Grimoire
COMBAT SPELLS
Acid Stream (Indirect, Elemental)
Type: P • Range: LOS • Damage: P • Duration: I • DV: (F ÷ 2) + 3
Toxic Wave (Indirect, Elemental, Area)
Type: P • Range: LOS (A) • Damage: P • Duration: I • DV: (F ÷ 2) + 5
These spells create a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material—treat it as Acid damage (p. 163), with appropriate effects on the affected area and any objects therein. The acid quickly evaporates in the turn following the spell’s casting, but the damage done remains. Acid Stream is a single-target spell, while Toxic Wave is an area spell.
Punch (Indirect, Touch)
Type: P • Range: T • Damage: S • Duration: I • DV: (F ÷ 2) – 2
Clout (Indirect)
Type: P • Range: LOS • Damage: S • Duration: I • DV: (F ÷ 2)
Blast (Indirect, Area)
Type: P • Range: LOS (A) • Damage: S • Duration: I • DV: (F ÷ 2) + 2
These spells smack the target(s) with invisible psychokinetic force, similar to a bruising punch, that inflicts Stun damage. Clout affects a single target, Blast is an area spell. Punch requires the caster to touch the target.
Death Touch (Direct, Touch)
Type: M • Range: T • Damage: P • Duration: I • DV: (F ÷ 2) – 2
Manabolt (Direct)
Type: M • Range: LOS • Damage: P • Duration: I • DV: (F ÷ 2)
Manaball (Direct, Area)
Type: M • Range: LOS (A) • Damage: P • Duration: I • DV: (F ÷ 2) + 2
Death Touch, Manabolt, and Manaball all 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. Manabolt affects a single target, Manaball is an area spell. Death Touch requires the caster to touch the target.
One Less [Metatype/Species] (Direct, Touch)
Type: M • Range: T • Damage: P • Duration: I • DV: (F ÷ 2) – 3
Slay [Metatype/Species] (Direct)
Type: M • Range: LOS • Damage: P • Duration: I • DV: (F÷2)–1
Slaughter [Metatype/Species] (Direct, Area)
Type: M • Range: LOS (A) • Damage: P • Duration: I • DV: (F÷2)+1
These variants of Death Touch/Manabolt/Manaball (p.197, SR4) are designed to target a particular species or metatype: One Less Ork, Slay Dragon, Slaughter Spirit, and so on. The target of each spell is designated by the spell formula. These murderous spells can only discriminate based on biological species, not social status or any other quality. Slay affects a single target. Slaughter is an area effect spell. One Less requires the caster to touch the target.
Destroy [Free Spirit] (Direct)
Type: M • Range: LOS • Damage: P • Duration: I • DV: (F÷2) – 2
This variation of Slay (p. 165, Street Magic) is designed to target a specific free spirit; different versions of this spell could exist for every free spirit. The target of each spell is designated by the spell formula, which must incorporate the target’s spirit formula. This spell has no effect on any other spirit, even one of the same type as the free spirit. The spell formula counts as a copy of the spirit formula for all purposes.
Shattershield (Direct, Touch)
Type: M • Range: T • Damage: P • Duration: I • DV: (F ÷ 2) – 3
Shattershield is a modified version of Death Touch (p. 197, SR4) specifically designed to destroy mana barriers (see p. 185, SR4). The caster must be touching the mana barrier’s physical component or astral form. The barrier resists with Force (its Structure rating) + Counterspelling (if anyone happens to be protecting it).
Flamethrower (Indirect, Elemental)
Type: P • Range: LOS • Damage: P • Duration: I • DV: (F ÷ 2) + 3
Fireball (Indirect, Elemental, Area)
Type: P • Range: LOS (A) • Damage: P • Duration: I • DV: (F ÷ 2) + 5
These spells create an explosion of flames that flash into existence and scorch the target(s). These spells deal Fire damage (p. 164). These flames burn out after striking the target, but their secondary effects may ignite flammable materials that will continue to burn after the spell is exhausted. Flamethrower is a single target spell, while Fireball is an area spell.
Firewater (Indirect, Elemental)
Type: P • Range: LOS • Damage: P • Duration: I • DV: (F÷2)+5
Napalm (Indirect, Area, Elemental)
Type: P • Range: LOS (A) • Damage: P • Duration: I • DV: (F÷2)+7
This Indirect Combat Spell combines two elemental effects—fire and water—for a unique effect: burning water. Treat the damage as both Fire damage (may set things on fire; see p.
155, SR4) and Water damage (increased chance of knockdown and may short out electronics). This damage is Physical damage, resisted with half Impact armor (round up); the fire resistance upgrade (p. 317, SR4) adds its full rating to the armor value. Armor with a chemical seal, chemical protection, or any other protection against a contact-vector toxin also protects the target. Firewater is a single-target spell, while Napalm is area effect.
Lightning Bolt (Indirect, Elemental)
Type: P • Range: LOS • Damage: P • Duration: I • DV: (F ÷ 2) + 3
Ball Lightning (Indirect, Elemental, Area)
Type: P • Range: LOS (A) • Damage: P • Duration: I • DV: (F ÷ 2) + 5
These spells create and direct vicious strikes of electricity that cause Electricity damage (p. 163). Lightning Bolt is a single target spell. Ball Lightning is an area spell.
Corrode [Object] (Indirect, Touch, Elemental)
Type: P • Range: T • Damage: P • Duration: I • DV: (F÷2)
Melt [Object] (Indirect, Elemental)
Type: P • Range: LOS • Damage: P • Duration: I • DV: (F÷2)+2
Sludge [Object] (Indirect, Area, Elemental)
Type: P • Range: LOS (A) • Damage: P • Duration: I • DV: (F÷2)+4
Similar to Acid Stream and Toxic Wave (p. 197, SR4), these spells create a blast of corrosive spray that inflicts Acid damage (p. 154, SR4). The acidic effects of these spell, however, only affect the specified objects for which the spell was created—everything
else remains unharmed. Each different object requires a separate spell: Corrode Wall, Melt Electronics, Sludge Armor, and so on. Melt affects a single target. Sludge is an area effect spell. Corrode requires the caster to touch the target.
Shatter (Direct, Touch)
Type: P • Range: T • Damage: P • Duration: I • DV: (F ÷ 2) – 1
Powerbolt (Direct)
Type: P • Range: LOS • Damage: P • Duration: I • DV: (F ÷ 2) + 1
Powerball (Direct, Area)
Type: P • Range: LOS (A) • Damage: P • Duration: I • DV: (F ÷ 2) + 3
These spells channel destructive magical power into the target, doing Physical damage. They affect both living and non-living targets and are resisted by the target’s Body. Powerbolt affects a single target. Powerball is an area spell. Shatter requires the caster to touch the target.
Ram [Object] (Direct, Touch)
Type: P • Range: T • Damage: P • Duration: I • DV: (F ÷ 2) – 2
Wreck [Object] (Direct)
Type: P • Range: LOS • Damage: P • Duration: I • DV: (F ÷ 2)
Demolish [Object] (Direct, Area)
Type: P • Range: LOS (A) • Damage: P • Duration: I • DV: (F÷2)+2
These variants of Shatter/Powerbolt/Powerball (p. 197, SR4) only work against a specific inanimate object. Each different type of object requires a separate spell: Ram Door, Wreck
Vehicle, Demolish Gun, and so on. Wreck affects a single target. Demolish is an area effect spell. Ram requires the caster to touch the target.
[Element] Grenade (Indirect, Elemental)
Type: P • Range: Touch • Damage: P • Duration I • DV: (F ÷ 2) + 4
This spell is actually a number of spells, each with a speci fied elemental e ffect: acid, cold, electricity, fire (p. 163, SR4A), blast, ice, light, metal, sand, smoke, sound, or water (p. 164, Street Magic). The spell creates a tangible ball of energy about the size of a ripe cantaloupe in the caster’s hands. The spell then launches the ball as a grenade launcher (using the same rules and ranges with no minimum range), at which point it is a ffected by mundane
physics, falling to the ground or bouncing off of surfaces. The ball is harmless until it explodes with a radius of a normal area spell. The ball is a physical object, and would be affected by anything that a ffects physical objects. The energy ball scatters as a grenade launcher, 3D6 meters –2 meters per net hit on the Spellcasting Test. It explodes when the
caster takes a Simple Action to detonate it or the Combat Turn ends, whichever comes first. Until it explodes, the spell must be sustained by the caster. The DV is equal to the spell’s Force plus the net hits on the Spellcasting Test. The rules for blasts against barriers (p. 156, SR4A) apply to this spell’s effect.
