Combat Spells
Combat Spells
Spell Type Target Duration Range Drain
Death Touch M W(R) I T (Damage Level -1)
Manaball M W(R) I LOS(A) (Damage Level +1)
Manabolt M W(R) I LOS (Damage Level)
Powerball P B(R) I LOS(A) +1(Damage Level +1)
Powerbolt P B(R) I LOS +1(Damage Level)
Ram (Object) P OR I T +1(Damage Level -2)
Shattershield M F(R) I T (M)
Slaughter (Race/Species) M W(R) I LOS(A) +1(D)
Slay (Race/Species) M W(R) I LOS -1(D)
Spiritblast M F(R) I LOS(A) -1(Damage Level +1)
Spiritbolt M F(R) I LOS -1(Damage Level)
Stunball M W(R) I LOS(A) -1(Damage Level +1)
Stunbolt M W(R) I LOS -1(Damage Level)
Stun Touch M W(R) I T -1(Damage Level -1)
Wreck (Object) P OR I LOS +1(Damage Level -1)
Detection Spells
Spell Type Target Duration Range Drain
(Animal) Sense * M 4 S T/D -1(M)
Analyze Device P OR S T/D +1(M)
Analyze Magic M F(R) S T/D (L)
Analyze Truth M W(R) S T/D (L)
Animal (Sense) M W(R) S T/D (M)
Astral Window M F(R) S T/D (L)
Catalog P 6 S T/A +1(M)
Clariaudience M 6(R) S T/D (M)
Clairvoyance M 6(R) S T/D (M)
Combat Sense M 4 S T (S)
Detect Enemies M DT(R) S T/A (M)
Detect Individual M DT(R) S T/A (L)
Detect Life M DT(R) S T/A (L)
Detect (Life Form) M DT(R) S T/A -1(L)
Detect Magic M 6(R) S T/A (L)
Detect (Object) P DT S T/A +1(M)
Diagnose M W(R) I T/D -1(L)
Enhance Aim M 6(R) S T/D (M)
Eyes of the Pack M 6(V) S T/D (M)
Mindlink M 4(V) S LOS/D (S)
Mind Probe M W(R) S T/D (S)
Night Vision P 6(R) S T/D +1(M)
Thermovision* P 6 S T/D +3(M)
Translate M 4(V) S T/D (M)
NOTES: These spells are custom spells for Denver Shadowrun MU*. They are not available in chargen, but may be taken normally afterward.
Health Spells
Spell Type Target Duration Range Drain
Alleviate Allergy P 10-Essence(V) S T (Allergy Level)
Antidote M Toxin Power(V) P T (Toxin Damage Level)
Awaken M 4(V) I T -2(Stun Damage Level)
Cause Allergy P 10-Essence(R) S T +2(Allergy Level+1)
Crank* M 4 P T -1M
Cripple Limb P B(T) S T +1(S))
Cure Disease M Disease Power(V) P T (Disease Damage Level)
Decrease (Attribute) M 10-Essence(R) S T +1(S)
Decrease Cyber (Attribute) P 10-Essence(R) S T +2(Sl)
Decrease Cyber Reaction P 10-Essence(R) S T +2(D)
Decrease Reaction M 10-Essence(R) S T +1(D)
Decrease Reflexes, -1 Init Die P 10-Essence(R) S T +2(D)
Decrease Reflexes, -2 Init Die P 10-Essence(R) S T +4(D)
Decrease Reflexes, -3 Init Die P 10-Essence(R) S T +6(D)
Detox M Toxin Power(V) P T -2(Toxin Power Level)
Effervesce* M 4 P T +1(S)
Fast M 4(V) P T -2(M)
Heal M 10-Essence(V) P T (Damage Level)
Healthy Glow M 4(V) P T (L)
Hibernate M 4(V) S T +1(M)
Increase (Attribute) M Attribute(V) S T +1(M)
Increase Cyber (Attribute) P Attribute(V) S T +2(M)
Increase Reaction M Reaction(V) S T +1(S)
Increase Reflexes M Reaction(V) S T +1(D)
Intoxication P B(R) P T +1(D)
Nutrition P 4(V) P T +1(M)
Oxygenate P 4(V) S T +2(L)
Preserve P 4 P T +1(M)
Prophylaxis M 4(V) S T +1(L)
Resist Pain M 4(V) P T -2(Damage Level)
Regeneration* P 10-Essence(V) P T +1(D)
Stabilize M 4+Minutes(V) P T +1(M)
Treat M 10-Essence(V) P T -1(Damage Level)
NOTES: These spells are custom spells for Denver Shadowrun MU*. They are not available in chargen, but may be taken normally afterward.
Indirect Illusion Spells
Spell Type Target Duration Range Drain
Camouflage M 4(R) S LOS (L)
Double Image M 4(R) S T (S)
Foreboding M 4(R) S LOS(A) (D)
Hot Potato M 4(R) S LOS(A) (M)
Improved Invisibility P 4(R) S LOS +1(M)
Invisibility M 4(R) S LOS (M)
Mask M 4(R) S LOS (M)
Phantasm M 4(R) S LOS(A) (D)
Physical Camouflage P 4(R) S LOS +1(L)
Physical Double Image P 4(R) S LOS +1(L)
Physical Mask P 4(R) S LOS +1(M)
Silence P 4(R) S LOS(A) +1(S)
Stealth P 4(R) S LOS +1(M)
Trid Phantasm P 4(R) S LOS(A) +1(D)
Vehicle Mask P 4(R) S LOS +1(S)
Direct Illusion Spells
Spell Type Target Duration Range Drain
Agony M W(R) S LOS (M)
Blindness P I(R) S LOS +1(M)
Chaff P OR S LOS (S)
Chaos P I(R) S LOS +1(S)
Chaotic World P I(R) S LOS(A) +1(D)
Confusion M W(R) S LOS (S)
Dream M W(R) S LOS (M)
Entertainment M W(V) S LOS(A) (L)
Flak P OR S LOS(A) (D)
Flash P I(R) I LOS(A) (S)
Mass Agony M W(R) S LOS(A) (S)
Mass Blindness P I(R) S LOS(A) +1(S)
Mass Confusion M W(R) S LOS(A) (D)
Stench M W(R) S LOS(A) (S)
Stink M W(R) S LOS (M)
Trid Entertainment P I(V) S LOS(A) +1(L)
Control Manipulations Spells
Spell Type Target Duration Range Drain
Alter Memory M W(T) P LOS (D)
Babble* M I(R) S LOS +1(M)
Calm Animal M W(T) S LOS (M)
Calm Pack M W(T) S LOS(A) (S)
Compel Truth M W(T) S LOS +1(M)
Control Actions M W(T) S LOS +1(M)
Control Animal M W(T) S LOS (S)
Control Emotion M W(T) S LOS +1(M)
Control Pack M W(T) S LOS(A) (D)
Control Thoughts M W(T) S LOS +1(S)
Influence M W(T) P LOS (S)
Mob Mind M W(T) S LOS(A) +1(D)
Mob Mood M W(T) S LOS(A) +1(S)
NOTES: These spells are custom spells for Denver Shadowrun MU*. They are not available in chargen, but may be taken normally afterward.
Elemental Manipulations Spells
Spell Type Target Duration Range Drain
Acid Stream P 4(RC) I LOS +1(Damage Level +1)
Ball Lightning P 4(RC) I LOS(A) +1(Damage Level +2)
Fireball P 4(RC) I LOS(A) +1(Damage Level +2)
Flamethrower P 4(RC) I LOS +1(Damage Level +1)
Laser P 4(RC) I LOS +1(Damage Level +1)
Lightning Bolt P 4(RC) I LOS +1(Damage Level +1)
Nova P 4(RC) I LOS(A) +1(Damage Level +2)
Smoke Cloud P 4(RC) I LOS(A) (Damage Level +2)
Steam P 4(RC) I LOS (Damage Level +1)
Thunderbolt P 4(RC) I LOS (Damage Level +1)
Thunderclap P 4(RC) I LOS(A) (Damage Level +2)
Toxic Wave P 4(RC) I LOS(A) +1(Damage Level +2)
Telekinetic Manipulations Spells
Spell Type Target Duration Range Drain
Animate P OR S LOS +1(M)
Bind P Q(R) S LOS +2(M)
Catfall P 4 S LOS +1(M)
Clout P 4(RC) I LOS (Damage Level)
Deflect P 4 S LOS +2(M)
Fling P 4(RC) I T +1(M)
Gecko Crawl P 4 S LOS +2(M)
Levitate P 4(R) S LOS +2(M)
Lock P 4 S LOS +2(M)
Magic Fingers P 6 S LOS +2(M)
Mana Bind P Q(R) S LOS +1(M)
Mana Net P Q(R) S LOS +1(S)
Net P Q(R) S LOS(A) +2(S)
Poltergeist P 4(R) S LOS(A) +1(M)
Redirect P 4(RC) I LOS +1(Damage Level)
Shape Earth P 4 S LOS(A) +2(M)
Shape Water P 4 S LOS(A) +2(M)
Use (Skill) P 6 S LOS +2(L)
Transformation Manipulation Spells
Spell Type Target Duration Range Drain
Alter Temperature P 4 S LOS(A) +2(M)
Armor P 6 S LOS +2(M)
Astral Armor M 6 S LOS +1(M)
Astral Barrier M 6 S LOS(A) +1(S)
Clean (Element) P 6 P LOS(A) +1(S)
Control Fire P Power of Fire S LOS(A) +2(M)
Create Food P 4 P LOS +1(S)
Dark Armor P 6 S LOS +2(S)
Fashion P 6 P T +1(L)
Firewall P 4 S LOS(A) +2(S)
Fix P OR P T (S)
Flame Aura P 4 S LOS +2(M)
Freeze Water P 4 S LOS(A) +1(M)
Glue P 4 S LOS +2(M)
Glue Strip P 4 S LOS(A) +2(S)
Ice Sheet P 4 I LOS(A) +1(S)
Ignite P 4(T) P LOS +1(D)
Light P 4 S LOS(A) +2(M)
Limited Armor P 6 S LOS +2(M)
Limited Physical Barrier P 6 S LOS(A) +2(M)
Makeover P 6(V) P LOS +1(M)
Mana Static M 4 P LOS(A) +1(M)
Mist P 4 I LOS(A) +1(M)
Petrify P B(T) S LOS +1(S)
Physical Barrier P 6 S LOS(A) +2(S)
Reinforce P OR S LOS +1(M)
Shadow P 4 S LOS(A) +2(M)
Shapechange P B(T)(V) S LOS +1(M)
Spell Shield M 6 S LOS (M)
Spell Wall M 6 S LOS(A) (S)
Spirit Barrier M 6 S LOS(A) (S)
Sterilize P 4 I LOS(A) +1(M)
Transform P B(T) S LOS +1(S)
Wind P 4 S LOS(A) +2(M)
Combat Spells
Death Touch
Death Touch requires the caster to touch the target. The spell does physical damage to a single target. It is a mana spell, so it only affects living and magical targets and is resisted by Willpower.
Manaball and Manabolt
Manabolt and Manaball channel destructive magical power into the target, doing physical damage. As mana spells, they only affect living and magical targets and are resisted by Willpower (or Force). Manabolt affects a single target. Manaball
is an area spell.
Powerball and Powerbolt
Powerbolt and Powerball channel destructive magical power into the target, doing physical damage. These spells affect both living and non-living targets and are resisted by the target’s Body. The target number for non-living targets can be found on the Object Resistance Table. Powerbolt affects a single target. Powerball is an area spell.
Ram (Object) or Wreck (Object)
Wreck is a version of Powerbolt that works only against a specific inanimate object. Each different type of object requires a separate Wreck spell: Wreck Vehicle, Wreck Door, Wreck Gun, Wreck Computer and so on.
Ram works just like Wreck, except the caster must touch the target.
Shattershield
The Shattershield spell is a Deadly damage spell specifically designed to break through astral barriers. The caster must be touching the barrier’s physical component or astral form. The target number is the Force of the barrier. For the barrier to resist the spell, make a test using its Force in dice (the creator of the barrier can also add spell defense dice to this test, regardless of his location). If the caster achieves more successes than the barrier, the barrier is destroyed. Otherwise, there is no effect.
Slaughter or Slay (Race/Species)
These powerful spells inflict Deadly Physical damage. Each race or species requires a separate Slay or Slaughter spell: Slay Ork, Slay Human, Slay Dog, Slay Western Dragon, Slay Elemental and so on. The spell discriminates based only on biological species, not social status or any other quality.
Spiritblast and Spiritbolt
These spells work like Manabolt and Manaball, respectively, except they only damage spirits.
Stunball and Stunbolt
Stun spells channel magical energy directly into the target, causing stun damage. They are often referred to as “sleep” spells because they can render targets unconscious. Stunbolt affects a single target. Stunball is an area spell.
Stun Touch
This spell works like Stunbolt, except the caster must touch the target
Detection Spells Information
(Animal) Translate *Custom Spell — Open to All
(Animal) Translate is a variation of the 'Translate' spell that permits the caster to form a telepathic link between himself/herself and a single animal (e.g. cat, dog, reptile, bird, amphibian, insect) and use that link for communication. The type of animal must be chosen when the spell is learned. The spell translates the intent of communication rather than any sort of true 'words'. Since most animals are not normally capable of language, the link is more emotional, consisting of images and emotions rather than words or phrases. For this reason, the link is somewhat limited in content. This spell only permits communication; it does not overcome the limitation of the animal's natural intelligence, nor does it in any way compel the animal to do anything, or permit the caster to control its actions or to 'see through its eyes'. The successes on the sorcery test indicate the quality of the translation, up to a maximum number of successes equal to the spell's Force. Transfer of detailed images, such as the appearance of a face, requires at least three successes. The caster must touch the subject of the spell.
Analyze Device
Allows the subject to analyze the purpose and operation of a device or piece of equipment within range of the sense. Every two successes gives the character a single skill point in a corresponding or logical Background or Build/Repair Skill Rating for the device in question, up to maximum skill rating or bonus equal to the Force of the spell. The subject’s previous familiarity with the device or similar objects reduces the target number by –2.
Analyze Magic
This spell allows the subject to analyze a spell, spirit, or magical item as if assensing it. The Force of the spell, spirit, or focus is the target number. To determine the information the subject acquires, consult the Assensing Table; Aura Reading Skill may not be used as a complement to this spell. The caster must touch the subject of the spell.
Analyze Truth
The subject can tell whether or not a target’s statements are the truth. Half-truths, or falsehoods the target believes to be true, are not detected by this spell. The spell needs at least 1 success to determine validity. The spell does not work on written materials or any sort of electronic communication. The subject must hear a statement in person to know if it is true or not.
Animal (Sense)
Animal Sense enables the subject to borrow a single sense of any non-sentient, non-paranormal animal. Unlike other detection spells, this spell does not provide a new magical sense that targets can resist. Instead, the animal whose sense is borrowed resists the spell. If successful, the subject uses the animal’s sense as if it were his own; anything “sensed” by the animal sense does not make a Resistance Test. Any Perception Tests made using the sense are limited to a maximum number of successes equal to the successes achieved when casting this spell.
The subject uses only the sense of the target animal, not his own. The subject has no control over the animal’s actions and cannot target spells using the animal’s sight. The animal must be within range of the spell. As long as the caster sustains the spell, the subject can switch to the sense of any other animal within range as a Simple Action. Each different sense requires a different spell: Animal Sight, Animal Smell, Animal Sonar (only useful on creatures like bats) and so on. The caster must touch the subject of the spell.
Astral Window
This spell allows the subject to see through astral barriers (which are normally opaque) on the astral plane. Each net success achieved by the caster allows the subject to see through 1 Force Point of astral barrier (up to a maximum equal to the Force of the spell). If the caster’s successes do not equal or exceed the Force of the barrier, the barrier remains opaque to the subject. The barrier resists this spell using Force. Only the subject can see through the barrier. Magicians cannot cast spells at targets they see through a barrier using Astral Window. Using this spell does not alert the creator of the barrier. The caster must touch the subject of the spell, and the subject must be astrally active.
Catalog
An area-sense spell, Catalog allows the subject to compile a comprehensive, itemized list of all the non-living items within the area of the spell. If the Sorcery Test is successful, the subject can write or dictate a list of the quantity of all items in range of the sense in a manner similar to automatic writing. Extra successes indicate the level of detail and description the list provides. Once the spell is dropped, the caster will not recall the exact numbers or items. If there are items in the area that the subject would not recognize by sight, they will be listed as “unknown.” The caster must touch the subject of the spell.
