Your tradition does dictate what spirits you can summon.There is a red excerpt on page 279 for hermetic mages, and the shaman list on page 280.
@AaronderSchaedel
7 жыл бұрын
That is correct. I missed it because of the convoluted way this fact is conveyed. The excerpt is there, but it's purpose isn't explicitly stated. Though they do mention in the summoning section (pg 300) that you can only summon spirits that match your tradition, and refer you to the pages you mentioned.
@street1111
Ай бұрын
I loved shadowrun world
@tonynunya8063
6 жыл бұрын
I found that your guide seemed to ignore astral perception and projection. If you take suggestions I would like to see something on that subject. How to use it to greatest effect would be a great start. What can and can't a mage do while in the Astral. Also, summoning while projecting is not specifically addressed in SR5.
@AaronderSchaedel
6 жыл бұрын
I left Astral Projection out partly because the guide was getting a little too long, but that is a topic I'm willing to revisit.
@greyman4208
5 жыл бұрын
I would like to see a guide on astral perception and projection and how the astral plane, mana, and magic work. I used to play second edition and have just acquired a 5e core rulebook. The quality, content, and presentaiton of your videos is absolutly amazing. Please make more shadowrun videos.
@way2spooky4u50
5 жыл бұрын
You said that Karma had to be spent to bond with Foci. Does this mean you have to make your Foci during character creation, or do you need to sit on some of the Karma you earn through sessions until you find a Focus you can bond to? Do you know of any splat books that cover Blood Magi? I would love to see a video from you about Blood Magi characters. Speaking of videos, do you plan on making one for Shamantic Mentor Spirits?
@AaronderSchaedel
5 жыл бұрын
I can't find anything explicitly forbidding it, but, some form of most magical Foci fall within the initial character creation restrictions. (12 or less availability, and affordable with starting nuyen.) With this said, it seems feasible to own a focus at chargen, but you'd have to spend starting karma to be able to use it. Otherwise, you'd have to save up Karma you gain through normal play. Blood magic is covered in Street Grimoire, an all around good book for Mages. (That I intend on covering the contents of eventually.) Mentor spirits will be added to my ever growing list of requests.
@theodorewilson3102
5 жыл бұрын
Force is more of a limiter than a enhancer though it doesn't make spells more powerful
@gharn2594
5 жыл бұрын
Yes and no. Lots of spells use force directly linked to their power. Indirect damage spells do force+net hits damage. Area of effect is determined by force. Levitate's movement is directly related to force. Many manipulate spells use force as a dice pool modifier when the enemy tests to resist them. etc.
@OrderOfOmphalos
4 жыл бұрын
One of my players is essentially trying to create a "Fire bender". The idea she is using is a Nartaki (the 4 armed human metavariant) mystic Adept. We used chummer for character creation to ensure rules are followed. Her powers are killing hands and elemental strike, and her 4 starting spells are fireball, flamethrower, shatter, and flame burst. What I'm not sure if is how powers work and how this will run... Any suggestions would be great...
@AaronderSchaedel
4 жыл бұрын
Regarding Adept Powers: they're usually either passive effects that are always present, or they need to be activated when being used. The ones that don't list an "Activation" in their writeup are always on. (Meaning Killing Hands can be turned off or on pretty much at will) Killing Hands is useful for this concept, since not only is it a pre-requisite for Elemental Strike (which let's them set things on fire with but a punch!) it also allows them to strike targets that can normally only be affected by magic, such as spirits. Fireball covers the need for ruining the day of not just that one guy, but also everybody else around them. And Flamethrower is useful if you only want to burn one target that's far off. However, Shadowrun is a game that rewards diversifying a some when you have your bases covered; meaning redundancies can be a bad thing. For example, Flame Burst and Shatter could stand to be replaced with something else, since Fireball covers the need for multiple targets, and Killing Hands is there for doing damage to a single target. That said, those two spells could be replaced with either something like Mana Ball which would allow them to affect multiple Spirits, or Mana Bolt if they'd just want it to affect one far off. Or it could be used to get some other spell meant for utility. Plus, Adept Powers have some pretty great passive abilities that could stack with the ability to fight unarmed (Improved Reflexes, Improved Ability) or to allow them to more easily move about (Wall Running). In short: Fighting with fire may be fun, but don't let that be all you know how to do with your magic!
