Shadowrun Grimoire

The Sparrowhawk Grimoire:

Exotic Sorcery for Shadowrun

Version History:

   Sparrowhawk – my first-edition Shadowrun character, back in 1990 – and the wiz-kids he was training, liked to research new spells. While the spells were originally created for Shadowrun I (and, later on, Shadowrun II), and this particular list was converted to Shadowrun II and essentially finished up in 1993, I’m still getting player requests for it and using the discovery or use of one spell or another from it as a plot element in our current Shadowrun games in 2007. Secondarily, the list includes some supplemental material on Cybermancy, Foci, Spirit Powers, and Animal Spirits.

   I may add another page with some of the spells researched by later mages or in later games, but this one is quite long enough already. An indexed .PDF version with a quick-reference spell table is available in the download box in the right-hand column since the blog pages don’t handle tables well. I’d recommend that, rather than trying to save this page.

 

Acknowledgments:

   Shadowrun was originally created (at least according to the front of my first edition book) by Bob Charrette, Jordan Weisman, Ross Babcock III, Paul Hume, Tom Dowd, L. Sam Lewis, and Dave Wylie. It is currently trademarked and licensed to WizKids Inc in the United States and other countries, and its mention here is in no way a challenge to those rights and trademarks. The spell formats are for Shadowrun, their descriptions and functions are original material, and are copyright 1992-1993 by Paul M. Melroy. You’re free to use them in your games, and to distribute copies of this file, as long as this introduction is included and any changes are annotated – but any rights to their commercial use (sadly, not at all likely) are reserved.

 

 

Combat Spells:

 

Dispel Munitions: This mildly-exotic “combat” spell is essentially quite simple; it damages the molecular structure of explosives, rendering them inert. As explosive compounds are relatively simple chemicals, especially when compared to plastics and so on, this effect has a base target number of 5. In general, the number of “wound levels” this spell inflicts are subtracted from however many wound levels said explosive can inflict. It’s fairly easy to ruin light pistol ammo, but an anti-vehicle missile is considerably harder to disable.

Basic Drain: Moderate Damage (M)

Drain Level Modifiers: Area Effect (+1), Very Restricted Target (Explosives only, -1). Net basic drain = M.

Drain Target Modifiers: Physical Spell (+1), Restricted Target (-1). Net Drain; (F/2)M

 

Electromagnetic Pulse: This handy spell briefly ionizes the atmosphere in an area – which, as the charges recombine, generates a powerful electromagnetic pulse. The shock-effect is somewhat stunning – but the real “damage” is inflicted on electrical and electronic devices (Including the basic power supplies of fiber-optic systems). Such systems should make a “Body” test (“EMP-Hardened systems” get +3 “body”) against a target number of 4. Subtract the systems successes from the casters and check the following table…

0 (Or less): Momentary disruption. Lights blink, etc.

1-3: Shutdown. One turn per success to restart things.

4-5: Shutdown for three turns. Modest circuitry damage degrades system performance (+2 on target numbers) until it’s repaired.

6-9: System down until repaired.

10+: System is junk. Major replacements needed.

Basic Drain: Light Damage (L)

Drain Level Modifiers: Area Effect (+1), with Elemental Effect (Lightning?, +1), Miscellaneous Limitation (Successes do not increase damage level, -1), Bonus Game Effect (Forces Test, +1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1), Stun Damage (-1). Net Drain; (F/2)S

As a note, Cyberware CAN be affected by an EMP, but being surrounded by (conductive) human tissue essentially provides it with EMP Hardening. Perhaps sadly, the “Body” ratings of most circuitry must be provided by the GM.

 

Holy Word: This exotic spell invokes the wrath of what- ever “higher powers” there may be against “evildoers”. There is some flexibility to this, in that the user’s beliefs seem to have quite a lot of influence over who gets classified as “evildoers”… The spell was first seen when someone used it to take out some terrorists who’d taken a bunch of children, and their teachers, hostage.

Basic Drain: Deadly Damage (D)

Drain Level Modifiers: Area Effect (+1), Limited Range (-1), and a Miscellaneous Limitation (Damage level is reduced by the “level of guilt” of those affected; The innocent and well- meaning will not be harmed. Those who’re misled or generally well-meaning will only take light damage. Most will take “M” damage. Amoral mercenaries and such will take “S” damage – and the truly rotten may be slain outright. Resistance may stage this damage downwards, but no number of successes will raise it beyond the level a target “deserves”, -1). Net Basic Drain = S.

Drain Target Modifiers: Restricted Target (The “Guilty”, -1). Net Drain; [(F/2)-1]S.

A physical version of this spell was developed for a very specific purpose; both “dual beings” and manifesting spirits create the same sort of link between astral and physical space that an active focus does. An astral mage can order a minor spirit to manifest wherever he/she wants to target a spell – and then funnel the spell through it… If it’s a spell that doesn’t affect the spirit, it won’t even mind.

GM’s are advised to consider this possibility very, very, carefully before allowing manifested spirits to be used this way. It makes magic a far more volatile thing, and puts groups without a mage at an incredible disadvantage. Of course, the use of this tactic may result in problems for the mage later on. Nature, totems, and elemental forces, may all object to spirits being summoned and “stabbed in the back” this way.

Unfortunately, sustained, or quickened, spells don’t seem to be usable in this manner (QV SRII, Pg 148; “A magician in astral space cannot cast a spell at another spell”. This is why spells must be targeted at spell locks, not at the spell that it’s sustaining. While there is no comprehensive theory of magic available as of yet, this could be a consequence of being unable to properly “synchronize” the complex aura of a magician with the relatively simple structure of a spell. A focus is sufficiently complex, which is why they take such a long time to make. A similar explanation applies to the fact that you can’t ground spells through some physadept with increased strength; while that’s a continuously active magical effect, it’s still only an unconsciously maintained spell. There isn’t enough astral presence to target a spell on.

 

Mindslayer: This vicious spell doesn’t actually “kill”, but it might be kinder if it did… “Mindslayer” selectively targets the “higher” brain centers. Targets who would suffer severe or mortal injuries from a normal combat spell tend to suffer massive brain damage from this one. Given the nature of it’s target, Mindslayer is resisted by the target’s will.

Basic Drain: Severe Damage (S).

Drain Level Modifiers: Miscellaneous Limitation (Actual damage is limited to moderate – and is considered stun damage, -2), Area Effect (+1), Bonus Game Effect (Target’s who would have taken “S” damage from a normal combat spell become very confused, like the victims of Alzheimer’s disease. Those who would have taken “D” damage suffer massive brain damage, and tend to become drooling idiots… Such damage is treatable, but is rarely entirely reversible by mundane means, +1). Net Basic Drain = S.

Drain Target Modifiers: Net Drain; (F/2)S

A truly rotten thing to do, but it does tend to burden an opponent with a lot of helpless casualties who’re in need of very expensive care.

 

Ordeal: This exotic combat spell can only harm those who are guilty of some specific crime – and then only to a limited extent. On the other hand, it can be utterly lethal to those guilty of especially noxious crimes, and inflicts damage which cannot be fully healed until the target makes amends for his or her actions…

Basic Drain: Deadly Damage (D).

Drain Level Modifiers: Limited Range (The target must be able to hear and understand the accusation, -1), Miscellaneous Limitation (The caster must be able to accuse his/her target of a specific crime… If the target isn’t guilty, the spell won’t take effect, -1), Miscellaneous Limitation (The damage the spell actually inflicts after resistance checks are made is limited by how noxious, and justifiable, the crime was. A hungry child accused of stealing food to survive, or someone who was forced to kill somebody in self-defense, will not be harmed… -1), Bonus Game Effect (The last box of damage the spell inflicts CANNOT be healed in any manner until he / she confesses, and makes amends, as best as possible. Penalties apply as usual. +1). Net Basic Drain = M.

Drain Target Modifiers: Superficial Mental Interactions (+1). Net Drain; [(F/2)+1]M.

 

Sunstroke: This simple combat spell channels a burst of mystic energy into slightly raising the target’s temperature. In effect, it gives the target severe fever – an effect that can be quite incapacitating, but is in no way fatal. Anyone affected by it takes penalties for both the “damage” it does and for the fever – at least until they get a chance to cool down.

Basic Drain: Light Damage (L)

Drain Level Modifiers: Bonus Game Effect (A +2 modifier on victim’s target numbers until he/she can get out of their armor and cool down, +1), Area Effect (+1) and a Miscellaneous Limitation (Causes a maximum of “S” damage, -1). Net Basic Drain = M.

Drain Target Modifiers: Restricted Target (Warm-blooded targets only, -1), Physical Spell (+1) and Stun Damage (-1). Net Drain; [(F/2)-1]M.

Unbelievably annoying. I haven’t felt that sick in YEARS.

 

 

Detection Spells:

 

Analyze Creature: An invaluable aid for the naturalist, this spell provides it’s caster with a detailed knowledge of it’s target’s biology, instinctual behaviors, and evolutionary history. It does not, however, provide information about the advanced learned behaviors found in sentient beings. That’s because it only interacts with the physical side of the mind – the parts that are “hardwired”. Luckily for the user, the spell can be cast on any target within line of sight – which lets a sensible paranaturalist stay a long ways away from an unknown lifeform… Unlike most “detection” spells, “Analyze Creature” has nothing to do with it’s target’s will. It’s a great deal more dependent on how close the target is to it’s natural state. For those interested in settling some ongoing arguments, this will tell you whether or not a given entity is sentient.

Basic Drain: Analyze Living Being (S).

Drain Level Modifiers: None. Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]S.

Sure. Really useful. Like I need a wizard to tell me that it’s a !#$! Griffin!

 

Astral Sight: While this spell provides essentially the same information as normal astral perception, it presents it as an “overlay” on the physical world, rather then as a distracting alternate view, and does not leave him or her open to astral attacks. Still, most of the people who use this spell are sorcery-adepts. Such individuals find it invaluable, if only because it allows the use of metamagical skills such as centering and quickening. Extra success provide an increased clarity of perception (and reduce any penalties which may be assigned thanks to the confusion of the overlay).

Basic Drain: Analyze Magical Energy (Astral Sight, S).

Drain Level Modifiers: Personal Spell (-3). Net Basic Drain = L.

Drain Target Modifiers: Detection Spell (-1), Sustained (+1). Net Drain; (F/2)L.

 

Empathy: While this spell does have it’s uses – such as in assessing the mood of a crowd or an opposing negotiator – it has occasionally been used as an OFFENSIVE spell. Empathy lets you feel how other people are feeling; you can feel how much they care, their emotions, pleasures – and pain. This can be a very bad thing in a fight. Feeling the pain, and even the deaths, of those you attack, is a horrible distraction – if the shock doesn’t knock you out or kill you. Throwing it on that pesky troll who’s “running amuck” can definitely put him off his stride (The exact effects are up to the GM – but a distraction penalty of +3 or more may often be in order).

Basic Drain: Detect Living Beings (Emotions or feelings really aren’t specific enough for detailed “analysis”, M).

Drain Level Modifiers: Area Effect (+1) and Limited Range (-1). Net Basic Drain = M.