This spell is often used to check inventories against theft and offers a means of checking manifests to ensure that no contraband is being smuggled among other items.
Clairaudience
The subject can hear distant sounds as if physically present, to the range of the new sense. The subject must concentrate to use this sense, and while using it, cannot use normal hearing. This spell does not translate visual images, only sounds.
Clairvoyance
The subject can see distant scenes as if physically present, to the range of the new sense. The subject must concentrate to use this sense and cannot use normal vision or astral perception while using it. Magicians cannot target spells using clairvoyance. Astral perception cannot be used in conjunction with clairvoyance. Other vision enhancements possessed by the subject (natural or cybernetic), function through this spell. The spell does not translate sound.
Combat Sense
The subject can subconsciously analyze combat and other dangerous situations within range of the sense. The subject senses events a split-second before they happen. Every 2 successes on the Sorcery Test add 1 die to the subject's Combat Pool for the duration of the spell, up to a maximum bonus equal to the Force of the spell. Combat Sense is not resisted, since it affects only the subject.
Detect Enemies
The subject can detect living targets within range who have hostile intentions toward him. The spell does not detect traps (since they are not alive), nor can it detect someone about to shoot into a crowd at random (the hostility is not directed at the subject of the spell). The spell can detect an ambush or other surprise attack.
Detect Individual
The subject can detect the presence of a specific individual anywhere within range of the sense. The caster names the individual when the spell is cast.
Detect Life
The subject detects all living beings within range of the sense and knows their number and relative location. In a crowded area, the spell is virtually useless, picking up only a blurred mass.
Detect (Life Form)
The subject detects all of a specified type of life form within the range of the sense and knows their number and relative location. Each different life form requires a separate spell (Detect Orks, Detect Elves, Detect Dragons, and so forth).
Detect Magic
The subject can detect the presence of all foci, spells and spirits within range of the sense. It does not detect Awakened characters or the effects of permanent spells once they have become permanent.
Detect (Object)
The subject detects all of a specified type of object within range of the sense and knows their number and relative location. Each type of object requires a separate spell (Detect Guns, Detect Computers, Detect Explosives, and so on).
Diagnose
This spell gives the subject information on the target’s general health and any illnesses, injuries, or other medical problems the target might have. One success tells the subject if the target is healthy or ill and provides a general idea of the target’s Essence (normal or low). Three successes diagnose a specific illness or injury and five successes detect specific viruses (such as HMHVV) and internal injuries. The maximum successes allowed equal the Force of the spell. The caster must touch the subject of the spell.
Enhance Aim
The subject of this spell can more easily hit targets (who are within range of the sense) with ranged attacks. For every 2 net successes on the Sorcery Test, the subject receives a –1 target number modifier, with a maximum modifier equal to half the spell’s Force. This effect is cumulative with non-cyber targeting devices (laser sights, scopes, smartgoggles and so on) and with optical-based cyberware (optical vision magnification), but not with electronic-based cyberware (smartlinks). The caster must touch the subject of the spell.
Eyes of the Pack
This spell allows the subject to use the sight of any voluntary metahuman targets within range. As long as the caster sustains the spell, the subject can see through the eyes of any member of the “pack” (switching to another target requires a Simple Action). The subject does not have any control over the target’s actions and cannot cast spells or astrally perceive through the borrowed vision. Successes for any Perception Tests made using the borrowed sight may not exceed the number of successes achieved in casting this spell. Anything seen through the borrowed sight does not resist the spell. The caster must touch the subject of the spell.
Mind Link
Mindlink allows two voluntary subjects to communicate mentally, exchanging conversation, emotions and mental images. One success on the Sorcery Test is enough to establish the link. The subjects must be within line of sight of the caster. Once the spell is cast, the subjects must remain within the range of the sense, but may move out of line of sight.
Mind Probe
This spell allows the subject to telepathically probe the mind of a visible target within range of the sense (chosen when the spell is cast). If the caster gains one or more successes, consult the Mind Probe Results Table for the information gained. The subject may probe for one piece of information per Initiative Pass. For each additional use of Mind Probe against the same target within a number of hours equal to the target’s Willpower, add +2 to the target number per attempt.
Night Vision
This spell grants a voluntary subject low-light vision like that provided by the low-light cybernetic enhancement. The caster must touch the subject of the spell.
Thermovision *Custom Spell — Open to All
Provides the subject with thermographic vision in a natural, organic way (since its magic), such as a troll has.
Translate
This spell sets up a low-level telepathic connection between the subject and a voluntary target, allowing them to understand each other’s speech as if the subject spoke the target’s native language. The spell generally translates intent better than exact phrasing, and so cannot be used for delicate diplomacy where the tact of a skilled translator is needed, but it does find its uses for international corporate and government types. The successes on the Sorcery Test indicate the quality of the translation, up to a maximum number of successes equal to the spell’s Force. The caster must touch the subject of the spell.
Health Spells Information
Alleviate Allergy
This spell allows the caster to block or reduce an allergy’s effects on the target. Every 2 successes reduce the allergy’s severity by one level, with a maximum number of successes equal to the spell’s Force. The spell does not remove the allergy, only alleviates its effects. The spell does not aid against Vulnerabilities. For example, if a vampire is exposed to sunlight while under the effects of Alleviate Allergy, the subject is protected from the harmful effects of the sunlight. Alleviate Allergy does not protect the vampire from the additional damage caused if he is attacked with a wooden weapon. This spell only alleviates the effect of one allergy at a time.
Allergies have four severity levels (see p. 15, Critters), which equate to the four Damage Levels for purposes of determining Drain: Nuisance (L), Mild (M), Moderate (S) and Severe (D).
Antidote
This spell helps a poisoned subject to overcome the toxin. Each success reduces the toxin’s Power by 1, up to a maximum of the spell’s Force, making it easier for the target to make Resistance Tests against the toxin. It must be cast before the toxin does damage.
Awaken
A single success when casting the Awaken spell causes an unconscious target to become immediately awake and alert. The target remains conscious for a number of minutes equal to the spell’s Force times the caster’s successes. At the end of that period, the character relapses into unconsciousness. This spell does not cure Stun damage—it only temporarily mitigates its effects. A character brought to consciousness using this spell still suffers half their Stun damage modifiers.
Cause Allergy
This spell can cause the target to suffer from an allergic reaction chosen by the caster of the spell. The caster chooses a severity level and the specific material the target will react to, at the gamemaster’s discretion. The target resists the spell using Body. If the spell is successful, the subject suffers the effects of the allergy. Every 2 additional successes stage the severity level up one level, to a maximum of Severe. Severe allergies to some substances (such as sunlight or iron) can be fatal if sustained long enough. For as long as it is sustained, the Alleviate Allergy spell cancels the effects of this spell.
Allergies have four severity levels, which equate to the four Damage Levels for purposes of determining Drain: Nuisance (L), Mild (M), Moderate (S) and Severe (D).
Crank *Custom Spell — Open to All
Crank alleviates a voluntary targets need for sleep. Every success scored approximates 1 hour of sleep, with a maximum equal to the Force of the spell. Popular among student magicians, Crank does have its downside, in that the spell can only stave off up to 48 hours of sleep. At that point, the target will fall into a deep slumber for 6d6 hours and cannot be awoken. This spell has a range of Touch.
Cripple Limb
This spell can cripple any organic limb (arm, leg, tail, fin, wing) the caster touches. It has a Threshold equal to half the subject’s Body and is resisted using Body. If the spell succeeds, the affected limb becomes difficult to use while the spell is sustained. For any tests made using the limb, add a target number modifier equal to the Force of the spell plus any successes above the Threshold.
Cure Disease
This spell can be used at any point after infection, helping the patient overcome illness. Each success on the Sorcery Test reduces the Power of the disease by 1, up to a maximum of the spell’s Force, making it easier for the target to make Resistance Tests against it. It does not heal damage already done by the disease; that takes a separate healing spell.
Decrease (Attribute) and Decrease (Cybered Attribute)
The target resists the spell using the Attribute affected. If the caster wins, every 2 net successes reduces the Attribute by 1, up to a maximum reduction equal to the Force of the spell. If a Physical Attribute is reduced to 0, the victim is paralyzed. If a Mental Attribute is reduced to 0, the victim stands about mindlessly. A version of this spell exists for each of the Physical and Mental Attributes, but not the Special Attributes (Essence, Magic and Reaction). The Decrease (Attribute) spell does not affect Attributes modified by cyberware.
Decrease (Cybered Attribute) works the same as Decrease (Attribute) except it only affects Attributes modified by cyberware.
Decrease Reaction and Decrease (Cyber) Reaction
Decrease Reaction decreases the Reaction Attribute of the target. The target resists using Reaction. Every 2 net successes reduce the target’s Reaction by 1, to a maximum reduction equal to the Force of the spell. Targets whose Reaction is reduced to 0 still roll Initiative dice, but they automatically fail Surprise Tests. This spell will not affect targets whose Reaction is boosted by cyberware.
Decrease Cybered Reaction works the same as above but also affects targets whose Reaction is cyber-enhanced.
Decrease Reflexes
Decrease Reflexes reduces the number of Initiative dice available to the target up to the number indicated (–1, –2, or –3). Every 2 net successes on the Sorcery Test remove one Initiative die. The target resists the spell using Reaction. Any character who loses all his Initiative dice as a result of this spell uses Reaction for Initiative.
Detox
Detox relieves the effects of a drug or poison as long as the Force of the spell is equal to or greater than the Power Rating of the toxin. A single success is sufficient to eliminate all symptoms. Detox does not heal or prevent damage done by toxins, but it eliminates any side-effects they may have on the victim (dizziness, hallucinations, nausea, pain and so forth). Detox is the hangover cure of choice among those who can afford it.
Effervesce *Custom Spell — Open to All
The brainchild of young mages at MIT&M who were studying for finals and couldn't afford Cram, this spell essentially energizes the caster, allowing him to stay awake and functioning much longer than his own endurance would allow. The spell only affects natural alertness, it does not affect targets who have filled their Stun Monitor completely. The spell allows the target to remain awake and alert for a period of hours equal to the Force of the spell times the number of Successes rolled on the Success Test. (So an Effervesce spell cast at Force 6 with 12 successes on the test keeps you awake for 72 hours.
Once the duration of alertness ends, the subject falls asleep for a number of hours equal to the Force of the spell PLUS the Successes rolles on the Spell Success Test. The target may roll Body vs. the Force of the spell to reduce the number of hours sleeping; each success reduces the number of hours by 1, to a minimum of the Force of the spell. After awakening, the target may not have the spell cast upon them again for a period of time equal to half the number of hours they were awake. Having it cast sooner than that requires the target to resist (Force+Successes)D Stun.
Treat the effects of this spell as similar to Long Haul for +hr general workingtime, but using the hours awake/crashed from the spell casting instead of the default Long Haul numbers.
Fast
This spell allows the target to ignore feelings of hunger or thirst for (Force + successes) x 12 hours after the spell becomes permanent. This does not alleviate the need for food or water, only the desire for them and the symptoms of going without. Wealthy people often use Fast as a “diet spell.”
Heal and Treat
Both Heal and Treat repair physical injuries. Each success from the Sorcery Test can heal one box of physical damage (up to a maximum equal to the spell’s Force), or be used to reduce the base time for the spell to become permanent. Divide the base time by the successes. The total successes can be split between the two uses (healing and time reduction) as the caster desires.
Treat must be applied within one hour of injury, but it takes only half the normal time (round down) to become permanent. Heal may be applied anytime. A character can only be magically healed once for any single set of injuries. The Drain Level of the spell is equal to the subject’s Wound Level when the spell is cast.
Healthy Glow
This spell brightens eyes and hair, sloughs off dead skin cells, improves circulation and promotes general well-being. A cosmetic spell, the rich use Healthy Glow as a status symbol and pick-me-up. Though “permanent” in the sense that it does not require sustaining, the spell wears off in Force x 24 hours.
Hibernate
The caster must touch a voluntary or unconscious target. The spell puts the subject in a form of suspended animation. Double the successes from the Sorcery Test (up to a maximum number of successes equal to the spell’s Force). This is the factor by which bodily processes are slowed. If 4 successes are scored with Hibernate, the subject’s metabolism is slowed by a factor of 8. A target sealed into a chamber with enough air to keep it alive for a day, for example, would be able to last eight days.
Increase (Attribute) and Increase (Cyber Attribute)
These spells increase a Physical or Mental Attribute for a voluntary subject. Each Attribute requires a separate spell (Increase Strength, Increase Intelligence, and so forth). The target number is the Attribute to be increased. Every two successes increase the Attribute by 1, up to a maximum bonus equal to the Force of the spell. Increase Attribute does not affect Attributes modified by cyberware. Increases to Quickness and Intelligence increase Reaction normally. Each Attribute can only be affected by a single Increase Attribute spell at a time.
The Increase Cybered Attribute spell works the same as above, but can only increase Attributes modified by cyberware.
Increase Reaction
The Increase Reaction spell increases the Reaction Attribute of a voluntary subject. Every two successes increase Reaction by 1, up to a maximum bonus equal to the Force of the spell. Subjects whose Reaction Attribute is already improved by cyberware cannot be affected by this spell.
Increase Reflexes
House Ruled on Denver: The Increase Reflexes +1D6, +2D6, and +3D6 spells are nearly unique in that they require no specific force in the spell description and, in fact, the spell's result is not linked to its force. To correct this, the spells are modified as follows.
The Increase Reflexes spells are to be combined into a single spell, called Increase Reflexes. This spell has a drain code of +1D and must be cast at a minimum force equal to twice the number of bonus dice (Force 2 for +1D6, Force 4 for +2D6, Force 6 for +3D6). In addition, the number of successes necessary to cast the spell successfully must equal or exceed the number of bonus initiative dice gained (1 for +1D6, 2 for +2D6, 3 for +3D6).
Intoxication
This spell causes inebriation. Add the rating of blood filters to the target’s Body for the Spell Resistance Test. The target suffers a +1 target number modifier for each net success on the Sorcery Test, up to the Force of the spell. Antidote and Detox can negate the effects of this spell, using the spell’s Force as the toxin’s Strength. Otherwise, the target recovers completely from the spell’s effects after Force U 2 hours.
Nutrition
The Nutrition spell provides a target with nourishment, allowing them to live off pure mana for (Force + successes) x 12 hours. The spell prevents starvation and dehydration, but it does not satisfy feelings of hunger or thirst.
Oxygenate
This spell oxygenates the blood of a voluntary subject, providing extra Body dice (1 die for every 2 successes) to resist suffocation, strangulation, the effects of inhaled gas or any other effect of oxygen deprivation. The spell also allows the subject to breathe underwater.
Preserve
Preserve prevents inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link. The material remains preserved for (Force + successes) x 12 hours after the spell is made permanent.
Prophylaxis
This spell provides additional dice (+1 die per 2 successes up to the spell’s Force) for a voluntary target to resist infection, drugs, or toxins. The spell does not discriminate between harmful and beneficial drugs, so the subject also resists medicines and other helpful drugs while under the effects of the spell. Reduce the effect of a beneficial drug by 1 for every 2 successes of the spell. Two or more successes prevent the subject from being affected by alcohol while under the effect of this spell.
Resist Pain
Resist Pain allows the subject to ignore the pain of injuries, reducing the penalties from physical damage (but not stun damage). Each success on the Sorcery Test removes the effect of one box of damage from the subject’s Physical Damage Monitor, up to a maximum equal to the spell’s Force. It does not remove the damage itself, only eliminates the modifiers. Resist Pain can only be used once on any given set of injuries. It cannot be used to counteract Deadly damage, because any character with a Deadly injury is unconscious and must be healed.
The spell is “permanent” in that the boost to the patient’s endorphin levels does not wear off. If the subject’s damage rises above the Condition Level at which the patient is resisting pain or the existing injuries heal, the spell dissipates.
Regeneration *Custom Spell — Open to All
Regeneration, also known as Gift of the Lizard in some shamanic circles, allows a magician to force mana into the target to accelerate their healing in such a way as to completely regrow a missing limb or organ. There are several conditions to the use of this spell:
1. The spell must be cast within 1 hour (the Golden Hour) of the limb or organ's loss. No regrowing grampa's missing eye from 1978.
2. The spell must be cast at a Force equal to the target's unaugmented Body.
3. The spell regrows the limb/organ. It does not regrow any biological or cybernetic enhancement therein. If you have natural vision enhancements they will come back if you regrow your eye, but otherwise you lose whatever toy was in that organ/limb and the cybersystem/bioware may be ruined (GM's discretion) due to the missing piece. The spell does not regrow bioware organs.
