I'm following the spellcasting instructions in page 281 of 5e.
- 1 Choose Spell : Manabolt
- 2 Choose target : Ganger (Willpower 3)
- 3 Choose Force : (limit magic*2 = 10) 6
- 4 Cast Spell: Spellcasting + Magic [Force]
Sorcery is a skill group that includes spellcasting, so this roll becomes
9 + 5 [6]. The interpretation is roll 9+5 = 14 dice and count up all the fives and 6s that show up, these are called hits. If the number of hits larger than 6 (the Force), it is limited to 6.
For example if you rolled:
1 1 1 2 2 3 3 5 5 5 5 6 6 6 = 7 hits.
Maximum number of hits is limited by the force of the spell, so 6 in this case.
Manabolt is a Direct Mana spell, so it is resisted by willpower (or counterspelling)
The ganger rolls 3 dice and gets: 3 4 5 = 1 hit
Manabolt causes Physical damage
The spellcasting hits (6) - the resistance hits (1) = 5 net hits causing 5 boxes of physical damage to the ganger.
Manabolt has a drain of Force(6) - 3 = 3 in this case. Shamans use Charisma + Willpower to resist drain. Note that the number of spellcasting hits (6) exceeds your magic rating (5), so this is physical drain. You need to roll 3 hits (fives or sixes) on your Charisma + Willpower number of dice or take physical damage.
- Determine Ongoing Effects
Manabolt is instantaneous, there are no ongoing effects.
The wording of the section on Mana Barriers is talking about magical force to break through the barrier, not physical force. The comparison it makes to any other physical barrier is to inform you to use the same system for tracking damage to the barrier.
On page 315 in the entry you mention there is a chart which describes the caster's options for where the barrier will be present, and lists the specific page governing the spell or effect which causes the barrier. Mana Barrier itself can be found on page 294 of the 5th Edition core rules, and describes a barrier which does not prevent the passage of non-living (physical objects) or living things unless they are 'magically active.' For comparison, the next listed spell is Physical Barrier.
Unbound/uncontrolled spirits active in the area are affected by the barrier and have to contend with it like anyone else. Whether or not a summoning could take place on the other side of the barrier would very much depend on the situation and the barrier.
If a mage (or other affected being) desires to pass or have an item which is affected pass through the mana barrier they have three choices:
The subtle way is trying to magically bypass it as described on page
316, where every additional hit allows them to slip other affected
items or beings through with them. This is described as pressing
through the barrier, much like Dune's 'the slow knife will penetrate
the shield.' This approach does not automatically notify the creator of the barrier
The forceful way is to target the barrier with damage-causing
magics. This is handled 'just as you would with any other barrier,'
by dealing with its Armor and Structure ratings. These ratings are
equal to the Force of the mana barrier. The barrier must be overcome
in one Combat Turn or else its Structure refreshes. This approach
automatically notifies the creator of the barrier.
The third option (page 317, sidebar) is to attack the source or
basis of the barrier. In other words you can deal with the anchor,
destroy the lodge, or geek the mage responsible for sustaining the
barrier. With the source out of the way, the barrier is no longer a
problem. This approach, if it brings down the barrier, will notify
the creator automatically.
These choices are the same regardless of where the barrier is on the Astral Plane, on the Physical Plane, or on both.
Mundane gear and allies are unaffected by Mana Barriers.
Affected beings or items cannot normally pass through the barrier, unless they Press past it or bring it down. In some cases a mundane object may force them through the barrier (page 316) in which case they must pass an Opposed Test or be disrupted.
The effects of disruption are listed in the Astral Intersections passage on page 316. Foci are deactivated, spells end, spirits are dispelled, and living beings are Stunned. Afterward, foci can be reactivated, spells can be cast again, spirits can be summoned again, and living beings will recover from Stun... providing the owner of the mana barrier gives them the time to do all of this.
No amount of time is listed as a penalty for passing through a mana barrier, just the condition resulting from that intersection. Using the details of that imposed condition indicates a deactivated focus can be reactivated by the person it is bonded to as a Simple Action - if they are conscious. Likewise, spells and spirits can become available again in the time it takes to call them forth. Living Beings will recover from Stun normally.
Best Answer
1: Each person/critter in range gets a roll to dodge
AoE spells are LIKE grenades in the sense of they have scatter, but unlike a grenade (which only explodes after a # of rounds/turns). Grenades themselves have different rules depending on the type of activation, but that's not the topic here. Ultimately, though, AoE spells happen instantly and grenades do not.
The sidebar example on pg. 283 of the Core Rulebook explains this not-so-well:
Just like a ranged attack roll, except each person gets a chance to dodge.
2: These roles do not affect scatter
On pg. 283 of the Core Rulebook we get:
So the caster makes the roll and has to beat a threshold of three in order to make it. This threshold can be modified by the GM in certain situations.
If they miss...
3: They aren't hurt
If the defender beats the dodge test, it's just like a normal ranged attack. They jump out of the way, or hit the dirt, or maybe the spell washes over them but doesn't bother them.
If they soak the damage, well...they get hit, but it's soaked, and continue on with the other rules that might apply (catching on fire, etc).
4: Opposed role doesn't affect scatter, so question is moot
5: Follow the same rules as grenades, substituting where appropriate.
Instead of a thrown weapon test you would make a
Magic + [Tra- dition Attribute] (3)
test instead. Scattered is determined just like grenades. For explosion:So, there's no reaction test, but almost everyone should have the chance of getting out of the way, or doing any of the other actions available to grenades.