Shadowrun

Shadowrun Play => Rules and such => Topic started by: markelphoenix on <08-21-20/1401:08>

Title: SR6 Mana Barriers
Post by: markelphoenix on <08-21-20/1401:08>
Pg. 162 CRB
Quote
and living beings are knocked unconscious
with a full Stun Condition Monitor. In cases of a
tie, everything disrupts.

So, what living beings is it talking about? I assume only Dual Natured or Astral Projecting indivudlas given:
For Physical Mana Barriers
Quote
solid barriers to spells, manifesting entities, dual-
natured entities, spirits, and active foci
For Astral Mana Barriers
Quote
Astral mana barriers are resistant to
astral spells as well as other astral forms, in the
same manner as physical mana barriers.

Is there another way of reading this? A mage is not Dual Natured unless they're Astraly Perceiving, so if not Astraly Perceiving, they would be able to just walk through barrier, correct? If they failed their check, their spells would just be disrupted, foci turned off, and any spirits they had could not follow them through, but could move 'around' the barrier.
Title: Re: SR6 Mana Barriers
Post by: Xenon on <08-21-20/1433:08>
Yes you are correct.

Mana barriers only affect entities that have a true tangible astral form
 
This include wholly astral subjects (such as spirits, projecting magicians, manifesting magician or spirit etc)
Dual natured subjects (such as vampires, ghouls, materialized spirits, magicians using astral perception)
Active magic (sustained and quickened spells, preparations, activated foci etc)


It means that a magician (or materialized spirit) that is using astral projection while riding an elevator through a mana barrier might get knocked unconscious.

A magician that is not using astral perception while riding an elevator through a mana barrier will never be knocked unconscious.

Riding elevators while using astral perception is dangerous ;-)
You might want to use astral projection to scout the elevator shaft before you do that....

But a magician that is not using astral perception or projection will also be unaware of the mana barrier. Which mean that if he got sustained (or quickened) spells (or active foci or preparations or any other active magic) they will cause astral intersection with the mana barrier as he move through the barrier - and either the barrier will collapse of the spell will end. Or both the barrier will collapse and the spell will end. Depending on the astral intersection test.

To sneak your spells through a barrier you normally need to first be aware of its existence (typically by using astral perception or projection).
Title: Re: SR6 Mana Barriers
Post by: Stainless Steel Devil Rat on <08-21-20/1543:53>
Yep, mundanes probably won't even realize when they walk thru a mana barrier.

Which can be lulzy if they paid to have a spell quickened on them.
Title: Re: SR6 Mana Barriers
Post by: Shinobi Killfist on <08-21-20/1551:09>
elf shamans might hulk smash the barrier while riding through when astrally perceiving. 13 chr+6 magic, you have almost even odds against a force 10 barrier.

I am kind of curious to see suggested barrier ratings in play, like what are the ratings in missions 6e are the dual stated barriers a different raitng?.  I was pretty sure they fixed the ward ritual so the math didn't make it absolutely terrible so maybe force 10 or so would be the norm, no idea. I think i only have the first errata where ward isn't mentioned. I guess you could quicken the spell which starts out at a high force or someone could be sustaining it right as your elevator moved through it.(me as a GM with a astral security mage to tank all their focuses, though it also tanks preparations which are bad enough as is i kind of feel bad tanking them for a teams alchemist)
Title: Re: SR6 Mana Barriers
Post by: Shinobi Killfist on <08-21-20/1556:29>
I assume a mage with foci, spells up who is astrally perceiving all the astral objects hit simultaneous so even if the elf shaman hulk smashes through their spells/focusses may go down?  Maybe if they knew it was coming they could astrally attack it from astral perception before their body hits.
Title: Re: SR6 Mana Barriers
Post by: markelphoenix on <08-21-20/1605:32>
Also, the spell Mana Barrier, is it Astral, Physical, or Dual? I assume Dual, but it isn't explicitly stated in the spell description.

The Mana Barrier table implies you have to choose:
Quote
mana barriers table
MANA BARRIER ASTRAL OR PHYSICAL REFERENCE
Circle of Protection
ritual
Both p. 144
Magical lodge Both p. 129
Mana Barrier spell Either p. 141
Ward ritual Both p. 145

Also, if one choose Astral mana barrier, I assume it has no effect on Physical spells? Like wise, if one choose a Physical Mana Barrier, I assume it has no affect on Astral/Mental spells? Is that correct?
Title: Re: SR6 Mana Barriers
Post by: Shinobi Killfist on <08-21-20/1624:27>
I don't know, I always assumed physical spells have a astral presence, they just don't work there as their is nothing physical fro them to interact with, but that could be edition blindness getting me again.
Title: Re: SR6 Mana Barriers
Post by: Stainless Steel Devil Rat on <08-21-20/1630:14>
...
I am kind of curious to see suggested barrier ratings in play, like what are the ratings in missions 6e are the dual stated barriers a different raitng?.  I was pretty sure they fixed the ward ritual so the math didn't make it absolutely terrible so maybe force 10 or so would be the norm, no idea...

Post errata, wards are Force = Ritual Leader's Magic + net hits on the ritual.  So F6+ wards should be rather common, with "tweens" level Force still within the realm of reason.
Title: Re: SR6 Mana Barriers
Post by: Shinobi Killfist on <08-21-20/1641:18>
...
I am kind of curious to see suggested barrier ratings in play, like what are the ratings in missions 6e are the dual stated barriers a different raitng?.  I was pretty sure they fixed the ward ritual so the math didn't make it absolutely terrible so maybe force 10 or so would be the norm, no idea...

Post errata, wards are Force = Ritual Leader's Magic + net hits on the ritual.  So F6+ wards should be rather common, with "tweens" level Force still within the realm of reason.

Thanks. My quick google i think got a early errata that didn't have it fixed or my eyes skipped over the fix. With a threshold of 6, you'd likely need a team of fairly maximized ritual casters to get to the teens with edge maybe not so absurd of group so high security facilities etc.  I wonder what the default assumption is on edge use for NPCs is in the world building for things like wards is.
Title: Re: SR6 Mana Barriers
Post by: markelphoenix on <08-21-20/1642:03>
I don't know, I always assumed physical spells have a astral presence, they just don't work there as their is nothing physical fro them to interact with, but that could be edition blindness getting me again.

Yeah, I don't know if they straight out say it this edition. Under spell types, we get:
Quote
Type: This is either M (for mana) or P (for
physical). Mana spells interact solely with the
astral plane; they may affect living beings, as living
beings have an astral component, but they
have no effect on nonliving, non-astral entities.
Physical spells only affect the physical realm.

Only supporting evidence I can find is that Physical Mana Barrier states they act as a solid barrier to spells, where as Mana barriers on astral plane are resistant to astral spells in the same way that physical barriers are:
Quote

Mana barriers on the physical plane are invisible
(except to astral perception), but they act as
solid barriers to spells, manifesting entities, dual-
natured entities, spirits, and active foci. Anybody
trying to cast a spell through a barrier must
contend with the rating of the barrier, which is
added to the defense dice pool. If the spell doesn’t
normally have an opposed dice pool, the Spellcasting
test becomes an Opposed test against (rating of
the barrier x 2).
Mana barriers on the astral plane are solid, hazily
opaque walls. Such barriers stop astral movement
and impose a visual penalty equal to the barrier’s
Force. Astral mana barriers are resistant to
astral spells as well as other astral forms, in the
same manner as physical mana barriers.
Dual-natured mana barriers are active on both
planes simultaneously, and they act like mana barriers
on both planes at once.
Title: Re: SR6 Mana Barriers
Post by: markelphoenix on <08-21-20/1643:55>
...
I am kind of curious to see suggested barrier ratings in play, like what are the ratings in missions 6e are the dual stated barriers a different raitng?.  I was pretty sure they fixed the ward ritual so the math didn't make it absolutely terrible so maybe force 10 or so would be the norm, no idea...