Disrupt [Focus] (Direct)
Type: M • Range: LOS • Damage: Special • Duration: I • DV: (F÷2) – 1
This spell channels magical energy into disrupting an active magical focus, dealing temporary damage to its astral form. A focus that receives damage equal to its Force from this spell is disrupted and becomes inactive; the magician bonded to the focus cannot gain dice bonuses or any other benefit from the focus until the focus is reactivated. A number of boxes of temporary damage equal to the focus’s Force is “healed” at the beginning of the next Combat Turn. The owner may spend a Simple action to reactivate the focus when all damage is healed. Disrupting a sustaining focus will also disrupt the spell it is sustaining. Astrally projecting magicians whose foci become disrupted cannot reactivate them until their astral form rejoins their physical body. Disrupt [Focus] is designed to target a specific type of focus: Disrupt Weapon Focus, Disrupt Anchoring Focus, Disrupt Spellcasting Focus, etc. The target of each spell is designated by the spell formula. A stacked focus is affected by this spell if at least one of its focus types matches that of the spell, but the damage dealt by the spell must equal or exceed the combined Force of the stacked focus to disrupt it.
Knockout (Direct, Touch)
Type: M • Range: T • Damage: S • Duration: I • DV: (F ÷ 2) – 3
Stunbolt (Direct)
Type: M • Range: LOS • Damage: S • Duration: I • DV: (F ÷ 2) – 1
Stunball (Direct, Area)
Type: M • Range: LOS (A) • Damage: S • Duration: I • DV: (F ÷ 2) + 1
These 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. Knockout requires the caster to touch the target.
DETECTION SPELLS
Analyze Device (Active, Directional)
Type: P • Range: T • Duration: S • DV: (F ÷ 2)
This spell allows the subject to analyze the purpose and operation of a device or piece of equipment within range of the sense. The caster must gain enough hits on the Spellcasting Test to beat the item’s Object Resistance (p. 183). Each net hit gives the subject a bonus die while operating the device, and allows the subject to ignore any skill defaulting modifiers for using the device while the spell is sustained.
Analyze Magic (Active, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
This spell allows the subject to analyze a spell, spirit, astral form, focus, or other magical item/effect within range of the sense as if assensing it. To determine the information obtained, note the net hits and consult the Assensing Table (p. 183, SR4). Note that this spell does not confer astral sight, nor does it detect the auras of mundane items or living things. To analyze astral forms or other non-physical astral-only things, the subject must be astrally perceiving or projecting. The caster must touch the subject of the spell.
Analyze Truth (Active, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
The subject can tell whether a target’s statements are the truth. Halftruths or falsehoods the target believes to be true are not detected by this spell. The spell needs at least 1 net hit to determine validity. The spell does not work on written materials or through any sort of technological medium. The subject must hear a statement in person (with the target within range) to know whether it is true.
Clairaudience (Passive, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) –1
The subject can hear distant sounds as if physically present at a chosen point within the sensory range of the spell. The “listening point” may be moved to any other point within range of the spell. While using clairaudience, the subject cannot use her normal hearing. This spell does not translate visual images, only sounds (and only sounds within the subject’s natural range of hearing; augmented hearing does not apply).
Clairvoyance (Passive, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) –1
The subject can see distant scenes as if physically present at a chosen point within the sensory range of the spell. The “visual point” may be moved to any other point within range of the spell. The subject cannot use normal vision or astral perception while using it. This spell does not translate sound, only vision. Any augmented vision possessed by the subject does not function through this spell, nor does astral perception. Magicians cannot use clairvoyance to target others with spells.
Astral Clairvoyance (Passive, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 1
This spell works for astral sight as the Clairvoyance spell (p. 198, SR4) works for physical sight. The subject assenses distant scenes as if astrally present at a chosen point within the
sensory range of the spell. The “visual point” may be moved to any other point within range of the spell. The subject’s normal assensing is “replaced” while using it, nor can the subject use any other senses. Magicians cannot use Astral Clairvoyance to target others with spells.
The caster must touch the subject of the spell, and the subject must be astrally active.
Mana Window (Active, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
Astral Window (Active, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
These advanced versions of Clairvoyance (p. 198, SR4) and Astral Clairvoyance (p. 166) allow the subject to see or assense past mana barriers (which normally stop Clairvoyance and are opaque on the astral). If the barrier does not resist the spell with its Force, the subject can see/assense distant scenes through the barrier as if physically or astrally present within the sensory range of the spell. Magicians cannot cast spells at targets they see using these spells. Casting these spells does not alert the creator of the mana barrier.
Mana Window bypasses mana barriers on the physical plane with its clairvoyant physical sight. Astral Window bypasses astral mana barriers with its clairvoyant assensing. The caster must touch the subject of the spell, and for Astral Window the subject must be astrally active.
[Sense] Cryptesthesia (Passive/Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
The Cryptesthesia (“paranormal perception”) spell is an advanced form of Clairvoyance and Clairaudience (see p. 198, SR4). Each Cryptesthesia spell allows the subject to utilize a different augmented sense—low-light vision, thermographic vision, enhanced smell, ultrasound, etc.— at a chosen point within the spell’s range. The subject does not need to have the sense, it is provided by the spell—but each sense requires a different spell (for example, Sonar Cryptesthesia or Enhanced Vision Cryptesthesia). Magicians cannot use Cryptesthesia to target others with spells. The caster must touch the subject of the spell.
Borrow Sense (Active, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
Animal Sense (Active, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 1
Eyes of the Pack (Passive, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 1
Borrow Sense enables the subject to “borrow” a single sense from a chosen target within range of the spell. If the target fails to resist the spell, the subject perceives the target’s sense as if it were his own. Any Perception Tests made by the subject using the target’s sense are limited to a maximum number of hits as the caster’s net hits on the Spellcasting Test. Note that anything sensed by the target does not make a Spell Resistance Test. The caster must touch the subject while casting the spell. The target of Borrow Sense remains in control of his own actions and senses—the subject is merely along for the ride. The subject cannot make the target focus on anything, and none of the subject’s augmented senses (including astral sight) will work through the target’s senses. The subject cannot target spells through the target’s senses. As long as the caster sustains the spell, the subject can switch from one of the target’s senses to another with a Simple Action. Senses that the subject does not normally have can be borrowed (like bat sonar, for example). Note that a target’s astral sight is considered a separate sense for purposes of this spell (ie, the subject can borrow sight or astral sight, but not both at the same time). Animal Sense is a restricted version of Borrow Sense that can only be used to borrow a sense from a non-sapient, nonparanormal animal. Eyes of the Pack is a variant of Borrow Sense that only works with voluntary targets and only allows the sense of sight to be borrowed. Switching from the sight of one member of “the pack” to another requires a Simple Action.
Passenger (Active, Psychic)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 3
This variation of the Borrow Sense spell (p. 166, Street Magic) enables the subject to “borrow” all of the senses from the chosen target.
Catalog (Active, Area)
Type: P • Range: T • Duration: S • DV: (F÷2)+2
Catalog allows the subject to compile a comprehensive, itemized list of all the non-living items within the area of the spell. 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, as long as the caster beats an item’s Object Resistance threshold (p. 174, SR4). Net hits obtained indicate the
level of detail and description the list provides. Once the spell is dropped, the subject will not
recall the exact numbers or items. Items in the area that the subject would not recognize by
sight are listed as “unknown.” The caster must touch the subject of the spell.
Combat Sense (Active, Psychic)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 2
The subject can subconsciously analyze combat and other dangerous situations within range, sensing events a split-second before they happen. Every hit on the Spellcasting Test adds 1 die for Reaction on Surprise Tests and when defending against ranged and melee attacks for the duration of the spell.
Detect Air Pocket (Active, Area)
Type: M • Range: T • Duration: S • DV: (F/2) + 1
Detect Air Pocket, Extended (Active, Extended Area)
Type: M • Range: T • Duration: S • DV: (F/2) + 3
This spell helps explorers avoid the deadly air pockets under the snow that could cause the ground to collapse under their feet, abruptly burying them in snow and ice. It also allows them to look for people who might be hiding in a snow tunnel.
Detect Enemies (Active, Area)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 1
Detect Enemies, Extended (Active, Extended Area)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 3
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 targets preparing an ambush or other surprise attack.
Detect Individual (Active, Area)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 1
The subject can detect the presence of a particular individual anywhere within range of the sense. The magician names the individual during casting; she must know the target or have met him in the past.
Detect Life (Active, Area)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
Detect Life, Extended (Active, Extended Area)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) +2
The subject detects all living beings (but not spirits) within range of the sense and knows their number and relative location. In a crowded area, the spell is virtually useless, picking up a blurred mass of traces.
Detect [Life Form] (Active, Area)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) –1
Detect [Life Form], Extended (Active, Extended Area)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) +1
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 (Active, Area)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
Detect Magic, Extended (Active, Extended Area)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 2
The subject can detect the presence of all foci, spells, wards, magical lodges, and spirits within range of the sense. It does not detect Awakened characters or critters, astral signatures, or the effects of permanent spells once they have become permanent.
Detect [Object] (Active, Area)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) –1
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 forth).