Drain Target Modifiers: Sustained (+1), Superficial Mind Interaction (+1), Detection Spell (-1), Extended Range (-1). Net Drain; (F/2)M.

 

Evocation (Individual): Closely related to the Mindlink spell, “Evocation” creates a permanent link with a specific, and generally extremely powerful, free spirit. In effect, it opens the caster to a very limited form of “possession”; the spirit can channel it’s powers through, or into, the caster.

The usual problem is persuading it to do so. The default “bargain” is that the user pays said spirit a point of karma each time he calls upon it. While expensive, the powers of a free spirit with a force rating and spirit energy in the 20- 40 point range are often worth the price. Less desperate, or smarter, mages often try to come up with something else they can pay with – running errands, championing said spirits pet causes, leading religious revivals, paying a karmic lump sum – or whatever.

Perhaps fortunately, most such beings don’t bother to get personally involved with minor mages. They’re likely to make a short, standardized, list of powers and bargains available to their “priests”.

Basic Drain: Provides radically new mental sense (S).

Drain Level Modifiers: Deep Mind Interaction (+1), Very Restricted Target (A specific spirit, -1), Voluntary Subject Required (-1), Permanent Effect (+1), Bonus Game Effect (The “Possession” business, +1), Ritual Only (As a rule, a direct link is not available, -1). Net basic drain = S

Drain Target Modifiers: Detection Spell (-1), Deep Mind Interaction (+2), Sustained (+1), Specific Target (-1). Net Drain; [(F/2)+1]S.

 

Heightened Analysis: While closely related to “Analyze Device”, this spell augments arcane probing with technically oriented testing. While this means that the “spell” takes at least an hour to cast, along with a certain amount of lab equipment (As relevant to the item, chemical, or whatever is being analyzed), it reduces the base target number (From the object resistance table) for whatever is being analyzed by the caster’s rating in the appropriate build/repair or knowledge skill.

Basic Drain: Analyze (S).

Drain Level Modifiers: Works on Non-Living Target (+1), Touch Required (-1), “Voluntary” (OK, “Unresisting”) Subject Required (-1), Bonus Game Effect (Reduces target number acc- ording to appropriate skill, +1), Miscellaneous Limitation (It takes a long time, -1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Works On A Non-Living Target (+1), Detection Spell (-1), Touch Required (-1), and Sustained (+1). Net Drain; [(F/2)+1]M.

 

Know The Talented: While this spell was originally meant to help identify potential mages, shamans, and adepts, so that they could be given counseling and training, it seems that the spell has a somewhat broader definition of “talent” then the designer consciously intended – unless, perhaps, there truly is “a touch of magic” in the “talents” of perfectly ordinary people. The spell will reveal “magical” potentials. It will also identify those with the potential to excel as athletes, artists, inventors, scientists, nurses, actors, tutors, and so on. The number of success obtained determines the amount of information you get on the nature of a kid’s talent(s).

Basic Drain: Analyze Living Being (S)

Drain Level Modifiers: Area Effect (+1), Personal Spell (-3), and Deep Mind Interaction (+1). Net Basic Drain = M.

Drain Target Modifiers: Detection Spell (-1), Sustained (+1), Extended Range (-1), and Deep Mind Interaction (+2). Net Drain; [(F/2)+1]M.

While the designer claims that he has never encountered a child who didn’t show the potential for something, he’s also known for being quite an optimist. Of course, there is quite a demand out there for basic, decent, people – so who knows?

 

Nirvana: Originally designed as an “ordeal” spell or as an aid to meditation, this spell is sometimes used as a kind of “attack”. It bestows “Cosmic Awareness” – the ability to “know”, and feel, your “place in the universe” and your deep connection with all life. Ultimate understanding. Sadly, finite minds seem to be incapable of handling it. Seriously weird things have been known to happen. People vanish, “come back” mad (or profoundly changed), achieve bizarre insights, or simply find themselves unable to remember what they felt. Almost everyone is “incapacitated” for the duration, if only due to sensory overload – although will tests may be made to take action if the user/target absolutely must. Many targets resist this spell.

Basic Drain: Radically New Sense (Cosmic Awareness, D).

Drain Level Modifiers: Miscellaneous Limitation (The exact effects are pretty much up to the GM, -1), Limited Range (As far as casting goes anyway. “Range” really doesn’t seem to have anything to do with it otherwise, -1), and Deep Mind Interaction (+1). Net Basic Drain = S.

Drain Target Modifiers: Detection Spell (-1), Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+2]S.

“Divination” is a more controlled variation of this basic effect; while it’s only a personal spell, it allows the user to “focus” his awareness on a particular topic or modest set of questions, extracting answers from the very fabric of the cosmos. Unfortunately, such “answers” often come as visions, obscure clues and references, curious “feelings”, quotations from the I-Ching, or riddles. Of course, they usually seemed clear and precise while the spell was active. The most common version of this spell (“Augury”) is limited to local, fairly immediate, topics, and has a [(F/2)+2]M drain. Full Divination has a [(F/2)+2]S drain – and is not so limited. In either case, it may take some time to get the information sought.

 

Rapport: This spell allows the caster to share memories, impressions, and skills, with a voluntary partner. While this is under the caster’s control, many mages still find it most disturbingly intimate. While this is useful in a variety of ways, it’s most notable effect is that characters using this spell can teach each other skills at half the standard karma cost, simply by passing along their own memories of gaining, and using, said skill.

Basic Drain: Radically New Sense (Mindsharing, D).

Drain Level Modifiers: Limited Range (The caster has to touch the target to set up the link, but the user’s are free to move about thereafter, -1), Bonus Game Effect (The memory impressment bit, +1), Voluntary Subject Required (-1) – and Deep Mind Interaction (+1). Net Basic Drain = D.

Drain Target Modifiers: Touch Required (-1), Sustained (+1), Deep Mind Interaction (+2) – and Detection Spell (-1). Net Drain; [(F/2)+1]D.

 

Remote Link: This useful spell allows the caster to set up a “wireless” link between a item of equipment immediately to hand and one within his or her line of sight. While the target number is – unfortunately – extremely high (10), each success provides a “transfer speed” of 100 MP/Turn. The user may either opt to copy that much material immediately or may sustain it to allow for further manipulation. As usual, the total number of successes cannot exceed the spell force.

Basic Drain: Improved Physical Sense (Hardlink not required, M).

Drain Level Modifiers: Works on non-living target (+1), Very Restricted Target (Datalinks only, -1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Non-living Target (+1), Sustained (+1), Specific Target (-1), Detection Spell (-1). Net Drain; [(F/2)+1]M

 

Visionquest: This peculiar spell sets the caster’s mind free to roam through time, gathering knowledge. Sadly, this tends to be an enormous information overload. Nobody ever remembers more then bits and pieces – and even they often pop up only when some stimulus acts as a reminder. Worse, there is no guarantee that any particular “memory” from the trip will actually come to pass; there are many possible futures – and perhaps many possible pasts.

Basic Drain: Radically New Sense (Trans-temporal, D)

Drain Level Modifiers: Permanent Effect (+1), Voluntary Subject Required (-1), Touch Required (-1), a “Miscellaneous Limitation” (For the most part, any information obtained using this spell is dispensed according to GM whimsy, although the caster is entitled to “try and remember something” by making an intelligence check once per session, -1), and Deep Mind Interaction (+1). Net Basic Drain = S.

Drain Target Modifiers: Detection Spell (-1), Deep Mind Interaction (+2), Sustained (+1), and Touch Required (-1). Net Drain; [(F/2)+1]S.

OK, so this serves as an excuse to hand out obscure clues and plot hooks. Anyone who’s EVER used this spell can put in an astral appearance at any point (Even long after they die) or suddenly remember something to put a group back on track.

As a note, for the sake of the game, it should be assumed that trans-temporal magic, whether physical, sensory, or any form of transport, transverses a realm outside of time which simply doesn’t allow for fine control. The consequences of ANY form of reliable pre-, or post-, cognition would destroy the game. Being able to actually manipulate, or travel into, the past via some reliable method, would be catastrophic.

 

 

 

Health Spells:

 

Accelerate Metabolism: This exotic spell “speeds up” the recipients basal metabolism, greatly increasing the rate at which he/she burns calories (Inducing a slight fever, making him/her very hungry – and inducing a breathing pattern which would normally result in hyperventilation), ages (Oh well) – and recovers from mental and physical injuries (Divide the basic recovery time by one plus the number of successes. The same ratio applies to the increase in the aging process – if that matters to anyone). As a side effects, most user’s get a bit twitchy and hyperactive, enjoy a +3 Body vrs disease (Thanks to their accelerated immune system), and take a -3 Body penalty vrs inhaled gases (Breathing deeply isn’t helpful). Perhaps sadly, the effects of the fever tend to cancel out any boost to the user’s reaction speed.

Basic Drain: Unspecified Health Effect (Accelerates Biological Timerate, L).

Drain Level Modifiers: Touch Required (-1), Bothersome “Side Effects” (-1), Bonus Game Effect (A -2 general target number modifier – so that there’s no penalty for sustaining the spell, +1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1), Sustained (+1), Touch Required (-1) – and a reduction carried over from the Drain Level modifiers (-1). Net Drain; (F/2)L

 

Berserker: This dangerous spell tips the target’s body into full, flight-or-fight, emergency response. The kind of thing that lets a frail mother lift her station wagon out of a ditch and off her kid. The heart rate and adrenalin levels soar, endorphins block pain, extra insulin and glycogen gets released, the breathing and metabolic rates accelerate, and all the body’s usual “safety limits” fall by the wayside. All of which results from intense stimulation of the sympathetic nervous system, and the suppression of the parasympathetic one. The recipient enjoys massive physical bonuses at the expense of enormous overall strain, a profoundly ruthless and reckless attitude – and a considerable risk of self-injury.

In game terms, bonuses include +4 to Strength and Reaction, +3 to Body and Quickness, +2 on Athletics and Will – and +1D6 on Reaction, Armed, and Unarmed Combat. Wound and fatigue penalties are reduced by 2. On the other hand, penalties include a -3 Intelligence (As far as logic goes – not perception and animal cunning. Minimum of 1 in any case), the effective halving of technical, social, vehicle, build/repair, and knowledge, based skills, total exhaustion (5D fatigue damage after the target “comes down”), the afore-mentioned attitude problems, having to resist (6L) damage whenever you try do anything which is, in the judgement of the GM, beyond normal physical limits, a severe risk of overload damage (1D6-4 difficulties – usually pulled muscles and minor fractures, but occasionally a minor heart attack) – and, usually, a feeling of severe depression after the spell wears off. The beneficial effects persist for roughly one minute per success (Basically an estimate of how successfully the caster stimulated / shocked the correct neural centers) – but the fatigue and damage which result must be dealt with normally.

Basic Drain: Unspecified Health Effect (Stimulation of the sympathetic nervous system, L).

Drain Level Modifiers: Bonus Game Effect (Complex, +1). (Nothing else applies – all the spell itself does is provide a swift kick to the appropriate neural centers. If you use “Magic Fingers” to trigger a firebomb, would that mean you’d have to pay for damage, area, and “elemental” effects?). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Superficial Mind Interaction (+1), Sustained (Only necessary for about a turn. After that, the biophysical chain reaction has begun. +1). Net Drain; [(F/2)+3]M.

