| SPELL |
TYPE |
RANGE |
DAMAGE |
DURATION |
DV |
|
|
Tradition: Grim Reaper
Resist Drain with WIL + CHA (8) |
| Combat Spells |
| Knockout |
M |
T |
S |
I |
(F÷2)-3 |
SR4 205 |
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. Knockout is the first level of this spell. |
| Detection Spells |
| Enhance Aim |
P |
T |
|
S |
(F÷2)-1 |
SM 167 |
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 (applies a +1 dice pool modifier to the Attack Test.). 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. |
| Health Spells |
| Heal |
M |
T |
|
P |
(Damage Value)-2 |
SR4 208 |
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. |
| Illusion Spells |
| Invisibility |
M |
LOS |
|
S |
(F÷2) |
SR4 209 |
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 (-6 dice pool) 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. This is the first level of this spell. |
| Manipulation Spells |
| Bind |
P |
LOS |
|
S |
(F÷2)+1 |
SM 172 |
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 propulsion. Mana Bind only works on a single living or magical target, Mana Net is area-effect against living/magical targets. This is the first level of this spell. |
| Net |
P |
LOS (A) |
|
S |
(F÷2)+3 |
SM 172 |
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 propulsion. Mana Bind only works on a single living or magical target, Mana Net is area-effect against living/magical targets. This is the second level of this spell. |
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SPELLS
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