From: warmongr@mentor.cc.purdue.edu (Krishgan)
Subject: SRUN: Spell Effect Objects-
Followup-To: rec.games.frp.misc
Summary: -putting some "wow" back into the magic...
Keywords: Shadowrun, SR, SRUN, SHADOWRUN
Organization: the Night Crafters Associated Press
Date: Fri, 24 Jul 1992 21:27:03 GMT



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*                                                                             *
*  The following material has been inspired by the game scenarios played out  *
*  in the Greater Lafayette Indiana region by a number of Shadowrun players.  *
*  All material should be considered as entertainment value and game session  *
*  inspiration.  I do hope you enjoy it...                                    *
*                                                                             *
*  Jonathon K. Henry (Keith)   >>> the Reflex <<<                             *
*                                                                             *
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->>>>>[Lately, I have come across some new ideas for making some more versatile
  Shadowrun "foci" and "magical objects."  I wanted to bounce a few of them
  off of you guys to see what you thought of them....]<<<<<
    -the Reflex

  Spell-Like Mimicry-

     This is the ability to create a "foci" or "magical object" that can act
  in a way similar to a spell or spell-like effect.  It allows for the possible
  inclusion of mythological objects and weapons that exist in our current day
  history and fantasy fields.

  Method of Creation-

     The object will have an effective "force" similar to that of a spell.
  The target number for the creation of the object is equal to this proposed
  "force."  With the number of successes being the rating that the spell-like
  function works at.  For example-

    Reflex is making a headband for his friend Johanna.  He wants the headband
  to function as a Clairvoyance (X1000) spell.  He selects that the force of
  the effect is to be five (5).  His target number is thus a five (5), with
  the number of successes going toward the determination of the radius effect
  of the object.  Let us say the number of successes is 11 (he is an Enchanter
  Adept after all).

    The radius limit of the scrying would then be equivalent to the fore of
  of the object (5) X the radius modifier (X1000) X the number of successes,
  in this case eleven (11).  Thus a base 55,000 meter radius could be scryed
  thus with this object.  However, the base force of the magical power is
  modified according to the wearer.

    Subtract the Essence reduction for cyberware from the force of the object.
  For example, Johanna has a little bit of cyberware, yet not going beyond one
  (1) full point.  Thus the effective force of scrying she can do is 44,000 
  meters, and not the 55,000 meters.  The force of the object is not impaired,
  only the ability of control of the user.

     An amount of Karma equal to the force of the effect is also required at
  the time of completion.

  Time of Creation-

     The base time for the design of these types of objects is 30 Days, divided
  by the number of successes of course.  The target number is the force of
  the object.  The base time of actual creation is 90 Days however, instead
  of the normal 30 Days.

  Usage of "Effect" Objects-

     These objects could potentially be used by a mundane or semi-mundane
  individual (Adepts).  However, there is a kind of bonding requirement, that
  being equal to the force of the spell-like effect in Karma.  So if Johana
  wanted to actuallly use the above mentioned headband, she would need to
  spend 5 karma points to "bond" it to herself.

     Please note this is an assensable bond, one that can be traced back to
  either its user or the actual object.  It can also be used to "ground" spells
  in a way akin to spell locks.  It is also capable of being used as a Ritual
  Link.

     An unusual note concerning the bonding of these effects.  More than one
  person can be bonded to an effect, unlike foci which cannot.  If an effect
  is included on a foci, the link with that foci and its owner is treated
  as the stronger for the following...

     Willpower Control Tests.  Since it is possible for an effect to be bonded
  to more than one person at a time, it is thus possible for a control test
  to break out over an object.  All parties involved must roll their willpower
  attribute with a target of four (4).  The individual with the most net
  successes, wins and has control of that object for that round/action.
  Magicians can use their magic pool dice to augment this test.  

  Stacked Effect Objects-

      The target number for the overall enchantment(s) does not change, but
  and additional test is required for each effect desired.  The time allotment
  is also cumulative/added together to determine the total times in creation
  and/or design.

      In order to use these types of objects, an amount of Karma equal to 
  desired effect is required for each effect.  For example, lets assume the
  above mentioned headband could also do an Invisibility spell with a de-
  signed force of four (4).  Johanna could use the Clairvoyance, but she
  could NOT use the invisibility powers until she had paid the four (4)
  karma required for this portion of the object.

     It is possible to include these types of effects onto already existing
  foci or new ones, with the attention of the aforementioned rules/guidelines.

  Effects Possible-

     Only the effects of spells that are Sustainable can be worked in this
  method.  Instantaneous and/or Permanent spells cannot be made in this fashion
  as yet known.

  Initiate Dispelling and Effect Objects-

     It is possible for an Initiate to cancel out the effects of an Effect
  object.  This is done in a similar fashion to Dispelling normal spell
  energies.  The same restrictions on force vs. grade also apply (see Grimoire
  for details).  The amount of time the dispelling works however is varied
  somewhat.

     As the object is "permanent" in nature, permanently dispelling its
  energies is somewhat difficult.  When attempting the sorcery test in the
  dispelling, the number of successes AFTER the first defines the amount of
  time the effect is dispelled as does the grade of the dispeller.

     Skylight attempts to dispell the effects of a Magic Fingers placed upon
  Reflex's right glove.  The effect is at force 5, thus Skylights' target
  number is a five (5).  He himself is a Grade 5 Initiate/Hermetic Mage.
  Skylight attempts the dispelling, getting 6 overall successes.  The amount
  of time the effect is dispelled is equal to grade (5) X successes (6) in
  minutes (25).  Remember the six (6) successes above are the overall level
  of success, the net is one (1) less.

     For these purposes, Drain checks are NOT required for the dispelling
  test against the effect.

  Destroying Effect Objects-

     If the effect is desired to be permanently removed, there are three
  methods of doing so....

  1.  Destroying the object itself.  These methods can vary accordingly

  2.  Dispelling as above, in addition an amount of Karma equal to the
     force of the effect.

  3.  Attack the spell/effect.  For this method however, the effect is
     treated as if armor equal to its force in addition to its force in
     dice to resist incoming attacks.  If Deadly or greater wounds are
     achieved, then the effect is destroyed.  The effect gets a damage
     code equal to (force)L2 for the purposes of attacking and destroying
     it.

      Damage done to the effect in these methods does not change the physical
  characteristics of the object the effect is placed upon.  Damage to the
  effect will recuperate at the rate of 1 box per minute left unused.  If
  usage is attempted while it is in a damaged state, it will act as if it
  had "action modifiers" accordingly.  For example, any perception tests
  while using the Clairvoyance if it had "suffered" moderate wounds, would
  be at an additional +2.

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