Mirage, September 16 2011, #283)

Armor granted to critters by their own critter powers do not cause Combat Pool loss. All other sources of armor, including magical sources, cybernetic sources, and any other source that does not specifically state otherwise, count for and cause CP loss as normal.

Put simply, with the exception noted above involving critter powers, the armor source itself must have rules text to the effect of not causing CP loss, otherwise in all cases armor sources can and will cause CP loss. No implications or thematics will be considered when dealing with this subject. Either the rules say it or they do not.

Custom Spells

(Wyldfire, July 29 2009, # 178)

Custom spells in the database means these are spells that do not exist in any book, and are /not/ generally available for purchase. A spell, once approved via the Custom queue, is added to the database as a custom spell. This means that if somebody chooses to research it, they can do so, but they should not be able to acquire a formula for it via a Talismonger, etc.

Deliberate Masking While Projecting

(Wyldfire, March 15 2009, # 89)

Based on the last rule's interpretation, deliberate masking /may/ be done while astrally projecting, despite being an exclusive action, because it is specifically related to one's aura.

Earth Elementals and Building Repair

(Wyldfire, August 25 2004, # 65)

Earth Elementals *can* repair a structure as a service, so long as they are made out of concrete, stone, brick, adobe, or some other earth substance. Ferrocrete is very artificial and probably can't be repaired easily. It takes a time equal to the barrier rating of the structure in minutes. Each service and/or time interval costs one service and will cover up to a 400 square meter (note: 400 square meters, or a 20mx20m area) of building structure. In general, this also only covers one story (assuming just the foundation is damaged). If multiple stories are damaged or collapsed, then each story also requires one service. This gets expensive quickly.

Elemental Aid With Thesis

(Elphaba, July 18 2009, # 164)

When mages choose to make a thesis as part of their Initiation ordeal, Elemental Aid Study may be used.

MitS describes a thesis as the summation of a character's magical knowhow. To represent this, if a character is going to use Aid Study for extra dice, they must have one elemental of each type 'on call'. This is because a mage utilizes spells from all four elements.

When actually using a service, a service will need to be used from the elemental which has the highest Force.

Elementals and 3-D Movement

(Wyldfire, January 1 2010, # 218)

Air and Fire elementals have the Three-Dimensional Movement power similar to Ally Spirits as per MitS p109 when manifested. Three-Dimensional Movement was not listed as a power when SR3 was made, so this has been ruled to be something that these two types of elementals have.

Earth and Water elementals do not have the 3D movement power, and are confined to the ground when manifested.

NOTE: The original version of this KB article incorrectly listed that Water and Fire elementals had 3D movement. This was incorrect.

Elementals and Control Limits

(Vulcan, June 3 2012, #305)

If you summon an elemental, it is bound to you until destroyed, released from all services, or all services are used. This applies even if you pass it off to another persons control.

It bears remembering that passing off control of an elemental to someone else does count as a service.

Elementals, Spirits, and Signatures

(Wyldfire, August 11 2009, # 188)

The book states that Conjuring of an Elemental leaves an Astral Signature in the area, as does Conjuring a spirit.

However, calling an elemental back from a metaplane does /not/ leave an Astral Signature in the area. Nor does use of the spirit's powers, with one exception: use of innate spells (such as Flamethrower or Psychokinesis). Both of those leave an astral signature of the spirit, which bears traces of its owner, but not sufficient traces to do more than know that elemental 'X' was summoned by the same person as Elemental 'Y'.

Elemental Weapons and Spirits

(Charon, October 23 2012, #326)

Weapons that do elemental damage, including ammo and shock weapons affect Spirits. However, the Spirits Force still adds armor, and the power of the weapon must exceed the Force of the spirit to take affect. Elemental damage of a certain type may be ruled to be ineffective to certain spirits at the discretion of the GM.

Ex: Big D's Temper Shells are ineffective against Fire elementals.

Enchanting Kits and Shops

(Scire, December 6 2005, # 79)

MitS doesn't have a legality code. So I rule: Kits are legal. Shops can be like 5P-T. It sounds feasible. You need a Talismonger Permit to buy legally a shop.