Diagnose (Active, Directional)
Type: M • Range: T • Duration: I • DV: (F÷2)
This spell gives the subject information on the target’s general health and any illnesses,
injuries, or other medical problems the target might have. The net hits determine the information provided, as noted on the Detection Spell Results table, p. 198, SR4. The caster
must touch the subject of the spell.
Enhance Aim (Passive, Directional)
Type: P • Range: T • Duration: S • DV: (F÷2)–1
This spell improves a voluntary subject’s aim. Each hit on the Spellcasting Test reduces
the Range category for ranged attacks by one level, thus reducing range modifiers (similar to image magnification, see p. 141, SR4). Unlike image magnification, however, the subject does not need a Take Aim action to “lock onto” a target; the spell does that auto-magically. This effect is cumulative with other targeting devices, implants, and abilities (laser sights, scopes, smartlinks, Improved Ability adept power, etc.). The caster must touch the subject of the spell.
Hawkeye (Passive, Directional)
Type: P • Range: T • Duration: S • DV: (F÷2)–1
This spell improves a voluntary subject visual acuity. Each hit on the Spellcasting Test provides a +1 dice pool modifier for visual Perception Tests. This effect is cumulative with other perception aids, implants, and abilities (vision enhancement, adept powers, etc.). The caster must touch the subject of the spell.
Mindlink (Active, Psychic)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 1
Mindlink allows the caster and one voluntary subject to communicate mentally, exchanging conversation, emotions, and mental images. One hit on the Spellcasting Test is enough to establish the link. The subject must remain within range of the spellcaster for the Mindlink to work.
Mindnet (Active, Psychic, Area)
Type: M • Range: T (A) • Duration: S • DV: (F ÷ 2) + 3
Mindnet (Active, Psychic, Extended Area)
Type: M • Range: T (A) • Duration: S • DV: (F ÷ 2) + 5
Mindnet is a version of the Mindlink spell designed to allow telepathic communication between a group of voluntary people. Everyone in the group can freely talk, exchange images, and emote as long as they remain within range of the spellcaster. The number of people participating in the group (excluding the caster) serves as the threshold for the Spellcasting Test.
Sending (Active, Area, Psychic)
Type: M • Range: Touch • Duration S • DV: (F ÷ 2) + 1
Broadcast (Active, Psychic, Extended Area)
Type: M • Range: Touch • Duration S • DV: (F ÷ 2) + 3
These spells are much like Mindlink or Mindnet, where the subject may communicate with all sentient beings within range. This spell is one-way only: the subject may send information, emotions, and images to targets in the area of effect, but does not receive any response. Everyone within the area of the effect will receive the message, though targets can attempt to resist the e ffect of the spell through the normal Willpower (+ Counterspelling) Test.
[Sense] Link (Active, Psychic)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 1
This variation of the Mindlink spell (p. 199, SR4) allows the caster to tap into one of the target’s senses. Each spell variant of [Sense] Link is designed to target a specific sense (ie. Sight Link, Astral Perception Link, Thermographic Vision Link, etc.) defined by the spell formula itself.
Mind Probe (Active, Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 2
This spell allows the subject to telepathically probe the mind of a specific target within range of the sense (chosen when the spell is cast). The target is aware of the probing, though they may not know the source of the spell. If the caster gains one or more net hits, consult the Mind Probe Results table for the information gained. The subject may probe for one piece of information per Complex Action. Additional uses of Mind Probe against the same target within a number of hours equal to the target’s Willpower are at a –2 dice pool modifier per previous Spellcasting attempt.
Thought Recognition (Active, Psychic/Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
Area Thought Recognition (Active, Psychic/Area)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 2
A less-intrusive form of Mind Probe, this spell merely scans the target’s surface thoughts for a particular word, phrase, sound, or image chosen by the caster when the spell is cast. Rather than digging through the target’s brain for information, it merely verifies whether a target has a particular person, place, event, or thing in mind. Investigators use this spell to determine if a target has knowledge of something (such as a murder weapon) that they otherwise wouldn’t. Spies use this spell to determine if someone is tailing or looking for them. Thought Recognition is used on one particular target, Area Thought Recognition scans the minds of everyone within the area.
Night Vision (Passive, Directional)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) – 1
This spell grants a voluntary subject low-light vision like that provided by the low-light cybernetic enhancement (p. 332, SR4). The caster must touch the subject of the spell.
Spatial Sense (Passive, Area)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) + 2
Spatial Sense, Extended (Passive, Extended Area)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) + 4
Spatial Sense provides the subject with an awareness of his physical surroundings within range of the sense, in terms of landscape, geography, architecture, etc. This layout knowledge lasts as long as the spell is sustained, and is not retained when the spell ends (though the subject can make a map or recite directions before ending the spell). The net hits scored determine how much detail the spell provides—progressing from a general idea of what’s where to a rough map to knowing each exit and how secure they are—as noted on the Detection Spell Results table (p. 198, SR4). This spell works in all directions (three-dimensional) and may uncover hidden layout features such as ventilation shafts, secret rooms, and sewer tunnels. It will not detect security features or living things. Areas that are protected by a mana barrier are experienced as “blank spots.”
Thermographic Vision (Passive, Directional)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) – 1
This spell grants a voluntary subject thermographic vision like that provided by the cybernetic enhancement (p. 324, SR4). The caster must touch the subject of the spell.
Translate (Active, Psychic/Directional)
Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 2
This spell sets up a low-level telepathic connection between the subject and a specific target within range of the sense (chosen when the spell is cast), 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. Translate may be used to communicate with any sapient species that uses language (such as sasquatch or merrow), but may not be used to communicate with non-sapient animals. The hits from the Spellcasting Test determine the quality of the translation. The caster must touch the subject of the spell.
HEALTH SPELLS
Alleviate Allergy
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 4
This spell allows the caster to block or reduce an allergy’s effects on the target (see p. 80, SR4). Every net hit reduces the allergy level by one (from Moderate to Mild, for example). The spell does not remove the allergy, only alleviates its effects, and it only alleviates the effects of one allergy at a time. The effects of the Allergy return at full force once the spell ends.
Alleviate Nausea
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 3
This spell temporarily reduces the effects of nausea on the target’s body and mind (see p. 245, SR4). Every net hit reduces the duration of incapacitation by 1 Combat Turn, and while the spell is sustained the target does not double all of their would modifiers. The effect of Nausea returns at full force once the spell ends.
Nauseate (Negative)
Type: M • Range: T • Duration: I • DV: (F ÷ 2)
This spell temporarily induces the effects of nausea on the target’s body and mind (see p. 245, SR4). The target resists with Body + Counterspelling. The target takes no damage from the spell, but is incapacitated due to vomiting and dizziness for 1 Combat Turn per net hit (maximum 3).
Antidote
Type: M • Range: T • Duration: P • DV: (Toxin DV) – 2
This spell helps a poisoned subject to overcome a toxin. It must be applied before the toxin does damage (though an Antidote spell applied afterward may alleviate some side effects, if the gamemaster chooses). The poisoned character receives a number of additional dice on her Toxin Resistance Test (p. 254) equal to the net hits.
Convert Blood to Ichor
Type: P • Range: Touch • Duration: I • DV: (F÷2) + 1
This spell changes a target’s blood into rancid fluids, causing physical damage and pain to the target as tissues begin to putrefy and decay. Damage if (Force)P for the first Combat Turn, (Force-1) for the next Combat Turn, and so on until the damage reaches zero. Each turn, the target rolls Body + Counterspelling (if any) to resist the damage.
Decontamination
Type: M • Range: T • Duration: P • DV: (Radiation Power) – 2
This spell is used at any point after radiation contamination to help a patient overcome radiation sickness. The infected character receives a number of additional dice on her Radiation Resistance Test equal to the spell’s net hits. It does not heal any damage already
inflicted by the contamination (that takes a separate Healing spell).
Enabler (Negative)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
The opposite of Antidote (p. 199, SR4), Enabler increases the target’s susceptibility to drugs or toxins. Enabler is popular with wiz-gangers to help themselves and other druggies get a better “high.” The target resists with Body + Counterspelling. Each net hit scored reduces the target’s dice pool by 1 for the Toxin Resistance Test. Enabler must be sustained until the toxin effect kicks in, otherwise it does not affect the resistance test.
Awaken
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 4
Awaken immediately makes an unconscious or asleep target wide awake and alert. The target remains conscious as long as the spell is sustained. 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 their Stun modifiers. The caster must achieve a threshold equal to the Stun modifiers
(or 1 for targets simply asleep).