4. The spell does not heal any damage done. That is the providence of the Heal and Treat spells.
5. The spell requires a voluntary target, and has a range of Touch.
Stabilize
When applied to a character with Deadly physical damage, this spell stabilizes all vital functions and prevents the character from dying. The spell's Force must be equal to or greater than the overflow damage taken by the character for this spell to have any effect on the injured character. No Body Test is needed to determine if the character dies. The caster must add the number of minutes elapsed since the character took the Deadly damage to the target number for the Sorcery Test.
Directed Illusion Spell Information
Agony and Mass Agony
Agony inflicts an illusion of terrible pain on the target. The target suffers a target number penalty equivalent to filling in a number of Stun damage boxes equal to the caster’s net successes. The maximum successes allowed equal twice the spell’s Force. This is not actual damage, only a measure of the effect of the spell.
If the caster generates 10 or more successes, the subject is racked with pain, unable to move or act. The target can make a Willpower (Force) Test each Initiative Pass in which they have an action; if they achieve more successes than the caster on this test, they manage to ignore the incapacitating pain and act for one Action (though they still suffer a +4 target number modifier).
Blindness and Mass Blindness
These spells impose a modifier to all visual Perception Tests made by the target at +1 for every net success, up to a maximum equal to the Force of the spell. The target has to take a Simple Action and make a Perception Test to see anything. The spell interferes with the brain’s ability to receive visual information, so targets with cybereyes are affected. Cameras and other visual sensors are also affected.
Chaff and Flak
Chaff is a version of Chaos that only affects non-living sensor devices. The sensor is bombarded with a storm of input; for each success on the Sorcery Test, the sensor receives a +1 target number modifier, up to a maximum equal to the Force of the spell.
Chaos and Chaotic World
The Chaos spell is a physical version of Confusion, it also affects technological systems and sensing devices. Chaotic World is an area version of Chaos.
Confusion and Mass Confusion
These spells produce a storm of conflicting sensations and images to confuse the senses. For each success on the Sorcery Test, the subject suffers +1 on all target numbers from the distraction, up to a maximum equal to the Force of the spell.
Confusion affects a single target. Mass Confusion is an area spell.
Dream
The caster may craft any type of dream image and transmit it to a sleeping target. The images cannot cause actual harm but may entertain, relax, or frighten. Successes determine the dream’s vividness and complexity. Targets who have severe nightmares do not recover Stun damage while they persist, and any rest during that time is lost. The target will vividly remember the dream when awakened. The Dream spell is often cast using ritual sorcery as a means of sending warnings, threats, or torment to an enemy. It is also used in modern psychological and therapeutic counseling involving directed dreaming.
Entertainment and Trid Entertainment
These area spells require voluntary targets. They create obvious, but entertaining, visual illusions. The successes measure how entertaining the audience finds the illusion. The caster can re-create an image of anything with a successful Sorcery Test. The gamemaster might require additional successes for exact details.
Entertainment affects the minds of the subjects and cannot be detected by non-living sensors. Trid Entertainment is a physical spell, and can be perceived by both living subjects and non-living sensors.
These spells are used for amusement as well as art. The entertainment industry uses illusionists as literal “special effects wizards.” Magical designers and artists work to create new and interesting sensations, including sensations that can’t otherwise be experienced in the real world. Only the wealthy can afford the unique experiences offered by such spellcasters.
Flash
This area-effect spell creates a physical illusion of a bright flash of light. Targets in the area resist the spell using Intelligence. Each net success scored by the caster blinds the target, adding +1 to target numbers, with a maximum modifier equal to the spell’s Force. This modifier is reduced by –2 per full Combat Turn as the character’s vision returns to normal. Flare-compensation cyberware reduces the modifiers by –2. Because this is a physical illusion, cameras, cybereyes and other sensors are affected.
Stink and Stench
These spells create an illusion of a sickening stench. Every net success adds +1 to the victims’ target numbers, up to a maximum equal to the Force of the spell, as they gag and retch. At the gamemaster’s discretion, a character who suffers a target number modifier higher than his Willpower must make a Body (Force) Test at the beginning of each Combat Turn or spend the turn throwing up.
Indirect Illusion Spells Information
Camouflage and Physical Camouflage
This spell colors the subject in a camouflage pattern that mimics his or her surroundings. The camouflage coloring adds a +4 target number modifier to Perception Tests to see the subject and to ranged combat attacks made against the subject.
Camouflage works against living viewers, Physical Camouflage also works against technological sensors.
Double Image and Physical Double Image
Double Image creates an exact image of the subject that appears next to them and mimics everything they do. The caster must touch the person who is being “duplicated.” The caster has limited control of the double and can adjust its movement (to keep it from walking through walls and so forth), though in tight quarters this may be difficult. A character who does not fully resist the spell will not be able to tell the original and double image apart; the double sounds, smells and looks like the original. The double is insubstantial; bullets and melee attacks will go right through it. Physical Double Image affects technological sensors as well.
Foreboding
This area spell gives any living beings who enter its range feelings of imminent danger, fear and unease. Characters will simultaneously feel chilled and nervous; their hackles will rise and they’ll feel slightly panicked. In game terms, any character who wishes to stay in the area or move through it must succeed in an Opposed Willpower Test against the spell’s net successes. If they fail, they’re too spooked to stay in the area and must leave it immediately.
Hot Potato
This area-effect spell creates the illusion that all metal within the range is extremely hot to the touch. Characters who do not fully resist the spell must succeed in an Opposed Willpower Test against the spell’s net successes or drop anything metal they are holding (if they are wearing something metallic, they must take it off). A character who maintains contact with metal is distracted by the “burning” sensation and suffers a target number modifier equal to the spell’s net successes, to a maximum equal to the spell’s Force.
Invisibility and Improved Invisibility
This spell makes the subject invisible to normal vision. The subject is completely tangible and detectable by the other senses. Their aura is still visible to astral perception. Attacks against invisible targets suffer the Blind Fire modifier if the attacker is unable to see or otherwise sense the target of the spell.
Invisibility affects the minds of viewers. Improved invisibility affects technological sensors as well.
Mask and Physical Mask
The mask spell alters the target’s voice, scent and other physical characteristics. The target assumes a physical appearance (of the same basic size and shape), chosen by the caster. Observers can make a Resistance Test to attempt to overcome the illusion. Mask affects the minds of viewers. Physical Mask creates an illusion that affects technological sensors as well.
Phantasm and Physical Phantasm
These area spells create convincing visual illusions of any object or creature the caster desires. They can create an illusion of anything the caster has seen before, from a flower or a credstick to a dragon breathing fire, so long as the illusion is no larger than the spell’s area. The illusion appears real unless the observer is able to make a successful Resistance Test to penetrate the illusion. Phantasm can only be detected by living beings, while Trid Phantasm creates images detectable by technological sensors as well.
Silence
Silence creates an area that dampens sound. Because it is a physical spell, Silence affects technological devices and is useful for jamming alarms, detection devices, sonar and tactical communications. Sonic attacks into or out of the field are reduced in Power by the Force of the spell. All Hearing Perception Test target numbers within or across the field are increased by +1 per success on the Sorcery Test, up to a maximum equal to the Force of the spell.
Stealth
Stealth is cast on a target who becomes inaudible to normal hearing. The subject can move in complete silence and nothing they do makes noise. Things not being touched by the subject can still make noise, so a character under a stealth spell would make no noise knocking on a door, but the door would make noise hitting the floor or wall if it was kicked in.
Vehicle Mask
This is similar to a Physical Mask spell but is specifically used to mask vehicles (including drones). The caster can only mask vehicles with a Body equal to or less than the spell’s Force. The vehicle must be masked to look like another vehicle of roughly the same size (Body). This spell can also affect a vehicle’s Signature Rating; every 2 net successes can be used to raise or lower the Signature by 1, to a maximum modifier equal to the spell’s Force.
Elemental Manipulation Spells Information
Acid Stream and Toxic Wave
These spells create a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material. Anyone in full-body armor treated to resist toxic materials (like a firefighter’s suit) takes no damage. The acid creates a cloud of thick, choking fumes: add +4 to all target numbers for those in the affected area for the rest of the Combat Turn. The affected area is also considered treacherous ground for the rest of the Combat Turn.
Anything hit by acid can be melted into sludge by the secondary effects, or at least badly pitted and burned. Vehicle tires may flatten. Armor can be reduced by –1 to both Ballistic and Impact ratings by being melted and burned. If the spellcaster chooses to cast the spell with a Damage Code of D, even firearms can be corroded into junk.
The acid quickly evaporates in the turn following the spell’s casting, but the damage remains. Acid Stream is a single- target spell, while Toxic Wave is an area spell.
Flamethrower and Fireball
These spells create flames the caster can direct. The flames flash into existence and burn out after striking the target, but can ignite flammable materials, which will continue to burn after the spell is exhausted.
For highly flammable materials (gasoline, dry wood, paper, explosives and ammunition) subtract 1 from their Resistance to determine secondary effects. If clothing ignites, the wearer takes 6M damage at the end of every turn until the flames are extinguished.
Treat exploding ammunition, grenades and such as a weapon hit, with armor doing nothing to reduce the damage. Combat Pool dice can help resist damage as the singed target tries to hurl the exploding material away. Vehicle fuel may explode, but a vehicle gets +2 to its Object Resistance, unless its fuel is exposed to the open air.
Flamethrower is a single target spell, while Fireball is an area spell, creating an explosion of flames.
Laser and Nova
The Laser spell fires a beam of coherent light at the target that causes burning damage like a laser with elemental light effects. Creatures allergic or vulnerable to sunlight take additional damage from this spell. Nova is an area-effect version of Laser that creates a searing wave of intense light that sweeps over the targets.
Lightning Bolt and Ball Lightning
These spells create and direct electricity. Lightning can short out or overload electronics (with –1 to the equipment’s Resistance) and may ignite flammable materials (like the fire spells above). Metallic armor provides no protection, but special insulation or lack of grounding (a flying or levitating target, for example) may reduce the Power of the attack at the gamemaster’s discretion.
Lightning Bolt is a single target spell. Ball Lightning is an area spell.
Steam and Smoke Cloud
Steam creates a blast of hot fumes that are directed at a target, inflicting Stun damage and creating elemental smoke effects. Smoke Cloud is an area-effect version that creates a thick wave of choking smoke over an area. The effects of these spells block vision, adding a +4 perception modifier to Perception Tests. Air filters add half their rating (round down) as armor against this spell.
Thunderbolt and Thunderclap
These spells strike the target with an explosion of air, making a thunderous noise. In addition to causing Stun damage and the elemental effect of blast, the spell deafens the target for 1 Combat Turn for every 2 successes generated by the caster (up to a maximum equal to the spell’s Force).
Control Manipulation Spells
Alter Memory
This spell allows the caster to alter a single memory of the target, even erasing it altogether. The Threshold is half the target’s Willpower. Each time the subject is confronted by the falseness of the memory, another Resistance Test is made against the caster’s original successes. If the subject scores enough successes to overcome the spell, the subject’s true memories return. Successes are not cumulative.
Calm Animal and Calm Pack
Calm Animal calms any single creature of animal-level intelligence, making it non-aggressive while the spell is sustained. The Threshold is half the target’s Willpower.
Compel Truth
This spell forces the target to speak only the truth. The Threshold is half the target’s Willpower. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie.
The UCAS and CAS consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Other nations have been known to use this spell (among others) to get to the truth in legal cases.
Control Actions
The caster controls the physical actions of a target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but the caster controls the victim’s body. The victim uses any skills or abilities at the caster’s orders, but with +4 to all target numbers because of the victim’s resistance to the caster’s commands.
Control Animals and Control Pack
Similar to the Control Thoughts spell, Control Animal only works on non-intelligent animals (as determined by the gamemaster). The Threshold is half the target’s Willpower. Paranormal animals can resist this spell with either Willpower or Essence, whichever is higher.
Control Emotion
The target feels an overwhelming emotion chosen by the spellcaster, such as love, hate, sorrow and so on. The target believes the emotion wholeheartedly, but not mindlessly. Generally speaking, a target doing something in keeping with the emotion (fighting while filled with anger or hate), suffers no penalty. If doing something not relevant to the emotion (trying to drive while laughing hysterically), a distraction applies (+2 to all target numbers). If the target tries to go against the emotion (trying to shoot a “loved” target), he must make a Willpower Test against the spell’s Force in order to act. A +2 distraction penalty applies even if the test succeeds.
Control Thoughts
The caster seizes control of the target’s mind, directing everything the target does. The caster can mentally give commands as a Simple Action and the target is compelled to obey. Commands the target is deeply opposed to can be fought with a Willpower Test against the spell’s Force, one test per command. If the caster is not present, a single success will overcome the spell. If the caster is present, roll the caster’s Willpower against the target’s Willpower. The caster’s successes reduce the target’s. One net success is all that is required for the target to resist the command and break the spell.
Influence
This spell implants a single suggestion in the victim’s mind, like a powerful post-hypnotic command. The subject will carry out this suggestion as if it were his own idea and it will then fade. If someone points out that what the target is doing is wrong, the target can make a Willpower Test to overcome the suggestion as described for the Control Thoughts spell. The caster can also withdraw the suggestion at any time.
Mob Mind
An area version of Control Thoughts, Mob Mind only targets those within range of the spell. In large crowds, only some parts of the crowd may be affected by the spell. Each person in the crowd resists the spell individually, but the gamemaster may choose to make a single test for a large NPC group; pedestrians are assumed to have Willpower 3. Targets must be controlled en masse; they cannot be given separate actions to undertake. The Threshold is half the target’s Willpower.
Mob Mood
An area version of Control Emotion, this spell gives the caster control of a crowd’s mood. Only those within range of the spell will be targeted, so in large crowds only part of the crowd may be affected by the spell. Each person in the crowd resists the spell individually, but the gamemaster may choose to make a single test for a large NPC group; pedestrians are assumed to have Willpower 3. The Threshold is half the target’s Willpower.
Telekinetic Manipulation Spells
Animate
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a certain amount of flexibility, allowing solid objects such as statues to move as if they had joints. The caster can only move the whole object, not just one part of it, such as computer keys or vehicle weapons. Maximum movement rate is a number of meters per turn equal to the Magic x successes (up to a maximum equal to the spell’s Force). The gamemaster may reduce this rate at his discretion. Use the caster’s successes for Strength or Quickness if necessary.
Bind and Net
The target of the Bind spell is constricted by invisible bands of magical energy, which wrap around the target and impede the movement of his limbs. The target’s Quickness is used as the caster’s target numbe, and for the target’s Spell Resistance Test. Combat Pool dice may not be used. Targets bound in this manner cannot move normally; they may attempt to crawl, hop or dodge, but reduce their Quickness by the caster’s successes (to a maximum equal to Force) for purposes of determining movement rate or Combat Pool.
The target can attempt to break the bands by making a Strength (Force) Test. The target must achieve more successes than the caster achieved in the Sorcery Test to break free.
Both spells may be used against inanimate objects such as sentry guns or drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion.
Catfall
The Catfall spell slows a subject’s fall and ensures that the subject always lands upright. Multiply the successes by the spell’s Force to determine the maximum distance in meters the subject may fall without danger of injury. If the subject falls a greater distance, subtract the maximum distance of the spell before calculating damage.
Clout
Clout creates a bolt of invisible psychokinetic force that does stun damage. It is targeted as a normal Ranged Attack, using the Sorcery Test in place of the Combat Skill Test. Impact armor protects against the damage.
Deflect
The Deflect spell protects the subject by turning aside ranged combat attacks. Every 2 successes give the subject an additional Combat Pool die, up to a maximum number of bonus dice equal to the spell’s Force. These dice can be used only for Dodge and Damage Resistance Tests against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).
Fling
This spell psychokinetically hurls a single object of no more than (Magic Attribute) kilograms at a designated target with a Strength equal to the spell’s Force. The caster must touch the item to be thrown. Treat the Sorcery Test as a normal Ranged Combat Test for the purposes of the item hitting the target. Throwing weapons propelled by this spell use their normal range based on the spell’s effective Strength.
Gecko Crawl
The Gecko Crawl spell allows the subject to walk along vertical or overhead surfaces at a movement rate equal to Magic x successes (maximum equal to Force) in meters per turn. The subject is still affected by gravity and will fall if separated from the surface. The gamemaster may require Climbing Tests in order for the subject to climb especially slick surfaces.