Enchanting Material Creation

(Pith, December 18 2009, #217)

The maximum number of enchanting materials that can be processed at one time is equal to the characters intelligence score for a single type of material. IE. You can make 6 metal, not 2 metal, 2 mineral and 2 herbal.

Expendable Spell Foci Availability

(Wyldfire, August 29 2012, #314)

Because of the low cost and lack of karma cost of these, we are changing the availability of them to be (Force) instead of a flat rating of 3. The base time remains unchanged at 26 hours.

Fashion Spell

(Vulcan, April 15 2010, #236)

This spell is not robust enough to alter any armor utilizing heavy materials and cloths. It was intended to allow players to customize clothing (and armored clothing) on the fly, not turn a helmet in to a yarmulke. This is clear from the text of the spell itself which indicates cut, color, general style and anything a -tailor- could do.

Any armor modified with it will still look like its basic armor type.

More rigid armors that could not be worked on with a sewing machine will require a different spell.

First Bonding Cost and Mundanes

(Wyldfire, August 28 2012, #313)

MitS p44 says that an enchanter must pay Karma to complete the enchantment. It also says, "The karma paid to complete the enchantment also bonds the focus, either to its maker or to any other person the enchanter chooses." And, "The person being bonded to the focus may pay some or all of the karma cost, with the enchanter paying the balance."

Nowhere does it say the 'any other person' must be Awakened or able to bond foci. We are interpreting this to mean, any other person, including mundanes.

Put another way, yes, mundanes may pay the karma cost of the First Bonding of foci being bonded to them. The primary foci this would work for would be anchoring foci, though it is conceivable that it could work for other foci types if the mundane could make use of them.

Foci Stacking and Multiple Spells

(Wyldfire, August 28 2012, #312)

There are rules in SR3 for a spellcaster casting multiple spells simultaneously. In this case, the sorcery+spell pool is split up among the two rolls, and then a single drain resistance test is used for both of them.

I'm ruling that since these are separate rolls, that foci that do not normally stack together can still be used at the same time, as long as the foci are used on different spells.

Example: you have Sorcery 6, spell pool 6, a F4 spell category focus, and a F6 expendable spell category focus, you might split this up so that the left one gets sorcery 3+spell pool:3+4(category focus), and the right one gets Sorcery 3+spell pool:3+6(expendable).

Keywords: simultaneous spells, stacking, foci

Free Spirits and Chargen

(Wyldfire, July 30 2009, # 179)

Free Spirits are not available as contacts in chargen, nor can they be obtained from other contacts. Free Spirits are available only as a result of plots.

Free Spirits and Astral Gateway

(Wyldfire, July 30 2009, # 180)

When using the Astral Gateway power for an astral quest, free spirits will generally charge (Quest Rating / 2) karma points for the transport to the astral realm for those unawakened, round down. So for example, a Rating 5 astral quest would cost you 2 karma points for the taxi ride, and so forth. This karma can come out of the 'karma payout' from the astral quest if that is sufficient.

Founding a Magical Group

(Wyldfire, July 9 2009, # 149)

A magical group, whether fraternal or initiatory, has a base time of 30 days to found. The book (MitS) is a little ambiguous on this, so this is the ruling of staff. Creating the group involves preparation beyond just the decision to create the group. If the month of time is spent in /dedicated/ work (as per MitS) then it qualifies for the -1 TN bonus. However, there is a base time, which can be divided by successes on the Link Test.

Gentle Strike

(Kay, June 4 2011, #279)

Gentle Strike may follow the same 'tree' as Killing Hands; that is, anywhere that you may use Killing Hands or that Killing hands is considered a prerequisite for another Adept Power, you may instead use Gentle Strike.

Health Spells and Aspected Mages

(Wyldfire, November 2 2005, # 75)

Aspected Elemental Mages have access to the Health spells, since they are not part of any one element's "standard" class of spells. Therefore, aspected elemental mages have access to their own spells, plus all Health spells. The other three schools are excluded to them.