Post errata, wards are Force = Ritual Leader's Magic + net hits on the ritual.  So F6+ wards should be rather common, with "tweens" level Force still within the realm of reason.

Thanks. My quick google i think got a early errata that didn't have it fixed or my eyes skipped over the fix. With a threshold of 6, you'd likely need a team of fairly maximized ritual casters to get to the teens with edge maybe not so absurd of group so high security facilities etc.  I wonder what the default assumption is on edge use for NPCs is in the world building for things like wards is.

I have that same question. When a player encounters a NPC, what is a reasonable way to determine if they've used edge that day? What's a reasonable rule of thumb? If you're coming to the end of a security details shift, would that imply they probably would be less 'fresh', reflected in a lower current edge pool? My mind spins on stuff like that.
Title: Re: SR6 Mana Barriers
Post by: markelphoenix on <08-21-20/1646:58>
The more I read it, the more annoyed I get that they didn't just make them all dual natured.
Title: Re: SR6 Mana Barriers
Post by: Stainless Steel Devil Rat on <08-21-20/1658:22>
...
I am kind of curious to see suggested barrier ratings in play, like what are the ratings in missions 6e are the dual stated barriers a different raitng?.  I was pretty sure they fixed the ward ritual so the math didn't make it absolutely terrible so maybe force 10 or so would be the norm, no idea...

Post errata, wards are Force = Ritual Leader's Magic + net hits on the ritual.  So F6+ wards should be rather common, with "tweens" level Force still within the realm of reason.

Thanks. My quick google i think got a early errata that didn't have it fixed or my eyes skipped over the fix. With a threshold of 6, you'd likely need a team of fairly maximized ritual casters to get to the teens with edge maybe not so absurd of group so high security facilities etc.  I wonder what the default assumption is on edge use for NPCs is in the world building for things like wards is.

I have that same question. When a player encounters a NPC, what is a reasonable way to determine if they've used edge that day? What's a reasonable rule of thumb? If you're coming to the end of a security details shift, would that imply they probably would be less 'fresh', reflected in a lower current edge pool? My mind spins on stuff like that.

Questions about Edge and NPCs are often non-sequiturs, as NPCs don't follow the same rules as PCs.  For example, NPCs suffer wound penalties every 2 boxes rather than every 3... NPCs only have one gestalt Condition Monitor rather than separate ones for Physical and Stun damage.. and most NPCs just have Edge = Professional Rating.  Doesn't matter how much they used "earlier in the day", as of the moment the PCs meet them, they have full Edge = Professional Rating. And of course the biggie: PCs each get their own Edge pool while NPCs share one among their number.

Prime Runners are the exception... those are NPCs who follow the same rules as PCs.  But those are your "named NPCs" and accordingly they're supposed to be rare and important characters.  The nameless wagemage who did the facility's wards is almost assuredly NOT a Prime Runner.  But even in the case of Edge... see Edge and Prime Runners (pg. 211) as they still get their own rules for that.
Title: Re: SR6 Mana Barriers
Post by: Shinobi Killfist on <08-21-20/1701:23>
I don't know, I always assumed physical spells have a astral presence, they just don't work there as their is nothing physical fro them to interact with, but that could be edition blindness getting me again.

Yeah, I don't know if they straight out say it this edition. Under spell types, we get:
Quote
Type: This is either M (for mana) or P (for
physical). Mana spells interact solely with the
astral plane; they may affect living beings, as living
beings have an astral component, but they
have no effect on nonliving, non-astral entities.
Physical spells only affect the physical realm.

Only supporting evidence I can find is that Physical Mana Barrier states they act as a solid barrier to spells, where as Mana barriers on astral plane are resistant to astral spells in the same way that physical barriers are:
Quote

Mana barriers on the physical plane are invisible
(except to astral perception), but they act as
solid barriers to spells, manifesting entities, dual-
natured entities, spirits, and active foci. Anybody
trying to cast a spell through a barrier must
contend with the rating of the barrier, which is
added to the defense dice pool. If the spell doesn’t
normally have an opposed dice pool, the Spellcasting
test becomes an Opposed test against (rating of
the barrier x 2).
Mana barriers on the astral plane are solid, hazily
opaque walls. Such barriers stop astral movement
and impose a visual penalty equal to the barrier’s
Force. Astral mana barriers are resistant to
astral spells as well as other astral forms, in the
same manner as physical mana barriers.
Dual-natured mana barriers are active on both
planes simultaneously, and they act like mana barriers
on both planes at once.

It does specify a item normally blocked is what gets the test, so maybe a physical spell would go right through as its not normally blocked by a purely astral barrier, but if it was in a focus it would go down as the focus is blocked. A benefit of just sustaining the spell i guess. It may be splitting hairs but there may be a difference between sustaining a spell and walking through and casting a spell through. like casting mana bolt a purely astral barrier does nothing to, but a sustained spell has a astral presence and might be stopped. The next section on getting around mana barriers does not specify what sustained spells need to but it could just assume you know that from the previous section.
Title: Re: SR6 Mana Barriers
Post by: markelphoenix on <08-21-20/1720:52>
I don't know, I always assumed physical spells have a astral presence, they just don't work there as their is nothing physical fro them to interact with, but that could be edition blindness getting me again.

Yeah, I don't know if they straight out say it this edition. Under spell types, we get:
Quote
Type: This is either M (for mana) or P (for
physical). Mana spells interact solely with the
astral plane; they may affect living beings, as living
beings have an astral component, but they
have no effect on nonliving, non-astral entities.
Physical spells only affect the physical realm.

Only supporting evidence I can find is that Physical Mana Barrier states they act as a solid barrier to spells, where as Mana barriers on astral plane are resistant to astral spells in the same way that physical barriers are:
Quote

Mana barriers on the physical plane are invisible
(except to astral perception), but they act as
solid barriers to spells, manifesting entities, dual-
natured entities, spirits, and active foci. Anybody
trying to cast a spell through a barrier must
contend with the rating of the barrier, which is
added to the defense dice pool. If the spell doesn’t
normally have an opposed dice pool, the Spellcasting
test becomes an Opposed test against (rating of
the barrier x 2).
Mana barriers on the astral plane are solid, hazily
opaque walls. Such barriers stop astral movement
and impose a visual penalty equal to the barrier’s
Force. Astral mana barriers are resistant to
astral spells as well as other astral forms, in the
same manner as physical mana barriers.
Dual-natured mana barriers are active on both
planes simultaneously, and they act like mana barriers
on both planes at once.

It does specify a item normally blocked is what gets the test, so maybe a physical spell would go right through as its not normally blocked by a purely astral barrier, but if it was in a focus it would go down as the focus is blocked. A benefit of just sustaining the spell i guess. It may be splitting hairs but there may be a difference between sustaining a spell and walking through and casting a spell through. like casting mana bolt a purely astral barrier does nothing to, but a sustained spell has a astral presence and might be stopped. The next section on getting around mana barriers does not specify what sustained spells need to but it could just assume you know that from the previous section.