Calm Mind
Type: M • Range: Touch • Duration S • DV: (F ÷ 2) - 2
There is no magical cure for mental illness, magical or otherwise, but it can be treated. This spell alleviates penalties due to psychological causes, including fear, psychosis, phobias, and even cyberpsychosis. For each hit on the Spellcasting test, reduce the dice pool penalty of a psychologically based a ffliction by 1; hits may be distributed over multiple causes when the spell is cast, but may not be “moved around” without recasting the spell. This
spell may be used to temporarily counteract negative qualities, but not penalties imposed by a mentor spirit or a paragon. Spellcasters with the quickening metamagic ability can attempt to make this e ffect permanent—at least, until the spell is dispelled.
Crank
Type: P • Range: T • Duration: P • DV: (F ÷ 2)
Crank alleviates a voluntary target’s need for sleep. Every hit scored approximates 1 hour of sleep. Popular among student magicians, Crank does have its downside. At the gamemaster’s discretion, a character who abuses Crank to avoid actual sleep for long periods may find themselves addicted to magically-aided sleep deprivation (see p. 247, SR4).
Cure Disease
Type: M • Range: T • Duration: P • DV: (Disease DV) – 2
This spell is used at any point after infection to help a patient overcome illness. The infected character receives a number of additional dice on her Disease Resistance Test equal to the spell’s net hits. It does not heal any damage already inflicted by the disease (that takes a separate Healing spell).
Inflict Disease
Type: P • Range: Touch • Duration: I • DV: (F/2) + 1
This spell is essentially the opposite of Cure Disease. It is designed to intentionally inflict an individual with a disease such as VITAS. The gamemaster can choose the specific disease that manifests through the spell. The Force of the spell is the same as the Power rating for the Disease. Net successes do not stage the power for the disease. After the resistance test, if the spell lands, the target needs to make a disease resistance test. If the character fails to resist the power of the disease, symptoms begin manifesting in one Combat Turn. The disease then follows all the normal rules for diseases (p. 129, Augmentation).
Decrease [Attribute] (Negative)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) + 1
This spell weakens the target by decreasing a chosen attribute. A version of this spell exists for each Physical and Mental attribute, but not for Special attributes (Initiative, Edge, Essence, Magic, or Resonance). It affects both natural and augmented attributes. The target resists the spell using the attribute affected. If the caster wins, the attribute is reduced by the spell’s net hits. If a Physical attribute is reduced to 0, the victim is incapacitated or paralyzed. If a Mental attribute is reduced to 0, the victim stands about mindlessly confused. Note that decreasing an attribute may affect other derived statistics (Decrease Intuition also affects Initiative, for example, while Decrease Willpower will remove boxes from the character’s Stun Condition Monitor for as long as the spell lasts).
Decrease Reflexes (Negative)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) + 1
This spell decreases the reflexes (Initiative and Initiative Passes) of the target. The target resists with Reaction + Counterspelling. The Force of the spell must equal or exceed the target’s Reaction. Every net hit achieved reduces the target’s Initiative and Initiative Passes by 1, to a minimum of 1.
Hydrate
Type: P • Range: T • Duration: P • DV: (F/2)
Each hit on the Spellcasting test reduces fatigue damage due to dehydration by 1.
Dehydrate (Negative)
Type: P • Range: T • Duration: S • DV: (F/2) + 2
If the target of the spell is unable to resist, he experiences disorientation and nausea (p. 254, SR4A).
Detox
Type: M • Range: T • Duration: P • DV: (Toxin DV) – 4
Detox relieves the side effects of a drug or poison. The Force of the spell must equal or exceed the toxin’s base DV. A single net hit 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.
Fast
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 5
This spell allows a voluntary target to ignore feelings of hunger or thirst for as long as it is sustained. Each hit allows the target to ignore the symptoms of one skipped meal. 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.” Once the spell ends, hunger pains and the effects of not eating and drinking immediately kick in (the gamemaster should apply Fatigue damage as appropriate, and possibly the Disorientation effect, p. 275, SR4). Use of this spell for more than 72 hours can be highly dangerous.
Heal
Type: M • Range: T • Duration: P • DV: (Damage Value) – 2
Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell’s hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (hits can be split between healing and reducing time as the caster desires). A character can only be magically healed once for any single set of injuries.
Healthy Glow
Type: P • Range: T • Duration: P • DV: (F ÷ 2) – 1
This spell brightens eyes and hair, sloughs off dead skin cells, improves circulation, and promotes general well-being. A cosmetic spell, Healthy Glow is popular with the rich as a status symbol and pick-me-up. Though “permanent” in the sense that it does not require sustaining, the effects of the spell do wear off over time, based on the subject’s lifestyle, diet, vices, and such. The hits achieved determine how well the target is “cleaned up.”
Hibernate
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 3
The caster must touch a voluntary or unconscious subject. The spell puts the subject in a form of suspended animation. The subject’s bodily processes are slowed by a factor equal to the hits. For example, If 4 hits were scored, the subject’s metabolism is slowed by a factor of 4. Such a subject sealed into a chamber with enough air to keep it alive for a day would be able to last four days.
Increase [Attribute]
Type: P • Range: T • Duration: S • DV: (F ÷ 2) – 2
This spell increases an attribute (natural or augmented) on a voluntary subject. A version of this spell exists for each Physical and Mental attribute, but not for Special attributes (Initiative, Edge, Essence, Magic, or Resonance). The Force of the spell must equal or exceed the (augmented) value of the attribute being affected. The attribute is increased by an amount equal to the hits scored. Each attribute can only be affected by a single Increase Attribute spell at a time. Note that increasing an attribute may affect other derived statistics (Increase Reaction also affects Initiative, for example, while Increase Body will add extra boxes to the character’s Physical Condition Monitor for as long as the spell lasts).
Increase Reflexes
Type: P • Range: T • Duration: S • DV: (F ÷ 2) + 2
This spell increases the reflexes (Initiative and Initiative Passes) of a voluntary subject. Each level of increase adds +1 Initiative and +1 Initiative Pass. The caster must achieve a certain threshold for each level:
Threshold 2: +1 Initiative, + 1 Initiative Pass
Threshold 3: +2 Initiative, + 2 Initiative Passes
Threshold 4 (max.): +3 Initiative, + 3 Initiative Passes
A character can only be affected by a single Increase Reflexes spell at a time; the maximum IPs any character can have is 4.
Intoxication (Negative)
Type: M • Range: T • Duration: P • DV: (F ÷ 2)
This spell causes inebriation. The target resists with Body + Counterspelling; any protection the target has against ingestionvector toxins also applies. Each net hit inflicts 1 box of Fatigue damage (p. 155, SR4), which represents the target’s drunken state. Antidote and Detox can negate the effects of this spell.
Nutrition
Type: P • Range: T • Duration: P • DV: (F ÷ 2)
The Nutrition spell provides a voluntary target with nourishment, allowing them to live off pure mana. One hit is enough to satisfy the target for a few hours, with extra hits increasing the quality of the “meal.” This spell prevents starvation and dehydration, but it does have its down side. Those who abuse this spell for long periods of time risk becoming addicted to magical nourishment (see p. 247, SR4).
Oxygenate
Type: P • Range: T • Duration: S • DV: (F ÷ 2) – 1
This spell oxygenates the blood of a voluntary subject, providing extra Body dice (1 die for every hit) 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.
Personal Warmth
Type: P • Range: LOS • Duration: S • DV: (F/2)
Personal warmth maintains the proper body temperature of one or more metahumans. The number of people protected serves as the threshold for the Spellcasting test. Individuals must be within the caster’s line of sight when the spell is cast, but they do not need to stay in line of sight while the spell is being sustained.
Prophylaxis
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 2
This spell provides additional dice (+1 die per hit) for a voluntary subject 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 hit of the spell. Two or more hits prevent the subject from being affected by alcohol while under the effect of this spell.
Resist Pain
Type: M • Range: T • Duration: P • DV: (Damage Value) – 4
Resist Pain allows the subject to ignore the pain of injuries, reducing the penalties from Physical or Stun damage. Each hit on the Spellcasting Test removes the effect of one box of damage from each of the subject’s Condition Monitor tracks. It does not remove the damage itself, only eliminates the modifiers. Resist Pain can only be used once on any given set of injuries. If all of the boxes on the track are filled, the character still falls unconscious. 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 level at which the patient is resisting pain or if the existing injuries heal, the spell dissipates.
Rot
Type: P • Range: Touch • Duration: I • DV: (F/2) + 3
Rot causes instantaneous death of localized tissue. If a caster gets at least two net successes on a target following the resistance test, the tissue surrounding the point of contact with the caster dies. With 2 or 3 net successes, the caster can destroy a hand or a foot. With 4 or more net successes, the caster can destroy an entire limb (arm, leg). If the torso is touched, with 2 or 3 successes, a specific organ dies (kidney, stomach, spleen, etc.). With 4 or more net successes, multiple organs can be destroyed. For each organ that fails, the character’s effective Body attribute is reduced by 1. Unless the spell does enough damage to kill a character, the heart, brain and other critical, life-sustaining organs are damaged and impaired, but not destroyed. Afflicted characters require treatment at a medical facility to deal with the dead tissue. Heal spells cannot repair the dead tissue.