Levitate
Levitate allows the caster to telekinetically lift an object and move it around. The subject of the spell can be moved anywhere in the caster’s line of sight at a rate of speed equal to the caster’s Magic Attribute multiplied by the number of successes (up to a maximum equal to the spell’s Force) from the Sorcery Test in meters per turn.
The target number of the Sorcery Test is increased by +1 for every full 100 kilograms of mass of the object. Objects flung into other things are considered to hit with a Damage Code of (Movement Rate ÷ 10)M Stun. Especially sharp or dangerous objects may do physical damage at the gamemaster’s discretion.
If the caster is attempting to levitate an item held by a living being, the holder can make a Strength Test to resist the spell. The caster must have at least 1 net success to levitate the item away. If the caster is attempting to levitate a living being, the target may resist the spell using Strength or Willpower (whichever is higher). You can use this spell to levitate yourself, if desired.
Lock
This spell telekinetically holds any door, portal, closure, or other similar object closed with a Strength equal to the successes (up to twice the spell’s Force).
Magic Fingers
Magic Fingers creates a psychokinetic effect like “invisible hands” that can hold or manipulate items. The successes on the Sorcery Test become the spell’s effective Strength and Quickness, up to the Force of the spell. The caster can use skills remotely with Magic Fingers, but all target numbers receive a +2 modifier due to problems of fine control. Even simple actions like picking up a coin may require a Quickness Test, at the gamemaster’s discretion.
The caster can fight, pick a lock, or take any other action he desires using the magic fingers as if they were real hands. The spell can reach any point the caster can see, and Clairvoyance or remote-viewing technology can be used to get a close-up of the scene as long as it is within the caster’s normal line of sight. This spell comes in very handy for disarming bombs and handling other hazardous work from a safe distance.
Mana Bind and Mana Net
These mana versions of the Bind and Net spells only work against living or magical targets.
Poltergeist
Poltergeist picks up all small objects within the spell’s area, up to a kilogram in mass, and whirls them around in random
patterns. This imposes a +2 Visibility Modifier on the area. The spell does a base Light Stun damage as well, whacking targets with flying debris. Targets within the area use their Quickness, not Body, for their Damage Resistance Test each turn, with a target number equal to the Force of the spell. Impact Armor protects against the damage. Poltergeist may do physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example).
Redirect
This spell captures the energy of a melee attack (against the caster or anyone within line of sight) and redirects it as telekinetic force toward another target as a ranged combat attack. The caster of the spell must have delayed his action and must cast Redirect after the melee attack succeeds but before the target resists the damage. If the spell-casting successes do not exceed the melee attack successes, the attack hits as normal. (If the caster was being attacked, he may only resist with Body, not Combat Pool.) If the caster achieves more successes, the attack inertia is instantly redirected toward any target within line of sight. At least one net spellcasting success is necessary to succeed in the ranged attack. Extra successes (up to the spell’s Force) improve the attack per the standard rules. The redirected attack has a base damage equal to the melee attack’s damage. The target of the redirected attack may dodge and resist as normal. The Power of the redirected attack cannot exceed the spell’s Force.
Shape Earth
This spell moves and shapes a number of cubic meters of earth equal to the caster’s Magic. The material can be moved and reshaped in any way the caster desires, at a Movement Rate equal to 1 meter per success (up to a maximum equal to the spell’s Force) per Combat Turn. This allows the caster to rapidly dig or fill in holes or tunnels, dig trenches, or push over earthen barricades. The spell only works on soil and rock, not processed mineral materials such as glass, metal, or concrete, and the spell’s Force must at least equal the Barrier Rating of the material affected (1 for loose soil, 2 for packed earth, 4 for gravel or loose rock and 6 or more for stone). Material reshaped by the caster remains in its current form when the spell ends. If that form cannot be supported by the material, it will collapse.
Shape Water
This spell works in the same manner as Shape Earth, but it affects water
Use (Skill)
Use Skill is a limited form of the Magic Fingers spell , allowing the caster to use a single skill telekinetically. The successes determine the maximum rating at which the skill may be used (up to Force). The caster must know the skill. Separate spells exist for each skill. The gamemaster determines which skills may be used in this manner. Typical examples include Use Unarmed Combat, Use Electronics, Use Demolitions and so on. Only skills that require a physical action can be used with this spell.
Transformation Manipulation Spell Information
Alter Temperature
This spell can change the ambient temperature in an area, increasing or decreasing it by 5 degrees centigrade for every 2 successes, with a maximum change equal to the spell’s Force times 5 degrees (for example, a Force 4 spell could alter the temperature no more than plus or minus 20 degrees centigrade). The gamemaster may judge any effects of extreme temperature on the area affected, but usually sufficiently high or low temperatures will cause characters without proper protection to suffer 4L Stun damage each minute of exposure. The temperature may also interfere with the operation of some machines.
Armor
This spell creates a glowing field of magical energy around the target that protects against impact and ballistic damage. One success is enough to create the magical field around the character of an Armor Rating equal to the Force of the spell. The Armor spell is compatible with all armor types and adds its rating to the rating of the physical armor being worn. This spell either works or it doesn’t; extra successes do not add additional points to the Armor Rating.
Astral Armor
This is an astral version of the Armor spell . It protects a single subject from astral combat attacks and only works in astral space. One success surrounds the character with a magical field that provides an Armor Rating equal to the Force of the spell. Extra successes do not add additional armor. This spell does not protect the subject from the effects of background count or mana warps.
Astral Barrier and Physical Barrier
Barrier spells create glowing, translucent force fields. One success is sufficient to form a field with a Barrier Rating equal to the spell’s Force. Every two successes increase the Barrier Rating by 1.
The caster can form the barrier as a dome with a radius and height equal to the spell’s normal radius. The caster can also form a wall with a height equal to the spell’s Force in meters and a length equal to the caster’s Magic Attribute. The caster can adjust the size of the barrier the same as the radius of an area spell.
Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. Attacks directed through a barrier have a Visibility Modifier of +1. The barrier does not impede spells, except for elemental spells, just like translucent glass. The barrier can be brought down by physical attacks. Any reductions in Barrier Rating are restored at the beginning of the next Combat Turn. If the barrier is penetrated, it collapses and the spell ends. Physical Barrier cannot be used on the astral plane.
Astral Barrier functions the same as Physical Barrier, except on the astral plane. Astral Barrier is not a dual barrier and does not work on the physical plane.
Clean (Element)
This area spell clears all impurities out of a volume of air, earth, or water, leaving it completely clean. Each element requires a separate spell. For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. Successes determine how thoroughly the element is cleaned; muddy water would require only 1 or 2 successes to clean, but contaminated runoff could require as many as 5 successes to make it drinkable.
Control Fire
This area-effect spell controls normal flames within line of sight. The target number is the Power Rating of the flames. The caster can cause the flames to move up to 1 meter per success, provided there is fuel for them to burn. The caster can also cause the flames to flare or die out, increasing or decreasing the Power Rating by 1 for every 2 successes (with a maximum change in Power equal to Force). This spell cannot affect magical fire (such as fire elementals) but can affect flames created by the effects of spells such as Ignite or those created by elemental effect (fire) spells.
Small campfires typically have a Power of 3 or 4, but a burning building or forest fire may have a Power as high as 15 or 20.
Create Food
This spell produces food out of thin air. The number of successes (to a maximum of the spell’s Force) equals the number of adult humans the food will serve. Created food is plain but filling. With the gamemaster’s permission, extra successes can be used to improve the quality of the food.
Dark Armor
This spell creates an invisible field of magical armor around the target. Its Impact and Ballistic armor rating are equal to the force of the spell. The spell stacks with standard worn armor and cybernetic armor, as well as adept powers. It does not (itself) count as layering or toward combat pool penalties. In all other effects it functions as regular non-hardened worn armor in all other respects.
Fashion
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The successes measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (a jump suit can’t be converted into a bikini). This spell cannot change clothing with a total Armor Rating (ballistic and impact) higher than Force (+1 per 2 successes). The caster must touch the clothing.
Fire Wall
Creates a wall of flames with a height equal to half the spell’s Force in meters and a length or radius equal to half the caster’s Magic. The flames do (Force)M damage to anything coming in contact with them and provide Partial Cover for anyone behind the wall. A Firewall is not solid and does not block attacks, though it may ignite objects that pass through it with a successful elemental secondary effects roll.
Fix
The Fix spell repairs damage to non-living materials, including vehicles. The caster must touch the object. Fix can repair any item with a weight equal to the caster’s Magic in kilograms or less. It can only repair broken items when all the pieces are present. Each success repairs 1 point of Barrier Rating (or box of damage), up to a maximum equal to the Force of the spell. The Fix spell can only be used once to repair any set of damage.
Flame Aura
The Flame Aura spell creates a rippling aura of flames around a subject’s body, extending out a number of centimeters equal to the spell’s successes.
Anyone attacking the subject in melee combat must resist (Force)M damage. Impact Armor protects against this damage if the gamemaster decides the attacker struck with an armored portion of his or her body. Any successful melee attack made by a being surrounded by a flame aura increases the Power of its Damage Code by +2.
House Ruling: If this spell is used on a weapon that does only stun damage, then the attack from the weapon does stun damage at its normal power level as per normal. Then, the target must resist an additional amount of physical damage equal to (STR+2) L. This damage is not staged by succeses or other effects that affect the 'primary' damage of the weapon.
Freeze Water
This area-effect spell turns water into ice. It does not affect living beings (including spirits). If the spell is used in a large body of water, it freezes all water in its range. Water freezing in containers or pipes may cause them to burst. The ice created by the spell melts normally according to the ambient temperature. Increase the target number of this spell if cast on especially polluted water. The number of successes (up to a maximum equal to Force) determines the degree to which the water is frozen. For example, if cast during a rainstorm, 1 success would create sleet in an area, 3 successes would create snow, and 5 hail.
Glue and Glue Strip
This spell bonds the target to one surface with which it is currently in contact, with a Strength equal to the Force of the spell. Pulling the two surfaces apart requires a successful Strength (Force) Test with a number of successes greater than the successes achieved on the Sorcery Test. If either surface has a Barrier Rating lower than the strength of the bond, that surface will be torn apart in the process of being separated (living subjects take Moderate damage, staged down by extra successes from the Strength Test).
Ice Sheet
This spell creates a flat sheet of ice covering a radius equal to the caster’s Magic Attribute in meters. Characters crossing the sheet must make a Quickness (Force) Test to avoid falling prone, adding +1 to the targer number for every 2 successes, up to a maximum bonus equal to the Force of the spell. Vehicles must make a Crash Test. The sheet melts at a rate of 1 square meter per minute in normal temperatures
Ignite
The Ignite spell accelerates molecular motion in the target, causing it to catch fire. The spell’s Threshold is half the target’s Body or Barrier Rating. The base time for the target to ignite is 10 turns, divided by the number of successes over the Threshold, limited to a number of successes equal to the spell’s force. Once the target ignites, it burns normally until it burns up or is extinguished by smothering or water.
Ignite wraps a living target in flames, causing 6M damage on the first turn. The Power increases by 1 per Combat Turn. Resolve the damage at the end of each turn by making a Damage Resistance Test. Impact Armor protects against this damage. Ammo or explosives carried by a victim may explode. If flames are not extinguished, they burn out in 1D6 Combat Turns.
Light
This spell creates a mobile point of light, illuminating a radius around it equal to the caster’s Magic in meters. The spell cannot be used to blind, but does offset darkness visibility modifiers, each success on the Sorcery Test counters a +1 modifier, up to a maximum equal to the spell’s Force.
Limited Armor
This version of the Armor spell only offers protection from a specific type of damage. Each type of damage is a different spell. Types of limited armor include: Blade (all bladed weapons), Blast (grenades and other explosives), Bullet (bullets and other ballistic weapons), Cold (all cold and ice elemental effects), Heat (heat and fire, including elemental fire spells), and any others approved by the gamemaster.
Limited Physical Barrier
This version of the Physical Barrier spell only offers protection from a specific type of damage. Each type of damage is a different spell. See Limited Armor for types of limited physical barriers.
Makeover
This spell creates a complete makeover for a voluntary subject, including cosmetics, hair and clothes. It even polishes teeth and eliminates plaque. Changes are as permanent as those made in a beauty salon. The number of successes measures the degree of style in the makeover.
Mana Static
This area-effect spell creates a background count of 1 for every 2 successes the caster rolls (up to a maximum background count equal to the Force of the spell or 5, whichever is lower). As with normal background count, the static increases the target numbers of all magical tests made in the area, including the caster’s. Once the spell is made permanent, the background count begins to recede at a rate of 1 point per hour.
Mist
Creates a thick fog that fills an area with a radius equal to the caster’s Magic in meters. The fog is dense and difficult to see through, imposing a +1 vision penalty for every 2 successes (up to a maximum modifier of the spell’s Force or +8, whichever is less). The mist dissipates quickly, based on the surrounding temperature and winds; reduce the vision modifier by –2 per Combat Turn.
Petrify
Petrify transforms living tissue into stone-like calcium carbonate. The Threshold is half the target’s Body. Non-living material—including clothing, gear and cyberware — is not affected. The target is not conscious while under the effects of this spell, and any damage suffered by the stone-like form affects the target normally. While petrified, the target has a Barrier Rating equal to Body + the Force of the Petrify spell.
Reinforce
This spell increases the Barrier Rating of an object no larger than the caster’s Magic in square meters. Every 2 successes increase the Barrier Rating by +1, with a maximum increase equal to the Force of the spell.
Shadow
Shadow creates a globe of darkness with a radius equal to the caster’s Magic Attribute in meters. Every success imposes a +1 Visibility Modifier against targets within the area, up to a maximum of +8 or the Force of the spell (whichever is less).
Shapechange and Transform
Shapechange changes a voluntary target into a normal critter, chosen by the caster. The Threshold is equal to half the target’s Body plus the difference between the critter’s and the target’s unaugmented Body Attributes. (This difference cannot exceed the spell’s Force.) For example, shapechanging a Body 3 human into a Body 8 tiger requires the spellcaster to beat a Threshold of 6 [(3 ÷ 2) = 1, 1 + (8 – 3). Use the critter statistics given on p. 19 of Critters. If the critter form being taken has an Armor Rating, add the armor to Body for determining the Threshold.
A shapechanged character uses the critter’s physical Attributes and their own mental Attributes, calculating Reaction and Combat Pool normally. Shapechanged characters do not receive any extra Initiative dice (even if the critter does), but they do get the critter’s Reach bonus, if any. At the gamemaster’s discretion, physical attacks by a shapechanged character may be treated as attacks with hand razors or spurs to reflect claws and teeth.
The Shapechange spell does not transform clothing or equipment, which may be ripped or destroyed during the change. Cyberware, paid for with Essence, is transformed into the critter form but cannot be used in that form. Shapechanged characters may cast spells and conjure, but they cannot speak and are otherwise limited by the critter’s form.
Transform is a variant of Shapechange that can be used on involuntary targets.
Spell Shield and Spell Wall
Spell Shield adds half the caster’s successes (round down, with a maximum bonus equal to Force) to the target numbers of any spells cast at the subject. Spell Shield works on both the physical and astral planes.
Spell Wall is an area version of Spell Shield that forms a dome with a radius and height equal to the caster’s Magic Attribute in meters. Any targets within the dome are protected from spells cast by characters outside the dome.
Spirit Barrier
Spirit Barrier is a variant of Astral Barrier that only works against spirits, including materialized spirits. Spirit Barrier also impedes the use of spirit powers.
Sterilize
This area-effect spell kills bacteria and other microorganisms and destroys material such as skin flakes, stray hairs and spilled blood. Organic material affected by this spell cannot be used as a material link (see Ritual Sorcery, p. 34). Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature.
In game terms, each success achieved in casting this spell (up to a maximum equal to the spell’s Force) adds a +2 target number modifier to any skill tests made to collect and use sterilized biomaterial to identify someone.
Wind
This spell produces a fierce gust of wind in whatever direction the caster desires, affecting an area with a radius equal to the caster’s Magic Attribute in meters. The Strength of the gust is equal to the successes on the Sorcery Test (up to the Force of the spell), and it can scatter light objects such as paper and leaves. Freestanding items with a Barrier Rating lower than the spell’s Strength are knocked over. Living targets in the area of effect must make a Knockdown Test against the Strength of the spell when the spell is cast and at the beginning of each Combat Turn.