Way it reads to me, lets you combat spells to keep simple:
Astral Mana Barrier
- Physical Spells go through without penalty
Physical Mana Barrier
- Mana spells go through without penalty

Honestly seems more trouble than worth, decent House Rule would just make them all Dual Natured
Title: Re: SR6 Mana Barriers
Post by: markelphoenix on <08-22-20/1055:14>
Anyone else dealt with this in play? It's really bugging me.
Title: Re: SR6 Mana Barriers
Post by: Xenon on <08-22-20/1344:50>
<<deleted, see my next post instead>>
Title: Re: SR6 Mana Barriers
Post by: markelphoenix on <08-22-20/1442:28>
So, a mage with sustained spells, multiple foci, not astrally perceiving, walks through an Astral Mana Barrier in the Physical world equivalent of it's location, nothing happens?
Title: Re: SR6 Mana Barriers
Post by: Stainless Steel Devil Rat on <08-22-20/1446:49>
So, a mage with sustained spells, multiple foci, not astrally perceiving, walks through an Astral Mana Barrier in the Physical world equivalent of it's location, nothing happens?

Nothing happens to the mage.  The astral forms attached to him however: they get scraped off or crash the Mana Barrier.  If the Barrier wins, spells end and foci deactivate.
Title: Re: SR6 Mana Barriers
Post by: Xenon on <08-22-20/1842:29>
I posted inaccurate information above. Let me rephrase:

Both mana barrier spells on the physical and mana barriers spells on astral planes act as solid barriers to sustained spells, spirits, active foci and all other other active magic that have an actual astral form (just like a regular ward or medicine lodge)

The difference is that the physical mana barrier only make it harder to cast spells through it on the physical plane (but not on the astral plane) while the astral mana barrier only make it harder to cast spells through it on the astral plane (but not on the physical plane).

Game mechanic wise casting spells through a mana barrier is resolved by adding the rating of the mana barrier to the defense dice pool of the target. And if the spell doesn’t normally have an opposed dice pool then the Spellcasting test instead becomes an Opposed test against (rating of the barrier x 2).

Sorry for any confusion I might have caused. I'll remove my previous post.
Title: Re: SR6 Mana Barriers
Post by: dougansf on <08-24-20/1140:56>
Both mana barrier spells on the physical and mana barriers spells on astral planes act as solid barriers to sustained spells, spirits, active foci and all other other active magic that have an actual astral form (just like a regular ward or medicine lodge)

The difference is that the physical mana barrier only make it harder to cast spells through it on the physical plane (but not on the astral plane) while the astral mana barrier only make it harder to cast spells through it on the astral plane (but not on the physical plane).

Wait, why is it that either mana barrier mucks with all sustained spells, but only block certain spells actively being cast through them?
Title: Re: SR6 Mana Barriers
Post by: Stainless Steel Devil Rat on <08-24-20/1151:53>
Both mana barrier spells on the physical and mana barriers spells on astral planes act as solid barriers to sustained spells, spirits, active foci and all other other active magic that have an actual astral form (just like a regular ward or medicine lodge)

The difference is that the physical mana barrier only make it harder to cast spells through it on the physical plane (but not on the astral plane) while the astral mana barrier only make it harder to cast spells through it on the astral plane (but not on the physical plane).

Wait, why is it that either mana barrier mucks with all sustained spells, but only block certain spells actively being cast through them?

I don't think anyone is saying that only some spells are inhibited?
Title: Re: SR6 Mana Barriers
Post by: penllawen on <08-24-20/1210:24>
Oooh, this is a fun topic.

Way it reads to me, lets you combat spells to keep simple:
Astral Mana Barrier
- Physical Spells go through without penalty
Physical Mana Barrier
- Mana spells go through without penalty

Honestly seems more trouble than worth, decent House Rule would just make them all Dual Natured
When in doubt with this kind of thing, I tend to fall back to the metaphysics of 1e/2e Shadowrun, back when Paul Hume was doing his thing, as that was a very robust and well-considered system. The more modern editions sometimes leave gaps.

For my table, I think I'd start by saying that a mana barrier is a barrier on the astral plane (I wouldn't hate renaming it) and a physical barrier is a barrier on the physical plane. This gives you the desired behaviours re: dual-natured beings (blocked by either) and mages (only blocked by mana barriers if they are astrally perceiving or projecting, not blocked by physical barriers if they are astrally projecting.)


Footnote: for fun, after writing the above I checked my copy of SR 2e. Physical Barriers in 2e act as a pure wall; any physical object "larger than a molecule" is blocked but spells are unaffected. Mana barriers block all living beings, things on the astral, and spells, but don't affect objects at all. That's a more logical interpretation of "mana" and "physical" in the context of barriers, although I think you'd need to rebalance the two spells to use that mechanic. It makes mana barriers more multi-purpose than they are in modern SR.
Title: Re: SR6 Mana Barriers
Post by: Xenon on <08-24-20/1218:58>
why is it that either mana barrier mucks with all sustained spells
Sustained spells (and all other active magic like vampires, magician using astral perception, spirits, activated foci, wards, mana barriers etc etc) all have a tangible astral form on the astral plane. If you try to move an astral form through another astral form then you risk causing astral intersection which might lead to disruption.


...but only block certain spells actively being cast through them?
First of all:
A magician on the physical plane using Boosted Defense (counterspelling) will not add defensive dice against astral spells (same as a magician casting a mana barrier on the physical plane will not add defensive dice against astral spells).

A projecting magician using Boosted Defense will not add defensive dice against spells cast on the physical plane (same as a magician casting a mana barrier on the astral plane will not add defensive dice against spells being cast on the physical plane).

Wards and medicine lodges etc act on both the physical plane and the astral plane at the same time (they are considered dual natured active on both the physical and the astral plane at the same time) so they add defensive dice against spells being cast on both planes.

Edit: They are still mana barriers though, not physical barriers. Even if they add defensive dice against spell being cast on both the astral and the physical plane they still only have an actual astral form. They don't prevent physical objects from passing through them.

Edit2: (except the circle of protection which actually act as a physical barrier, an astral mana barrier and a physical mana barrier at the same time...)



I don't think anyone is saying that only some spells are inhibited?
Unlike all other mana barriers (rituals, lodges etc) which add defensive dice against spells being cast on both physical plane and astral plane, mana barriers spells can either only be Astral of Physical. An astral mana barrier will add defensive dice against astral spells.

SR6 p. 161 Mana Barriers
Astral mana barriers are resistant to astral spells
Title: Re: SR6 Mana Barriers
Post by: Xenon on <08-24-20/1254:02>
I tend to fall back to the metaphysics of 1e/2e Shadowrun
By using his logic you could also ground an area of effect spell through a dual natured object or being from the astral plane into the physical plane.

Things changed since then.


In later editions astral and physical are now clearly separated.
What happens in the astral stays in the astral.

If you wish to cast a line of sight spell on the physical plane then you need to see the target with your natural vision (reflections count).

If you wish to cast a line of sight spell on the astral plane then you need to sense the target with your astral perception.

While auras of subjects and objects on the physical plane can be sensed on the astral they are not sufficient for establishing the mystical link needed to target the spell.



For my table, I think I'd start by saying that a mana barrier is a barrier on the astral plane (I wouldn't hate renaming it) and a physical barrier is a barrier on the physical plane.
We are not discussing physical barriers right now.

We are discussing a mana barrier spell that is either cast on the astral plane (which make it harder for enemy magicians on the astral plane to cast spells on targets on the other side of the barrier) OR the same mana barrier spell but that is cast on the physical plane (which make it harder for enemy magicians on the physical plane to cast spells on targets on the other side of the barrier).