Stabilize
Type: M • Range: T • Duration: P • DV: (Overflow damage) – 2
When applied to a character with a filled Physical damage track, this spell stabilizes all vital functions and prevents the character from dying. The spell’s Force must equal or exceed the overflow damage already taken when the spell starts. The full time must be taken for the spell to become Permanent (p. 203) before the character is stabilized; hits reduce the time it takes by 1 Combat Turn each. If successful, the spell prevents the character from taking further damage from Physical Damage Overflow (p. 253).
Stim
Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 5
This spell allows a voluntary target to ignore the need for rest and sleep for as long as it is sustained. Each hit scored counts as one night of rest that can be skipped. This does not alleviate the need for sleep, only the desire for it and the symptoms of going without. Stim is popular as a study-aid and for getting things done by deadline. Once the spell ends, the effects of sleep deprivation will immediately kick-in (the gamemaster should apply Fatigue
damage as appropriate, and possibly the Disorientation effect, p. 275, SR4). Use of this spell for more than 72 hours can be highly dangerous.
ILLUSION SPELLS
Agony (Realistic, Single-Sense)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) – 2
Mass Agony (Realistic, Single-Sense, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2)
Agony inflicts an illusion of terrible pain on the target. Each net hit scored by the caster temporarily inflicts 1 box of Physical damage on the target. This is not actual damage, only a measure of the effect of the spell. If the target’s damage boxes are filled, he is racked with pain, unable to move or act. Once the spell is ended, the pain and damage boxes immediately go away. Agony affects a single target, Mass Agony is area effect.
Bugs (Realistic, Multi-Sense)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2)
Swarm (Realistic, Multi-Sense)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
These spells make the target believe that small bugs of various persuasions are crawling over their entire body, biting them, scurrying about, and crawling into orifices. The bugs look, feel, smell, and taste real. This illusion is usually enough to make any target who fails to resist freak out and do everything they can to get the insects off. Characters who suffer through with the sensation and carry on suffer a –1 dice pool modifier to all actions for each net hit scored by the caster for as long as the spell is sustained sustained. At the gamemaster’s discretion, any character who suffers a dice pool modifier larger than their Willpower simply loses self control (the gamemaster determines the character’s actions). Bugs affects a single target, Swarm is area effect.
Camouflage (Realistic, Single-Sense)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) – 2
Physical Camouflage (Realistic, Single-Sense)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) – 1
This spell colors the subject in a camouflage pattern that mimics his surroundings. The camouflage coloring adds a –1 dice pool modifier to standard visual Perception Tests and ranged combat attacks made against the subject for each net hit scored by the caster. Camouflage works against living viewers, Physical Camouflage also works against technological sensors.
Confusion (Realistic, Multi-Sense)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2)
Mass Confusion (Realistic, Multi-Sense, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
Chaos (Realistic, Multi-Sense)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Chaotic World (Realistic, Multi-Sense, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
These spells produce a storm of conflicting sensations and images to confuse the senses. For each net hit on the Spellcasting Test, the target suffers a –1 dice pool modifier to all tests from the distraction. Confusion affects a single target. Mass Confusion is an area spell. The Chaos spell is a physical version of Confusion (above), so it also affects technological systems and sensing devices. Chaotic World is an area version of Chaos.
Chaff (Realistic, Multi-Sense)
Type: P • Range: LOS • Duration: S • DV: (F÷2)
Flak (Realistic, Multi-Sense, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F÷2)+2
Chaff is a version of Chaos (p. 201, SR4) that only affects non-living sensor devices. The sensor is bombarded with a storm of input; for each hit scored over the Object Resistance threshold, the sensor’s rating is reduced by 1.
Designate (Realistic, Single-Sense)
Type: P • Range: LOS • Duration S • DV: (F ÷ 2) – 1
This spell mimics the e ffects of a target designator (p. 34, Arsenal). Once the target is designated by this spell, the caster does not need to maintain line of sight but does need to sustain the spell to keep the target “lit.” The hits from the Spellcasting test are used as the net hits added to the indirect fire test when weapons are fired at the target. This spell can only create a part of the spectrum that is integrally accessible to the caster. By default, this means it can only mimic a laser designator in the visible light spectrum. If the caster has thermographic vision (either natural or implanted, but not via imaging device), the spell may also act as an infrared designator. If the caster has an implanted radar sensor, the spell may mimic radar and microwave (maser) designators.
Double Image (Realistic, Multi-Sense)
Type: M • Range: T • Duration: S • DV: (F÷2)–3
Physical Double Image (Realistic, Multi-Sense)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) – 2
Double Image creates an exact image of the subject that appears next to him and mimics everything he does. 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 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.
Dream (Realistic, Multi-Sense)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) – 1
The caster may craft any type of dream sequence (including visuals, sounds, emotions, etc.) and transmit it to a sleeping target. The dreams cannot cause actual harm but may entertain, relax, or frighten. The caster’s net hits 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 (p. 175, SR4) 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 (Obvious, Multi-Sense, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 1
Trid Entertainment (Obvious, Multi-Sense, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
These area spells create obvious, but entertaining, illusions. Hits on the Spellcasting Test measure how creative, interesting, and captivating the audience finds the illusion. The caster can reproduce just about anything from her imagination, or re-create something she
has experienced. The gamemaster might require additional hits for exacting detail.
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 firsthand.
False Impression (Realistic, Multi-Sense)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) – 1
Manascape (Realistic, Multi-Sense, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 1
These spells create illusions designed to feed false information to the magical senses of passers-by. While it cannot create auras or astral forms where there are none, it can change the impressions gained from Assensing, the Psychometry or Sensing metamagic, the Astral Window spell, the Magic Sense adept power, and other magical senses. False Impression affects a single sustained or quickened spell, aura, astral form, or the like, while Manascape
can affect an entire area, changing the impression of background count, multiple auras, astral forms, etc.
Flash (Realistic, Single-Sense)
Type: P • Range: LOS(A) • Duration I • DV: (F ÷ 2)
Flicker (Realistic, Single-Sense)
Type: M • Range: LOS(A) • Duration I • DV: (F ÷ 2) – 1
This spell causes a bright flash in the vision of the target. For each net hit from the Spellcasting Test, the target su ffers a –1 dice pool penalty to tests involving vision. This penalty is reduced in magnitude by 1 for two Combat Turns, and then it is gone. Flash, the physical version of this spell, has its penalty reduced by half if the target has any form of flare compensation. Additionally, Flash also affects targets outside the spell’s area of effect who are looking in the direction of the spell’s effect and are within twice the spell’s radius from center of the spell (so a Flash spell with a six-meter radius would affect those in the radius plus onlookers within twelve meters). The penalty for those affected in this manner is half the penalty for those inside the spell’s area of direct effect, though the duration is the same. Flicker, the mana version of this spell, is not affected by flare-compensation.
Foreboding (Realistic, Multi-Sense)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
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. Any character that does not resist the spell who wishes to stay in the area will suffer a –1 dice pool modifier to all actions for each net hit scored by the caster, representing their shaking, fear, and nervousness, for as long as the spell is sustained. At the gamemaster’s discretion, characters who suffer a dice pool modifier greater than their Willpower may be unable to stay in the area, or may simply curl up into a gibbering ball.
Hot Potato (Realistic, Single-Sense)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) – 1
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 will feel like any metal they are in contact with (weapons, armor, implants, piercings, etc.) is burning them. If the character does not drop, remove, or otherwise disengage contact from the metal, they will suffer a dice pool modifier equal to the caster’s net hits to all actions as they are distracted by the “burning” sensation.
Invisibility (Realistic, Single-Sense)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2)
Improved Invisibility (Realistic, Single-Sense)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
This spell makes the subject more difficult to detect by normal visual senses (including low-light, thermographic, and other senses that rely on the visual spectrum). The subject is completely tangible and detectable by the other senses (hearing, smell, touch, etc.). Her aura is still visible to astral perception. Anyone who might perceive the subject must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Even if the spell is resisted, the subject might remain unnoticed if she wins a Shadowing or Infiltration Test. An invisible character may still be detected by non-visual means, such as hearing or smell. Attacks against invisible targets suffer the Target Hidden modifier (p. 150) if the attacker is unable to see or otherwise sense the subject of the spell. Invisibility affects the minds of viewers. Improved invisibility creates an actual warping of light around the subject that affects technological
sensors as well.
Mask (Realistic, Multi-Sense)
Type: M • Range: T • Duration: S • DV: (F ÷ 2)
Physical Mask (Realistic, Multi-Sense)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) + 1
The Mask spell requires the caster to touch the subject. The subject assumes a different physical appearance (of the same basic size and shape) chosen by the caster. This alters the subject’s voice, scent, and other physical characteristics as well. Anyone who might see through the disguise must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Mask affects the minds of viewers. Physical Mask creates an illusion that affects technological sensors as well.