Yes, this is a great deal more effective then spells such as “Increase Strength III”. That’s because it’s a lot easier to work with nature then it is to try and bypass it. Which is easier to do; destroying an oil-soaked bale of cotton with a hammer – or with a match?

 

Checkup: This spell “attunes” the recipients metabolism to the caster’s, passing along his/her resistances (As per a vaccination), stabilizing any metabolic problems (or vitamin deficiencies) to which the caster is not subject – and letting the target(s) momentarily add the users body rating to their own in an attempt to “throw off” things like the flu. Sadly, the effects do not reach the genetic level, hence it’s of no help against things like cancer, congenital defects, and such. While the spells effect is “permanent”, in the sense that it does not require arcane maintenance, the effects are subject to normal biochemical processes; “resistances” may wane over time, pesky vitamin deficiencies will come back if you don’t eat right, and you can always catch another cold. It is most unwise for a seriously-ill caster to try and use this spell. He/she would be likely to depress the patients immune system enough double their chances of catching something nasty.

Basic Drain: Unspecified Health Effect (L)

Drain Level Modifiers: Permanent Effect (+1), Bonus Game Effect (As above, +1), and Limited Range (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

 

Cure Addiction: This useful spell “cures” an addiction. Unfortunately, while this spell relieves ordinary addictions (Anything which could be overcome given time, will, and work), lethal dependencies, and supernaturally-enforced addictions, will require further appropriate treatment. More annoyingly, the spell confers no immunity to further addiction – or to a stress-related relapse.

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Permanent Effect (+1), Deep Mind Interaction (+1), Bonus Game Effect (As indicated above +1), Limited Range (-1) – and Voluntary Subject Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Deep Mind Interaction (+2) and Treats Symptoms Only (While it eliminates the dependencies, the targets body will just have to recover from any damage an addiction’s caused naturally, or with the aid of other spells, -2). Net Drain; [(F/2)+1]M.

For those who’re interested, “Cure Allergy” is a closely- related effect. Sadly, it only seems to work on classical allergies – overreactions by the immune system. It does NOT work on magically-based “allergies”; blocking those involves blocking the magical channel which produces them – an effect which is possible, but invariably strips the creature of one or another of it’s natural powers. “Cure Allergy” drops the Deep Mind Interaction, as well as Treats Symptoms Only – for a net drain of +1/L. It is up to the game-master whether or not a particular allergy – such as the ones metahumans get – is of natural or magical origin.

 

Deep Healing: This subtle spell heals the little ravages of daily life – the tiny bits of biochemical damage that are responsible for the aging process. Unfortunately, even magic isn’t perfect – and such damage rapidly becomes permanent. The spell can heal up to (Magic*Force) hours worth of damage from aging. “Letting it go” longer then that means that some aging will not be reversible. Worse – even at best – roughly an hour’s worth of aging will remain after each use. A mage may greatly extend his or her life – but this will not grant him or her immortality.

Basic Drain: Heal “Moderate” Damage (M)

Drain Level Modifiers: Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

 

DeepSleep: This simple spell permits it’s user’s to get along with less sleep. Divide the usual 7-9 hours required by the force rating to see how much sleep the user will need to be fully rested. One success suffices for the effect, any extras can be devoted to achieving “lucid dreaming” (No game effect, but enjoyable).

Basic Drain: Unspecified Health Effect (L)

Drain Level Modifiers: Permanent (Well – until you wake up anyway, +1), and Voluntary Subject Required (-1). Net Basic Drain = L.

Drain Target Modifiers: Voluntary Subject Required (-1), Superficial Mind Interaction (+1) – and Sustained (+1). Net Drain; [(F/2)+1]L.

 

Dentistry: This popular spell cleans, straightens – and repairs – teeth. Not too important to most runners, perhaps, but an EXTREMELY salable spell; low drain, very fast, needed by half the population – but not so urgently that you’ve got to run an emergency service instead of an office – and a lot more convenient then conventional (dental) methods. Anybody who’s willing to put in a few hours per week with this spell can support themselves quite handily.

Basic Drain: Unspecified Health Effect (L)

Drain Level Modifiers: Permanent Effect (+1), Voluntary Subject Required (-1), Limited Range (-1), Bonus Game Effect (Highly Profitable; Anyone knowing this spell at force three or better may readily support a “Middle” lifestyle by simply putting in about five hours a week, +1). Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]L.

Even if somebody’s incompetent enough to blow the roll to resist the drain, it won’t take more then fifteen minutes to recover. You can usually see a patient every five minutes or so. Every minute or two if you’re good.

 

Flesh Shaping: In essence, this spell simply allows the user to perform advanced “cosmetic surgery” – without really having to cut people open. If you want pointy ears, a mane, a lashing (If essentially useless) tail, or a basic nose job and “liposuction”, then this is the spell for you. The number of successes rolled determines the extent and quality of the changes which can be made. Most targets are voluntary – but the spell is not so restricted.

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Permanent Effect (+1), Bonus Game Effect (As appropriate to the change. Generally you can look nicer, intimidate people better, let your nifty new fur keep you warm in cold weather, suck properly because your infant-self no longer has a cleft palate, or run better because you no longer have that painful limp. +1), and Limited Range (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

On the other hand, targets generally try to resist if you try to do something like erase their faces. The market for erasing or changing fingerprints and such is, however, quite lucrative.

 

Forget: This spell disrupts the chemical basis of memory storage in the brain, inducing amnesia. The effect is, of course, quite permanent – just as burning a photograph would be. The basic version is limited to wiping specific parts – or all – of it’s target’s memories of the last few days.

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Permanent Effects (+1), Limited Range (-1), Deep Mind Interaction (+1) – and a Complex Game Effect (+1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1), Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+4]S.

The “Mindwipe” variant isn’t Area Effect – but does allow for Very Complex Effects; it can be used to “erase” specific skills, bits of knowledge, or images, from the target’s past experiences. The drain is identical.

 

Gate Of Death: This exotic spell is designed to “heal” a violation in the natural cycle of life – a more subtle wound them most, but a wound nevertheless. It’s designed to loosen the psychic bonds that tie the restless dead to the physical world – sending them on their way in peace. This can have odd effects on the caster, since he or she essentially takes on those bonds for a few moments – as well as experiencing a few moments drawn from the lives of those spirits. It is, on occasion, necessary to promise the spirit something in order to get it to pass on – but ghosts that strong are often cap- able of leaving their benefactor some sort of legacy. Unlike most healing spells, there’s no need to sustain this one. If a ghost “goes on”, it’s gone – unless something really makes an effort to call it back.

Basic Drain: Unspecified Healing Effect (L).

Drain Level Modifiers: Deep Mind Interaction (+1), Area Effect (+1), and Limited Range (-1). Net Basic Drain = M.

Drain Target Modifiers: Deep Mind Interaction (+2) and Restricted Target (Ghosts, -1). Net Drain; [(F/2)+1]M.

Making promises to spirits can get you into real trouble. They rarely have any sense of what’s practical, but breaking a promise to a ghost can earn you a haunting all your own. On the other hand, they can potentially pass on nifty little things like spells, skills, or valuable knowledge. (For the GM, they also make a great way to send people on a mission). Since all ghosts have an “essence” rating of six, the target number is always a 4.

 

Heal Land: This variation on the conventional “healing” spell was created by a young shaman, who, observing that the earth was a “living thing” on the astral plane, wondered why he couldn’t try to heal it. As it turned out, he could. It simply takes enormous amounts of power to affect a noticeable area. (The following spell formula is partial. It is only concerned with those few areas where this spell is different from the standard healing spell).

Basic Drain: Heal (Variable)

Drain Level Modifiers: Bonus Game Effect (The area aff- ected can be expanded using however many dice are available, rather then up to a specific limit, +1), Area Effect (+1), and Very Restricted Target (Gaia, -1). Net Basic Drain = WC+1.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]{Level Of Damage+1}.

Unfortunately, it seems that any individual area can only be affected by this spell once every solar cycle – around 21 years – unless it fully recovers and is somehow redamaged in the meantime.

 

Hypersenses: This interesting spell drastically enhances the sensory nerves and related neural systems – boosting their performance to near the maximum possible for a living being. This drastically boosts the user’s perception, and permits him or her to attempt to “analyze” things without external aids. For example, the user could pick up individual scents, track people by them, and even try to “read” their emotional states.

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Touch Required (-1), a Bonus Game Effect (+1 die to perception tests per success (+2), permits analytic functions (+1)), and Voluntary Subject Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical (+1), Sustained (+1) – and Touch Required (-1). Net Drain; [(F/2)+1]M.

 

Hypersexuality: This spell enhances the caster’s sexual attractiveness, abilities, and performance. Outside of being a lot of fun, it does have a few practical applications when you want to influence people.

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Bonus Game Effect (This spell is “maintained” subconsciously, and so doesn’t distract the user. On the other hand, it can also be “cast” subconsciously, and so may engage – and cause drain – unexpectedly. +1), Personal Spell (-3), Bonus Game Effect (A “-2” target number modifier on “appropriate” rolls, +1), Bonus Game Effect (+1 die per 2 successes on “appropriate” social and personal interactions, +1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1), Superficial Mind Interaction (+1) – and Sustained (+1). Net Base Drain; [(F/2)+3]L.

I have yet to encounter a young spellcaster who didn’t at least experiment a bit with this. Many or most of them spend a lot of time tinkering around with one version or another – and never admit it. For a spell so commonly researched, it’s almost impossible to find. So all right. Here’s a completed version. We’ll go over the formula, and I’ll dismiss the class for the fall break. Hopefully, when you get back, you’ll be able to concentrate on something else.

 

Immunization: Much like a conventional vaccination, this spell grants the recipient “Immunity” to a particular toxin, drug, disease, or effect – provided only that people can, at least in principle, build up some resistance to said effect. While such an immunity is limited (People can build up their tolerance for arsenic – but a sufficiently massive dose will still sicken or kill them), any ordinary exposure will leave them unaffected. Utterly overwhelming doses will take effect as if they were normal doses/exposures. Unfortunately, (meta) human bodies can only support a limited number of immunities at one time (Equal to their base body ratings).

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Permanent Effect (+1), Deep Mind Interaction (Well, sometimes, +1), Bonus Game Effect (Focuses the immune system against particular “targets”, +1), Limited Range (-1) – and Voluntary Subject Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Deep Mind Interaction (+2). Net Drain; [(F/2)+3]M.

-Interestingly, this spell can effectively prevent “focus addiction”, at least if the user is even remotely reasonable about it. The practical limit seems to be around 24 “points” worth of foci – which ought to be enough for anybody.

 

Inflame: Errr. OK; this tinkers with hormone levels and a variety of body subsystems, inducing a tremendous surge of sexual desire. While the exact results of this are somewhat unpredictable (IE; they’re determined by the GM), it’s often quite distracting.