...and mages (only blocked by mana barriers if they are astrally perceiving or projecting...
This is how it works in later editions.

In earlier editions mana barriers blocked all living entities on the physical plane (even if they were not magically active).


You could arguably introduce dual barriers too, at this point, for the paranoid mage. Or let them stack two barriers on top of each other.
This would be the circle of protection ritual that we have in later editions.
Title: Re: SR6 Mana Barriers
Post by: dougansf on <08-24-20/1258:43>
  • Mana barrier spells don't "block" spells from being cast through them, they act as "Boosted Defense" against spells being cast through them (on the plane they were cast).

Mana barriers page 161 first sentence:
Quote
Mana barriers are magical walls that impede or block magic and astral forms.

And for the physical plane version
Quote
Mana barriers on the physical plane are invisible (except to astral perception), but they act as solid barriers to spells, manifesting entities, dual-natured entities, spirits, and active foci.

Reads to me that in either version, the Mana Barrier spell impedes or blocks Mana spells. The Astral version doesn't impede or block Physical spells.
Title: Re: SR6 Mana Barriers
Post by: Xenon on <08-24-20/1326:04>
I agree that mana barriers (no matter if cast on the astral plane or physical plane) act as solid barriers for anything that have an actual astral form (like a sustained spell or a projecting magician or an activated foci etc etc).

If you have an actual astral form traveling through the barrier then you would resolve it as an astral intersection (perhaps a magician in an elevator using astral perception as it travel through a ward or a sustained spell on the street samurai as he walk into a bar that is protected by a ward).


I also agree that mana barriers don't prevent physical objects or regular living subjects at all (bullets, people that are not using astral perception, deactivated foci etc).


Having said that; When you cast a line of sight spell on a target on the other side of the mana barrier it no longer act as a solid barrier like it does against astral forms, instead it act as boosted defense (add defense pool to the opposed spellcasting test):

SR5 p. 161 Mana Barriers
Anybody trying to cast a spell through a barrier must contend with the rating of the barrier, which is added to the defense dice pool. If the spell doesn’t normally have an opposed dice pool, the Spellcasting test becomes an Opposed test against (rating of the barrier x 2).


Reads to me that in either version, the Mana Barrier spell impedes or blocks Mana spells. The Astral version doesn't impede or block Physical spells.
I agree that the book is not very explicit and can be read in more than one way.

But as I read it casting mana barrier on the astral plane make it harder to cast spells through it on the astral plane ('astral spells'), while if you cast the mana barrier on the physical plane it instead make it harder to cast spells through it on the physical plane ('spells' as in both mana spells and physical spells).

...and that a mana barrier (no matter if you cast it on the astral plane or the physical plane) will not make it harder to shoot bullets through them.
Title: Re: SR6 Mana Barriers
Post by: penllawen on <08-24-20/1334:46>
If you wish to cast a line of sight spell on the physical plane then you need to see the target with your natural vision (reflections count).

If you wish to cast a line of sight spell on the astral plane then you need to sense the target with your astral perception.

While auras of subjects and objects on the physical plane can be sensed on the astral they are not sufficient for establishing the mystical link needed to target the spell.
Umm, as far as I recall, that was always true? You were never capable of casting a spell from the astral at a physical target (for very good game reasons), with the exception of grounding though active foci etc (which has, of course, been removed.)


Quote
We are discussing a mana barrier spell that is either cast on the astral plane (which make it harder for enemy magicians on the astral plane to cast spells on targets on the other side of the barrier) OR the same mana barrier spell but that is cast on the physical plane (which make it harder for enemy magicians on the physical plane to cast spells on targets on the other side of the barrier).
Oh I seeeeeee. I misunderstood that, and in fact, hadn't realised that was a thing. Ta!
Title: Re: SR6 Mana Barriers
Post by: markelphoenix on <08-24-20/1339:59>
You could arguably introduce dual barriers too, at this point, for the paranoid mage. Or let them stack two barriers on top of each other.
Quote
This would be the circle of protection ritual that we have in later editions.

SR6 CRB pg 162, Mana Barrier Table:
MANA BARRIERASTRAL OR PHYSICALREFERENCE
Circle of Protection ritual Both p. 144
Magical lodge Both p. 129
Mana Barrier spell Either p. 141
Ward ritual Both p. 145

All other methods of creating a Mana Barrier are Dual Natured, except for the spell Mana Barrier, unless you interpret Either as giving the option to choose both as an option, but that would be an extremely liberal reading of the table.
Title: Re: SR6 Mana Barriers
Post by: Xenon on <08-24-20/1353:16>
Both = the mana barrier protect against enemy line of sight spells being cast on both astral and physical plane (but it does not protect against bullets).

Either = they only protect against enemy line of sight spells being cast on either astral or physical (but it does not protect against bullets).


Dual Natured = have an actual form or body on both the astral plane and the physical plane (protect against bullets).


SR6 p. 145 Circle of Protection
The circle acts as a combination of the Physical Barrier and Mana Barrier spells...The mana barrier is dual-natured.
Title: Re: SR6 Mana Barriers
Post by: markelphoenix on <08-24-20/1355:27>
    • Mana barrier spells don't "block" spells from being cast through them, they act as "Boosted Defense" against spells being cast through them (on the plane they were cast).

    Mana barriers page 161 first sentence:
    Quote
    Mana barriers are magical walls that impede or block magic and astral forms.

    And for the physical plane version
    Quote
    Mana barriers on the physical plane are invisible (except to astral perception), but they act as solid barriers to spells, manifesting entities, dual-natured entities, spirits, and active foci.

    Reads to me that in either version, the Mana Barrier spell impedes or blocks Mana spells. The Astral version doesn't impede or block Physical spells.

    the problem comes with the short hand at end of the Astral Mana Barrier description...
    Quote
    Astral mana barriers are resistant to
    astral spells as well as other astral forms, in the
    same manner as physical mana barriers.

    Neither block spells. Both add either a Defense Pool bonus = to the rating of the barrier, or if no defense test, Oppose Test of Barrier Rating x 2.

    Only difference I see is what they apply to. Seems that Mana Spells are affected by Astral Mana Barrier and Physical Spells are affected by Physical Mana Barriers.

    Separately, an astrally perceiving mage would slam into an Astral or Physical Mana Barrier, requiring the test to force his way through it, where as if he was not astrally perceiving, he would simply walk on through.

    Similarly, a spirit, un-manifested, would need to fight through the barrier (destroy it) or have his magician make the contested challenge allowing the magician to bring along spirits. Alternatively, the spirit could just fly around it, assuming that it wasn't cast in the shape of a  closed shape, such as sphere, around the unmanifested spirit.

    This brings up an interesting question. Are materialized spirits Dual Natured? If so, then they are also blocked by Astral Mana Barrier when materialized, else, it would require a Physical Mana Barrier to block them from moving through. Trying to find a definitive section of book that states whether spirits are explicitly Dual Natured in 6e.

    I do think it is sloppy the way they phrased it at the bottom of Astral Barrier.[/list]
    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-24-20/1356:23>
    Both = the mana barrier protect against enemy line of sight spells being cast on both astral and physical plane (but it does not protect against bullets).

    Either = they only protect against enemy line of sight spells being cast on either astral or physical (but it does not protect against bullets).


    Dual Natured = have an actual form or body on both the astral plane and the physical plane (protect against bullets).