Vehicle Mask (Realistic, Multi-Sense)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) – 2
This version of the Physical Mask spell (p. 202, SR4) is specifically used to mask vehicles and drones. The vehicle must be masked to look like another vehicle of roughly the same size. This spell can also affect the vehicle’s sound, smell, and other characteristics. This spell can also modify a vehicle’s Signature (see p. 162, SR4); each net hit scored by the caster can be used to raise or lower the vehicle’s Signature modifier by 1. The caster must touch the vehicle being masked.
Orgasm (Realistic, Single-Sense)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) – 2
Orgy (Realistic, Single-Sense, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2)
Orgasm envelops the target in the stimulating throes of sexual climax. A favored weapon in the private arsenal of many magicians’ personal lives, this spell is also a great way to distract your enemies without them wanting to kill you in the morning. Each net hit scored by the caster applies a –1 dice pool modifier to all of the target’s actions as they gasp and gush. At the gamemaster’s discretion, a character who suffers a dice pool modifier higher than his Willpower is completely incapacitated and pre-occupied. Orgasm affects a single target, Orgy is area effect.
Phantasm (Realistic, Multi-Sense, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) +2
Trid Phantasm (Realistic, Multi-Sense, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) +3
These area spells create convincing illusions of any object, creature, or scene 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, as long as the illusion is no larger than the spell’s area. Anyone who might pierce the illusion must successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Phantasm only affects living beings, while Trid Phantasm affects technological sensors as well.
Polar Fog
Type: M • Range: Area • Duration: S • DV: (F/2) – 1
For each hit on the Spellcasting test, this fog provides a –1 modifier to visual Perception Tests attempted within its area.
Improved Polar Fog
Type: P • Range: Area • Duration: S • DV: (F/2) + 1
This is similar to Polar Fog, but it also affects cameras, electronic sensors, and the like.
Hush (Realistic, Single-Sense, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
Silence (Realistic, Single-Sense, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
These spells create an area that damps sound. Sonic attacks into or out of the field, as well as critter powers using a sonic medium (such as Paralyzing Howl), are reduced by –1 per hit on the Spellcasting Test. Anyone attempting to hear a sound from within or across the silenced area must successfully resist the spell. Hush is a mana spell and so only affects living beings and magic sonic attacks. Silence affects technological devices and is useful for
jamming alarms, detection devices, sonar, and tactical communications, as well as technological sonic weapons.
[Sense] Removal (Realistic, Single-Sense)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) – 1
Mass [Sense] Removal (Realistic, Single-Sense, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 1
These spells strip the target of a specified sense (sight, hearing, taste, etc.) Each sense requires a separate spell. The target suffers a –1 dice pool modifier to all Perception Tests involving hat sense for every net hit scored by the caster. Implants and other technological sensors that use that sense are also affected. [Sense] Removal affects a single target, Mass [Sense] Removal is area effect.
Stealth (Realistic, Single-Sense)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) +1
Stealth makes the subject less audible to normal hearing (including augmented hearing). The subject moves in silence, making less or no noise. Things not directly 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. Anyone who might hear the subject must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Even if the spell is resisted, the subject might remain unnoticed if she wins a Shadowing or Infiltration Test.
Stink (Realistic, Single-Sense)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) – 2
Stench (Realistic, Single-Sense, Area)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2)
These spells create an illusion of a sickening, gut-wrenching stench. Every net hit scored by the caster applies a –1 dice pool modifier to all of the target’s actions as they gag and retch. At the gamemaster’s discretion, a character who suffers a dice pool modifier higher than his Willpower is completely incapacitated and pre-occupied with throwing up. Stink affects a single target, Stench is area effect.
Sound Barrier (Realistic, Single-Sense, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
A variant of the Silence spell (p. 202, SR4), Sound Barrier creates a perimeter of silence around the area of effect (rather than creating a mass area of silence). Those inside cannot hear outside noises but can hear sounds within the globe and vice versa. Only sounds crossing the border are affected, in the same manners as the Silence spell. This spell also affects technological devices, infrasound, and ultrasound.
MANIPULATION SPELLS
Air Filter
Type: M • Range: LOS • Duration: S • DV: (F/2) – 1
This spell allows subjects to breathe if they are buried underground or in water. They can breathe for fifteen minutes per point of Spellcasting test hits. The spell only works if the subject is buried in sand, loose dirt, or underwater. In dirt and wet sand, the amount of time the subject can breathe is cut in half.
Alter Memory (Mental)
Type: M • Range: LOS • Duration: P • DV: (F ÷ 2) + 2
This spell allows the caster to add, alter, or erase a single memory. The net hits scored by the caster determine how detailed and complex the affected memory can be. Every (Force) months—or anytime a character is presented with evidence that the memory is false (gamemaster’s discretion)—the victim may roll a Willpower (only) Test; each hit reduces the hits on the caster’s original Spellcasting Test. If the spellcaster’s net hits are reduced to 0, the spell no longer affects the target and the memory returns.
Alter Temperature (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 1
This spell changes the ambient temperature in an area, increasing or decreasing it by 5 degrees centigrade for every hit. The gamemaster may judge any effects of extreme temperature on the area affected, but usually sufficiently high or low temperatures might cause characters without proper protection to suffer Cold damage or Fatigue. The temperature may also interfere with the operation of some machines.
Animate (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2)
Mass Animate (Physical, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
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 limited flexibility, allowing solid objects such as statues to move as if they had joints. The caster must achieve enough hits to beat the object’s Object Resistance threshold (p. 174, SR4); larger items (over 200 kg) should have threshold adjusted accordingly. Controlling the object takes only a Simple Action; objects can also be ordered to maintain a movement while the caster directs his attention elsewhere. The caster only has a rough control over the object’s movement and cannot manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 203, SR4). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held, the caster must win an Opposed Test using Force x 2 against the holder’s Strength + Body to
break free. If fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold. Animate affects a single non-living object, Mass Animate is area effect.
Armor (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 3
This spell creates a glowing field of magical energy around the subject that protects against Physical damage. It provides both Ballistic and Impact armor (cumulative with worn armor) to the subject equal to the hits scored.
Astral Armor (Mana)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) + 2
This is an astral version of the Armor spell (p. 202, SR4). It protects a single subject from astral combat attacks and only works in astral space. Each hit provides 1 point of mystic armor.
Bind (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Net (Physical, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
Mana Bind (Mana)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2)
Mana Net (Mana, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
The target of the Bind spell is constricted by invisible bands of magical energy that wrap around and impede the movement of his limbs. The target resists with Strength + Counterspelling; every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, he is bound and unable to move his limbs. The target may not move or act normally, but may attempt to crawl or hop short distances (at one quarter their normal movement rate). The target may still defend and dodge against attacks, but suffers a dice pool modifier equal to the caster’s net hits. The target can attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2. Bind works on single targets, Net is area effect. Both spells may be used against inanimate objects such as drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion Mana Bind only works on a single living or magical target, Mana Net is area-effect against living/magical targets.
Calm Animal (Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) – 1
Calm Pack (Mental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 1
Calm Animal calms any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, Calm Pack is area effect. Affected animals will still defend themselves if attacked.
Catfall (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2)
Catfall slows a target’s fall to help him land without injury. Multiply the caster’s hits by the spell’s Force to determine the maximum distance in meters the target may fall without danger of injury. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.
Clean [Element] (Environmental, Area)
Type: P • Range: LOS (A) • Duration: P • DV: (F ÷ 2) + 2
This area spell clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc). For example, Clean Air
could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean for example, whereas contaminated runoff could require 4 or even 5 hits to make it drinkable.
Compel Truth (Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) – 1
This spell forces the target to speak only the truth. 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. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases.
Control Actions (Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2)
Mob Control (Mental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
The caster of this spell 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 target uses any skills or abilities at the caster’s orders, but these tests suffer a dice pool modifier equal to the target’s Willpower because of the victim’s resistance to the caster’s commands. Controlling a target character requires the caster to spend a Simple Action; when not directly controlled, the victim may act as normal. Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of a Mob Control may be manipulated individually (with separate Simple Actions) or issued the same command as a group (with a single Simple Action).
Control Emotions (Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2)
Mob Mood (Mental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
The target feels an overwhelming emotion chosen by the spellcaster (such as love, hate, fear, joy, sorrow, and so forth). The target believes the emotion wholeheartedly, but not mindlessly. A target who acts in accordance with the emotion (for example, fighting while filled with anger or hate) suffers no penalty. If the target takes action not relevant to the emotion (trying to drive while laughing hysterically), she suffers a –2 dice pool modifier for the distraction. The caster may switch emotions with a Simple Action. Control Emotions only affects a single target, Mob Mood affects any living targets within the area of effect.