Improved Invisibility and Laser Tripwires

(Vulcan, March 11 2010, #231)

Improved Invisibility as relates to Laser Trip Wires: Deffering to Game mechanics instead of quantum mechanics. Laser Trip wire will not be broken by someone with Improved Invisibility. However, they will be damaged by a laser weapon, a laser sight WILL lower the TN to hit them and so on and so forth. This does not make sense. Staff is aware of this. However, this is an abstraction system and not a game trying to replicate reality.

Increasing Elemental Force

(Wyldfire, July 28 2009, # 175)

There is no way to increase the force of a summoned Elemental or Nature spirit. To get a higher-force Elemental, you must dismiss the elemental and summon a new one at the higher Force.

Initiation and Charisma

(Wyldfire, July 2 2009,# 140 )

When providing justification to justify initiation, players may not use karma spent raising their Charisma attribute. An exception may be made for those who use Conjuration as a large part of their character concept, however, and can show appropriate justification for this.

Initiation and Willpower

(Alpha, October 20 2001, # 5)

Raising of willpower by spending karma will count toward karma spent raising skills needed for point number 2 in +hr magic initiation. The justification is that willpower is a skill tightly linked with many magical tasks.

Invisibility and Vision

(Vulcan, April 19 2012, #298)

'Normal Vision' is ruled to be a spectrum of vision a standard, unaugmented metahuman might possess. This means thermographic and visual-light spectrums. It does not cover Ultrasound or any other sensing powers that do not specifically call for visual contact.

Lodges and Space

(Vulcan, April 19 2010, #237)

The space required for a lodge is exclusive to the lodge. You cannot put a shop inside the lodge. You cannot share space with the lodge and living space, workshops or any other thing. A lodge is a specific sacred place and cannot be 'shared' with any other purpose. This ruling covers Summoning Circles as well, in that the circle will be disturbed by use of the space for other tasks. Last thing you want is a broken circle of salt when summoning up Chtulu.

Killing Hands Upgrade

(Alpha, November 30 2005, # 77)

Adept powers such as Killing Hands that take a damage level as part of the power can be upgraded by paying the difference in cost in power points between the adept powers. For example, Killing Hands M costs 1 power points, while Killing Hands S costs 2 power points. If an adept already has Killing Hands M, he can replace it with Killing Hands S by paying only 1 additional power point.

Magical Adepts and Free Spirits

(Scire, November 21 2005, # 76)

Full magicians pay free spirits at the rate of 1:1. Aspected mages and adepts pay at the rate of 1:2. Mundanes pay at 1:3. I rule that Magical Adepts pay the same rate as Regular Adepts. They can cast spells, but just because they purchased Magical Power with power points. They also can't project, so they don't have the intimate link with the Astral Plane, home of the Free Spirits.

Magical Adepts and Magic Groups

(Craig, July 21 2004, # 58)

Magical adepts can join groups if the group accepts both their Magical tradition (Hermetic, Shamanic, Wujen, Psionic, what have you) /and/ Adepts.

Magic Group Founding

(Pelmen, July 10 2009, # 154)

I have ruled that the founding of a magic group is no instant thing. I know it has been handled differently in the past. Still, it makes no sense in the IC context.

First and foremost founding and playing a magic group should be a roleplay challenge. It seems to have degraded to a Karma reduction machine lately. I want to get more RP into the entire process.

Second Forming a magic group means you have to establish a link with the group avatar, that's not a thing you do just like "Hey, lets form a magical group.". Because Avatars have to agree to the subjects it will have to deal with for quite a while after. They will not hurry into such a long term relationship and no one can hurry them into it.

As the rules in MitS are somewhat unluckily formulated I regulate it like this now.

Base time for founding a magic group is 30 days.

The number of successes shows how quickly the Avatar is willing to establish a connection. this will be represented by dividing base time through the number of successes.

Final Time = 30 days / <nbr successes>

Additionally I'd require at least the final session RP'ed where the Groups avatar finally appears.
For good performances I'd award karma.