    SR6 p. 145 Circle of Protection
    The circle acts as a combination of the Physical Barrier and Mana Barrier spells...The mana barrier is dual-natured.

    Help me out one where it discusses protecting against bullets?

    That is true for Circle of Protection, but not Ward or Magician Lodge Dual Natured Barrier
    Title: Re: SR6 Mana Barriers
    Post by: Stainless Steel Devil Rat on <08-24-20/1408:05>
    ...
    This brings up an interesting question. Are materialized spirits Dual Natured? If so, then they are also blocked by Astral Mana Barrier when materialized, else, it would require a Physical Mana Barrier to block them from moving through. Trying to find a definitive section of book that states whether spirits are explicitly Dual Natured in 6e.

    Short answer:  While Materialized... Yes they are.

    Longer answer:  This is one of the MANY things that should/could be better detailed about the relationship between Physical and Astral planes in 6e.
    But between Spirits being "natively" Astral entities, and basically everything that's in both planes at once is considered Dual Natured (see Astral Perception this time around... you're Dual Natured now for the duration instead of having special rules defining state).  Spirits don't ever stop being on the Astral plane because there's no converse to Astral Projection. (that is: an astral entity can't "project" a physical body to move around on the Physical Plane independently of the Astral Form). So when they "cross over" and materialize on the Physical Plane, they must be on both.  And the only rule that addresses that concept in this edition is Dual Natured.
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-24-20/1423:07>
    Only difference I see is what they apply to. Seems that Mana Spells are affected by Astral Mana Barrier and Physical Spells are affected by Physical Mana Barriers.
    They talk about spells on the physical plane and spells on the astral plane ("astral spells" not "mana spells").
    Nowhere do they talk about affecting mana spells and physical spells differently...


    Separately, an astrally perceiving mage would slam into an Astral or Physical Mana Barrier, requiring the test to force his way through it, where as if he was not astrally perceiving, he would simply walk on through.
    Agreed.


    Are materialized spirits Dual Natured?
    Yes.

    Spirits always have an Astral Form.
    When they Materialize they also, in addition to their Astral Form, gain a Physical Body.
    You could say that Materialization is for an astral entity what astral perception is for a physical entity.


    then they are also blocked by Astral Mana Barrier when materialized
    Yes.

    (together with all other magical critters that can sense the astral plane while at the same time having a physical body; such as vampires, ghouls, barghests, hellhounds, dragons, ...)


    Trying to find a definitive section of book that states whether spirits are explicitly Dual Natured in 6e.
    There is no mentioning about spirits (or other wholly astral entities) not keeping their astral form when they use their materialization power.

    Having said that, this clarifying (but perhaps redundant?) line from SR5 was removed in SR6:

    SR5 p. 301 Spirit Basics
    The spirit is dual-natured while it’s materialized
    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-24-20/1427:37>
    Only difference I see is what they apply to. Seems that Mana Spells are affected by Astral Mana Barrier and Physical Spells are affected by Physical Mana Barriers.
    They talk about spells on the physical plane and spells on the astral plane ("astral spells" not "mana spells").
    Nowhere do they talk about affecting mana spells and physical spells differently...


    Separately, an astrally perceiving mage would slam into an Astral or Physical Mana Barrier, requiring the test to force his way through it, where as if he was not astrally perceiving, he would simply walk on through.
    Agreed.


    Are materialized spirits Dual Natured?
    Yes.

    Spirits always have an Astral Form.
    When they Materialize they also, in addition to their Astral Form, gain a Physical Body.
    You could say that Materialization is for an astral entity what astral perception is for a physical entity.


    then they are also blocked by Astral Mana Barrier when materialized
    Yes.

    (together with all other magical critters that can sense the astral plane while at the same time having a physical body; such as vampires, ghouls, barghests, hellhounds, dragons, ...)


    Trying to find a definitive section of book that states whether spirits are explicitly Dual Natured in 6e.
    There is no mentioning about spirits (or other wholly astral entities) not keeping their astral form when they use their materialization power.

    Having said that, this clarifying (but perhaps redundant?) line from SR5 was removed in SR6:

    SR5 p. 301 Spirit Basics
    The spirit is dual-natured while it’s materialized

    Then why differentiate between Astral Spells vs Spells? This seems like bad RAW vs RAI
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-24-20/1459:42>
    Then why differentiate between Astral Spells vs Spells?
    What do you mean?


    Spells in Shadowrun always only affect either the physical plane or the astral plane.

    If you cast a manaball on the physical plane then it will damage targets in the area of effect that are on the physical plane.

    If you cast the same manaball spell but on the astral plane then it will damage targets in the area of effect that are on the astral plane.

    No matter if you cast it on the physical plane or the astral plane will it damage physical objects (to do that you need to cast the powerball spell)



    Why would the mana barrier spell be any different...?

    If you cast it on the physical plane then it add defense dice against spells on the physical plane.

    If you cast it on the astral plane then it add defensive dice against spells on the astral plane.

    No matter if you cast it on the physical plane or the astral plane will it impede physical objects (to do that you need to cast the physical barrier spell)



    This seems like bad RAW vs RAI
    There is overall very little strict RAW in this edition..... :-/
    Title: Re: SR6 Mana Barriers
    Post by: Stainless Steel Devil Rat on <08-24-20/1508:56>
    A point of potential obfuscation:

    While spells can only affect one plane or the other, spells are always on the astral because they have astral forms.  And will therefore always BE AFFECTED by purely astral phenomena.

    So when a manabolt is cast by a magician who is solely on the physical plane (not using astral perception) on a target that is also not using astral perception, that manabolt is still impeded by an astral mana barrier between the two physical points A (caster) and B (target).
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-24-20/1511:52>
    Help me out one where it discusses protecting against bullets?

    That is true for Circle of Protection, but not Ward or Magician Lodge Dual Natured Barrier
    It says "Both" in the table you quoted as in that the spell defend against spells on "both" the astral plane and the physical plane.

    It does "not" say "Both" as in "dual natured" (as you wrote).
    "Dual natured" is something else.
    "Dual natured" means that you have an actual tangible physical body (that you can shoot at).

    Mana barriers are typically not "dual natured" (they typically only have an actual astral form, not also an actual physical body).
    The only exception is Circle of Protection.

    Circle of Protection act as a mana barrier on "both" the astral plane and the physical plane (same as a Ward and a Magical Lodge)
    But (unlike the others) it also act as a "physical barrier" (it have an actual physical body, it can stop bullets).
    Hence Circle of Protection is actually "dual natured" (while the others are not).
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-24-20/1512:09>
    A point of potential obfuscation:

    While spells can only affect one plane or the other, spells are always on the astral because they have astral forms.  And will therefore always BE AFFECTED by purely astral phenomena.
    Yes. Well. Depend on what you mean.

    A line of sight spell will not gain an actual astral form at the location of the magician and then "travel" from the magician all the way to the target (via reflective surfaces and optical cables). Smashing into various astral forms on the way.

    If there is a mana barrier on the physical plane (like a Ward, Magical Lodge or Circle of Protection that is active on both planes or a mana barrier spell cast on the physical plane) then it will act as defense dice against the spellcasting test.

    The magician need line of sight to its target. Then cast the spell. And then the spell take effect at the target. It will not risk hitting astral forms on the astral plane "on the way".

    But if you sustain an invisibility spell on the street samurai then the spell will have an actual astral form tied to the living aura of the street samurai. If the street samurai unknowingly walk into a bar that is currently being protected by a magician on the astral plane sustaining a mana barrier spell then the astral form of the invisibility spell cause astral intersection with the astral mana barrier spell and one of them (or both) will become disrupted. The mana barrier act as a solid barrier for the sustained invisibility spell.