Control Thoughts (Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) + 2
Mob Mind (Mental, Area)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) + 4
The caster seizes control of the target’s mind, directing everything the target does. The caster mentally gives commands with a Simple Action and the target is compelled to obey.
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate Simple Actions) or issued the same command as a group (with a single Simple Action).
Control Animal (Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Control Pack (Mental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
These variants of Control Thoughts and Mob Mind (see p. 203, SR4) only work on non-sapient animals (both normal and paranormal). The caster seizes control of the animals
minds and actions, issuing commands with a Simple Action (or the same command to a group). Control Animal affects a single creature, Control Pack is are effect.
Deflection (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Deflection protects the target by turning aside ranged combat attacks. Every hit scored gives the target a +1 dice pool modifier for defending 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).
[Element] Aura (Environmental)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 3
This spell creates a rippling aura of elemental energies around a subject’s body. Each element requires a different spell (Flame Aura, Electrical Aura, Cold Aura, etc.). This fiery aura does not affect the subject, but increase the DV of any melee attacks by the caster’s hits. Attacks are treated as Cold, Electricity, Fire, or some other elemental damage (see p. 155, SR4, and pp. 164–165 of this book), as appropriate to the aura, and are resisted with half Impact armor. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura. The aura’s Damage Value equals the spell’s Force.
Firewater Aura (Environmental)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 6
This variant of the [Element] Aura spell (p. 173, Street Magic) combines the elements of Fire and Water for a unique elemental effect: burning water, which forms a rippling aura of elemental energies around the subject’s body. Treat the damage as both Fire damage (may set things on fire; see p. 155, SR4) and Water damage (increased chance of knockdown and may short out electronics). This damage is Physical damage, resisted with half Impact armor (round up); the fire resistance upgrade (p. 317, SR4) adds its full rating to the armor value. Armor with a chemical seal, chemical protection, or any other protection against a contact-vector toxin also protects the target.
[Element] Cloud (Environmental, Area)
Type: P • Range: LOS (A) • Duration S • DV: (F ÷ 2) + 5
When this spell is cast, it creates a roiling sphere of energy with a diameter equal to the spell’s Force, which remains for as long as the spell is sustained. The area a ffected by this spell is a suppressive fire zone (p. 154, SR4A), with a Damage Value equal to the Force of the spell, plus the elemental e ffect. This spell represents a number of di fferent spells, each with a di fferent speci fic elemental e ffect: either acid, cold, electricity, fire (p. 163, SR4A), blast, ice, light, metal, sand, smoke, sound, or water (p. 164, Street Magic).
[Element] Wall (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 5
This spell creates a wall composed of the specified element; each element requires a different spell (Fire Wall, Ice Wall, Smoke Wall, etc). This wall has a height and length up to the spell’s Force in meters, or it can be crafted as a dome with a radius and height equal to half the Force in meters. The width of the wall can be up to one meter. The caster may adjust this size as he would adjust any area effect radius (see p. 173, SR4). Anyone coming into contact with the wall suffers special damage as appropriate to the element (see p. 155, SR4, and pp. 164–165 of this book) with a DV equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and will not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.
Napalm Wall (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 8
This variant of the [Element] Wall spell (p. 173, Street Magic) combines the elements of Fire and Water for a unique elemental effect: burning water, which forms a wall composed of the elemental energies. Treat the damage as both Fire damage (may set things on fire; see p. 155, SR4) and Water damage (increased chance of knockdown and may short out electronics). This damage is Physical damage, resisted with half Impact armor (round up); the fire resistence upgrade (p. 317, SR4) adds its full rating to the armor value. Armor with a chemical seal, chemical protection, or any other protection against a contact-vector toxin also protects the target.
Evaporate (Physical)
Type: P • Range: LOS • Duration: P • DV: (F/2) + 2
This spell negates the heat loss from sweat. It can affect a single individual for each point of Force. Individuals must be within the caster’s line of sight when the spell is cast, but they do not need to stay in line of sight while the spell is being sustained.
Fashion (Physical)
Type: P • Range: T • Duration: P • DV: (F ÷ 2)
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The hits measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, 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). The caster must touch the clothing.
Fix (Physical)
Type: P • Range: T • Duration: P • DV: (F ÷ 2) + 1
The Fix spell repairs damage to non-living materials, including drones and vehicles. The caster must touch the object and must achieve enough hits to beat the item’s Object
Resistance threshold (p. 174, SR4). Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. It can only repair broken items when all the pieces are present. Each hit scored repairs 1 point of Structure rating or 1 box of damage. The Fix spell can only be used once to repair any set of damage.
Fling (Physical)
Type: P • Range: LOS • Duration: I • DV: (F ÷ 2) + 1
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target with a Strength equal to onehalf the spellcaster’s Magic. Treat the Spellcasting 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 (Physical)
Type: P • Range: T • Duration: S • DV: (F ÷ 2) – 1
The Gecko Crawl spell allows the subject to walk along vertical or overhead surfaces at a movement rate equal to Force x hits 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. The caster must touch the
subject of the spell.
Glue (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Glue Strip (Physical, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
This spell bonds the target to any one surface to which it is currently in contact, with a Strength equal to the spell’s Force. The caster must beat the surface’s Object Resistance
threshold (see p. 174, SR4). Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering DV equal to the difference). Glue affects a single target, Glue Strip is area effect.
Ice Sheet (Environmental, Area)
Type: P • Range: LOS (A) • Duration: I • DV: (F ÷ 2) + 3
This spell creates a slippery sheet of ice over the area of effect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits scored to avoid falling prone. Vehicles must make a Crash Test (p. 178). The sheet melts at a rate of 1 square meter per minute in normal temperatures.
Ignite (Physical)
Type: P • Range: LOS • Duration: P • DV: (F ÷ 2)
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. The spellcaster must achieve enough net hits to beat a threshold equal to the target’s Object Resistance (p. 183). Once the target ignites, it burns normally until it is consumed or extinguished. Against living targets, treat Ignite as an Opposed Test pitting Spellcasting + Magic vs. Body (+ Counterspelling). If successful, Ignite wraps a living target in heat and flames once it has been made permanent, causing (Force) boxes of Fire damage (p. 164) on the first Combat Turn, and increasing by one box of damage each additional turn. Resolve the damage at the end of each Combat Turn by making a Damage Resistance Test using the victim’s Body + half Impact armor. Ammo or explosives carried by a victim may go off. The gamemaster should reduce the Force of the fire accordingly for extinguishing efforts.
Influence (Mental)
Type: M • Range: LOS • Duration: P • DV: (F ÷ 2) + 1
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 her own idea and it will then fade. If confronted with the wrongness of the suggestion, the subject can make a Willpower Test to overcome it as described under Mental Manipulations, p. 210. The caster can also withdraw the suggestion at any time.
Insulate
Type: P • Range: Area • Duration: S • DV: (F/2) – 1
This spell creates an area of [Spellcasting test hits] square meters where the temperature is effectively metahuman body temperature. Objects can pass through the spell without being blocked or slowing down; the temperature of objects is not affected be the spell, only the mage’s ability to touch and interact with those items. Once the spell is cast, the area it affects cannot be moved, and it needs to be cast on an area, not an individual. The spell has a limited range—it can only insulate things within 20 degrees Celsius of human body temperature.
Interference (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
Interference creates a barrage of static in the electromagnetic spectrum, jamming radio and wireless signals. This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 320, SR4).
Levitate (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Levitate allows the caster to telekinetically lift a person or object and move it around. The caster must achieve a threshold on the Spellcasting Test equal to 1 per 200 kg of the subject’s mass. The subject of the spell can be moved anywhere in the caster’s line of sight at a Movement rate equal to the spell’s Force x net Spellcasting hits in meters per turn. Objects flung into other things should be handled as a Ranged Attack Test (see Fling), inflicting a number of boxes of Stun damage as decided by the gamemaster (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, make an Opposed Test between the spell’s Force x 2 and the holder’s Strength + Body. The caster must have at least 1 net hit to levitate the item away. If the caster is attempting to levitate an unwilling living being, the Opposed Test uses the target’s Strength + Body. You can use this spell to levitate yourself, if desired.
Light (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) – 1
This spell creates a mobile point of light, illuminating a radius around it equal to the spell’s Force in meters. The spell cannot be used to blind, but does offset darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty for visibility.
Lock (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2)
This spell telekinetically holds any door, portal, hatch, closure, or other similar blockade closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 174, SR4). Opening the portal requires an Opposed Test between Strength + Body and the spell’s Force x 2.
Magic Fingers (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Magic Fingers creates a psychokinetic effect like “invisible hands” that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. The caster can use skills remotely with Magic Fingers, but all tests receive a –2 dice pool modifier due to problems of fine control. Even simple actions like picking up a coin may require an Agility Test, at the gamemaster’s discretion. The caster can fight, pick a lock, or perform any other action, 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.