Magic Group Members

(Psyche, April 28 2003, # 42

At times, one needs to know the number of members in a magic group to determine TNs for something. Due to RL constraints, there are various reasons why a person might have been idle in their magic PC for an amount of time. So, when trying to decide who's in the group, look at who has logged in within 30 days of the inquiry of group size. Those logged in within that time frame should be considered members. (Just a jumping off baseline)

Magic Loss Roll and Karma

(Wyldfire, March 24 2009, # 98)

The roll one makes for magic loss, 2D6, attempt to roll beneath your magic rating — that roll cannot benefit from karma pool to be rerolled. It is not based on a target number, and, just like initiative, cannot be rerolled with karma pool.

Magic Tattoos and Dispelling

(Elphaba, June 21 2009, # 131)

Under the new Tattooing rules, this is just a clarification.

The successes made by the caster that allocated for the Activation of the spell are also the successes that Dispelling targets. The caster's successes allocated towards Drain Resistance do NOT add to this total.


Franky gets a Force 5 tattoo and the caster/creator of that tattoo scores 10 successes on the casting. Franky decides to allocate 7 dice towards the Activation of the spell and 3 dice towards extra Drain Resistance.

When Franky gets attacked by Helga the evil mage who wants to dispell his tattoo, Helga needs to get 7 successes to completely dispel and break Franky's tattoo, not 10.

Magical Signature Removal

(Craig, November 9 2001, # 7)

Cleaning up a magical signature takes Force combat rounds per /attempt/. If you don't remove it entirely, tough tootles, still takes that amount of time, and you can attempt to remove the same signature multiple times.

Masking Expendable Foci

(Wyldfire, July 11 2009, # 156)

Expendable foci, including Expendable Anchoring foci, count as if they are half their force for the purposes of Masking and Extended Masking. Tattoos, anchoring foci, sustaining foci, and Quickened spells on your person or carried items count as the Force of the focus or spell. Tattoos, anchoring foci, and sustaining foci that sustain a spell count, when active, as only themselves — the spell does not have to be separately masked.

Masking, Wards, Foci, and Spells

(Wyldfire, March 15 2009, # 88)

Using Masking to synchronize one's aura with a ward is considered to be an action any astrally active character, PC or NPC, with the Masking metamagic or the Aura Masking spirit power can at least attempt to do. Because of the way that aura synchronization works, it would be best understood as a technique similar to Deliberate Aura Masking (per MitS 76). As a result, synchronization should be executed as an exclusive magical action. A character must stop sustaining spells and start astrally perceiving or projecting at least one Combat Phase before they attempt to do so.

That being said, aura synchronization may be undertaken by magicians who are merely astrally perceiving. Under ordinary circumstances it is easier for such a magician to simply cease astral perception, but ICly situations are not always so cut and dried. Therefore, since it is considered a Deliberate Masking attempt, a magician may synchronize spells quickened to them and their active foci at the same time they attempt to synchronize their own aura with the ward as a part of the same exclusive magical action.

As an example, let us assume that Weingarten, a grade 5 initiate with an F3 Power Focus, an F2 Sustaining (Improved Invisibility) Focus, and, say, an F4 Improve Body spell quickened to him is attempting to bypass an F9 ward without raising any alarms. He rolls 10 dice (his Grade*2) against his Magic of 11 and again against the ward's Force of 9. The ward promptly rolls its 9 dice against Weingarten's Grade of 5. Whoever achieves the most successes (note that ties go in favor of the barrier) wins the contest.

Melee, Touch, and Spellcasting

(Vulcan, June 23 2010, #256)

In a spell that requires touch, and if that touch requires melee combat, drain for that spell takes place after the resolution of all Melee tests, including damage mitigation.

For example: If Jim casts a spell that requires touch, and initiated melee combat to make that touch, and Marlowe, the target, won the melee combat and punched Jim… Touch still occurred. However, as the touch happened before the spell 'went off', the damage from the punch itself factors in to the drain test, including any wound penalties now present from the melee combat.

Multiple People on an Astral Quest

(Wyldfire, July 9 2009, # 146)

Multiple people can go on astral quests — and as long as they all complete the required tests, they all can get a reward. I see no reason to penalize people for doing astral quests together and sharing in the roleplay, as long as they don't directly cooperate to make it 'easier' and thus shirk the requirements of the AQ.