@d-man3589
6 жыл бұрын
This feel very complicated. I have not gotten to magic in my book yet so a lot of this my just lack enough context from other parts.
@AaronderSchaedel
6 жыл бұрын
Shadowrun 5e is a dense game that uses a lot of recurring internal logic. When one part starts making sense, it becomes easier to see what to look for in other parts.
@andresfgomez06
2 жыл бұрын
Hello dear GM Tell me, does power foci augment the magic attribute? or just serve as a bonus to dicepools involvig magic?
@AaronderSchaedel
2 жыл бұрын
On page 319 of the 5e Core Book, Power Foci states that they raise "effective" Magic rating, and add their value to any roll involving magic. This suggests that it does not increase your Magic. It only adds a bonus dice to Magic dicepools. As always though: if the GM at your table interpets this a different way, go with their ruling.
@andresfgomez06
2 жыл бұрын
@@AaronderSchaedel Im the GM, thanks for this insight, its very valuable to me!
@eccentriceric88
6 жыл бұрын
my biggest problem is.....WHAT DO THE SPELLS DO??? Like what is the description for SHATTER??? Does it shatter concentration, only crystalline and fragile objects? Shatter doors down? What does it dooooo? Sorry, I'm so discouraged with this, at least D&D tells you 100% what all the spells do.
@AaronderSchaedel
6 жыл бұрын
I'll agree with you: the layout they chose for spells is somewhat unusual, since they go to great lengths to condense things down. This makes it a little harder to grasp initially, even I had trouble figuring it out at first. Spells are first grouped together by their purpose (Combat, Sensing, Healing, etc.) and then by their effect. (For combat spells, what kind of attack is it.) To use SHATTER as an example: it's grouped with POWERBOLT and POWERBALL. Below POWERBALL, we finally have a description! It reads: "These spells channel destructive magical power into the targets causing Physical damage. The target is cooked from the inside, like magically microwaving a hot dog..." So the name SHATTER is a bit of a misnomer...but the takeaway here is this: it belongs to a family of spells that destroys things in the physical world using raw magical energy. If you keep reading the description on page 284, it says these three spells can damage objects and living creatures. (But cannot damage spirits, since they have no physical body to harm!) Any time you see a spell with no description, just look at what spells are nearby that may be similar. INVISIBILITY (page 291) doesn't seem to have a description, but it's listed near IMPROVED INVISIBILITY, which does. This passage seems to describe what both spells can do. If we read that passage to the bottom, we discover what the difference between them is: Invisibility just makes it so a person's mind doesn't detect them -- somebody with cyber-eyes or a camera might still be able to see you if they use those. However, IMPROVED INVISIBILITY can also fool machines!
@eccentriceric88
6 жыл бұрын
Thank you for your quick response, it just sucks it's so confusing like that. Especially for new GM/players, this section really confuses me, but now I can help explain this to my other players. I'll try to take my time more around the spells, but I'm just glad you let me know there IS descriptions. Thank you!!!
@Nebukanezzer
4 жыл бұрын
It's not that complicated. It's a touch, direct, or aoe spell.
@eccentriceric88
4 жыл бұрын
@@Nebukanezzer no duh this post is 2yrs old, and buddy above me explained it, so take your head out of your ass and chill
@brodyselby8406
4 жыл бұрын
@@eccentriceric88 I think if you read the comment that yours is in reply to, you'll find he wasn't intending to be rude. It seems to me he thought you had a different question than the one you actually had, and was just trying to explain it. It doesn't seem like he meant to come off as condescending.
@kylemendoza8860
Жыл бұрын
If you're not born magical and anybody can learn magic. Couldn't a street samurai learn a spell are some alchemy?