Makeover (Physical)
Type: P • Range: T • Duration: P • DV: (F ÷ 2)
This spell creates a complete makeover for a voluntary subject, including cosmetics, hair, and nails. It even polishes teeth and eliminates plaque. Changes are as permanent as those made in a beauty salon. The number of hits measures the degree of style in the makeover.
Mana Barrier (Environmental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 1
Mana Barrier creates an invisible barrier of magical energy with a Force equal to the net hits scored. This barrier does not restrict living beings or physical objects, but it does impede spirits, foci, dual beings, and spells. If cast on the astral plane, it also impedes astral forms and restricts visibility. Any target of a spell that is on the other side of the Mana Barrier receives a bonus to its spell resistance dice pool equal to the barrier’s Force. If the target had no resistance dice pool, but instead has an Object Resistance threshold, increase the threshold by 1 for every increment of 3 Force in the Mana Barrier (round up). See p. 194 for more information on mana barriers.
Offensive Mana Barrier (Environmental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
This amped-up version of the Mana Barrier spell (p. 204, SR4) takes it a step further by “zapping” any spirits, dual beings, or astral forms that come into contact with it. The barrier
inflicts Physical damage with a DV equal to its Force. Otherwise, this spell functions the same as Mana Barrier.
Spirit Barrier (Environmental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2)
Spirit Zapper (Environmental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
This modified version of the Mana barrier spell (p. 204, SR4) only works against spirits and spirit powers. When cast on the physical plane, it will impede materialized spirits. It has no
effect on spells, foci, or non-spirit dual beings and astral forms. Spirit Zapper is a similar restricted variant of the Offensive Mana Barrier (p. 174).
Mana Static (Environmental, Area)
Type: M • Range: LOS (A) • Duration: P • DV: (F ÷ 2) + 4
This area-effect spell creates a background count of 1 for every hit scored by the caster. As with normal background count, the mana static impedes magical activities (see p. 117). Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone, including the caster.
Mist (Environmental, Area)
Type: P • Range: LOS (A) • Duration: I • DV: (F ÷ 2) + 3
Mist creates a thick fog that fills the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. Because the spell is not sustained, the mist dissipates quickly, based on the surrounding temperature and winds; reduce the vision modifier by 1 per Combat Turn.
Pack Snow (Physical)
Type: P • Range: Area • Duration: P • DV: (F/2) + 4
This spell increases the Structure Rating of snow pack by the number of hits.
Petrify (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 2
Petrify transforms living tissue into stone-like calcium carbonate. The caster must win an Opposed Test pitting her Spellcasting + Magic against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed 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 subject has a barrier Armor rating equal to Body + net hits (see Barriers, p. 194).
Physical Barrier (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
Barrier spells create glowing, translucent force-fields with both 1 point of Armor and Structure rating per hit (see Barriers, p. 194). 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 and length equal to the spell’s Force. The caster can adjust size of the barrier
the same as the radius of an area spell (p. 183). 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 –1 dice pool visibility penalty. The barrier does not impede spells. The barrier can be brought down by physical attacks, but as long as it is sustained it regenerates damage quickly—any reductions in Structure Rating are restored at the beginning of the next Combat Turn. If the barrier is penetrated, however, it collapses and the spell ends. Physical Barrier cannot be used on the astral plane.
Poltergeist (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This imposes a –2 dice pool visibility penalty in the area. The spell inflicts 2 boxes of Stun damage (resisted with Reaction + Impact armor) to
anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example).
Preserve (Physical, Area)
Type: P • Range: T • Duration: P • DV: (F ÷ 2)
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 (see p. 28). The material’s rate of decomposition is reduced by a factor equal to the number of hits scored; 4 hits would preserve a substance for 4 times as long as it would normally last.
Pulse (Environmental, Area)
Type: P • Range: LOS (A) • Duration: I • DV: (F ÷ 2) + 3
Pulse sends out a brief, highly-charged burst of electromagnetic energy. This spell will erase standard RFID tags and may also affect other non-optical and non-hardened electronic circuit systems within the area of effect. Most electronics in 2070 are optical-based, but the spell might affect some archaic devices and power systems. The caster must beat the item’s
Object Resistance threshold (p. 174, SR4). Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion; use the hits scored by the spellcaster as a guideline. Pulse will also disrupt wireless reception and radio communication for a brief instant.
Radiation Shield (Environmental)
Type: P • Range: LOS • Duration: S • DV: (F÷2) + 3
Radiation Barrier (Environmental, Area)
Type: P • Range: LOS(A) • Duration: S • DV: (F÷2) + 5
Radiation shields generate a glowing field of magical energies that reduces the radiation hazard for the person protected, as if he or she had radiation shielding (see p. 50, Arsenal), equal to the number of hits scored. Radiation barrier is an area effect version of the radiation shield and creates a dome protecting everyone within range.
Recharge (Physical)
Type: P • Range: Touch • Duration P • DV: (F ÷ 2) + 1
This spell recharges electronic devices. e magician must overcome the device’s Object Resistance rating with the hits from her Spellcasting Test for this spell to work. If this threshold is met, the device is fully charged when the spell has been sustained long enough to become permanent.
Reinforce (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
This spell increases the structural integrity of an object no larger than caster’s Magic in square meters. Each hit increases both the Armor and Structure rating by 1 for the duration
of the spell.
Shadow (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 1
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. Every hit imposes a –1 die pool visibility modifier against targets within the area (maximum –6).
Shape Ice (Physical)
Type: P • Range: LOS • Duration: P • DV: (F/2)
This spell can shape one square meter of ice per point of Force.
Shape [Material] (Environmental, Area)
Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 3
This spell allows the caster to move and shape a volume of a specified element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range. The caster must
beat the material’s Object Resistance threshold (p. 174, SR4). The material can be moved and reshaped in any way the caster desires, at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. Each element/material requires a separate spell (Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on). Elements or materials reshaped by the caster remain in that form when the spell ends. If that form cannot be supported by the material, it will collapse. The material/element can also be spread out, extinguished, or evaporated; for example, a fire
could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.
Shapechange (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 2
(Critter) Form (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 1
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body rating is 2 points greater or less than her own. Consult the Critters section, p. 292, for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged. This spell does not transform clothing and equipment. Magicians in critter form can still cast spells, but cannot perform other tasks requiring speech. Critter form works like the Shapechange spell, but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Eagle Form, Wolf Form, and so on).
Slow (Physical)
Type: P • Range: LOS (A) • Duration S • DV: (F ÷ 2) + 3
This spell saps the kinetic energy of moving objects (relative to the manasphere, which in most cases is the Earth) in its area of e ffect. Movement in the area is limited to one meter per second, enough to mitigate damage from bullets, explosions, or falls. The spell ends when the caster stops sustaining it or the amount of mass moving in the area of e ffect exceeds 200 kg per hit on the Spellcasting Test. This spell does not change forces (such as
gravity), just speed. This spell is o ften used by special forces for HALO insertions without a parachute.
Snow Tunnel (Physical)
Type: P • Range: LOS • Duration: P • DV: (F/2) + 3
This spell helps mages create a stable structure dug out of snow. Tunnels made with the Snow Tunnel spell have 1 point of both Armor and Structure Rating per hit (normal snow tunnels have Armor Rating 1, Structure Rating 3).
Sterilize (Physical, Area)
Type: P • Range: LOS (A) • Duration: I • DV: (F ÷ 2) + 2
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 p. 28). 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. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled.
Turn to Goo (Physical)
Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 2
Turn to Goo transforms living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Spellcasting + Magic against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed 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 gooey form affects the target normally. The goo has a barrier Armor rating equal to Body + net hits (see Barriers, p. 194).
What a beautiful and wonderful testimony, sometimes things you don’t believe can just happen. My name is Jessica, from U.S.A am 28 years old i got married at the age of 24 i have only one child and i was living happily. After three years of my marriage my husband behavior became so strange and i don’t really understand what was going on, he packed out of the house to another woman i love him so much that i never dreamed of losing him, i try my possible best to make sure that my husband get back to me but all to no avail i cry and i cry seeking for help because i was heart broken until i coinsidentally came across an online spell caster called Dr.Ehbos, i contacted him and explained to him what i have been going through in my marriage and he gave me the full assurance that my husband will come back to me and my marriage will be restored, He told me what to do to get my husband back and i did, he said after 3days my husband will come back to me and start begging, it really happen it was so surprising and everything was just like a miracle, ever since my family have been living with so much happiness and our relationship was now very tight because of this great and powerful spell caster. he is a very great and powerful spell caster that can be trusted and there is nothing concerning life issues he cannot solve because i am a living testimony, i know there are so many people out there who are going through similar problems in one way or the other, believe me this is the right spell caster to contact and all your problems will be forgotten. contact Dr.Ehbos via
ReplyDeleteWhatsapp: +2348133505254
Email: drehbos@gamil.com