(Mojo, March 16 2012, #294)

In SR3 it talks about casting multiple spells in one complex action. It only states that for every extra spell beyond the first that is cast, that you suffer a +2 TN per extra spell to Drain resistance tests. There are obviously ways to exploit this rule.

You may not cast multiple spells at a single target. Every extra target beyond the first will require a +2 TN for multiple targets, just like in ranged combat. This allows you to cast a stunbolt on your enemy, and an Armor spell on yourself. This would allow you to cast two stunbolts, as long as each hits a seperate target. No, you may not overlap AOE spells to get multiple hits on the same target.

Mystic Adepts and Centering

(Captain Vimes, December 28 2010, #267)

Mystic adepts are capable of learning Metamagic Centering to influence their magical skills. Centering (Adept) must be bought first, of course. Afterward, the Centering ability Centering (magical), covering Sorcery, Conjuring, and Enchanting can be bought.

Nature Spirits Departing

(Myth, February 1 2012, #292)

As well as departing if the summoner fails the drain of summoning a nature spirit, should the summoning shaman of a nature spirit fall unconscious at any time due to drain or other factors a nature spirit not actively following instruction will depart.

If carrying out instructions, it will remain until the instruction is complete. If the shaman reawakened by that time, the spirit will remain. If not, it will depart.

Pain Resistance Power

(Wyldfire, August 25 2012, #307)

The Pain Resistance adept power works much like Damage Compensators. In other words, each level of Pain Resistance permits you to ignore a box of stun /or/ a box of physical, /or both/. So if you have Pain Resistance 2, 2 boxes of physical, and 2 boxes of stun, you have no wound penalties.

Note that these are separate tracks, and unused 'points' don't carry over. So if you have Pain Resistance 3, 4 boxes of stun, and 1 box of physical, you are still at a +1 penalty.

Physical Mask

(Charon, January 19 2013, #229)

Physical mask has a single purpose: to make something look like another similar but slightly altered thing. You can make a metahuman look like another metahuman of the same sex and roughly similar build. You can make a rifle look like another rifle. You can make a coat look like a different coat, but not a dress, because dresses and coats are too different. You can change the color, cut, and brand of your armored jacket, but it's going to keep looking like a jacket and keep looking armored.

The only concealment provided by the spell is by not matching a particular subject that might be under suspicion. If the police are looking for a red-headed human female in a green T-shirt and blue jeans, you can become a brunette woman with a black T-shirt and jeans. If they're after the maniac waving a Colt M-23 around, you can turn it into another assault rifle—not a smaller gun, not even a regular rifle. You can make it look rusty, you can make it neon pink, but you can't make it any less an assault rifle.

Power Foci and Banishing

(Wyldfire, July 28 2009, # 176)

A power focus /does/ add dice to a Banishing test. However, it does not increase your effective Magic rating for the target number the spirit rolls against. In fact, at no time does a power focus increase your magic rating in this way — the book states only that it adds to your rating when determining if drain is physical.

Power Points

(Wyldfire, May 11 2005, # 71)

The way I read the previous section, it corresponds to how things work here.

You start the game with power points equal to your magic rating.

You can buy additional power points for 20 karma apiece and these can then be spent on powers.

Nothing makes these powers unable to be used simultaneously with existing powers.

If you lose a magic point, you lose a power point, too, and the corresponding power — unless you geas it.

Example: Bob the Adept starts the game with a magic rating of 4. Since he can't geas magic loss at chargen, he gets 4 power points to spend on powers.

Bob decides to pay 40 karma and buy two power points after he hits the grid and does some plots. End result: he now has 6 power points. Nothing in the rules that I can find says that he can only have 4 of them active at once. All six of them behave the same way.

Bob is out on a run and takes a deadly wound. He loses a point of magic. Sucks to be him. He now has to lose one power point worth of powers, as well as the power point itself, leaving him with effectively 5 (his magic of 3 plus the two he purchased). If he chooses to geas that power point, he may do so — but the power affected by it only works if he fulfills the geas. If he doesn't, well, the power stops working until he fulfills the terms of the geas.