Combat Spells
Spell Type Target Duration Range Drain
Death Touch M W(R) I T (Damage Level -1)
Manaball M W(R) I LOS(A) (Damage Level +1)
Manabolt M W(R) I LOS (Damage Level)
Powerball P B(R) I LOS(A) +1(Damage Level +1)
Powerbolt P B(R) I LOS +1(Damage Level)
Ram (Object) P OR I T +1(Damage Level -2)
Shattershield M F(R) I T (M)
Slaughter (Race/Species) M W(R) I LOS(A) +1(D)
Slay (Race/Species) M W(R) I LOS -1(D)
Spiritblast M F(R) I LOS(A) -1(Damage Level +1)
Spiritbolt M F(R) I LOS -1(Damage Level)
Stunball M W(R) I LOS(A) -1(Damage Level +1)
Stunbolt M W(R) I LOS -1(Damage Level)
Stun Touch M W(R) I T -1(Damage Level -1)
Wreck (Object) P OR I LOS +1(Damage Level -1)
Detection Spells
Spell Type Target Duration Range Drain
(Animal) Sense * M 4 S T/D -1(M)
Analyze Device P OR S T/D +1(M)
Analyze Magic M F(R) S T/D (L)
Analyze Truth M W(R) S T/D (L)
Animal (Sense) M W(R) S T/D (M)
Astral Window M F(R) S T/D (L)
Catalog P 6 S T/A +1(M)
Clariaudience M 6(R) S T/D (M)
Clairvoyance M 6(R) S T/D (M)
Combat Sense M 4 S T (S)
Detect Enemies M DT(R) S T/A (M)
Detect Individual M DT(R) S T/A (L)
Detect Life M DT(R) S T/A (L)
Detect (Life Form) M DT(R) S T/A -1(L)
Detect Magic M 6(R) S T/A (L)
Detect (Object) P DT S T/A +1(M)
Diagnose M W(R) I T/D -1(L)
Enhance Aim M 6(R) S T/D (M)
Eyes of the Pack M 6(V) S T/D (M)
Mindlink M 4(V) S LOS/D (S)
Mind Probe M W(R) S T/D (S)
Night Vision P 6(R) S T/D +1(M)
Thermovision* P 6 S T/D +3(M)
Translate M 4(V) S T/D (M)
NOTES: These spells are custom spells for Denver Shadowrun MU*. They are not available in chargen, but may be taken normally afterward.
Health Spells
Spell Type Target Duration Range Drain
Alleviate Allergy P 10-Essence(V) S T (Allergy Level)
Antidote M Toxin Power(V) P T (Toxin Damage Level)
Awaken M 4(V) I T -2(Stun Damage Level)
Cause Allergy P 10-Essence(R) S T +2(Allergy Level+1)
Crank* M 4 P T -1M
Cripple Limb P B(T) S T +1(S))
Cure Disease M Disease Power(V) P T (Disease Damage Level)
Decrease (Attribute) M 10-Essence(R) S T +1(S)
Decrease Cyber (Attribute) P 10-Essence(R) S T +2(Sl)
Decrease Cyber Reaction P 10-Essence(R) S T +2(D)
Decrease Reaction M 10-Essence(R) S T +1(D)
Decrease Reflexes, -1 Init Die P 10-Essence(R) S T +2(D)
Decrease Reflexes, -2 Init Die P 10-Essence(R) S T +4(D)
Decrease Reflexes, -3 Init Die P 10-Essence(R) S T +6(D)
Detox M Toxin Power(V) P T -2(Toxin Power Level)
Effervesce* M 4 P T +1(S)
Fast M 4(V) P T -2(M)
Heal M 10-Essence(V) P T (Damage Level)
Healthy Glow M 4(V) P T (L)
Hibernate M 4(V) S T +1(M)
Increase (Attribute) M Attribute(V) S T +1(M)
Increase Cyber (Attribute) P Attribute(V) S T +2(M)
Increase Reaction M Reaction(V) S T +1(S)
Increase Reflexes M Reaction(V) S T +1(D)
Intoxication P B(R) P T +1(D)
Nutrition P 4(V) P T +1(M)
Oxygenate P 4(V) S T +2(L)
Preserve P 4 P T +1(M)
Prophylaxis M 4(V) S T +1(L)
Resist Pain M 4(V) P T -2(Damage Level)
Regeneration* P 10-Essence(V) P T +1(D)
Stabilize M 4+Minutes(V) P T +1(M)
Treat M 10-Essence(V) P T -1(Damage Level)
NOTES: These spells are custom spells for Denver Shadowrun MU*. They are not available in chargen, but may be taken normally afterward.
Indirect Illusion Spells
Spell Type Target Duration Range Drain
Camouflage M 4(R) S LOS (L)
Double Image M 4(R) S T (S)
Foreboding M 4(R) S LOS(A) (D)
Hot Potato M 4(R) S LOS(A) (M)
Improved Invisibility P 4(R) S LOS +1(M)
Invisibility M 4(R) S LOS (M)
Mask M 4(R) S LOS (M)
Phantasm M 4(R) S LOS(A) (D)
Physical Camouflage P 4(R) S LOS +1(L)
Physical Double Image P 4(R) S LOS +1(L)
Physical Mask P 4(R) S LOS +1(M)
Silence P 4(R) S LOS(A) +1(S)
Stealth P 4(R) S LOS +1(M)
Trid Phantasm P 4(R) S LOS(A) +1(D)
Vehicle Mask P 4(R) S LOS +1(S)
Direct Illusion Spells
Spell Type Target Duration Range Drain
Agony M W(R) S LOS (M)
Blindness P I(R) S LOS +1(M)
Chaff P OR S LOS (S)
Chaos P I(R) S LOS +1(S)
Chaotic World P I(R) S LOS(A) +1(D)
Confusion M W(R) S LOS (S)
Dream M W(R) S LOS (M)
Entertainment M W(V) S LOS(A) (L)
Flak P OR S LOS(A) (D)
Flash P I(R) I LOS(A) (S)
Mass Agony M W(R) S LOS(A) (S)
Mass Blindness P I(R) S LOS(A) +1(S)
Mass Confusion M W(R) S LOS(A) (D)
Stench M W(R) S LOS(A) (S)
Stink M W(R) S LOS (M)
Trid Entertainment P I(V) S LOS(A) +1(L)
Control Manipulations Spells
Spell Type Target Duration Range Drain
Alter Memory M W(T) P LOS (D)
Babble* M I(R) S LOS +1(M)
Calm Animal M W(T) S LOS (M)
Calm Pack M W(T) S LOS(A) (S)
Compel Truth M W(T) S LOS +1(M)
Control Actions M W(T) S LOS +1(M)
Control Animal M W(T) S LOS (S)
Control Emotion M W(T) S LOS +1(M)
Control Pack M W(T) S LOS(A) (D)
Control Thoughts M W(T) S LOS +1(S)
Influence M W(T) P LOS (S)
Mob Mind M W(T) S LOS(A) +1(D)
Mob Mood M W(T) S LOS(A) +1(S)
NOTES: These spells are custom spells for Denver Shadowrun MU*. They are not available in chargen, but may be taken normally afterward.
Elemental Manipulations Spells
Spell Type Target Duration Range Drain
Acid Stream P 4(RC) I LOS +1(Damage Level +1)
Ball Lightning P 4(RC) I LOS(A) +1(Damage Level +2)
Fireball P 4(RC) I LOS(A) +1(Damage Level +2)
Flamethrower P 4(RC) I LOS +1(Damage Level +1)
Laser P 4(RC) I LOS +1(Damage Level +1)
Lightning Bolt P 4(RC) I LOS +1(Damage Level +1)
Nova P 4(RC) I LOS(A) +1(Damage Level +2)
Smoke Cloud P 4(RC) I LOS(A) (Damage Level +2)
Steam P 4(RC) I LOS (Damage Level +1)
Thunderbolt P 4(RC) I LOS (Damage Level +1)
Thunderclap P 4(RC) I LOS(A) (Damage Level +2)
Toxic Wave P 4(RC) I LOS(A) +1(Damage Level +2)
Telekinetic Manipulations Spells
Spell Type Target Duration Range Drain
Animate P OR S LOS +1(M)
Bind P Q(R) S LOS +2(M)
Catfall P 4 S LOS +1(M)
Clout P 4(RC) I LOS (Damage Level)
Deflect P 4 S LOS +2(M)
Fling P 4(RC) I T +1(M)
Gecko Crawl P 4 S LOS +2(M)
Levitate P 4(R) S LOS +2(M)
Lock P 4 S LOS +2(M)
Magic Fingers P 6 S LOS +2(M)
Mana Bind P Q(R) S LOS +1(M)
Mana Net P Q(R) S LOS +1(S)
Net P Q(R) S LOS(A) +2(S)
Poltergeist P 4(R) S LOS(A) +1(M)
Redirect P 4(RC) I LOS +1(Damage Level)
Shape Earth P 4 S LOS(A) +2(M)
Shape Water P 4 S LOS(A) +2(M)
Use (Skill) P 6 S LOS +2(L)
Transformation Manipulation Spells
Spell Type Target Duration Range Drain
Alter Temperature P 4 S LOS(A) +2(M)
Armor P 6 S LOS +2(M)
Astral Armor M 6 S LOS +1(M)
Astral Barrier M 6 S LOS(A) +1(S)
Clean (Element) P 6 P LOS(A) +1(S)
Control Fire P Power of Fire S LOS(A) +2(M)
Create Food P 4 P LOS +1(S)
Dark Armor P 6 S LOS +2(S)
Fashion P 6 P T +1(L)
Firewall P 4 S LOS(A) +2(S)
Fix P OR P T (S)
Flame Aura P 4 S LOS +2(M)
Freeze Water P 4 S LOS(A) +1(M)
Glue P 4 S LOS +2(M)
Glue Strip P 4 S LOS(A) +2(S)
Ice Sheet P 4 I LOS(A) +1(S)
Ignite P 4(T) P LOS +1(D)
Light P 4 S LOS(A) +2(M)
Limited Armor P 6 S LOS +2(M)
Limited Physical Barrier P 6 S LOS(A) +2(M)
Makeover P 6(V) P LOS +1(M)
Mana Static M 4 P LOS(A) +1(M)
Mist P 4 I LOS(A) +1(M)
Petrify P B(T) S LOS +1(S)
Physical Barrier P 6 S LOS(A) +2(S)
Reinforce P OR S LOS +1(M)
Shadow P 4 S LOS(A) +2(M)
Shapechange P B(T)(V) S LOS +1(M)
Spell Shield M 6 S LOS (M)
Spell Wall M 6 S LOS(A) (S)
Spirit Barrier M 6 S LOS(A) (S)
Sterilize P 4 I LOS(A) +1(M)
Transform P B(T) S LOS +1(S)
Wind P 4 S LOS(A) +2(M)
Combat Spells
Death Touch
Death Touch requires the caster to touch the target. The spell does physical damage to a single target. It is a mana spell, so it only affects living and magical targets and is resisted by Willpower.
Manaball and Manabolt
Manabolt and Manaball channel destructive magical power into the target, doing physical damage. As mana spells, they only affect living and magical targets and are resisted by Willpower (or Force). Manabolt affects a single target. Manaball
is an area spell.
Powerball and Powerbolt
Powerbolt and Powerball channel destructive magical power into the target, doing physical damage. These spells affect both living and non-living targets and are resisted by the target’s Body. The target number for non-living targets can be found on the Object Resistance Table. Powerbolt affects a single target. Powerball is an area spell.
Ram (Object) or Wreck (Object)
Wreck is a version of Powerbolt that works only against a specific inanimate object. Each different type of object requires a separate Wreck spell: Wreck Vehicle, Wreck Door, Wreck Gun, Wreck Computer and so on.
Ram works just like Wreck, except the caster must touch the target.
Shattershield
The Shattershield spell is a Deadly damage spell specifically designed to break through astral barriers. The caster must be touching the barrier’s physical component or astral form. The target number is the Force of the barrier. For the barrier to resist the spell, make a test using its Force in dice (the creator of the barrier can also add spell defense dice to this test, regardless of his location). If the caster achieves more successes than the barrier, the barrier is destroyed. Otherwise, there is no effect.
Slaughter or Slay (Race/Species)
These powerful spells inflict Deadly Physical damage. Each race or species requires a separate Slay or Slaughter spell: Slay Ork, Slay Human, Slay Dog, Slay Western Dragon, Slay Elemental and so on. The spell discriminates based only on biological species, not social status or any other quality.
Spiritblast and Spiritbolt
These spells work like Manabolt and Manaball, respectively, except they only damage spirits.
Stunball and Stunbolt
Stun spells channel magical energy directly into the target, causing stun damage. They are often referred to as “sleep” spells because they can render targets unconscious. Stunbolt affects a single target. Stunball is an area spell.
Stun Touch
This spell works like Stunbolt, except the caster must touch the target
Detection Spells Information
(Animal) Translate *Custom Spell — Open to All
(Animal) Translate is a variation of the 'Translate' spell that permits the caster to form a telepathic link between himself/herself and a single animal (e.g. cat, dog, reptile, bird, amphibian, insect) and use that link for communication. The type of animal must be chosen when the spell is learned. The spell translates the intent of communication rather than any sort of true 'words'. Since most animals are not normally capable of language, the link is more emotional, consisting of images and emotions rather than words or phrases. For this reason, the link is somewhat limited in content. This spell only permits communication; it does not overcome the limitation of the animal's natural intelligence, nor does it in any way compel the animal to do anything, or permit the caster to control its actions or to 'see through its eyes'. The successes on the sorcery test indicate the quality of the translation, up to a maximum number of successes equal to the spell's Force. Transfer of detailed images, such as the appearance of a face, requires at least three successes. The caster must touch the subject of the spell.
Analyze Device
Allows the subject to analyze the purpose and operation of a device or piece of equipment within range of the sense. Every two successes gives the character a single skill point in a corresponding or logical Background or Build/Repair Skill Rating for the device in question, up to maximum skill rating or bonus equal to the Force of the spell. The subject’s previous familiarity with the device or similar objects reduces the target number by –2.
Analyze Magic
This spell allows the subject to analyze a spell, spirit, or magical item as if assensing it. The Force of the spell, spirit, or focus is the target number. To determine the information the subject acquires, consult the Assensing Table; Aura Reading Skill may not be used as a complement to this spell. The caster must touch the subject of the spell.
Analyze Truth
The subject can tell whether or not a target’s statements are the truth. Half-truths, or falsehoods the target believes to be true, are not detected by this spell. The spell needs at least 1 success to determine validity. The spell does not work on written materials or any sort of electronic communication. The subject must hear a statement in person to know if it is true or not.
Animal (Sense)
Animal Sense enables the subject to borrow a single sense of any non-sentient, non-paranormal animal. Unlike other detection spells, this spell does not provide a new magical sense that targets can resist. Instead, the animal whose sense is borrowed resists the spell. If successful, the subject uses the animal’s sense as if it were his own; anything “sensed” by the animal sense does not make a Resistance Test. Any Perception Tests made using the sense are limited to a maximum number of successes equal to the successes achieved when casting this spell.
The subject uses only the sense of the target animal, not his own. The subject has no control over the animal’s actions and cannot target spells using the animal’s sight. The animal must be within range of the spell. As long as the caster sustains the spell, the subject can switch to the sense of any other animal within range as a Simple Action. Each different sense requires a different spell: Animal Sight, Animal Smell, Animal Sonar (only useful on creatures like bats) and so on. The caster must touch the subject of the spell.
Astral Window
This spell allows the subject to see through astral barriers (which are normally opaque) on the astral plane. Each net success achieved by the caster allows the subject to see through 1 Force Point of astral barrier (up to a maximum equal to the Force of the spell). If the caster’s successes do not equal or exceed the Force of the barrier, the barrier remains opaque to the subject. The barrier resists this spell using Force. Only the subject can see through the barrier. Magicians cannot cast spells at targets they see through a barrier using Astral Window. Using this spell does not alert the creator of the barrier. The caster must touch the subject of the spell, and the subject must be astrally active.
Catalog
An area-sense spell, Catalog allows the subject to compile a comprehensive, itemized list of all the non-living items within the area of the spell. If the Sorcery Test is successful, the subject can write or dictate a list of the quantity of all items in range of the sense in a manner similar to automatic writing. Extra successes indicate the level of detail and description the list provides. Once the spell is dropped, the caster will not recall the exact numbers or items. If there are items in the area that the subject would not recognize by sight, they will be listed as “unknown.” The caster must touch the subject of the spell.