    So when a manabolt is cast by a magician who is solely on the physical plane (not using astral perception) on a target that is also not using astral perception, that manabolt is impeded by an astral mana barrier between the two physical points A (caster) and B (target).
    No, it isn't.

    It will be impeded by a mana barrier on the physical plane or a ward / circle of protection / magical lodge that affect both astral and physical at the same time.

    But the spellcasting test will not be affected by a mana barrier spell that only exists on the astral plane....
    A mana barrier spell that only exist on the astral plane will affect astral spells.


    Edit: Or what do you think they mean when you read this:

    SR6 p. 161 Mana Barriers
    Astral mana barriers are resistant to astral spells
    Title: Re: SR6 Mana Barriers
    Post by: Stainless Steel Devil Rat on <08-24-20/1514:50>
    A point of potential obfuscation:

    While spells can only affect one plane or the other, spells are always on the astral because they have astral forms.  And will therefore always BE AFFECTED by purely astral phenomena.

    So when a manabolt is cast by a magician who is solely on the physical plane (not using astral perception) on a target that is also not using astral perception, that manabolt is impeded by an astral mana barrier between the two physical points A (caster) and B (target).
    No, it isn't.

    So long as they have Astral Forms, yes they are.  There's no allowance given for barriers to check whether an astral form is "targeting" something on the physical plane.  So therefore it can't be allowing astral forms targeting a physical plane construct to pass through unimpeded.

    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-24-20/1515:33>
    only options are Physical, Astral, or DualNatured. There is no both option in Mana Barrier description types.
    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-24-20/1517:04>
    Mana barriers on the physical plane are invis-ible (except to astral perception), but they act as solid barriers to spells, manifesting entities, du-al-natured entities, spirits, and active foci. Any-body trying to cast a spell through a barrier must contend with the rating of the barrier, which is added to the defense dice pool. If the spell doesn’t normally have an opposed dice pool, the Spellcast-ing test becomes an Opposed test against (rating of the barrier x 2).

    Mana barriers on the astral plane are solid, haz-ily opaque walls. Such barriers stop astral move-ment and impose a visual penalty equal to the bar-rier’s Force. Astral mana barriers are resistant to astral spells as well as other astral forms, in the same manner as physical mana barriers.

    Dual-natured mana barriers are active on both planes simultaneously, and they act like mana bar-riers on both planes at once.
    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-24-20/1520:19>
    only options are Physical, Astral, or DualNatured. There is no both option in Mana Barrier description types.

    Physical Mana barrier: stops everything living/magic (subject to exceptions of course, like microbes) passing thru on the physical plane.  Astral forms with no physical plane component can pass through unimpeded.

    Astral Mana barrier: stops all astral forms from passing through but does not impede life on the physical plane.  and by implication, does not stop magic that lacks an astral form (many passive adept powers, for example)

    Do you have a CRB page number to support Physical Mana Barriers blocking all living things?
    Title: Re: SR6 Mana Barriers
    Post by: Stainless Steel Devil Rat on <08-24-20/1524:06>
    only options are Physical, Astral, or DualNatured. There is no both option in Mana Barrier description types.

    Physical Mana barrier: stops everything living/magic (subject to exceptions of course, like microbes) passing thru on the physical plane.  Astral forms with no physical plane component can pass through unimpeded.

    Astral Mana barrier: stops all astral forms from passing through but does not impede life on the physical plane.  and by implication, does not stop magic that lacks an astral form (many passive adept powers, for example)

    Do you have a CRB page number to support Physical Mana Barriers blocking all living things?

    Nope. I'm bringing in old edition baggage.

    The (not really) official answer is mana barrier rules are a ghost-damned mess.  I nuked my post since it was demonstrably incorrect.
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-24-20/1537:19>
    So long as they have Astral Forms, yes they are.  There's no allowance given for barriers to check whether an astral form is "targeting" something on the physical plane.  So therefore it can't be allowing astral forms targeting a physical plane construct to pass through unimpeded.
    You are assuming that a mana spell will gain an astral form and "travel" from your location to the target location?

    But if spells acted like that then they would also hit anything in the astral plane along the way (like spirits and projecting magicians etc).

    And if there was an astral mana barrier in the way it would slam into that as well. Causing astral intersection (rather than messing with the magicians spellcasting test).


    I am assuming that you need to establish line of sight. Then you cast the spell and the mana will manifest directly at the target location. But if there is a mana barrier in the way (on the plane you are currently on, or on both plane which is more typical when discussing ward rituals) then it is much harder having the mana manifesting at the target. The ward will 'mess with your aim', if you will. The spell might fizzle or if doesn't it will at probably at least be weaker than intended.

    There is no risk of astral intersection here. There is no risk of the barrier collapsing. It act more like spell defense than anything else...

    And you will also not be affected if there happen to be astral forms on the astral plane between you and the target.
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-24-20/1543:06>
    only options are Physical, Astral, or DualNatured. There is no both option in Mana Barrier description types.


    I am talking about this post (emphasis mine)



    You could arguably introduce dual barriers too, at this point, for the paranoid mage. Or let them stack two barriers on top of each other.
    Quote
    This would be the circle of protection ritual that we have in later editions.

    SR6 CRB pg 162, Mana Barrier Table:
    MANA BARRIERASTRAL OR PHYSICALREFERENCE
    Circle of Protection ritual Both p. 144
    Magical lodge Both p. 129
    Mana Barrier spell Either p. 141
    Ward ritual Both p. 145

    All other methods of creating a Mana Barrier are Dual Natured, except for the spell Mana Barrier, unless you interpret Either as giving the option to choose both as an option, but that would be an extremely liberal reading of the table.
    Title: Re: SR6 Mana Barriers
    Post by: Stainless Steel Devil Rat on <08-24-20/1543:56>
    So long as they have Astral Forms, yes they are.  There's no allowance given for barriers to check whether an astral form is "targeting" something on the physical plane.  So therefore it can't be allowing astral forms targeting a physical plane construct to pass through unimpeded.
    You are assuming that a mana spell will gain an astral form and "travel" from your location to the target location?

    In astral space?  Yes.

    Quote
    But if spells acted like that then they would also hit anything in the astral plane along the way (like spirits and projecting magicians etc).

    No, because unless you're using astral perception, the spell can't AFFECT anything in astral space.  Astral Forms just go right through each other anyway, so even if you were being engulfed by a spirit, when you throw a manabolt at someone who's not also being engulfed by that same spirit... when the manabolt's astral form passes through the spirit's aura it has no interaction because the spirit isn't the target.  It's "incidental contact" of astral forms.

    Quote
    And if there was an astral mana barrier in the way it would slam into that as well. Causing astral intersection (rather than messing with the magicians spellcasting test).

    Exactly.


    Quote
    I am assuming that you need to establish line of sight. Then you cast the spell and the mana will manifest directly at the target location. But if there is a mana barrier in the way (on the plane you are currently on) then it is much harder having the mana manifesting at the target. The spell might fizzle or if doesn't it will at probably at least be weaker than intended.

    Well, I've already fallen into the trap of using prior edition metaphysics, but in my self-serving defense it's because the astral metaphysics of this edition are almost completely undefined.  All I can say is "well in PRIOR editions, the spell leapt through astral space from you to the target".