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: “Permanent” Effects (Wears off – or gets exhausted – normally, +1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Superficial Mind Interaction (+1) – and Restricted Target (Only works on those creatures which HAVE sexual drives, -1). Net Drain; [(F/2)+1]M.

-OK. I know what you’re all thinking. That’s not really the point. There are drugs available for that. They’ve been some of the biggest street sellers for years now. Think more carefully; toss this on one, single, female hellhound, and the entire pack will go nuts. While a dual-natured creature can decide to fight the spell, instead of resisting it, they can only try that if they see it coming and can react in time. It tends to distract (meta-)human guards as well. Harmlessly, and in a way they rarely talk about.

 

Mystic Midwife: This useful spell permits the caster to ensure that a birth is both prompt, and entirely free of pain, trauma, and risk of complications, for both the mother and the child.

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Voluntary Target Required (-1) and Touch Required (-1). Possible Bonus Game Effect (See below, +2). Net Basic Drain = L.

Drain Target Modifiers: Physical (+1), Sustained (+1) – and Touch Required (-1). Net Drain; [(F/2)+1]L.

Not, perhaps, a spell of much importance most of the time – but one that may prove very interesting; stress and trauma can both reduce a creatures essence and magic rating. Birth is probably THE greatest trauma any animal undergoes in it’s entire life. The pressures and strains involved would kill any adult in moments – but babies often endure them for hours. Shapeshifters suffer much less then most creatures. They’ve got that nifty regenerative power. They’ve also got stronger magical natures, and higher essences, then any other animal. Maybe that’s no coincidence.

I wonder what the kids born with the “assistance” of this spell will turn out like. Even if it’s only happier, and a bit less fearful, it’ll be well worth the bother.

-Some people. I’ll admit that it’s an interesting bit of speculation – but I’d be willing to bet any amount that some pregnant female magician came up with a version of this fool spell YEARS ago – if not for the first child, then CERTAINLY for the second! Maybe that’s where the occasional youngster with an enhanced magic rating or cybertolerance comes from?

 

Neural Block: This simple “healing” spell interrupts the transmission of impulses along one or anther neural pathway. The precise effects depend on which pathway the user decides to block – and on the success of a biology skill check. There are a great many nerves in there to choose from. Some of the most common effects include partial or full paralysis, pain blocking, making something seem totally tasteless regardless of what’s in it, inflicting cardiac arrest (Not as effective as you might think in these days of cyberware and magic. A victim of such an attack usually remains awake and functioning for one combat turn per point of body, and usually recovers on their own if you drop the spell within (Body/2) minutes).

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Bonus Game Effect (Complex, +1), and Miscellaneous Limitation (Getting specific requires a bio- logy skill test, -1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]L.

As a side note, this spell does NOT work on cyberware – and that means that, for example, a “spinal block” will NOT stop some pest who’s running on skillwires. Somebody with a basic pacemaker is immune to induced cardiac arrest – and there’s no way of knowing that until they fail to collapse.

 

Regeneration: This spell temporarily “supercharges” the recipients aural pattern, allowing it to partially override his or her body’s physical patterns. In effect, it induces a limited form of regeneration – albeit at the expense of considerable fatigue. The most obvious results occur with gross tissue injuries (“Boxes of damage”). These heal with incredible speed (They’re converted into stun damage at a rate of one box every ten minutes or so). Minor appendages and such (Fingers, ears, etcetera) can be regenerated in a day or two. Major organs take at least a week, and will commonly require keeping the victim on some form of life support in the mean- time. Subtle damage to the central nervous system – such as is produced by the installation of cyberware, essence drain, and related effects (QV; Cybertechnology) takes the longest of all (Roughly one month per point of essence. While “drained” essence can be fully restored, roughly 50% of the cybernetic loss is due to the actual presence of the foreign materials. The other 50% is due to surgical trauma, scarring, and so on – which is why especially skilled surgeons can reduce the cost of installing cyberware. Interestingly, restoring “essence” also restores any magic points lost due to essence loss. See also; Cybermerge).

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Voluntary Subject Required (-1), Limited Range (-1), Permanent Effect (+1), Bonus Game Effect (As above, +3). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]S.

The effects may be “permanent” – but sustaining the spell long enough to get anywhere is a definite nuisance. It also has side effects; while it apparently provides “immunity” to age, pathogens, and poisons, at a rating equal to one-half the user’s essence score, it also makes it’s “target” one of the “solidest”, “brightest”, and most conspicuous entities to be seen in astral space, tends to vividly awaken old memories – and seems to somehow “link” the user to, or get the user involved with, peculiar entities, items, and events. Extremely long-term use (Months to years) may make the “strengthening” effect itself permanent, rather then it’s mere effects. The exact effects of such an event remain unknown – but there is reason to believe that it would involve acquiring the powers of Immunity to Age, Pathogens, Poisons, and Normal Weapons, on a permanent basis – and at a level equal to the user’s essence or magic score, whichever is higher. On the other hand, the same effects would drastically limit the user’s “ability” to gain Karma, drastically slowing any further improvements.

Stability isn’t entirely good.

-Interestingly, this spell doesn’t seem to be affected by metatype, whether pre- or post- manifestation. “Pre-Elvish” kids don’t follow a “spiritual pattern” and turn into elves. Apparently, all of the differences between the metatypes are just too trivial to make a difference to the spirit. While this merely confirms previous data (If “essence” is a measurement of the level of correspondence between the spirit and the body and metatype manifested on the spiritual level, then kids who are going to undergo UGE would start off with a “poorer-then-usual” body/spirit correspondence – and thus a lower then usual essence – until they transformed, at which point their essence would shoot up to normal. If “essence” was merely a measure of physical change, then undergoing UGE would reduce it drastically. Neither effect has been observed. Whatever a spirit really is, metatype apparently has nothing to do with it. Greater changes may; “high-essence” paranaturals seem to fall into three major categories; beings which could be said to have merged with spirits (Shapeshifters, Leshy, etc), and thus have essence scores of 8-9 (QV; Spirit Merge), the true spirits (Who’s bodies are “created” – and thus automatically mirror the patterns of whatever fragment of primal lifeforce the magician has managed to summon), and Dracoforms. It would be very interesting if dragons as a species come the closest to expressing the “true form” of sentient life), it’s always interesting to get more data (However much it may annoy the elves of Tir’ na n’Og).

 

Resist Aging: Relatively straightforward in concept, if a bit complex in execution – designing the spell required an extensive (Rating 6) knowledge of biology – this enchantment suspends the aging process while it’s sustained. The spell is “permanent” insofar as the aging process doesn’t suddenly “catch up with you” once the spell ends, a problem which may have, at least according to legend, plagued mages who lacked the requisite biological knowledge to block – rather then to supernaturally “mask” – the aging process.

Basic Drain: Unspecified Health Effect (L)

Drain Level Modifiers: Permanent Effect (+1), Bonus Game Effect (Complicated, +1), Touch Required (-1), and Voluntary Subject Required (-1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1), Sustained (+1), and Touch Required (-1). Net Drain; [(F/2)+1]L.

 

Unbinding: This straightforward enchantment is designed to free the target of unnatural mystic compulsions. This is commonly used to treat the victims of compulsion, confusion, fear, influence, and similar awakened powers – but it may also be used against the compulsions inflicted by conjuration. As a general rule, target’s do not resist being freed. Unlike most health spells, this one does not need to be sustained – once you break a bond, it’s gone unless someone puts it back somehow.

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Deep Mind Interaction (+1) – and Bonus Game Effect (+1). Net Basic Drain = S.

Drain Target Modifiers: Deep Mind Interaction (+2). Net Drain; [(F/2)+2]S.

Unfortunately, a newly-freed spirit tends to be a but ex- uberant and intoxicated with it’s new powers, at least if it decides to stick around instead of going elsewhere.

 

Unguarded Tongue: This curious spell disables the brain centers which handle lying and self-censorship. Victims babble without restraint on any topic that’s suggested to them. Of course, they also tend to tell you precisely what they think of you and anything else that catches their notice.

Basic Drain: Unspecified Health Effect (L).

Drain Level Modifiers: Net Basic Drain = L.

Drain Target Modifiers: Physical (+1), Treats Symptoms Only (-2), and Sustained (+1). Net Drain; (F/2)L.

 

 

Illusion Spells:

 

   Just as a note, the statement that “Illusions cannot permanently harm a character, mentally or physically”, is, like almost every other broad generalization, wrong. At the most obvious, people will occasionally have nervous breakdowns or heart attacks when confronted with certain stimuli. Enough pain will break anyone – if the overload of their own body’s reaction doesn’t kill them first. Pleasure can be addictive, to the point of severe mental dysfunction.

   Perhaps a trifle less obviously, “physical” illusions can manipulate and/or generate light and sound. An illusory fire generates light and casts shadows. Illusory sunglasses or an illusory umbrella can block the damaging effects of the sun. An “illusory” mirror will reflect a laser. An illusory flare or thunderclap can blind or deafen. An “illusory” laser beam is every bit as effective as the “real thing”; it is – after all – only a very, very, BRIGHT beam of light. If there were any practical sonic weapons, a similar argument would apply to them.

   Illusions really can hurt you.

 

Acceptability: This curious illusion is more a matter of perception then of a specific image; it presents both living and instrumental guardians with an illusion that the user is normal, acceptable, and belongs wherever he/she happens to be. As a rule, the spell has a target number of four, and is un- resisted. Living guards may make an intelligence test versus (2*Successes) whenever the user does something overly “odd”. Instrumental guardians do not resist, but are much harder to affect; consult the object resistance table to determine the maximum types of alarms a particular casting will affect.

Basic Drain: Complex Illusion (M).

Drain Level Modifiers: Illusion (-1), Area Effect (Who- and What- ever the user touches, +1), and Touch Required (-1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]L.

 

Astral Shield: This relatively simple spell supplies the user with a form of “passive” astral protection. It simply wraps itself around the user, and any foci or quickened spells he happens to have, and sits there, smirking smugly. While it can’t effectively disguise the caster – at least in terms of tricking anyone – it’s an effective “astral barrier”. Astral magi can’t see through it, and they can’t pass through it or attack anything inside of it unless they defeat it in astral combat. This is dangerous, since that’s the one thing which it’s really good at; it’s astral “damage code” is (F+4)D!

Basic Drain: Simple Illusion (“All-enveloping smugness”, L).

Drain Level Modifiers: Illusion (-1), Voluntary Subject Required (-1), Limited Range (-1), Bonus Game Effect (All of those reductions act to INCREASE it’s “effective” drain code as far as astral combat is concerned. +2). Net Basic Drain = L.

Drain Target Modifiers: Sustained (+1). Net Drain; [(F/2)+1]L.

If anyone cares, the general target number is a 4. More successes make the smirk either smuger, more annoying, or more embarrassed, at option of the caster. Anyone who thinks of some reason why this is vitally important should probably get a bonus karma point.

 

Aura Of Authority: Imbues it’s caster with a monumental importance, a commanding presence, and the “Feel” of someone who belongs in charge. It provides a considerable boost to the user’s effective leadership skills. More interestingly, the user can simply snap orders at people, with an excellent chance of being obeyed.

Basic Drain: Complex Illusion (M).