Under this, there's no need for powers to be turned on and off. If you lose magic, the associated power disappears. If you gain magic back, you now have another power point with which to buy stuff.

Some adept powers have the ability to be turned on and off. These, of course, may be turned on and off. All other powers, unless they state that they can do so (or if it would be pretty stupid if they didn't, like, say, killing hands ("Aaagh! Every woman I touch *dies*!"), then they cannot be turned on and off.

Power Points and Initiation

(Wyldfire, July 28 2009, # 174)

The purchase of a power point by a physical adept for 20 karma points /does/ count as 20 karma spent toward justifying their next initiation.

Power Points and Magic Loss

(Vulcan, April 24 2012, #300)

When an adept loses magic, they lose a corresponding power point. However, in the case of bio, which does not cause magic loss (But more 'quiescence' or stasis), when the magic comes back, so too does the power point.

Psionics and Health Spells

(Wyldfire, September 3 2009, #199)

Normally, Psionicists are prohibited from learning Health spells. However, we are allowing the spells Increase Attribute and Decrease Attribute (though not the cybered versions) for Charisma, Intelligence, and Willpower only. Elemental Manipulation spells are also not allowed to psionicists.

Repairing Tattoos

(Wyldfire, November 28 2069, #210)

When a tattoo takes damage as per Damaging Tattoos, its Force is effectively reduced by 1 each time it fails a roll. This also drops the maximum effective Force of the tattoo by 1, so if the character spent extra karma to raise the effective Force of the tattoo for dispelling purposes up to the force of the effect, then that maximum is reduced and the extra effective levels may also be reduced if they are above this maximum.

To repair a tattoo requires a quantity of materials equal to the original amount of materials needed to make the tattoo in the first place. It will require a number of days equal to half of the Force the tattoo is being repaired to. The spell must then be re-quickened at the new Force, and an amount of karma spent equal to half of the new Force of the tattoo, rounded down, with a minimum of 1. The Effective Force will also increase, up to a maximum of whatever the original effective Force of the tattoo was, or twice the new Force of the tattoo, whichever is lower.

If a tattoo has lost multiple levels of Force due to damage, this process must be done multiple times, each time increasing the Force of the tattoo by one. A tattoo may never be repaired to more than its original Force.

Shamanic Enchanting

(Vulcan, April 20 2010, #240)

A shaman can be an enchanter. This is not a problem. However, the nature of shamanic magic is highly abstract and personal, as are the tools and methods used in enchantment. While any number of hermetics could share formulae or how-to-manuals, Shamans may not. As such, a Shaman cannot use a hermetic oriented enchanting shop without raising the base TN of the Enchanting by +4 (This is base TN, and cannot be centered away)

A shaman may utilize the equipment of another shaman who is of different totem at +2 TN for a radically different totem (Sun vs Moon, Bear vs Lynx, for example), +1 for similar totems (Cougar and Lynx, Sun and Sky) at +1 TN. A shaman may use the enchanting facilities of another shaman of the same totem at no difficulty.

Shamanic Lodges and Materials Rating

(Wyldfire, February 25 2010, #229)

When purchasing Shamanic Lodge Materials, there is an Availability attached to the items. Because the act of refining them allows them to be added piecemeal, and because the cost is so low, we are in essence waiving this requirement. The Availability is the TN needed to acquire 'x' number of units in one order, yes, but one can combine multiple orders together to create a larger lodge.

Shielding and Reflecting

(Wyldfire, August 9 2004, # 59)

You can use Shielding, Reflecting, or Spell Defense to protect a given target. In addition, if you *do* use them simultaneously (to protect different targets) then you cannot 're-use' the same sorcery/spell pool dice for different techniques.

You could use shielding on another character, and reflecting on yourself, for example. However, the dice that are used for each of these techniques may not overlap. If you are using 6 of your 12 dice total from your sorcery and spell pool dice, then you could use 3 for the other character and three for yourself, leaving 6 dice left over for use for casting spells.

Spell Formulas and Copying

(Xallen, June 20 2006, # 83)

You may copy spell formula to chips in an unlimited fashion once you have the 'source code' for the formula.