This spell is often used to check inventories against theft and offers a means of checking manifests to ensure that no contraband is being smuggled among other items.
Clairaudience
The subject can hear distant sounds as if physically present, to the range of the new sense. The subject must concentrate to use this sense, and while using it, cannot use normal hearing. This spell does not translate visual images, only sounds.
Clairvoyance
The subject can see distant scenes as if physically present, to the range of the new sense. The subject must concentrate to use this sense and cannot use normal vision or astral perception while using it. Magicians cannot target spells using clairvoyance. Astral perception cannot be used in conjunction with clairvoyance. Other vision enhancements possessed by the subject (natural or cybernetic), function through this spell. The spell does not translate sound.
Combat Sense
The subject can subconsciously analyze combat and other dangerous situations within range of the sense. The subject senses events a split-second before they happen. Every 2 successes on the Sorcery Test add 1 die to the subject's Combat Pool for the duration of the spell, up to a maximum bonus equal to the Force of the spell. Combat Sense is not resisted, since it affects only the subject.
Detect Enemies
The subject can detect living targets within range who have hostile intentions toward him. The spell does not detect traps (since they are not alive), nor can it detect someone about to shoot into a crowd at random (the hostility is not directed at the subject of the spell). The spell can detect an ambush or other surprise attack.
Detect Individual
The subject can detect the presence of a specific individual anywhere within range of the sense. The caster names the individual when the spell is cast.
Detect Life
The subject detects all living beings within range of the sense and knows their number and relative location. In a crowded area, the spell is virtually useless, picking up only a blurred mass.
Detect (Life Form)
The subject detects all of a specified type of life form within the range of the sense and knows their number and relative location. Each different life form requires a separate spell (Detect Orks, Detect Elves, Detect Dragons, and so forth).
Detect Magic
The subject can detect the presence of all foci, spells and spirits within range of the sense. It does not detect Awakened characters or the effects of permanent spells once they have become permanent.
Detect (Object)
The subject detects all of a specified type of object within range of the sense and knows their number and relative location. Each type of object requires a separate spell (Detect Guns, Detect Computers, Detect Explosives, and so on).
Diagnose
This spell gives the subject information on the target’s general health and any illnesses, injuries, or other medical problems the target might have. One success tells the subject if the target is healthy or ill and provides a general idea of the target’s Essence (normal or low). Three successes diagnose a specific illness or injury and five successes detect specific viruses (such as HMHVV) and internal injuries. The maximum successes allowed equal the Force of the spell. The caster must touch the subject of the spell.
Enhance Aim
The subject of this spell can more easily hit targets (who are within range of the sense) with ranged attacks. For every 2 net successes on the Sorcery Test, the subject receives a –1 target number modifier, with a maximum modifier equal to half the spell’s Force. This effect is cumulative with non-cyber targeting devices (laser sights, scopes, smartgoggles and so on) and with optical-based cyberware (optical vision magnification), but not with electronic-based cyberware (smartlinks). The caster must touch the subject of the spell.
Eyes of the Pack
This spell allows the subject to use the sight of any voluntary metahuman targets within range. As long as the caster sustains the spell, the subject can see through the eyes of any member of the “pack” (switching to another target requires a Simple Action). The subject does not have any control over the target’s actions and cannot cast spells or astrally perceive through the borrowed vision. Successes for any Perception Tests made using the borrowed sight may not exceed the number of successes achieved in casting this spell. Anything seen through the borrowed sight does not resist the spell. The caster must touch the subject of the spell.
Mind Link
Mindlink allows two voluntary subjects to communicate mentally, exchanging conversation, emotions and mental images. One success on the Sorcery Test is enough to establish the link. The subjects must be within line of sight of the caster. Once the spell is cast, the subjects must remain within the range of the sense, but may move out of line of sight.
Mind Probe
This spell allows the subject to telepathically probe the mind of a visible target within range of the sense (chosen when the spell is cast). If the caster gains one or more successes, consult the Mind Probe Results Table for the information gained. The subject may probe for one piece of information per Initiative Pass. For each additional use of Mind Probe against the same target within a number of hours equal to the target’s Willpower, add +2 to the target number per attempt.
Night Vision
This spell grants a voluntary subject low-light vision like that provided by the low-light cybernetic enhancement. The caster must touch the subject of the spell.
Thermovision *Custom Spell — Open to All
Provides the subject with thermographic vision in a natural, organic way (since its magic), such as a troll has.
Translate
This spell sets up a low-level telepathic connection between the subject and a voluntary target, allowing them to understand each other’s speech as if the subject spoke the target’s native language. The spell generally translates intent better than exact phrasing, and so cannot be used for delicate diplomacy where the tact of a skilled translator is needed, but it does find its uses for international corporate and government types. The successes on the Sorcery Test indicate the quality of the translation, up to a maximum number of successes equal to the spell’s Force. The caster must touch the subject of the spell.
Health Spells Information
Alleviate Allergy
This spell allows the caster to block or reduce an allergy’s effects on the target. Every 2 successes reduce the allergy’s severity by one level, with a maximum number of successes equal to the spell’s Force. The spell does not remove the allergy, only alleviates its effects. The spell does not aid against Vulnerabilities. For example, if a vampire is exposed to sunlight while under the effects of Alleviate Allergy, the subject is protected from the harmful effects of the sunlight. Alleviate Allergy does not protect the vampire from the additional damage caused if he is attacked with a wooden weapon. This spell only alleviates the effect of one allergy at a time.
Allergies have four severity levels (see p. 15, Critters), which equate to the four Damage Levels for purposes of determining Drain: Nuisance (L), Mild (M), Moderate (S) and Severe (D).
Antidote
This spell helps a poisoned subject to overcome the toxin. Each success reduces the toxin’s Power by 1, up to a maximum of the spell’s Force, making it easier for the target to make Resistance Tests against the toxin. It must be cast before the toxin does damage.
Awaken
A single success when casting the Awaken spell causes an unconscious target to become immediately awake and alert. The target remains conscious for a number of minutes equal to the spell’s Force times the caster’s successes. At the end of that period, the character relapses into unconsciousness. This spell does not cure Stun damage—it only temporarily mitigates its effects. A character brought to consciousness using this spell still suffers half their Stun damage modifiers.
Cause Allergy
This spell can cause the target to suffer from an allergic reaction chosen by the caster of the spell. The caster chooses a severity level and the specific material the target will react to, at the gamemaster’s discretion. The target resists the spell using Body. If the spell is successful, the subject suffers the effects of the allergy. Every 2 additional successes stage the severity level up one level, to a maximum of Severe. Severe allergies to some substances (such as sunlight or iron) can be fatal if sustained long enough. For as long as it is sustained, the Alleviate Allergy spell cancels the effects of this spell.
Allergies have four severity levels, which equate to the four Damage Levels for purposes of determining Drain: Nuisance (L), Mild (M), Moderate (S) and Severe (D).
Crank *Custom Spell — Open to All
Crank alleviates a voluntary targets need for sleep. Every success scored approximates 1 hour of sleep, with a maximum equal to the Force of the spell. Popular among student magicians, Crank does have its downside, in that the spell can only stave off up to 48 hours of sleep. At that point, the target will fall into a deep slumber for 6d6 hours and cannot be awoken. This spell has a range of Touch.
Cripple Limb
This spell can cripple any organic limb (arm, leg, tail, fin, wing) the caster touches. It has a Threshold equal to half the subject’s Body and is resisted using Body. If the spell succeeds, the affected limb becomes difficult to use while the spell is sustained. For any tests made using the limb, add a target number modifier equal to the Force of the spell plus any successes above the Threshold.
Cure Disease
This spell can be used at any point after infection, helping the patient overcome illness. Each success on the Sorcery Test reduces the Power of the disease by 1, up to a maximum of the spell’s Force, making it easier for the target to make Resistance Tests against it. It does not heal damage already done by the disease; that takes a separate healing spell.
Decrease (Attribute) and Decrease (Cybered Attribute)
The target resists the spell using the Attribute affected. If the caster wins, every 2 net successes reduces the Attribute by 1, up to a maximum reduction equal to the Force of the spell. If a Physical Attribute is reduced to 0, the victim is paralyzed. If a Mental Attribute is reduced to 0, the victim stands about mindlessly. A version of this spell exists for each of the Physical and Mental Attributes, but not the Special Attributes (Essence, Magic and Reaction). The Decrease (Attribute) spell does not affect Attributes modified by cyberware.
Decrease (Cybered Attribute) works the same as Decrease (Attribute) except it only affects Attributes modified by cyberware.
Decrease Reaction and Decrease (Cyber) Reaction
Decrease Reaction decreases the Reaction Attribute of the target. The target resists using Reaction. Every 2 net successes reduce the target’s Reaction by 1, to a maximum reduction equal to the Force of the spell. Targets whose Reaction is reduced to 0 still roll Initiative dice, but they automatically fail Surprise Tests. This spell will not affect targets whose Reaction is boosted by cyberware.
Decrease Cybered Reaction works the same as above but also affects targets whose Reaction is cyber-enhanced.
Decrease Reflexes
Decrease Reflexes reduces the number of Initiative dice available to the target up to the number indicated (–1, –2, or –3). Every 2 net successes on the Sorcery Test remove one Initiative die. The target resists the spell using Reaction. Any character who loses all his Initiative dice as a result of this spell uses Reaction for Initiative.
Detox
Detox relieves the effects of a drug or poison as long as the Force of the spell is equal to or greater than the Power Rating of the toxin. A single success is sufficient to eliminate all symptoms. Detox does not heal or prevent damage done by toxins, but it eliminates any side-effects they may have on the victim (dizziness, hallucinations, nausea, pain and so forth). Detox is the hangover cure of choice among those who can afford it.
Effervesce *Custom Spell — Open to All
The brainchild of young mages at MIT&M who were studying for finals and couldn't afford Cram, this spell essentially energizes the caster, allowing him to stay awake and functioning much longer than his own endurance would allow. The spell only affects natural alertness, it does not affect targets who have filled their Stun Monitor completely. The spell allows the target to remain awake and alert for a period of hours equal to the Force of the spell times the number of Successes rolled on the Success Test. (So an Effervesce spell cast at Force 6 with 12 successes on the test keeps you awake for 72 hours.
Once the duration of alertness ends, the subject falls asleep for a number of hours equal to the Force of the spell PLUS the Successes rolles on the Spell Success Test. The target may roll Body vs. the Force of the spell to reduce the number of hours sleeping; each success reduces the number of hours by 1, to a minimum of the Force of the spell. After awakening, the target may not have the spell cast upon them again for a period of time equal to half the number of hours they were awake. Having it cast sooner than that requires the target to resist (Force+Successes)D Stun.
Treat the effects of this spell as similar to Long Haul for +hr general workingtime, but using the hours awake/crashed from the spell casting instead of the default Long Haul numbers.
Fast
This spell allows the target to ignore feelings of hunger or thirst for (Force + successes) x 12 hours after the spell becomes permanent. This does not alleviate the need for food or water, only the desire for them and the symptoms of going without. Wealthy people often use Fast as a “diet spell.”
Heal and Treat
Both Heal and Treat repair physical injuries. Each success from the Sorcery Test can heal one box of physical damage (up to a maximum equal to the spell’s Force), or be used to reduce the base time for the spell to become permanent. Divide the base time by the successes. The total successes can be split between the two uses (healing and time reduction) as the caster desires.
Treat must be applied within one hour of injury, but it takes only half the normal time (round down) to become permanent. Heal may be applied anytime. A character can only be magically healed once for any single set of injuries. The Drain Level of the spell is equal to the subject’s Wound Level when the spell is cast.
Healthy Glow
This spell brightens eyes and hair, sloughs off dead skin cells, improves circulation and promotes general well-being. A cosmetic spell, the rich use Healthy Glow as a status symbol and pick-me-up. Though “permanent” in the sense that it does not require sustaining, the spell wears off in Force x 24 hours.
Hibernate
The caster must touch a voluntary or unconscious target. The spell puts the subject in a form of suspended animation. Double the successes from the Sorcery Test (up to a maximum number of successes equal to the spell’s Force). This is the factor by which bodily processes are slowed. If 4 successes are scored with Hibernate, the subject’s metabolism is slowed by a factor of 8. A target sealed into a chamber with enough air to keep it alive for a day, for example, would be able to last eight days.
Increase (Attribute) and Increase (Cyber Attribute)
These spells increase a Physical or Mental Attribute for a voluntary subject. Each Attribute requires a separate spell (Increase Strength, Increase Intelligence, and so forth). The target number is the Attribute to be increased. Every two successes increase the Attribute by 1, up to a maximum bonus equal to the Force of the spell. Increase Attribute does not affect Attributes modified by cyberware. Increases to Quickness and Intelligence increase Reaction normally. Each Attribute can only be affected by a single Increase Attribute spell at a time.
The Increase Cybered Attribute spell works the same as above, but can only increase Attributes modified by cyberware.
Increase Reaction
The Increase Reaction spell increases the Reaction Attribute of a voluntary subject. Every two successes increase Reaction by 1, up to a maximum bonus equal to the Force of the spell. Subjects whose Reaction Attribute is already improved by cyberware cannot be affected by this spell.
Increase Reflexes
House Ruled on Denver: The Increase Reflexes +1D6, +2D6, and +3D6 spells are nearly unique in that they require no specific force in the spell description and, in fact, the spell's result is not linked to its force. To correct this, the spells are modified as follows.
The Increase Reflexes spells are to be combined into a single spell, called Increase Reflexes. This spell has a drain code of +1D and must be cast at a minimum force equal to twice the number of bonus dice (Force 2 for +1D6, Force 4 for +2D6, Force 6 for +3D6). In addition, the number of successes necessary to cast the spell successfully must equal or exceed the number of bonus initiative dice gained (1 for +1D6, 2 for +2D6, 3 for +3D6).
Intoxication
This spell causes inebriation. Add the rating of blood filters to the target’s Body for the Spell Resistance Test. The target suffers a +1 target number modifier for each net success on the Sorcery Test, up to the Force of the spell. Antidote and Detox can negate the effects of this spell, using the spell’s Force as the toxin’s Strength. Otherwise, the target recovers completely from the spell’s effects after Force U 2 hours.
Nutrition
The Nutrition spell provides a target with nourishment, allowing them to live off pure mana for (Force + successes) x 12 hours. The spell prevents starvation and dehydration, but it does not satisfy feelings of hunger or thirst.
Oxygenate
This spell oxygenates the blood of a voluntary subject, providing extra Body dice (1 die for every 2 successes) to resist suffocation, strangulation, the effects of inhaled gas or any other effect of oxygen deprivation. The spell also allows the subject to breathe underwater.
Preserve
Preserve prevents inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link. The material remains preserved for (Force + successes) x 12 hours after the spell is made permanent.
Prophylaxis
This spell provides additional dice (+1 die per 2 successes up to the spell’s Force) for a voluntary target to resist infection, drugs, or toxins. The spell does not discriminate between harmful and beneficial drugs, so the subject also resists medicines and other helpful drugs while under the effects of the spell. Reduce the effect of a beneficial drug by 1 for every 2 successes of the spell. Two or more successes prevent the subject from being affected by alcohol while under the effect of this spell.
Resist Pain
Resist Pain allows the subject to ignore the pain of injuries, reducing the penalties from physical damage (but not stun damage). Each success on the Sorcery Test removes the effect of one box of damage from the subject’s Physical Damage Monitor, up to a maximum equal to the spell’s Force. It does not remove the damage itself, only eliminates the modifiers. Resist Pain can only be used once on any given set of injuries. It cannot be used to counteract Deadly damage, because any character with a Deadly injury is unconscious and must be healed.
The spell is “permanent” in that the boost to the patient’s endorphin levels does not wear off. If the subject’s damage rises above the Condition Level at which the patient is resisting pain or the existing injuries heal, the spell dissipates.
Regeneration *Custom Spell — Open to All
Regeneration, also known as Gift of the Lizard in some shamanic circles, allows a magician to force mana into the target to accelerate their healing in such a way as to completely regrow a missing limb or organ. There are several conditions to the use of this spell:
1. The spell must be cast within 1 hour (the Golden Hour) of the limb or organ's loss. No regrowing grampa's missing eye from 1978.
2. The spell must be cast at a Force equal to the target's unaugmented Body.
3. The spell regrows the limb/organ. It does not regrow any biological or cybernetic enhancement therein. If you have natural vision enhancements they will come back if you regrow your eye, but otherwise you lose whatever toy was in that organ/limb and the cybersystem/bioware may be ruined (GM's discretion) due to the missing piece. The spell does not regrow bioware organs.