Drain Level Modifiers: Illusion (-1), Bonus Game Effect (+1 die per success on “leadership” and related tests, those given orders must make a willpower test versus the number of successes to resist, although this is subject to GM-assigned modifiers for how “reasonable” those orders are. +3 total), Limited Range (-1), and Voluntary Subject Required (You have to know what’s going on before you can use it). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Superficial Mind Interaction (+1), and Sustained (+1). Drain; [(F/2)+3]M.

The “Con Artistry” variant uses exactly the same formula, but applies to negotiation and attempts to trick people. It induces people to accept your statements as being true. The “Orator’s Aura” version applies to all social skills, but it has a +3/S drain code instead.

 

Distort Subjective Time: This curious illusion distorts it’s target’s timesense – making the minutes seem to pass in mere moments or the seconds seem to pass with glacial speed. The level of such “distortion” depends on how many successes the user obtains (Use as a multiplier or divider). This has few immediate applications outside of getting “more” time to study something that’s happening quickly or avoiding boredom when something’s happening much too slowly – but can be used in combat situations. Sadly, the spell is still basically an illusion – making decisions faster may reduce the delays due to minor hesitations while thinking slower tends to increase them, but this has no actual effect on the target’s physical body. It’s effects on combat and such are thus fairly minimal; an “accelerated” target may act every 8 combat phases, while a “slowed” target may only act every 12 combat phases. See also; “Envisionment”.

Basic Drain: Complex Illusion (M).

Drain Level Modifiers: Deep Mind Interaction (+1), Bonus Game Effect (Described above, +1), Illusion (-1) – and Limited Range (-1). Net Basic Drain = M.

Drain Target Modifiers: Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+3]M.

 

Entrancement: This spell doesn’t actually have any real effect; it simply surrounds the target with a shimmering – and subtly hypnotic – subliminal aura. While those watching will often fall into a light trance, and thus become increasingly suggestible, this is in no way guaranteed. Susceptibilities vary, such a trance is easily broken, it only works on those who can see the user, any suggestions must be verbal (and in a language which the victim understands), overly “obnoxious” suggestions are unlikely to produce good results, and so on. This isn’t “ZAP! You’re Mind-Controlled!”. It’s the kind of effect produced by therapists, vaudeville performers – and the occasional dentist. It can speed up therapy tremendously, be used to tap unconscious mental and physical resources, or be applied in various other ways, but anything complex requires both time and the Psychology skill.

Basic Drain: Simple Illusion (Subliminally flickering and swirling lights with soothing tones, L).

Drain Level Modifiers: Illusion (-1), Limited Range (-1) and Bonus Game Effect (Forces a will test against the user’s charisma, +1 per three successes, +2). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1), Restricted Target (Sighted Creatures Only, -1), Sustained (+1) – and Only Affects Those Who Look (-1). Net Drain; (F/2)L.

Interestingly, a sufficiently “high-quality” recording is almost as effective as the original spell. If you add in a few subliminal suggestions, you can subtly tamper with other people’s behavior. That’d make an exotic form of IC – or an unexpected form of attack program.

 

Envisionment: This curious bit of arcana is actually an “illusion” which only affects the caster. It allows the user to “build” incredibly detailed and vivid mental images, such as a beautiful garden, complete with wind, fountains, dew on the flower petals, and individual strands of moss on the rocks, and store them in his or her mind, to be recalled, examined, and improved or enjoyed, later on. While this is delightful and diverting in itself, this technique does have it’s practical uses; conjuring an elemental or allied spirit “into” a fully detailed, and prepared, “form” is much easier then having to “hold” said form in mind during the summoning. Such spirits may be summoned at forces 2 points higher then what the user “pays for” in drain/karma. It’s also useful in ritual magic, wherein such a representation can act as a +6 symbolic link.

Basic Drain: Extremely Complex Illusion (S).

Drain Level Modifiers: Illusion (-1), Bonus Game Effect (As above, +2), Personal (-3), Permanent (+1), Miscellaneous Limitation (Such images take many hours to “build”, -1). Net Basic Drain = L.

Drain Target Modifiers: Sustained (+1), and Superficial Mind Interaction (+1). Net Drain; [(F/2)+2]L.

This spell, along with “Euphoria” and “Distort Subjective Time”, were the creations of one Evan Wesnacht, a very young shamanic adept who’s powers came into operation while he was hospitalized after being hit by a motorcycle. Suffering from major damage to his brainstem, Evan was in severe pain and was not expected to recover mobility. While Evan claims to have been shown how to work these particular spells by his totem, he is highly intuitive and has a natural flair for designing spells. In any case, Evan eventually recovered (with magical assistance) – and has continued to design unusual, illusion-based, spells since.

 

Euphoria: This deceptively basic spell greatly enhances any pleasurable sensations the target happens to be feeling, as well as providing pleasure directly. While this is useful in some situations (The sensations tend to mask pain and block any “associated” penalties), it’s psychologically addictive, although the extent varies. Using it to block pain for a few hours is usually safe (Make a willpower test versus a target number set by the GM). Using it to enhance the enjoyment of something that’s already pleasant is far more dangerous. An enhanced gourmet meal might require a test against (The # of successes), while an enhanced session of lovemaking might be almost irresistible (Test against 2x the number of successes – an effect which can be used by the utterly unscrupulous to create “love slaves”). See also; “Envisionment”.

Basic Drain: Simple Illusion (Pleasure, L).

Drain Level Modifiers: Illusion (-1), Bonus Game Effect (Blocks pain and any associated penalties, +2), Touch Required (-1), Miscellaneous Limitation (Addictive, -1) – and “Permanent” (Well, the addiction can last awhile). Net Basic Drain = L.

Drain Target Modifiers: Sustained (+1), Superficial Mind Interaction (+1), Touch Required (-1). Net Drain; [(F/2)+1]L

 

Flare/Thunderclap: This straightforward spell generates a tremendous flare of light and/or a deafening blast of sound. This is essentially harmless, but it can blind and/or deafen those within the area of effect (And sometimes even those in the immediate vicinity) for one action per success. Target’s resist with their quickness. Those with flare compensation, or sound damping, gain three automatic successes. The basic target number is a four, for both casters and defenders.

Basic Drain: Simple Illusion (L).

Drain Level Modifiers: Area-Effect (+1), Illusion (-1), and Bonus Game Effect (Blind/Deafen, +1). Net Basic Drain = M

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]M.

As a note, the caster may let this spell radiate out from him- or her- self without being affected.

 

Grand Illusion: Unlike most of the simpler illusions, a “Grand Illusion” is somewhat interactive; it takes it’s form from the caster’s mind, but “accepts” small details added by observer’s expectations. An illusory brick wall will display local gang symbols, surface cracks, and little bits of loose mortar. It will “feel” rough to the touch (Although applying any real pressure will easily penetrate the surface). Those engulfed in illusory flames will “feel” the heat – and their flesh burning (This can be a severe distraction – but causes no real damage, although victim’s have been known to faint). The spell is physical; the illusion created is visible – and apparently real – even to those outside the area of effect.

Basic Drain: Extremely Complex Illusion (S).

Drain Level Modifiers: Area Effect (+1), Illusion (-1), Limited Range (-1), a Bonus Game Effect (GMO, as appropriate to the illusion produced. Reasonably common effects include target number modifiers for distraction, being unable to see or hear, blocked lines of sight, and various perception tests, +1). Net Basic Drain = S.

Drain Target Modifiers: Physical (+1), Sustained (+1) – and Superficial Mind Interaction (+1). Net Drain; [(F/2)+3]S.

It is, perhaps, unwise to use this spell to create overly conspicious illusions of “popular images”. While the idea is somewhat speculative, the interaction of this spell with the minds of those observing it may make it possible for such an image to draw power from said observers, becoming both self- maintaining and possibly even more-or-less “real”. There is a school of thought which claims that dragons are the result of such a process. Is the amusement value of conjuring up Godzilla really worth the chance that you may not be able to get rid of him later?

The “Lesser Illusion” variant of this spell is limited to relatively “static” (“Complex”) illusions – but is otherwise more-or-less identical, save for it’s [(F/2)+3]M drain code.

In either case, a Grand Illusion is a poor substitute for a Mask spell. It’s so difficult to keep it properly focused around whatever-it-is you want to conceal if it’s moving.

 

Lase: This interesting spell works precisely like a more “conventional” laser weapon; it inflicts (3F)M damage and uses dice from the user’s magic pool (Up to a limit equal to his/ her sorcery skill) to attack with. Multiple targets require that the user split up his dice, but there are no other penalties. On the other hand, the spell is subject to penalties for range, cover, rain – and most of the other modifiers for ranged combat. The beam may be arcanely-generated, but it’s no different from any other beam of light. Each success in casting the spell entitles the user to take one “shot”.

Basic Drain: Simple Illusion (A very bright light, L).

Drain Level Modifiers: Illusion (-1), “Touch” Required (The beam can go where it want’s, but it must originate from the caster, -1), High Energy (+2) and Self-Sustaining (You get several shots, +1). Net Basic Drain = M.

Drain Target Modifiers: Physical (+1), and Touch Required (-1). Net Drain; (F/2)M.

 

Mirror Of Darkness: This potent spell shows it’s target all of his “personal darknesses” – the flaws and stains on his or her soul. Most people are decent enough. They find this forced self-examination unpleasant, but bearable. Those with “nastier” dispositions find it less tolerable. Truly extreme cases have been known to go mad – or even die. Of course, a few complete psychopaths have been known to enjoy it. In any case, once such awareness is forced upon someone, there’s no getting rid of it – unless they deal with their faults, make whatever amends are possible, and try to be better people.

Basic Drain: Very Complex Illusion (S)

Drain Level Modifiers: Permanent Effect (+1), Deep Mind Interaction (+1), Illusion Spell (-1), and Limited Range (-1). Net Basic Drain = S.

Drain Target Modifiers: Deep Mind Interaction (+1), and Sustained (+1). Net Drain; [(F/2)+3]S.

“Killing Fear” is a perverted variation which substitutes “L” damage for the permanent effect. It confronts the target with images of his or her greatest terrors and forces him or her to deal with them. Whenever they fail to do so (IE – the dragon wins the fight, the poisonous snakes bite, they can’t hold onto the ledge any more, or whatever) they take a light wound.

 

“Mystic Lockpick”: A spell doubtless destined for great popularity, this spell creates a complex illusion; “You have been given the correct identification”. While it’s normally “resisted” (By the Int of living guards – or the rating of a security system), that’s only to spot errors in the code. A single net success is enough to succeed (After all, guards and such are EXPECTING correct identifications. Less-then-alert guards, or systems with greater-then-usual error tolerances, have a target number of five to resist. Most systems will allow an false try or two before sounding the alarm anyway – it cuts down on the false alarms when people fumble codes or put in their card backwards or some such).

Basic Drain: Complex Illusion (M).

Drain Level Modifiers: Limited Range (-1), a Bonus Game Effect (Extremely convenient, +1), Illusion (-1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]L

There is a manipulation-based version of this thing meant for use against key/combination locks (and other items relying on physical rather then informational codes). This spell of “Arcane Keying” is a Minor Physical Manipulation (Unlocking, M), with a Limited Range, Physical Effect, and a base target number of 6 (For “Fine Control”). It’s normally unresisted and has a drain code of [(F/2)+1]L. It works exactly like using the appropriate key.