@AaronderSchaedel
Жыл бұрын
Yep! Some would say that isn't really a "street samurai," but, that's just arguing semantics: arguing about what certain words and phrases mean without addressing the ideas at hand. It's reasonable to have a mage that uses guns and swords, but is *not* an adept. Adepts and Aspected Magicians are unable to Astrally Project. And in order to Astrally Percieve as an Adept or Mystic Adept, you need to acquire a Power to do so. So there's some advantages that a magic type street samurai has over a cybernetic one. Especially since a Weapon Focus "follows" you into Astral Space, and lets you fight in the astral plane as if you had a weapon. ...come to think, this gives me an idea for a character I want to make...
@kylemendoza8860
Жыл бұрын
@@AaronderSchaedel I hope you enjoy your character. Completely unrelated. I thought of an idea of genetic engineered guard dogs. That weigh 400 lb and have ram horns.
@Sage2000
Жыл бұрын
It’s just me or the spell damage was incredibly nefred?
@AaronderSchaedel
Жыл бұрын
tl;dr It's complicated. Changes were made in many places of spellcasting between 4e and 5e. I've been flipping between 4e and 5e trying to figure out which direction things have gone. And I'm having trouble figuring it out, so I'm just gonna state the facts as I was able to find them and see what conclusion I can come to when I see it all laid out before me. From 4e to 5e, drain has become at once more forgiving, but less certain. The base Drain Values are slightly lower in 5e, but what determines if it's physical or stun is drain is how many hits you get on the spellcasting roll. (Limited, of course, by the Force of the spell you chose.) Whereas in 4e, the force rating was what determined the damage type of the drain. Full stop, no random chance. However, the force of the spell in 4e, for combat spells, always factored into the damage value; while this is only the case for Indirect Combat spells in 5e. It remains the case in both that Direct Spells only resist the spellcasting roll, and you cannot soak that damage with Armor. While Indirect Spells can have their damage resisted with armor. The balancing factor is this, though. Since 4e Direct Combat Spells have a higher base damage potential than their 5e counterparts, they had an increased drain for every hit that improved their damage. More powerful Direct Spells cook not only your target with mana, but yourself as well! in 5e, though: it's just your raw damage roll against their ability to resist it for Direct Spells, but the drain is the same as if you were using an Indirect Counterpart. (With the indirect being stronger, but gives the target more chances to avoid being completely nuked.) ...so, the conclusion I came to is... The damage was slightly nerfed going from 4e to 5e, but so was drain. And given how much of a slobberknock figuring this out was, I do *NOT* want to consider other spell types right now to come to a more complete picture here.
@d-man3589
6 жыл бұрын
The rules about power and drain is sill so hard to get my head around.
@johannesdolch
7 жыл бұрын
And another video that simply repeats whats already in the Core Rulebook. I mean its not bad per se, just it leaves the exact same questions open that the rulebook doesn't answer and repeats everything that you just as well read in the book. How about reviewing and rating the adept powers for example ?
@AaronderSchaedel
7 жыл бұрын
When I wrote the script for this one, it was more or less with that particular intention: reiterating information from the core-book. Some people, when left with a 500 page rule book in front of them freeze up and can't bring themselves to dive into it; or they may otherwise learn better when something is spoken to them. That's the reason effective teaching relies on several different media. With all that said though, you do have a point -- there is more that can be said on this matter. I'll be revisiting this topic later for people already familiar with what's in the core book. Thanks for the feedback.
@johannesdolch
7 жыл бұрын
Aaron der Schaedel I think that would be much appreciated. Its really hard to come by opinions of seasoned players on advanced aspects of gameplay. Maybe go class by class and give tips on powers/implants/gear/playstyle/etc. What works, what doesn't. Then Shadowrun is full of little tricks that are not explicitly stated in the book. e.g. you can rig up a Dogbrain with Infrared, Low Light, Ultrasound and Radar and have it alert you when something is visible on one feed, but not another aka Improved Invisibility/Cameleon Suit Warning System.