    Quote
    There is no risk of astral intersection here. There is no risk of the barrier collapsing. It act more like spell defense than anything else...

    Meh.  It's impossible to say with certainty in this edition.
    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-24-20/1559:24>
    only options are Physical, Astral, or DualNatured. There is no both option in Mana Barrier description types.


    I am talking about this post (emphasis mine)



    You could arguably introduce dual barriers too, at this point, for the paranoid mage. Or let them stack two barriers on top of each other.
    Quote
    This would be the circle of protection ritual that we have in later editions.

    SR6 CRB pg 162, Mana Barrier Table:
    MANA BARRIERASTRAL OR PHYSICALREFERENCE
    Circle of Protection ritual Both p. 144
    Magical lodge Both p. 129
    Mana Barrier spell Either p. 141
    Ward ritual Both p. 145

    All other methods of creating a Mana Barrier are Dual Natured, except for the spell Mana Barrier, unless you interpret Either as giving the option to choose both as an option, but that would be an extremely liberal reading of the table.

    What I am getting at is that it seems pretty clear that both = Dual Natured
    Dual-natured mana barriers are active on both planes simultaneously, and they act like mana bar-riers on both planes at once.
    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-24-20/1602:41>
    So long as they have Astral Forms, yes they are.  There's no allowance given for barriers to check whether an astral form is "targeting" something on the physical plane.  So therefore it can't be allowing astral forms targeting a physical plane construct to pass through unimpeded.
    You are assuming that a mana spell will gain an astral form and "travel" from your location to the target location?

    In astral space?  Yes.

    Quote
    But if spells acted like that then they would also hit anything in the astral plane along the way (like spirits and projecting magicians etc).

    No, because unless you're using astral perception, the spell can't AFFECT anything in astral space.  Astral Forms just go right through each other anyway, so even if you were being engulfed by a spirit, when you throw a manabolt at someone who's not also being engulfed by that same spirit... when the manabolt's astral form passes through the spirit's aura it has no interaction because the spirit isn't the target.  It's "incidental contact" of astral forms.

    Quote
    And if there was an astral mana barrier in the way it would slam into that as well. Causing astral intersection (rather than messing with the magicians spellcasting test).

    Exactly.


    Quote
    I am assuming that you need to establish line of sight. Then you cast the spell and the mana will manifest directly at the target location. But if there is a mana barrier in the way (on the plane you are currently on) then it is much harder having the mana manifesting at the target. The spell might fizzle or if doesn't it will at probably at least be weaker than intended.

    Well, I've already fallen into the trap of using prior edition metaphysics, but in my self-serving defense it's because the astral metaphysics of this edition are almost completely undefined.  All I can say is "well in PRIOR editions, the spell leapt through astral space from you to the target".

    Quote
    There is no risk of astral intersection here. There is no risk of the barrier collapsing. It act more like spell defense than anything else...

    Meh.  It's impossible to say with certainty in this edition.

    Quote
    Any-body trying to cast a spell through a barrier must contend with the rating of the barrier, which is added to the defense dice pool. If the spell doesn’t normally have an opposed dice pool, the Spellcast-ing test becomes an Opposed test against (rating of the barrier x 2).
     

    That seems pretty definitive, no intersection
    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-24-20/1728:05>
    This desperately needs Errata, because the Mana Barrier spell implies it blocks spells, but then references more info on Mana Barriers where it explicitly states it simply applies a Defense Pool bonus to defender or makes an Opposed Barrier Rating x 2 test, if no defending target.
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-24-20/1813:34>
    This desperately needs Errata, because the Mana Barrier spell implies it blocks spells, but then references more info on Mana Barriers where it explicitly states it simply applies a Defense Pool bonus to defender or makes an Opposed Barrier Rating x 2 test, if no defending target.
    If you unknowingly cross the barrier with activated foci, alchemical preparations, reagents and/or [sustained/quickend] spells their astral form will slam into the barrier.

    If you cast a spell at a target on the other side, the barrier will instead add to the opposed dice pool (similar to how counterspelling would be resolved).
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-25-20/0549:55>
    From SR5:


    Assume a barrier that is cast on the physical plane in 5th edition:

    1 = you can't see the barrier on the physical plane. you can sense it's magic with astral perception (but it does not seem to reduce visibility for an astral observer - see last point)

    2= if you are aware of it (perhaps you are using astral perception) then you can break it down or push through it. if you push through it you can bring a "number of friends, spirits, active foci, sustained spells, or other astral forms with you, one for each net hit you score".

    3 = non magical, living and mundane objects can pass through without issues

    4 = if a dual natured object (a carried activated focus, physical preparation, reagents etc) or dual natured being (magician using perception, vampires, ghouls etc) unknowingly cross the barrier then astral intersection happens (but it does not seem to prevent wholly astral entities - see last point)

    5 = it will not affect spells cast on the astral plane (it is not harder to cast a spell through it on the astral plane and a sustained spell cast in the astral on a projecting magician will not be stopped... but it does seem to stop a sustained spell if it is cast on a physical target in the physical plane)

    6 = it will not reduce visibility for an astral observer and it will not impede purely astral forms (like a projecting magician that bring a purley astral activated focus with them).



    Assume a barrier that is cast on the astral plane in 5th edition:

    1 = you still can't see the barrier on the physical plane. you can sense it's magic with astral perception (but not only  that, if you use astral perception it will also reduce visibility - see last point)

    2 = you can still break it down or push through it.

    3 = non magical, living and mundane objects can still pass through without issues

    4 = if a dual natured object (a carried activated focus, physical preparation etc) or dual natured being (magician using perception, spirit using materialization, vampires, ghouls etc) unknowingly cross the barrier then astral intersection still happens

    5 = it will not affect spells cast on the physical plane (it is not harder to cast a spell through it on the physical plane)

    6 = it will now reduce visibility for an astral observer and it will will also, in addition to dual natured beings and objects, also prevent purely astral forms (like projecting magicians and sustained spells) from passing through.




    TL;DR

    Pros of casting a mana barrier on the physical plane in 5th edition:

    Pros of casting a mana barrier on the astral plane:
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-25-20/0550:14>
    From SR6

    Unlike the 5th edition there is actually nothing here that make any explicit difference between if you cast it on the astral plane or the physical plane. if you just read this in isolation it seem as if mana barrier spells now are active on both planes (just like a regular ward ritual).

    But later (on p. 161-162) you have 99% of the text from SR5 that still DO talk about differences between physical and astral (for example mana barriers on the astral explicitly stop astral movement which mean that a mana barrier on the physical plane still doesn't)

    I can think of two reasons for this.

    What talk against 1) is that with this reading you get into conflicting rules on p. 161 (which are 99% copy pasta from SR5 and DO talk about explicit differences between a mana barrier on the physical and astral plane), and also the table on p. 162 (that still talk about "both" or "either" the physical / astral plane).

    What talk against 2) is that mana barrier spell talk about stopping projecting magicians when in fact you would need to cast the spell on the astral plane for that. Then again, since there is actually nothing in the text that contradict the later text on p. 161-162 this is probably still the most plausible option of the two.


    So what tidbits of information got actually changed from SR5 p. 315 compared to SR6 p. 161??
    Not much it seems.