 

Refraction: This simple illusion spell reflects photon- based attacks, including lasers, blinding lights – and gamma radiation. The spell will protect the caster and those items and persons he touches.

Basic Drain: Simple Illusion (Near-perfect mirror, L).

Drain Level Modifiers: Area Effect (+1), Touch Required (-1), and Illusion (-1). Net Basic Drain = L (-2).

Drain Target Modifiers: Restricted Target (Photon-based attacks only, -1), Touch Required (-1), Physical Spell (+1), and Sustained (+1). Net Drain; (F/2)L.

 

Sunbeam: This potent “illusion” simply focuses and directs light energy within it’s area of effect. While this is only about 90% efficient, ordinary magicians (Magic 6) channeling sunlight can still produce a seven megawatt beam – enough to supply electrical power for a town of 7000 people. Since the power available increases with the square of the users magic rating, a team – or a sufficiently high-order initiate – can set up a reasonably effective power supply. Of course, the power drops drastically if it’s cloudy, and just isn’t there at night.

Basic Drain: Simple Illusion (L).

Drain Level Modifiers: Area Effect (+1) and Extended Area (+1), No Range (1), Illusion (-1), Bonus Game Effect (Rather powerful, if dependent on sunny days, +1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

-Inevitably, someone will use this as a weapon. Well, if you narrow down the focus enough, you can. Seven megawatts is enough to flash-boil about ten kilos of water per second, to burn through armor plate, or to really make a mess of any unprotected creature. Unfortunately, this requires a lot of fine control and actually hitting them. One success is enough for supplying power, two suffices for smelting and such, three to use the beam as a “tool” (Welding, cutting, etc), four to blast a small area at range (Base of [Magic(S)] damage to an area about six feet across. Armor, however, will not help), and five for a narrow-beam attack (Does 16S vehicle damage). As far as hitting goes, this is a physical attack, albeit an easily-directed one; use a simple quickness test with ranges as per a grenade launcher. You will, of course, have to keep rolling to keep attacking with it.

 

Torment: This vicious illusion is very simple. It causes pain. Enormous amounts of unendurable pain. Since there’s no actual damage, the spell can be maintained indefinitely – and, sooner or later, everybody breaks.

Basic Drain: Simple Illusion (L).

Drain Level Modifiers: Illusion Spell (-1), Voluntary / (OK; Helpless) Target Required (-1), Touch Required (-1) – and a Bonus Game Effect (Given (Will x Will) hours or more, this spell can “break”, or “train”, virtually anyone; +3). Net Basic Drain = L.

Drain Target Modifiers: Sustained (+1) and Touch Required (-1). Net Drain; (F/2)L.

 

Visions Noir’: This spell wraps the caster, and any allies in the immediate area, in a horrifying aura of primal terror and nightmare torn from the deepest fears of those they face – an bit of imagery which tends to be extremely effective as a morale-breaker. Anyone confronting this vision must make a willpower test against twice the caster’s successes. Failure usually equates to panicked flight, surrender – or fainting. Affected targets will also give really serious consideration to anything the user says.

Basic Drain: Realistic Illusion (M)

Drain Level Modifiers: Area Effect (+1), Personal Spell (-3), Illusion (-1), Bonus Game Effect (“Creates” a specific target number at 2x Successes, +2, and Forces target to make a Willpower test, +1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

What’s really annoying about this is that – as a physical illusion – it’s quite visible, and still reasonably effective, even on those poor slobs who’re watching security cameras. Sure, they’re somewhat insulated (Target number of 1x unless the caster does something specific to intimidate them) – but lets all hope that nobody ever gets on a satellite broadcast with this thing running.

 

 

Manipulation Spells:

 

Acceleration enhances the caster’s ability to “get things done”, allowing him or her to work more quickly, surely, and with fewer sloppy mistakes. The net effect is to reduce the base time required for various tasks (Divide the “base” time required by the number of successes for tasks like research, gadgeteering, and surgery. Tasks involving interactions with other people may only have the base time required reduced by 50%). Unusually, this spell can be sustained without affect- ing other target numbers. The basic target number is a 4.

Basic Drain: Major Environmental Change (“Timerate”. If someone wants to quibble about “time magic” consider this as a “Minor Mental Control” plus “Minor Physical Control”, with a “Bonus Game Effect”. In either case, D).

Drain Level Modifiers: Personal Spell (-3), a Bonus Game Effect (-2 general target number modifier. This compensates for the distraction of sustaining the spell, +1), and a Very Restricted Target (Affects the use of noncombat skills only, -1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]L.

Perhaps unfortunately, attempts to come up with a similar spell designed to affect combat – and thus to obtain a near- unbeatable edge – have proven impractical. Such spells would have to affect minds, bodies, and equipment, making it quite impossible to limit the effect to a specific aspect of time. Without such a restriction, molecular speeds are affected as well – modifying the effective absolute temperatures of those affected by the same multiplier. From their point of view, the world has suddenly achieved cryogenic temperatures, while everyone else sees them as hot enough to melt their way into the floor. It just won’t work. The ever-popular “Time Stop” spell is similarly ineffective for a related reason; if you stop time you can’t interact with the area you’ve “stopped”. Thereby you cannot sustain the spell. Presumably you could sustain it if you were in the area – but no time would pass, and so you could NEVER TURN IT OFF. This is a bad idea.

 

Air To Stone: This straightforward spell transforms air to granite – at least temporarily. Unusually for area-effect magic, the caster’s successes can be used to expand, reduce, or shape the area of effect (It takes four successes to make a network of cracks fine enough to basically reduce the rock to a pile of sand). While this can be a very useful effect, the strain is murderous.

Basic Drain: Major Physical Change (Solidification, S).

Drain Level Modifiers: Area-Effect (+1), a “Bonus” Game Effect (Shaping function, +1), and Elemental Effect (+1). Net Basic Drain = D+4.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+6]D.

 

Application: This useful manipulation “takes” a caster- specified portion of the contents of any container which the user has handy and spreads it over the surface of the target or targets. If you want to cover people with glue, refinish the furniture, or paint a big smiley-face on the side of the Aztechnology corporate headquarters – then this is the spell for you. Of course, since the application pattern is set by the caster’s visualization, it’s unwise to attempt any major works of art with this spell, although the degree of control does improve with increasing numbers of successes.

Basic Drain: Minor Physical Manipulation (Apply, M).

Drain Level Modifiers: Area Effect (+1), Very Restricted Target (Stuff which you’ve got immediately to hand. It won’t work on solids, or on stuff that’s in containers out of arms reach, -1), Miscellaneous Limitation (Limited degree of fine control, relatively inconsequential effect, -1) and Bonus Game Effects (Application pattern can be controlled by the user’s visualization, rather then simply being “general”, +1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]M.

Possibly one of the most amusing spells around. One guy used this to apply superglue to the inside surfaces of heavy armor while people were wearing it. It didn’t entirely stop the wearers, but it certainly slowed them up and jammed up the gear. Besides – I heard that it took four hours and a gallon of solvent each to get them out of the suits afterwards.

 

Apportion: A spell of considerable theoretical, and little practical, importance, Apportion arcanely “teleports” things from place to place. Unfortunately, as it demonstrates, both ends of such a trip must be within the area of effect of the spell. Those lovely notions of traveling between worlds on the ephemeral wings of magic are doomed to remain fantasies.

-Professor Arthorius. Ph.D, Th.D, Chairman of the Atwell Institute for Occult Studies, and a respected hermetric mage.

Apportion moves any “single” object (The exact definition of “single” is somewhat up to the caster. A person could be moved with, or without, his / her clothing and gear. Implants, however, would invariably come along. A box and it’s contents usually count as a single object – but the caster can decide for himself if the lid happens to be open) from one point to another within it’s area of effect. Unfortunately, the mass involved does limit things; the spell’s effective “strength” is equal to the number of successes the caster achieves (Vrs a target number of 4). Given that this is a manipulation of space, only those items which are affixed to other items get to resist.

Basic Drain: Major Environmental Change (Spatial Relationship, D).

Drain Level Modifiers: Area Effect (+1) and Limited Range (-1). Net Basic Drain = D.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]D.

Actually, the somewhat pedantic Arthorius is wrong. All that this demonstrates is that all the magical effects which a spell produces must take place within it’s area of effect. That doesn’t mean that it’s repercussions are so limited! If I magically take out a support pillar my spell needn’t touch the roof to collapse it. It is entirely possible to arcanely manipulate the planetary gravitational fields in such a way as to create a “Wormhole”; a nonmagical structure quite capable of providing a “gateway” across space, time, and dimension. Of course, creating a singularity-class gravitational warp on – or even near – a planet could have unexpected consequences. Just as annoyingly, the fine art of “directing” wormholes to specific destinations remains to be developed – while simply traversing such a “gate” is likely to be a severe strain.

The “Wormhole” spell uses much the same design – but is a Sustained (+1 Target) Spell with possible “Side Effects” (-2 Target), and a Bonus Game Effect (Gateway, plus a little bit of direction; the destination is always survivable. It never opens up into a star or deep space or the bottom of an ocean trench. Any further control would require the development of a “special” skill, +2). It has a net drain of [(F/2)+4]D, or [(F/2)+6]D if the side effects are eliminated.

-Q. Mallory, a shamanistic physics student – now missing.

 

Arcane Interface: While only relevant in games where the magically-active have trouble “interfacing” with the matrix, this spell is very useful there; it negates such penalties.

Basic Drain: Major Mental Change (Adaption, M).

Drain Level Modifiers: Deep Mind Interaction (+1), Bonus Game Effect (-2 general target number modifier, compensating for the distraction of sustaining the spell, +1), and Personal Spell (-3). Net Basic Drain = L.

Drain Target Modifiers: Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+3]L.

 

Astral Bubble: The magical equivalent of a “space suit”, this exotic spell essentially “seals in” a section of astral space around the caster, allowing him or her to “take along” a benign magical “environment” on trips into space – or into areas with high background counts. It’s usually advisable to quicken, or spell lock, this spell.

Basic Drain: Major Environmental Change (“Maintains” a normal area of astral space, D).

Drain Level Modifiers: Area Effect (+1), Personal Spell (-3). Net Basic Drain = M.

Drain Target Modifiers: Sustained (+1). Net Drain; [(F/2)+1]M.

Like most “life support systems”, an astral bubble is, at least in theory, subject to duration restraints. Eventually, all the astral power you’ve “brought along” will be used up, if only in maintaining the spell. Fortunately for magicians, it would evidently require years for any (meta)human mage to exhaust the supply. This limit does, however, become a real consideration if this spell is used to permit a dual-nature, or otherwise magic-dependent, creature to survive under low- magic conditions. While concentrating power, and extending the radius of effect, will drastically (By the cube of the boost in radius, multiplied by the power concentration) extend the survival time, those creatures with arcane metabolisms would be well advised to slow them to a minimum (IE – go into deep hibernation) if they are expecting a long wait.