4. The spell does not heal any damage done. That is the providence of the Heal and Treat spells.
5. The spell requires a voluntary target, and has a range of Touch.
Stabilize
When applied to a character with Deadly physical damage, this spell stabilizes all vital functions and prevents the character from dying. The spell's Force must be equal to or greater than the overflow damage taken by the character for this spell to have any effect on the injured character. No Body Test is needed to determine if the character dies. The caster must add the number of minutes elapsed since the character took the Deadly damage to the target number for the Sorcery Test.
Directed Illusion Spell Information
Agony and Mass Agony
Agony inflicts an illusion of terrible pain on the target. The target suffers a target number penalty equivalent to filling in a number of Stun damage boxes equal to the caster’s net successes. The maximum successes allowed equal twice the spell’s Force. This is not actual damage, only a measure of the effect of the spell.
If the caster generates 10 or more successes, the subject is racked with pain, unable to move or act. The target can make a Willpower (Force) Test each Initiative Pass in which they have an action; if they achieve more successes than the caster on this test, they manage to ignore the incapacitating pain and act for one Action (though they still suffer a +4 target number modifier).
Blindness and Mass Blindness
These spells impose a modifier to all visual Perception Tests made by the target at +1 for every net success, up to a maximum equal to the Force of the spell. The target has to take a Simple Action and make a Perception Test to see anything. The spell interferes with the brain’s ability to receive visual information, so targets with cybereyes are affected. Cameras and other visual sensors are also affected.
Chaff and Flak
Chaff is a version of Chaos that only affects non-living sensor devices. The sensor is bombarded with a storm of input; for each success on the Sorcery Test, the sensor receives a +1 target number modifier, up to a maximum equal to the Force of the spell.
Chaos and Chaotic World
The Chaos spell is a physical version of Confusion, it also affects technological systems and sensing devices. Chaotic World is an area version of Chaos.
Confusion and Mass Confusion
These spells produce a storm of conflicting sensations and images to confuse the senses. For each success on the Sorcery Test, the subject suffers +1 on all target numbers from the distraction, up to a maximum equal to the Force of the spell.
Confusion affects a single target. Mass Confusion is an area spell.
Dream
The caster may craft any type of dream image and transmit it to a sleeping target. The images cannot cause actual harm but may entertain, relax, or frighten. Successes determine the dream’s vividness and complexity. Targets who have severe nightmares do not recover Stun damage while they persist, and any rest during that time is lost. The target will vividly remember the dream when awakened. The Dream spell is often cast using ritual sorcery as a means of sending warnings, threats, or torment to an enemy. It is also used in modern psychological and therapeutic counseling involving directed dreaming.
Entertainment and Trid Entertainment
These area spells require voluntary targets. They create obvious, but entertaining, visual illusions. The successes measure how entertaining the audience finds the illusion. The caster can re-create an image of anything with a successful Sorcery Test. The gamemaster might require additional successes for exact details.
Entertainment affects the minds of the subjects and cannot be detected by non-living sensors. Trid Entertainment is a physical spell, and can be perceived by both living subjects and non-living sensors.
These spells are used for amusement as well as art. The entertainment industry uses illusionists as literal “special effects wizards.” Magical designers and artists work to create new and interesting sensations, including sensations that can’t otherwise be experienced in the real world. Only the wealthy can afford the unique experiences offered by such spellcasters.
Flash
This area-effect spell creates a physical illusion of a bright flash of light. Targets in the area resist the spell using Intelligence. Each net success scored by the caster blinds the target, adding +1 to target numbers, with a maximum modifier equal to the spell’s Force. This modifier is reduced by –2 per full Combat Turn as the character’s vision returns to normal. Flare-compensation cyberware reduces the modifiers by –2. Because this is a physical illusion, cameras, cybereyes and other sensors are affected.
Stink and Stench
These spells create an illusion of a sickening stench. Every net success adds +1 to the victims’ target numbers, up to a maximum equal to the Force of the spell, as they gag and retch. At the gamemaster’s discretion, a character who suffers a target number modifier higher than his Willpower must make a Body (Force) Test at the beginning of each Combat Turn or spend the turn throwing up.
Indirect Illusion Spells Information
Camouflage and Physical Camouflage
This spell colors the subject in a camouflage pattern that mimics his or her surroundings. The camouflage coloring adds a +4 target number modifier to Perception Tests to see the subject and to ranged combat attacks made against the subject.
Camouflage works against living viewers, Physical Camouflage also works against technological sensors.
Double Image and Physical Double Image
Double Image creates an exact image of the subject that appears next to them and mimics everything they do. The caster must touch the person who is being “duplicated.” The caster has limited control of the double and can adjust its movement (to keep it from walking through walls and so forth), though in tight quarters this may be difficult. A character who does not fully resist the spell will not be able to tell the original and double image apart; the double sounds, smells and looks like the original. The double is insubstantial; bullets and melee attacks will go right through it. Physical Double Image affects technological sensors as well.
Foreboding
This area spell gives any living beings who enter its range feelings of imminent danger, fear and unease. Characters will simultaneously feel chilled and nervous; their hackles will rise and they’ll feel slightly panicked. In game terms, any character who wishes to stay in the area or move through it must succeed in an Opposed Willpower Test against the spell’s net successes. If they fail, they’re too spooked to stay in the area and must leave it immediately.
Hot Potato
This area-effect spell creates the illusion that all metal within the range is extremely hot to the touch. Characters who do not fully resist the spell must succeed in an Opposed Willpower Test against the spell’s net successes or drop anything metal they are holding (if they are wearing something metallic, they must take it off). A character who maintains contact with metal is distracted by the “burning” sensation and suffers a target number modifier equal to the spell’s net successes, to a maximum equal to the spell’s Force.
Invisibility and Improved Invisibility
This spell makes the subject invisible to normal vision. The subject is completely tangible and detectable by the other senses. Their aura is still visible to astral perception. Attacks against invisible targets suffer the Blind Fire modifier if the attacker is unable to see or otherwise sense the target of the spell.
Invisibility affects the minds of viewers. Improved invisibility affects technological sensors as well.
Mask and Physical Mask
The mask spell alters the target’s voice, scent and other physical characteristics. The target assumes a physical appearance (of the same basic size and shape), chosen by the caster. Observers can make a Resistance Test to attempt to overcome the illusion. Mask affects the minds of viewers. Physical Mask creates an illusion that affects technological sensors as well.
Phantasm and Physical Phantasm
These area spells create convincing visual illusions of any object or creature the caster desires. They can create an illusion of anything the caster has seen before, from a flower or a credstick to a dragon breathing fire, so long as the illusion is no larger than the spell’s area. The illusion appears real unless the observer is able to make a successful Resistance Test to penetrate the illusion. Phantasm can only be detected by living beings, while Trid Phantasm creates images detectable by technological sensors as well.
Silence
Silence creates an area that dampens sound. Because it is a physical spell, Silence affects technological devices and is useful for jamming alarms, detection devices, sonar and tactical communications. Sonic attacks into or out of the field are reduced in Power by the Force of the spell. All Hearing Perception Test target numbers within or across the field are increased by +1 per success on the Sorcery Test, up to a maximum equal to the Force of the spell.
Stealth
Stealth is cast on a target who becomes inaudible to normal hearing. The subject can move in complete silence and nothing they do makes noise. Things not being touched by the subject can still make noise, so a character under a stealth spell would make no noise knocking on a door, but the door would make noise hitting the floor or wall if it was kicked in.
Vehicle Mask
This is similar to a Physical Mask spell but is specifically used to mask vehicles (including drones). The caster can only mask vehicles with a Body equal to or less than the spell’s Force. The vehicle must be masked to look like another vehicle of roughly the same size (Body). This spell can also affect a vehicle’s Signature Rating; every 2 net successes can be used to raise or lower the Signature by 1, to a maximum modifier equal to the spell’s Force.
Elemental Manipulation Spells Information
Acid Stream and Toxic Wave
These spells create a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material. Anyone in full-body armor treated to resist toxic materials (like a firefighter’s suit) takes no damage. The acid creates a cloud of thick, choking fumes: add +4 to all target numbers for those in the affected area for the rest of the Combat Turn. The affected area is also considered treacherous ground for the rest of the Combat Turn.
Anything hit by acid can be melted into sludge by the secondary effects, or at least badly pitted and burned. Vehicle tires may flatten. Armor can be reduced by –1 to both Ballistic and Impact ratings by being melted and burned. If the spellcaster chooses to cast the spell with a Damage Code of D, even firearms can be corroded into junk.
The acid quickly evaporates in the turn following the spell’s casting, but the damage remains. Acid Stream is a single- target spell, while Toxic Wave is an area spell.
Flamethrower and Fireball
These spells create flames the caster can direct. The flames flash into existence and burn out after striking the target, but can ignite flammable materials, which will continue to burn after the spell is exhausted.
For highly flammable materials (gasoline, dry wood, paper, explosives and ammunition) subtract 1 from their Resistance to determine secondary effects. If clothing ignites, the wearer takes 6M damage at the end of every turn until the flames are extinguished.
Treat exploding ammunition, grenades and such as a weapon hit, with armor doing nothing to reduce the damage. Combat Pool dice can help resist damage as the singed target tries to hurl the exploding material away. Vehicle fuel may explode, but a vehicle gets +2 to its Object Resistance, unless its fuel is exposed to the open air.
Flamethrower is a single target spell, while Fireball is an area spell, creating an explosion of flames.
Laser and Nova
The Laser spell fires a beam of coherent light at the target that causes burning damage like a laser with elemental light effects. Creatures allergic or vulnerable to sunlight take additional damage from this spell. Nova is an area-effect version of Laser that creates a searing wave of intense light that sweeps over the targets.
Lightning Bolt and Ball Lightning
These spells create and direct electricity. Lightning can short out or overload electronics (with –1 to the equipment’s Resistance) and may ignite flammable materials (like the fire spells above). Metallic armor provides no protection, but special insulation or lack of grounding (a flying or levitating target, for example) may reduce the Power of the attack at the gamemaster’s discretion.
Lightning Bolt is a single target spell. Ball Lightning is an area spell.
Steam and Smoke Cloud
Steam creates a blast of hot fumes that are directed at a target, inflicting Stun damage and creating elemental smoke effects. Smoke Cloud is an area-effect version that creates a thick wave of choking smoke over an area. The effects of these spells block vision, adding a +4 perception modifier to Perception Tests. Air filters add half their rating (round down) as armor against this spell.
Thunderbolt and Thunderclap
These spells strike the target with an explosion of air, making a thunderous noise. In addition to causing Stun damage and the elemental effect of blast, the spell deafens the target for 1 Combat Turn for every 2 successes generated by the caster (up to a maximum equal to the spell’s Force).
Control Manipulation Spells
Alter Memory
This spell allows the caster to alter a single memory of the target, even erasing it altogether. The Threshold is half the target’s Willpower. Each time the subject is confronted by the falseness of the memory, another Resistance Test is made against the caster’s original successes. If the subject scores enough successes to overcome the spell, the subject’s true memories return. Successes are not cumulative.
Calm Animal and Calm Pack
Calm Animal calms any single creature of animal-level intelligence, making it non-aggressive while the spell is sustained. The Threshold is half the target’s Willpower.
Compel Truth
This spell forces the target to speak only the truth. The Threshold is half the target’s Willpower. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie.
The UCAS and CAS consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Other nations have been known to use this spell (among others) to get to the truth in legal cases.
Control Actions
The caster controls the physical actions of a target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but the caster controls the victim’s body. The victim uses any skills or abilities at the caster’s orders, but with +4 to all target numbers because of the victim’s resistance to the caster’s commands.
Control Animals and Control Pack
Similar to the Control Thoughts spell, Control Animal only works on non-intelligent animals (as determined by the gamemaster). The Threshold is half the target’s Willpower. Paranormal animals can resist this spell with either Willpower or Essence, whichever is higher.
Control Emotion
The target feels an overwhelming emotion chosen by the spellcaster, such as love, hate, sorrow and so on. The target believes the emotion wholeheartedly, but not mindlessly. Generally speaking, a target doing something in keeping with the emotion (fighting while filled with anger or hate), suffers no penalty. If doing something not relevant to the emotion (trying to drive while laughing hysterically), a distraction applies (+2 to all target numbers). If the target tries to go against the emotion (trying to shoot a “loved” target), he must make a Willpower Test against the spell’s Force in order to act. A +2 distraction penalty applies even if the test succeeds.
Control Thoughts
The caster seizes control of the target’s mind, directing everything the target does. The caster can mentally give commands as a Simple Action and the target is compelled to obey. Commands the target is deeply opposed to can be fought with a Willpower Test against the spell’s Force, one test per command. If the caster is not present, a single success will overcome the spell. If the caster is present, roll the caster’s Willpower against the target’s Willpower. The caster’s successes reduce the target’s. One net success is all that is required for the target to resist the command and break the spell.
Influence
This spell implants a single suggestion in the victim’s mind, like a powerful post-hypnotic command. The subject will carry out this suggestion as if it were his own idea and it will then fade. If someone points out that what the target is doing is wrong, the target can make a Willpower Test to overcome the suggestion as described for the Control Thoughts spell. The caster can also withdraw the suggestion at any time.
Mob Mind
An area version of Control Thoughts, Mob Mind only targets those within range of the spell. In large crowds, only some parts of the crowd may be affected by the spell. Each person in the crowd resists the spell individually, but the gamemaster may choose to make a single test for a large NPC group; pedestrians are assumed to have Willpower 3. Targets must be controlled en masse; they cannot be given separate actions to undertake. The Threshold is half the target’s Willpower.
Mob Mood
An area version of Control Emotion, this spell gives the caster control of a crowd’s mood. Only those within range of the spell will be targeted, so in large crowds only part of the crowd may be affected by the spell. Each person in the crowd resists the spell individually, but the gamemaster may choose to make a single test for a large NPC group; pedestrians are assumed to have Willpower 3. The Threshold is half the target’s Willpower.
Telekinetic Manipulation Spells
Animate
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a certain amount of flexibility, allowing solid objects such as statues to move as if they had joints. The caster can only move the whole object, not just one part of it, such as computer keys or vehicle weapons. Maximum movement rate is a number of meters per turn equal to the Magic x successes (up to a maximum equal to the spell’s Force). The gamemaster may reduce this rate at his discretion. Use the caster’s successes for Strength or Quickness if necessary.
Bind and Net
The target of the Bind spell is constricted by invisible bands of magical energy, which wrap around the target and impede the movement of his limbs. The target’s Quickness is used as the caster’s target numbe, and for the target’s Spell Resistance Test. Combat Pool dice may not be used. Targets bound in this manner cannot move normally; they may attempt to crawl, hop or dodge, but reduce their Quickness by the caster’s successes (to a maximum equal to Force) for purposes of determining movement rate or Combat Pool.
The target can attempt to break the bands by making a Strength (Force) Test. The target must achieve more successes than the caster achieved in the Sorcery Test to break free.
Both spells may be used against inanimate objects such as sentry guns or drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion.
Catfall
The Catfall spell slows a subject’s fall and ensures that the subject always lands upright. Multiply the successes by the spell’s Force to determine the maximum distance in meters the subject may fall without danger of injury. If the subject falls a greater distance, subtract the maximum distance of the spell before calculating damage.
Clout
Clout creates a bolt of invisible psychokinetic force that does stun damage. It is targeted as a normal Ranged Attack, using the Sorcery Test in place of the Combat Skill Test. Impact armor protects against the damage.
Deflect
The Deflect spell protects the subject by turning aside ranged combat attacks. Every 2 successes give the subject an additional Combat Pool die, up to a maximum number of bonus dice equal to the spell’s Force. These dice can be used only for Dodge and Damage Resistance Tests against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).
Fling
This spell psychokinetically hurls a single object of no more than (Magic Attribute) kilograms at a designated target with a Strength equal to the spell’s Force. The caster must touch the item to be thrown. Treat the Sorcery Test as a normal Ranged Combat Test for the purposes of the item hitting the target. Throwing weapons propelled by this spell use their normal range based on the spell’s effective Strength.
Gecko Crawl
The Gecko Crawl spell allows the subject to walk along vertical or overhead surfaces at a movement rate equal to Magic x successes (maximum equal to Force) in meters per turn. The subject is still affected by gravity and will fall if separated from the surface. The gamemaster may require Climbing Tests in order for the subject to climb especially slick surfaces.