Spirits and Astral Eavesdropping

(Wyldfire, July 28 2009, # 177)

The rule regarding Astral Perception being used as a form of eavesdropping also applies to non-manifested spirits. In short, if you are in astral, you cannot understand spoken speech that is happening on the purely physical realm. If you want to eavesdrop, you need to manifest, permitting yourself to be targeted by physical things or at least giving your target a /chance/ to notice if they are non-Awakened.

Spirits and Flare Compensation

(Mirage, April 27 2012, #302)

Manifesting spirits are affected by vision mods in the same way that any other dual natured being would be, for example ghouls. They gain no special vision protections due to being spirits unless specifically noted otherwise.

Spirits and Karma Pool

(Wyldfire, September 3 2009, #200)

The way we've always played it, and the way I've always seen it — summoned spirits get karma pool equal to the number of services obtained when summoning them.

Stacking Foci

(Wyldfire, August 28 2012, #311)

This replaces the previous KB 109.

Multiple power foci do not stack dice, and cannot be used on the same roll. You could use one power focus for a spellcasting test, and another one for the drain test, since these are different rolls.

Since the 'aid power' ally spirit power works 'as per power foci', they may not stack with power foci in a roll.

You can stack different categories of foci, so long as their effects are not basically the same. This means that expendable spell category foci do not stack on the same roll with elemental dice or with a spell category focus.

The bonus dice from a shaman's totem or an elementalist's specialization are bonus dice to the skill itself, and thus do not count as foci at all; allowing them to stack with any of these sources.

Keywords: focus, ally spirit, stacking, foci, aid power, spellcasting, spells

Talismongering and Relative Weight

(Vulcan, August 14, 2009, # 192)

After review, I have decided that a talismonger cannot gather 10 actual kilos of gold in a night. Kilos is a relative term of magical value, not physical weight. Perhaps it is 10 kilos of gold bearing ore, but the actual gold or other precious material weight is exceedingly low.

Tattoos and Increase Attribute

(Wyldfire, August 14, 2009, # 191)

If a character gets an 'Increased Attribute' tattoo/quickened spell, and then the attribute which was modified changes upward, then the spell will need to be re-quickened at the new, higher target number. However, no additional karma will need to be spent for this to occur. Otherwise, the tattoo's effect is reduced by however many attribute points were gained.

As a note, however, if an attribute which was not modified by cyberware/bioware becomes modified by cyberware or bioware, then the spell Increase Attribute will no longer function, and the tattoo will have to be entirely re-quickened with Increase Cybered Attribute (and the karma cost re-paid).

Example: Thug has a Body of 5 and has a Force 4 Increase Body quickened via a tattoo on him at a cost of 8 karma, giving him a total body of 9. Thug works out at the gym, and raises his Body to a 6. The tattoo's effect drops to, effectively, Force 3, until it is re-quickened at the new higher target number of 6, at which point it resumes being Force 4 giving him a total of 10. However, he does not have to spend any additional karma.

Tattoos and Ritual Sorcery

(Wyldfire, January 11 2010, #220)

A tattoo works like an anchoring focus. It is not traceable back to the caster, since there is no magical link in place. Quickened spells work in the same way — once the spell is created with karma, it cannot be traced back to the caster. However, it does bear the creator's astral signature, and can potentially be used to identify the caster of the spell — the one who did the enchantment. In addition, the 'style' of a tattoo and the tattoo artist's style, may well also be distinctive enough to be recognized.

Tattooing and Flesh Colored Ink

(Wyldfire, April 3 2009, # 101)

No on this one. The tattoo must be obvious and visible if that part of your skin is uncovered. If you have a relatively small number of tats (less than, say, 70-75 percent of body area) then they're relatively easy to conceal if clothed.

Weapon Foci

(Word, April 24 2006, # 82)

You may not have more than two (2) Weapon Foci stack for the same Skill Rating Roll for Combat and Non-Combat purposes. You may have more than one activated, bonded and carried on you however, and normal Foci Addiction rules (and HR's) apply. This is simply to tone down the karma bonding advantages of having 6 F1 Weapon Foci (Feet, Hands, Knees), instead of bonding 1 F6 Weapon Foci.

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