 

Bequest: This legendary spell allows a magician to pass on a portion of his / her powers as a legacy, bestowing them on a chosen student, successor, or descendent. Each success permits the user to transfer a level of skill, the knowledge of a spell, the bonding of a magical item, a point from his/ her magic score, an allied or bound spirit, or a personality trait (Sometimes also known as a “geas”) to the recipient. Obviously enough, this is very rarely used. While the spell could theoretically could be cast on behalf of somebody else (Say, a dying or crippled individual who wanted to give some of his or her abilities to a protege’) this is probably even rarer then the original intention.

Just as a note, characters may only make one bequest to a specific individual – although the effect can be delayed un- til the death of the “donor” if the caster so desires.

Basic Drain: Major Mental Manipulation (Transfer, M).

Drain Level Modifiers: Deep Mind Interaction (+1), Touch Required (-1), Permanent Effect (+1) – and Voluntary Subject Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Touch Required (+1), Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+4]M.

Certain eastern Physical Adepts are rumored to use a rite or ability with similar effects, occasionally as a part of a formal duel. This is, however, still unconfirmed.

 

Call The Void: This terrible spell warps the very stuff of the world – duplicating the conditions and rigors of deep space upon the earth’s very surface. The mana-based version affects astral space – with potentially catastrophic results for spirits, dual beings, foci, and astrally-active magi, in the area of effect – while the physical version only affects normal space (With equally catastrophic results for anything stuck within the area that likes to breathe or anything like that).

Basic Drain: Major Env. Change (Space Conditions, D)

Drain Level Modifiers: Area Effect (+1), Limited Range (-1). Net Basic Drain = D.

Drain Target Modifiers: Sustained Spell (+1). Net Drain; [(F/2)+1]D, [(F/2)+2]D for the physical version.

The individual version is a potent offensive spell versus things like cybermantic opponents – and a potent DEFENSIVE one when it’s applied to someone who isn’t astrally active. It’s drain is reduced by one level.

 

Chameleon: While closely related to Physical Camoflague spell, this version extends to the astral level (Helping the user resist ranged spells), and is not illusory – avoiding the pitfall of people “seeing through it”. The effect is other- wise identical.

Basic Drain: Minor Physical (M) and Minor Mental Changes (L) – totaling (S).

Drain Level Modifiers: Voluntary Subject Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

 

Channeling: This bizarre spell makes it’s user a “focus” for the massed belief, and accumulative magical power (Whether active of not) of immense numbers of people. While this can be used to assist in ritual magic (Reduce the target numbers of everyone involved by 1 for every two successes in casting this spell), it’s primary function is to “invoke miracles” – unimaginably powerful magical feats. Unfortunately, there is no hope of any individual actually CONTROLLING such power. It does what it wants to. It also does what it wants to with the CASTER, who will certainly be deeply affected by such an experience. Similarly, the spell isn’t really “sustained” – unless it’s being used for ritual purposes. The forces which the caster has tapped into will continue to work through him or her as long as “they” want to.

Basic Drain: Major Mental Change (As above, M).

Drain Level Modifiers: Permanent Effects (Always on the caster – and often elsewhere, +1), Deep Mind Interaction (+1), and Personal Spell (-3). Net Basic Drain = L.

Drain Target Modifiers: Sustained (Well – sort of, +1), Deep Mind Interaction (+2). Net Drain; [(F/2)+3]L.

 

Clean: This handy charm straightens things up. It “puts away” small objects, “sweeps”, dusts, polishes – and generally makes things neat and clean. Any blatant garbage is “tossed out” (And usually homogenized) – but it doesn’t just vanish. The spell merely moves things around – and so is automatically “permanent”.

Basic Drain: Minor Physical Changes (M).

Drain Level Modifiers: Area Effect (+1), Limited Range (-1), Bonus Game Effect (Trivia, -1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]L.

This is very hard on any evidence that’s been left in the area – raising the target number for any investigators by +4 or more.

 

Conjure Critters: Actually misnamed, this spell doesn’t genuinely “conjure” anything; it simply transforms microbes. In practical terms there’s little difference. In any case, the caster may “conjure” whatever kind of normal critter he, or she, chooses. The number of successes, and the size of what you’re trying for, determines how many you can get. “Tiny” things (Such as hornets) come in swarms of about one hundred per success. Ferrets and rats show up by the dozens. Housecats arrive at one per success, wolves and goats at 1/2, tigers and cows at 1/3, rhinos at 1/4, elephants at 1/5 – and whales at 1/10 (And only in the water even then). The caster does have a fair amount of influence over his “creations”, but doesn’t have absolute control. Neither do they understand things any better then any other normal critter.

Basic Drain: Major Physical Change (S).

Drain Level Modifiers: Area Effect (+1) and Limited Range (-1). Net Basic Drain = S.

Drain Target Modifiers: A “Superficial” Mind Interaction (+1), Physical (+1), and Sustained (+1). Net Drain; [(F/2)+3]S

 

Creation: Originally derived from the “Wealth” power exhibited by certain free spirits, this spell permits the user to convert magical energy directly into mass. Unfortunately, mortal magicians are limited by the energy-handling capacity of their physical bodies, and by their ability to provide an appropriate pattern (Unlike free spirits, who apparently tap into mankind’s massed, subconscious, knowledge). It’s still a marvelous effect, but it’s very draining, and only “creates” one gram of material per success.

Basic Drain: Major Physical Manipulation (S).

Drain Level Modifiers: Permanent Effect (+1), Bonus Game Effect (As above, +2), Miscellaneous Limitation (Caster must have an appropriate skill for what he / she wants to create, such as “Jeweler”, -1), Miscellaneous Limitation (May not be cast more then [1+Initiation Level] times per day, -1). Net Basic Drain = D.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]D.

-OK, so you won’t get very far making gold, most gems are synthetic these days, artwork takes notable talent, and rare silks and such just aren’t worth what they used to be. Unless you can handle the kind of power load a free spirit can, the best way to make money on this is making exotic biochemicals and drugs. Perhaps sadly, this spell cannot “create” living things. A skilled biologist may be able to make a fruit-fly body, but it won’t be alive. As a note, anything created by this spell does show up as “magical” if anyone checks.

 

Cybermastery: This technomantic spell is used to repair, maintain, and upgrade cyberware – albeit within limits. (The spell can essentially be used to save money and effort – not to obtain something that isn’t normally available). The base target number for this spell is a 5; the target may be “high technology” – but someone has paid essence to make it a part of themselves. Attempting to use it on uninstalled cyberware raises that target number to a 10.

Basic Drain: Major Physical Change (S)

Drain Level Modifiers: “Permanent” Effects (+1), Touch Required (-1), Voluntary Subject Required (-1), Very Complex Bonus Game Effect (+2), and Miscellaneous (Can only be used to modify cyberware up to currently permissible standards, -1). Net basic drain = S

Drain Target Modifiers: Physical (+1), Sustained (+1) – and Touch Required (-1). Net Drain; [(F/2)+1]S (Not that it really matters much; this simply isn’t a spell you cast when you’re under time pressure).

Threshold: (Essence cost of system) successes. Further requirements for specific modifications are given below.

Note that this spell “works” via molecular rearrangement; hence its ability to become permanent. No magical transformation is involved; things are “merely” moved around. Sadly, thanks to the complexity of this operation, the caster needs access to the Cybertechnology and Biology knowledges at rank 3+, an Intelligence of 5+, 5+ MP of headware memory (A data- jack and computer may be substituted), and it can only be cast over several hours. Even if these requirements are met, the user needs to get at least (Essence cost of the system to be affected) successes, +0 (Basic repairs), +2 (Minor mods), +4 (Alphaware upgrade), or +6 (upgrade to Betaware). “Upgrades” also require the use of a full-body medical monitor, tapping into the local morphogenic field (IE; the “upgrade” you want must be available in the campaign) – and a decent Analysis of how the upgraded system is supposed to “Look”. That requires either an example to use “Analyze Device” on (4+ successes), access to the appropriate technical files for the cyberware, or a great deal of “digging” through the published papers in the field (A job for an obliging – and technically skilled – decker, scientist, or other researcher with lots of time).

 

Cybermerge: This handy spell implants cyberware without the necessity for surgery, “merging” it into the user’s body with minimal disturbance, minimal tissue loss, and the least possible trauma. It’s still quite a shock – but it’s less of one. Each success reduces the damage that such surgery would ordinarily inflict by one box. More importantly, it reduces the essence “cost” of installed cyberware 30% more then even the best surgeon could manage – to 50% of normal.

Basic Drain: Major Physical Manipulation (S).

Drain Level Modifiers: Permanent Effect (+1), Voluntary Subject Required (-1), Limited Range (-1) – and a Bonus Game Effect (As above, +2). Net Basic Drain = D.

Drain Target Modifiers: Physical Spell (+1), Superficial Mind Interaction (+1). Net Drain; [(F/2)+2]D.

Inevitable really. After all; the Order Of Cu Chulainn in Tir’ na n’Og demonstrated that it could be done – and the information on implant surgery pretty much gave away how.

 

Danse’ Macabre: This peculiar, and extremely dangerous, enchantment transforms the area about the caster into a kind of magical “amplifier”. The effective force, and the area of area-effect magic, is multiplied by (1+Number Of Successes). Perhaps fortunately, casting the Danse’ costs (1D6/2) points of karma, as the user can not fully reclaim all of the life- force he “lends” to his surroundings (See commentary).

Basic Drain: Major Environmental Change (Resonates with magic, D).

Drain Level Modifiers: Area Effect (+1), Deep Mind Interaction (+1), Personal Spell (Actually, in theory, somebody else could try to tap into the effect, but this is virtually guaranteed to go horribly wrong somehow. -3), Miscellaneous Limitation (Karma cost and possibility of uncontrolled effect, see commentary. -2) – and a Bonus Game Effect (Complex effect, +1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), “Deep Mind Interaction” (+2), and Sustained (+1). Net Drain; [(F/2)+4]M.

The “basic” limit on a sorcerer’s power is fairly simple; They have to personally channel all of the arcane power they put into a spell. In “ritual” magics, other spellcasters may help shape and control the power – but ultimately the spell is cast by a single individual. That’s why a ritual spells area of effect is determined by the leader’s magic rating. The other members are simply helping him control it – just as an elemental might. “Ghost Dance” level magic takes almost the opposite approach; EVERYBODY casts the spell, and then tries to merge their spell-construct with the others. If they get it wrong, they are very likely to either burn themselves out as the spell’s massed energies touch them – or to be “sucked dry” of magic (Often permanently) as they lose control and let their personal power be drawn into the spell. Perhaps that’s better then burning out – but it still isn’t good. There is one position in the dance that’s fairly safe – being the one who starts it. You may still get sucked dry – but the other dancers are trying to “merge” their magic with the construct you set up. Since you don’t have to try do so, you can’t get burned out.