@AaronderSchaedel
7 жыл бұрын
I wouldn't call myself a seasoned player -- I've only recently started. (My forte is just cutting through dense rulebooks to bring out the important stuff.) Still, it wouldn't hurt to put something out for people who already know the rules. (And not just for Shadowrun, but for other games I've given this same treatment to so far.) Fair warning: I've got other things I'm working on at the moment, so it might be awhile till I get to that.
@johannesdolch
7 жыл бұрын
Aaron der Schaedel Sure, I don't mean you have to do it ;P I just noticed that there are many videos in the simple stuff and almost none on advanced stuff.
@tonynunya8063
6 жыл бұрын
Your video spends a lot of time showing a black screen. Your information and delivery are pretty good, but this lack of visual material is very limiting. You can display pictures and charts to help demonstrate what you are speaking about
@AaronderSchaedel
6 жыл бұрын
Tony Nunya A common complaint. Can't do much about it now, but I'm working to remedy this in the future videos.
@tonynunya8063
6 жыл бұрын
I look forward to seeing what you do with it.
@davidocallaghan9647
7 жыл бұрын
So do you just pick the number of force for your spell. In you example you stated f-6 so we will use force 8. How did you determine Force 8?
@AaronderSchaedel
7 жыл бұрын
The caster chooses the force of the spell they want to use. (Page 281, step 3 of the spell casting process) Normally, you can't choose a force for a spell that's higher than double your magic rating. So in that example, our mage has to have at least 4 Magic. (Though if they had 6, they could go as high as 12 if they wanted.) I think I chose 8 because it was a powerful effect that had a very low amount of drain, making it a "safe" spell to use.
@Houston810
5 жыл бұрын
So this system has no classes but it has classes?? Am I restricted from casting certain spells based on my "tradition"?
@AaronderSchaedel
5 жыл бұрын
The "classes" as they were in Shadowrun are MUCH less rigid and restricting than say, Dungeons and Dragons. Nothing technically stops a Mage from also being a Hacker, but given that both require so much dedication to be good at it, you're not likely to see somebody who can do both. A mage is a mage -- you can expect them to hurl energy balls or make things disappear before your eyes; but a Hermetic Wizard might be holding a wand with a polished crystal on it and chanting in latin first, while a Shaman's wand might be made of animal bone, and they'll be singing prayers to the spirits. For the most part, the differences aren't too great -- since each tradition has certain elements associated with it, and thus only spirits of hose elements can be summoned. The reagents they'll use (consumable items that make magic easier/more powerful) are also different. Hermetic Wizards might use magical stones, while a shaman would use holy herbs. Their spells remain mostly the same, though: no matter how they cast spells, they can still lob a manabolt that'll cook you from the inside out.
@Houston810
5 жыл бұрын
@@AaronderSchaedel Okay so what's the difference between MYSTIC ADEPTS, ASPECTED MAGICIANS, MAGICIANS, ADEPTS?
@AaronderSchaedel
5 жыл бұрын
Those are probably the closest thing you'll get to classes in this game; but unlike in D&D where a Wizard will always know at least X amount of spells based on their level, your "class" as a wizard only determines what's available to you. Shadowrun grants players significantly more freedom in building their characters, a trait you don't normally find in games that revolve heavily around classes like D&D. Two Mystic Adepts, despite starting with a lot of the same options for spells known and the like, could still wind up taking wildly different paths as the game goes on -- one might focus more on improving their adept powers, while the other may opt to improve their summoning abilities. Though even with those two mystic adepts, there's still a lot of ground that isn't being covered -- an aspected magician could be added to this motley that only knows artifice!
@manarayofhope2374
3 жыл бұрын
Shade blade is that you??
@AaronderSchaedel
3 жыл бұрын
I am not familiar with whom that is, unfortunately. And Google is telling me that name refers to a boat accessory. X3
@manarayofhope2374
3 жыл бұрын
@@AaronderSchaedel then suggest you what the Courtesy flush here on KZitem when where have a full playlist of shadow run games give it a look it,s great
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