Levitate
Levitate allows the caster to telekinetically lift an object and move it around. The subject of the spell can be moved anywhere in the caster’s line of sight at a rate of speed equal to the caster’s Magic Attribute multiplied by the number of successes (up to a maximum equal to the spell’s Force) from the Sorcery Test in meters per turn.
The target number of the Sorcery Test is increased by +1 for every full 100 kilograms of mass of the object. Objects flung into other things are considered to hit with a Damage Code of (Movement Rate ÷ 10)M Stun. Especially sharp or dangerous objects may do physical damage at the gamemaster’s discretion.
If the caster is attempting to levitate an item held by a living being, the holder can make a Strength Test to resist the spell. The caster must have at least 1 net success to levitate the item away. If the caster is attempting to levitate a living being, the target may resist the spell using Strength or Willpower (whichever is higher). You can use this spell to levitate yourself, if desired.
Lock
This spell telekinetically holds any door, portal, closure, or other similar object closed with a Strength equal to the successes (up to twice the spell’s Force).
Magic Fingers
Magic Fingers creates a psychokinetic effect like “invisible hands” that can hold or manipulate items. The successes on the Sorcery Test become the spell’s effective Strength and Quickness, up to the Force of the spell. The caster can use skills remotely with Magic Fingers, but all target numbers receive a +2 modifier due to problems of fine control. Even simple actions like picking up a coin may require a Quickness Test, at the gamemaster’s discretion.
The caster can fight, pick a lock, or take any other action he desires using the magic fingers as if they were real hands. The spell can reach any point the caster can see, and Clairvoyance or remote-viewing technology can be used to get a close-up of the scene as long as it is within the caster’s normal line of sight. This spell comes in very handy for disarming bombs and handling other hazardous work from a safe distance.
Mana Bind and Mana Net
These mana versions of the Bind and Net spells only work against living or magical targets.
Poltergeist
Poltergeist picks up all small objects within the spell’s area, up to a kilogram in mass, and whirls them around in random
patterns. This imposes a +2 Visibility Modifier on the area. The spell does a base Light Stun damage as well, whacking targets with flying debris. Targets within the area use their Quickness, not Body, for their Damage Resistance Test each turn, with a target number equal to the Force of the spell. Impact Armor protects against the damage. Poltergeist may do physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example).
Redirect
This spell captures the energy of a melee attack (against the caster or anyone within line of sight) and redirects it as telekinetic force toward another target as a ranged combat attack. The caster of the spell must have delayed his action and must cast Redirect after the melee attack succeeds but before the target resists the damage. If the spell-casting successes do not exceed the melee attack successes, the attack hits as normal. (If the caster was being attacked, he may only resist with Body, not Combat Pool.) If the caster achieves more successes, the attack inertia is instantly redirected toward any target within line of sight. At least one net spellcasting success is necessary to succeed in the ranged attack. Extra successes (up to the spell’s Force) improve the attack per the standard rules. The redirected attack has a base damage equal to the melee attack’s damage. The target of the redirected attack may dodge and resist as normal. The Power of the redirected attack cannot exceed the spell’s Force.
Shape Earth
This spell moves and shapes a number of cubic meters of earth equal to the caster’s Magic. The material can be moved and reshaped in any way the caster desires, at a Movement Rate equal to 1 meter per success (up to a maximum equal to the spell’s Force) per Combat Turn. This allows the caster to rapidly dig or fill in holes or tunnels, dig trenches, or push over earthen barricades. The spell only works on soil and rock, not processed mineral materials such as glass, metal, or concrete, and the spell’s Force must at least equal the Barrier Rating of the material affected (1 for loose soil, 2 for packed earth, 4 for gravel or loose rock and 6 or more for stone). Material reshaped by the caster remains in its current form when the spell ends. If that form cannot be supported by the material, it will collapse.
Shape Water
This spell works in the same manner as Shape Earth, but it affects water
Use (Skill)
Use Skill is a limited form of the Magic Fingers spell , allowing the caster to use a single skill telekinetically. The successes determine the maximum rating at which the skill may be used (up to Force). The caster must know the skill. Separate spells exist for each skill. The gamemaster determines which skills may be used in this manner. Typical examples include Use Unarmed Combat, Use Electronics, Use Demolitions and so on. Only skills that require a physical action can be used with this spell.
Transformation Manipulation Spell Information
Alter Temperature
This spell can change the ambient temperature in an area, increasing or decreasing it by 5 degrees centigrade for every 2 successes, with a maximum change equal to the spell’s Force times 5 degrees (for example, a Force 4 spell could alter the temperature no more than plus or minus 20 degrees centigrade). The gamemaster may judge any effects of extreme temperature on the area affected, but usually sufficiently high or low temperatures will cause characters without proper protection to suffer 4L Stun damage each minute of exposure. The temperature may also interfere with the operation of some machines.
Armor
This spell creates a glowing field of magical energy around the target that protects against impact and ballistic damage. One success is enough to create the magical field around the character of an Armor Rating equal to the Force of the spell. The Armor spell is compatible with all armor types and adds its rating to the rating of the physical armor being worn. This spell either works or it doesn’t; extra successes do not add additional points to the Armor Rating.
Astral Armor
This is an astral version of the Armor spell . It protects a single subject from astral combat attacks and only works in astral space. One success surrounds the character with a magical field that provides an Armor Rating equal to the Force of the spell. Extra successes do not add additional armor. This spell does not protect the subject from the effects of background count or mana warps.
Astral Barrier and Physical Barrier
Barrier spells create glowing, translucent force fields. One success is sufficient to form a field with a Barrier Rating equal to the spell’s Force. Every two successes increase the Barrier Rating by 1.
The caster can form the barrier as a dome with a radius and height equal to the spell’s normal radius. The caster can also form a wall with a height equal to the spell’s Force in meters and a length equal to the caster’s Magic Attribute. The caster can adjust the size of the barrier the same as the radius of an area spell.
Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. Attacks directed through a barrier have a Visibility Modifier of +1. The barrier does not impede spells, except for elemental spells, just like translucent glass. The barrier can be brought down by physical attacks. Any reductions in Barrier Rating are restored at the beginning of the next Combat Turn. If the barrier is penetrated, it collapses and the spell ends. Physical Barrier cannot be used on the astral plane.
Astral Barrier functions the same as Physical Barrier, except on the astral plane. Astral Barrier is not a dual barrier and does not work on the physical plane.
Clean (Element)
This area spell clears all impurities out of a volume of air, earth, or water, leaving it completely clean. Each element requires a separate spell. For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. Successes determine how thoroughly the element is cleaned; muddy water would require only 1 or 2 successes to clean, but contaminated runoff could require as many as 5 successes to make it drinkable.
Control Fire
This area-effect spell controls normal flames within line of sight. The target number is the Power Rating of the flames. The caster can cause the flames to move up to 1 meter per success, provided there is fuel for them to burn. The caster can also cause the flames to flare or die out, increasing or decreasing the Power Rating by 1 for every 2 successes (with a maximum change in Power equal to Force). This spell cannot affect magical fire (such as fire elementals) but can affect flames created by the effects of spells such as Ignite or those created by elemental effect (fire) spells.
Small campfires typically have a Power of 3 or 4, but a burning building or forest fire may have a Power as high as 15 or 20.
Create Food
This spell produces food out of thin air. The number of successes (to a maximum of the spell’s Force) equals the number of adult humans the food will serve. Created food is plain but filling. With the gamemaster’s permission, extra successes can be used to improve the quality of the food.
Dark Armor
This spell creates an invisible field of magical armor around the target. Its Impact and Ballistic armor rating are equal to the force of the spell. The spell stacks with standard worn armor and cybernetic armor, as well as adept powers. It does not (itself) count as layering or toward combat pool penalties. In all other effects it functions as regular non-hardened worn armor in all other respects.
Fashion
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The successes measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (a jump suit can’t be converted into a bikini). This spell cannot change clothing with a total Armor Rating (ballistic and impact) higher than Force (+1 per 2 successes). The caster must touch the clothing.
Fire Wall
Creates a wall of flames with a height equal to half the spell’s Force in meters and a length or radius equal to half the caster’s Magic. The flames do (Force)M damage to anything coming in contact with them and provide Partial Cover for anyone behind the wall. A Firewall is not solid and does not block attacks, though it may ignite objects that pass through it with a successful elemental secondary effects roll.
Fix
The Fix spell repairs damage to non-living materials, including vehicles. The caster must touch the object. Fix can repair any item with a weight equal to the caster’s Magic in kilograms or less. It can only repair broken items when all the pieces are present. Each success repairs 1 point of Barrier Rating (or box of damage), up to a maximum equal to the Force of the spell. The Fix spell can only be used once to repair any set of damage.
Flame Aura
The Flame Aura spell creates a rippling aura of flames around a subject’s body, extending out a number of centimeters equal to the spell’s successes.
Anyone attacking the subject in melee combat must resist (Force)M damage. Impact Armor protects against this damage if the gamemaster decides the attacker struck with an armored portion of his or her body. Any successful melee attack made by a being surrounded by a flame aura increases the Power of its Damage Code by +2.
House Ruling: If this spell is used on a weapon that does only stun damage, then the attack from the weapon does stun damage at its normal power level as per normal. Then, the target must resist an additional amount of physical damage equal to (STR+2) L. This damage is not staged by succeses or other effects that affect the 'primary' damage of the weapon.
Freeze Water
This area-effect spell turns water into ice. It does not affect living beings (including spirits). If the spell is used in a large body of water, it freezes all water in its range. Water freezing in containers or pipes may cause them to burst. The ice created by the spell melts normally according to the ambient temperature. Increase the target number of this spell if cast on especially polluted water. The number of successes (up to a maximum equal to Force) determines the degree to which the water is frozen. For example, if cast during a rainstorm, 1 success would create sleet in an area, 3 successes would create snow, and 5 hail.
Glue and Glue Strip
This spell bonds the target to one surface with which it is currently in contact, with a Strength equal to the Force of the spell. Pulling the two surfaces apart requires a successful Strength (Force) Test with a number of successes greater than the successes achieved on the Sorcery Test. If either surface has a Barrier Rating lower than the strength of the bond, that surface will be torn apart in the process of being separated (living subjects take Moderate damage, staged down by extra successes from the Strength Test).
Ice Sheet
This spell creates a flat sheet of ice covering a radius equal to the caster’s Magic Attribute in meters. Characters crossing the sheet must make a Quickness (Force) Test to avoid falling prone, adding +1 to the targer number for every 2 successes, up to a maximum bonus equal to the Force of the spell. Vehicles must make a Crash Test. The sheet melts at a rate of 1 square meter per minute in normal temperatures
Ignite
The Ignite spell accelerates molecular motion in the target, causing it to catch fire. The spell’s Threshold is half the target’s Body or Barrier Rating. The base time for the target to ignite is 10 turns, divided by the number of successes over the Threshold, limited to a number of successes equal to the spell’s force. Once the target ignites, it burns normally until it burns up or is extinguished by smothering or water.
Ignite wraps a living target in flames, causing 6M damage on the first turn. The Power increases by 1 per Combat Turn. Resolve the damage at the end of each turn by making a Damage Resistance Test. Impact Armor protects against this damage. Ammo or explosives carried by a victim may explode. If flames are not extinguished, they burn out in 1D6 Combat Turns.
Light
This spell creates a mobile point of light, illuminating a radius around it equal to the caster’s Magic in meters. The spell cannot be used to blind, but does offset darkness visibility modifiers, each success on the Sorcery Test counters a +1 modifier, up to a maximum equal to the spell’s Force.
Limited Armor
This version of the Armor spell only offers protection from a specific type of damage. Each type of damage is a different spell. Types of limited armor include: Blade (all bladed weapons), Blast (grenades and other explosives), Bullet (bullets and other ballistic weapons), Cold (all cold and ice elemental effects), Heat (heat and fire, including elemental fire spells), and any others approved by the gamemaster.
Limited Physical Barrier
This version of the Physical Barrier spell only offers protection from a specific type of damage. Each type of damage is a different spell. See Limited Armor for types of limited physical barriers.
Makeover
This spell creates a complete makeover for a voluntary subject, including cosmetics, hair and clothes. It even polishes teeth and eliminates plaque. Changes are as permanent as those made in a beauty salon. The number of successes measures the degree of style in the makeover.
Mana Static
This area-effect spell creates a background count of 1 for every 2 successes the caster rolls (up to a maximum background count equal to the Force of the spell or 5, whichever is lower). As with normal background count, the static increases the target numbers of all magical tests made in the area, including the caster’s. Once the spell is made permanent, the background count begins to recede at a rate of 1 point per hour.
Mist
Creates a thick fog that fills an area with a radius equal to the caster’s Magic in meters. The fog is dense and difficult to see through, imposing a +1 vision penalty for every 2 successes (up to a maximum modifier of the spell’s Force or +8, whichever is less). The mist dissipates quickly, based on the surrounding temperature and winds; reduce the vision modifier by –2 per Combat Turn.
Petrify
Petrify transforms living tissue into stone-like calcium carbonate. The Threshold is half the target’s Body. Non-living material—including clothing, gear and cyberware — is not affected. The target is not conscious while under the effects of this spell, and any damage suffered by the stone-like form affects the target normally. While petrified, the target has a Barrier Rating equal to Body + the Force of the Petrify spell.
Reinforce
This spell increases the Barrier Rating of an object no larger than the caster’s Magic in square meters. Every 2 successes increase the Barrier Rating by +1, with a maximum increase equal to the Force of the spell.
Shadow
Shadow creates a globe of darkness with a radius equal to the caster’s Magic Attribute in meters. Every success imposes a +1 Visibility Modifier against targets within the area, up to a maximum of +8 or the Force of the spell (whichever is less).
Shapechange and Transform
Shapechange changes a voluntary target into a normal critter, chosen by the caster. The Threshold is equal to half the target’s Body plus the difference between the critter’s and the target’s unaugmented Body Attributes. (This difference cannot exceed the spell’s Force.) For example, shapechanging a Body 3 human into a Body 8 tiger requires the spellcaster to beat a Threshold of 6 [(3 ÷ 2) = 1, 1 + (8 – 3). Use the critter statistics given on p. 19 of Critters. If the critter form being taken has an Armor Rating, add the armor to Body for determining the Threshold.
A shapechanged character uses the critter’s physical Attributes and their own mental Attributes, calculating Reaction and Combat Pool normally. Shapechanged characters do not receive any extra Initiative dice (even if the critter does), but they do get the critter’s Reach bonus, if any. At the gamemaster’s discretion, physical attacks by a shapechanged character may be treated as attacks with hand razors or spurs to reflect claws and teeth.
The Shapechange spell does not transform clothing or equipment, which may be ripped or destroyed during the change. Cyberware, paid for with Essence, is transformed into the critter form but cannot be used in that form. Shapechanged characters may cast spells and conjure, but they cannot speak and are otherwise limited by the critter’s form.
Transform is a variant of Shapechange that can be used on involuntary targets.
Spell Shield and Spell Wall
Spell Shield adds half the caster’s successes (round down, with a maximum bonus equal to Force) to the target numbers of any spells cast at the subject. Spell Shield works on both the physical and astral planes.
Spell Wall is an area version of Spell Shield that forms a dome with a radius and height equal to the caster’s Magic Attribute in meters. Any targets within the dome are protected from spells cast by characters outside the dome.
Spirit Barrier
Spirit Barrier is a variant of Astral Barrier that only works against spirits, including materialized spirits. Spirit Barrier also impedes the use of spirit powers.
Sterilize
This area-effect spell kills bacteria and other microorganisms and destroys material such as skin flakes, stray hairs and spilled blood. Organic material affected by this spell cannot be used as a material link (see Ritual Sorcery, p. 34). Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature.
In game terms, each success achieved in casting this spell (up to a maximum equal to the spell’s Force) adds a +2 target number modifier to any skill tests made to collect and use sterilized biomaterial to identify someone.
Wind
This spell produces a fierce gust of wind in whatever direction the caster desires, affecting an area with a radius equal to the caster’s Magic Attribute in meters. The Strength of the gust is equal to the successes on the Sorcery Test (up to the Force of the spell), and it can scatter light objects such as paper and leaves. Freestanding items with a Barrier Rating lower than the spell’s Strength are knocked over. Living targets in the area of effect must make a Knockdown Test against the Strength of the spell when the spell is cast and at the beginning of each Combat Turn.