    SR5 p. 315SR6 p. 161
    Mana barriers on the physical plane are invisible (except to astral perception), but they act as solid barriers to spells, manifesting entities, spirits, and active foci.Mana barriers on the physical plane are invisible (except to astral perception), but they act as solid barriers to spells, manifesting entities, dual-natured entities, spirits, and active foci.
    Anybody trying to cast a spell through a barrier must contend with the Force of the barrier, which is added to the Defense or the Resistance dice pool. If the spell doesn’t normally have an opposed dice pool, the Spellcasting test becomes an Opposed Test against the Force of the barrier.Anybody trying to cast a spell through a barrier must contend with the rating of the barrier, which is added to the defense dice pool. If the spell doesn’t normally have an opposed dice pool, the Spellcasting test becomes an Opposed test against (rating of the barrier x 2).
    Mana barriers on the astral plane are solid, hazily opaque walls. Such barriers stop astral movement and impose a visual penalty equal to the barrier’s Force.Mana barriers on the astral plane are solid, hazily opaque walls. Such barriers stop astral movement and impose a visual penalty equal to the barrier’s Force[Sic].
    Astral mana barriers are resistant to astral spells as well as other astral forms, in the same manner as physical mana barriers.Astral mana barriers are resistant to astral spells as well as other astral forms, in the same manner as physical mana barriers.




    TL;DR

    Pros of casting a mana barrier on the physical plane in 6th edition:

    Pros of casting a mana barrier on the astral plane:
    Title: Re: SR6 Mana Barriers
    Post by: Sir Ludwig on <08-25-20/1318:53>
    I know this is going to come up in the next game, so want to ask since its on the same topic.
    Mana Barrier (Spell) is a wall that the caster can determine the shape.

    The base spell is 2m x 2m working surface. 
    The Increase Area effect can be added to add up to two meters in length and width (but not depth) for each time the effect is chosen. 

    So if the caster:
    Increases the area 1 time.  The working surface is 4m x 4m (16 sq. meters)  DV +1
    Increases the area 2 time.  The working surface is 6m x 6m (36 sq. meters)  DV +2

    If I wanted to create a mana barrier around an adult 6’ tall human, it would be 1mx1mx2m or 20sq meters (approx).
    In my mind and rough math, the 4mx4m (16sq. meters) could create a box on a child or small adult (Dwarf).  But it would take two increases which would get you 36sq meter…which could also cover a large troll as well.

    Is my math/logic correct?
    Thanks
    SL
    Title: Re: SR6 Mana Barriers
    Post by: Shinobi Killfist on <08-25-20/1352:02>
    I think your math on how much to encase a human is off but otherwise it seems right by the spell. I'd say 10sq meters to encapsulate a human. Think of it as panels. a 2 meter by 1 meter wall on a side, that's 2 sq meters, you have 4 sides, 4x2=8.  The top and bottom panels 1 meter by 1 meter, so 1sq meter. 8+1+1=10. You couldn't move at all but it would encase you. You could almost do it without a size increase, if you crouched you could.  The 1st size increase would be enough to allow you a bit of movement. You'd need at least two bumps to cover a group.

    A lot of geometry mid game to work this shit out.
    Title: Re: SR6 Mana Barriers
    Post by: Sir Ludwig on <08-25-20/1533:07>
    Shinobi,

    Your are correct, when I did my math I double it, should be 10 sq. meter.

    Thanks
    SL
    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-25-20/1554:43>
    States you can shape how you like, so you could make it a dome or sphere if you like
    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-31-20/0943:40>
    Speaking of shaping a Mana Barrier...default example is 2x2 Meter Wall. If you can cast it as any shape the caster desires, does that translate to a 2 diameter sphere?
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-31-20/1220:55>
    Speaking of shaping a Mana Barrier...default example is 2x2 Meter Wall. If you can cast it as any shape the caster desires, does that translate to a 2 diameter sphere?
    No.
    Title: Re: SR6 Mana Barriers
    Post by: Stainless Steel Devil Rat on <08-31-20/1249:38>
    I'm sure that I don't know enough geometry to say with mathematical certainty... but I'm pretty sure that the area of a 2x2 meter plane is less than the area of a 2 meter diameter sphere. Nor do I have the mathematical prowess to say what diameter sphere WOULD have the same area as a 2x2 meter plane.

    However.

    If you can shape the wall, then it stands to reason you can shape it into a ball. And rather than doing math, I'd certainly be amenable to just fudging the geometry for the sake of expediency and let a 2 meter diameter sphere be a viable option. Magic defies mundane sciences like geometry.  I can bridge that gap with suspension of disbelief.
    Title: Re: SR6 Mana Barriers
    Post by: penllawen on <08-31-20/1258:32>
    New rule of thumb: RPGs should never require you to know the value of pi. (This extends my previous rule that they should never require you to calculate the square root of anything. Looking right at ya, GURPs.)

    That said:

    2x2 metre plane = 4 m2

    Surface area of a 2 metre diameter sphere = 4*pi*r2 = 4*3.14*12 = 12.5 m2

    Sphere of 4 m2 area has diameter = 2*sqrt(1/pi) = 1.13 m
    Title: Re: SR6 Mana Barriers
    Post by: Stainless Steel Devil Rat on <08-31-20/1300:36>
    New rule of thumb: RPGs should never require you to know the value of pi. (This extends my previous rule that they should never require you to calculate the square root of anything. Looking right at ya, GURPs.)

    That said:

    2x2 metre plane = 4 m2

    Surface area of a 2 metre diameter sphere = 4*pi*r2 = 4*3.14*12 = 12.5 m2

    Sphere of 4 m2 area has diameter = 2*sqrt(1/pi) = 1.13 m

    I suspected it wouldn't take long for someone to provide the math :D
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-31-20/1445:19>
    This might be helpful:
    https://www.mathopenref.com/spherearea.html
    https://www.mathopenref.com/cubearea.html
    Title: Re: SR6 Mana Barriers
    Post by: markelphoenix on <08-31-20/1534:04>
    would r be 1 or 2? Given it is LxW on the wall example, I assumed diameter would be 2, making r = 1. Was actually hoping for an obscure prior edition reference of the numeric values 2x2 having a specific rule for how they map to other shapes (i.e. for sphere, does r = 2?)
    Title: Re: SR6 Mana Barriers
    Post by: Sir Ludwig on <08-31-20/1536:40>
    Xenon,

    I haven been putting to much thought into mana barrier. 

    1.) Great site, thanks!

    2.) I think a sphere would require you casting the very bottom a few feet under the floor/character. Otherwise your feet could be outside the barrier. 

    3.) A Cylinder might be a better option for to trap/protection a humanoid.  I would say 1m r (radius) would be plenty (maybe 1m diameter if you don't move much and 2M (height)  From the same site: https://www.mathopenref.com/cylinderareamain.html

    Best,
    SL
    Title: Re: SR6 Mana Barriers
    Post by: Xenon on <08-31-20/1555:57>
    Just make it into a series of 2x2 walls...
    Title: Re: SR6 Mana Barriers
    Post by: autXautY on <08-31-20/1613:01>
    Here're my approximations for surface area conservation
    for a cube - edge lengths .8m for ever 2m the square would be (technically it's 2/sqrt(6))
    for a cube without a top or bottom, edge length 1m for every 2m the square would be
    for a cylinder or hemisphere, diameter 1.6 (cylinder has height .8m), for every 2m the square would be (technically it's 2/sqrt(2pi) and 1/sqrt(2pi))
    for a circle, diameter 2.2m for every 2m the square would be (technically it's 2/(sqrt(pi))
    for a sphere, diameter 1.1m for every 2m the square would be (technically it's 2/sqrt(4pi))

    for a rectangle of height 2m, the length is half of the square of the ordinary side width (so 2m, 8m, 18m, 50m).