There does seem to be one other notable change; while the threshold of the effect is unknown, (very) high-force spells seem to begin to expand their effects, durations, and areas of effect, by a multiple or power of their basic force – rather then being limited to the straightforward addition of lesser forces. Evidently, at some point, the spell itself begins to feed on, or align by resonance, the energies of astral space around it. Of course, that’s also the reason why such high- powered magics tend to be very SLOPPY. Not only is the “fine detail” of the spell construct limited by the ability of the contributing spellcasters to envision it’s structure (Go on. Try to keep a full map of a small city – along with detailed instructions for what you want done in each location – fully envisioned in your head) but the multiplication effect tends to lose or “mutate” details, roughly the same way that using multiple generations of photocopied diagrams tends to.

That’s why Amazonia is such a mess.

This weird spell essentially sets up an external channel, giving the surroundings a kind of quasi-life which resonates with the user’s mind. In essence, it’s a power multiplier. Of course, that’s why it costs Karma; the caster has to give up at least a bit of his own life force to his surroundings. This is INSANE. The power of the ghost dance is dangerous, and unpredictable, enough WITH the control, and detail, added by a couple of hundred magicians. Trying to do it all yourself, with the “aid” of a channel which will probably reflect your mind imperfectly at best, is fairly likely to result in some form of a magical disaster.

Be careful what you ask for. You just might get it.

(As a note, there has been speculation about a “Hermetric Method” of working Ghost-Dance level magic; in theory, there is no reason why a spell couldn’t be “assembled” bit by bit, or made up of smaller spells “chained together”. While this would, indeed, be “safe”, since such minor magics are easily within an individual mages capacity, and there’s no problem of merging them to consider, there are problems as well. The overall design would be incredibly complex, every mage would have to learn a little, individual, spell which would be good for nothing else, one missing mage would ruin everything – and the timing would be impossibly critical. God alone knows how many tries it might take to get it right. On the other hand, at least they’d survive to keep on trying).

 

Detonate: This bothersome spell is essentially catalytic – it gives any unliving, unstable, molecules in it’s area of effect a quick “kick”, igniting readily flammable substances (fuels and such), and detonating explosives. As a manipulation spell, it affects everything in it’s area of effect equally. Given that fuels and explosives are low-tech at best, it has a usual target number of five – and a single success will be enough to kick off the reaction. After all, that’s what that class of substance does – and is intended to do.

Basic Drain: Minor Physical Control (Triggering, M).

Drain Level Modifiers: Area Effect (+1) Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1) and Restricted Target (Inanimate substances only. While living things are full of unstable, high-energy, compounds, detonating them is just not very nice). Net Drain; [(F/2)+1]S.

 

Diffusion Control: This useful spell permits the caster to manipulate the concentration of gases in the atmosphere – albeit by drawing on surrounding atmospheric reserves. If a desired element or compound isn’t present, the caster is out of luck. It can be used to “collect” released gases as well, but this is more rarely useful – unless you’re being gassed. In this case, the number of successes indicates how well the caster managed to extract the harmful substance; most of the better gases have an effect even if they’re very dilute.

Basic Drain: Minor Environmental Change (proportions of gases, S).

Drain Level Modifiers: Area Effect (+1), Very Restricted Target (Air components only, -1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]S.

Sadly for the more malevolent types among us, suffocating people takes quite a while – but fires can be snuffed out in a few moments. For those who are a little bit more creative about it, an atmosphere of pure oxygen can make quite a mess of things.

 

Eater Of The Dead: This appalling spell allows the user to absorb a portion of the abilities that a corpse possessed in life. In general, the fresher the corpse, the more power which can be absorbed. The more powerful the individual was, the more power which can be absorbed. Thus – obviously – the best results can be obtained by ritually murdering something with a great deal of power during the casting. Fortunately for everyone, the use of this spell is limited – you have to be a bit nuts to use it (If you are not already, you will be after a casting or two), and incorporating a part of someone else into yourself necessarily costs some essence (Generally .5 points. The powers gained must be negotiated with the GM, but the user will know what he’ll gain before completing the spell – and may opt not to complete it).

Basic Drain: Minor Physical plus Major Mental Changes = (D).

Drain Level Modifiers: Permanent Effect (+1), Deep Mind Interaction (+1), Personal Spell (-3), Bonus Game Effect (As above, +2), Costs Essence (-2). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1), Deep Mind Interaction (+2), Sustained (+1). Net Drain; [(F/2)+4]S.

 

Elemental Imbuement: This unusual spell can only be cast when a mage spends karma to permanently bind an elemental to a location (The Grimoire, Astral Security, Page 91), binding it to an item instead. While this limits the spirit’s powers considerably, it makes them considerably more reliable. Such an item/spirit acts as a “spell category focus” of one-third the spirit’s force rating (Mundane bearers may use the spell defense function only), can exert the movement power on it’s bearer at half it’s force rating, and may power one additional minor function as approved by the GM. Of course, the precise orders, and restrictions, laid upon such items are up to the mage who creates them.

Such items are fairly difficult to destroy, since they’re protected by “armor” equal to the spirit’s force rating – in addition to it’s basic construction. More annoyingly, unless fully destroyed, such items swiftly repair themselves.

Popular variants include; Elemental Blades (Air; Can move around and attack independently. Water; Is innately venomous. Fire; Does +1 damage level. Earth; Adds 2x it’s force rating to the blade’s basic power rating vrs barriers, damage level is not reduced against vehicles. In addition, all elemental blades count as magic weapons), “Flight Belts” (Air, minimum spirit force = user’s body), Enhanced Armor (Earth; +3 body, +F/2 impact and ballistic), Holocaust Cloaks (Fire, allows the use of the Flame Aura power) and classic Water-Breathing Rings (Water; Obvious). If the item also happens to be a Formula Focus of an appropriate spell type, the “minor function” may be taken as the ability for the item to cast the spell (At a force rating equal to the spirit’s) up to three times a day. Items enchanted as appropriate types of Spirit Foci can also be used. Such items enhance the spirit’s effective force by their level and act as “bodies”, using the spirit’s unenhanced attributes.

Basic Drain: Major “Physical” Manipulation (Changing an item into a spirit-habitation, S).

Drain Level Modifiers: Permanent Effect (+1), Voluntary Subject (A bound elemental) Required (-1) and Touch Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical (+1), Sustained (+1) – and Touch Required (-1). Net Drain; [(F/2)+1]M.

Three functions. I wonder if there’s any connection to that old business about the three wishes? Some other things didn’t get mentioned; Such items are active magical devices. That means that an astral mage could overwhelm the spirit, and slam a fireball through it – especially nasty as most of the people using items like this will be mundanes. They DO seem to be indestructible unless broken – but they DON’T react at all well to running into opposing elemental items or forces. Wild magical discharges are no fun at all. Also, for some weird reason, they get “quarrelsome” if/when you try to keep too many around; they seem to regard more then three or four (Chr) elementals being around one person at the same time as being overcrowded or something. Not much of a problem for a mundane, but a hermetric mage using such an item AND calling up all his elementals could be in for a nasty shock. Last, but not least, great-form elementals retain their ability to produce special effects as items.

If these things ever start showing up on the streets, I’d expect a basic price of around 10,000 (Force x Force) NY, an availability of 6/72 Hours – and a street index of 2. They may be fairly quick and simple to make, but the drain can kill you and the personal karma cost can be pretty high. Even using alchemical materials in the item won’t bring the karma costs down below half the spirits force.

 

Emulate Focus: This useful spell allows one mage to help another – rather like an allied spirit. Each success permits the caster to temporarily devote a point of his or her magic rating to acting like some kind (or kinds) of focus, up to a maximum rating equal to the force of the spell. Fortunately, unlike a conventional focus, no “bonding” is required. The caster must, however, remain within (Magic Rating) meters of the person he or she wishes to assist.

Basic Drain: Major Mental Changes (M).

Drain Level Modifiers: Deep Mind Interaction (+1), Spell Affects Attribute (+1), and Personal Spell (-3). Net Basic Drain = L.

Drain Target Modifiers: Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+3]L.

 

Enhance Link: This useful spell temporarily enhances an astral link – allowing the transmission of a spell along it. While this lacks the massive power of ritual magic, it’s far faster. In practice, the caster simply touches the item to be used as the material link (Note that this generally won’t work with symbolic links), casts this spell – and then casts some other spell over the newly-enhanced link. This can be a great way to disrupt a ritual sending, as the target of such an assault automatically possesses a link leading back to the ritual team. The number of successes determines the maximum force of the spell which can be transmitted.

Basic Drain: Major Mental Manipulation (Enhanced astral link, M).

Drain Level Modifiers: Touch Required (On one end, -1), Bonus Game Effect (Saves lots of time, +2). Net Basic Drain = S.

Drain Target Modifiers: Touch Required (-1) and Sustained (+1). Net Drain; (F/2)S.

Also a great way to find people – or to help out a friend in an emergency. It can be very useful to be able to “send” a healing or protective spell. The “Greater Sending” version “Requires A Voluntary Subject” (-1), includes a “Superficial Mental Interaction” (A limited sensory/communicative effect, +1 drain target) – and a Bonus Game Effect (Permits the user to cast a spell THRU the linked subject, +1). It has a drain of [(F/2)+1]S.

 

Environmental Field: This handy enchantment maintains a livable environment around the user, blocking the effects of smoke, fire, water, cold weather, gases, toxins, bioweapons, and radiation. Unfortunately, focused attacks tend to blast right through – but it’s very handy if you’re pulling people out of a fire, stuck underwater, or have to deal with a leak of something nasty. The basic version extends itself around the user and whatever he touches and wills to be included. More potent, if less well-controlled, versions simply protect the area (Delete “Touch Required”, upgrade to “M” Drain).

Basic Drain: Major Environmental Change (Livable, D).

Drain Level Modifiers: Area Effect (+1), Personal Spell (-3), Touch Required (-1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]L.

The field is fairly well proof against generalized stuff, such as a flamethrower. Anything with any real force behind it in a specific spot will generally punch through, although the field does reduce the effects of elemental assaults by 2 levels. Gases and germs simply won’t penetrate, any more then they will go through any other airtight barrier.

 

Extension: This bizarre spell allows it’s caster to re- define aspects of his spatial relationships within it’s area of effect. In simpler terms, the user can shift his point of view to any point within the spell’s radius of effect, touch (Or, for that matter, smell and taste) any object within the area and exert his / her normal strength on it, deliver touch- range spells, and so on. This can get peculiar, but at least it’s limited to the immediate vicinity.

Basic Drain: Major Environmental Change (Spatial Relat- ionships, D).

Drain Level Modifiers: Area Effect (+1), Personal Spell (-3). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2)M.

 

Extraction: This versatile spell extracts a compound or group of compounds from a source mass – for example, it will pull pure copper out of copper ore. While said material will only “flow” a couple of feet, and a maximum of (Force * Number Of Successes) kilos can be extracted in a single casting, it is still a quick and simple way to extract modest quantities of materials.

Basic Drain: Minor Physical Control (Moved a few feet, M).

Drain Level Modifiers: Limited Range (-1), and Bonus Game Effect (Selective, as specified by the caster, +1). Net Base Drain = M.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]M.

The area effect version is commonly known as “gathering”. The target number is usually 6 (Fine control), but it may be raised if you’re trying to affect highly-processed material. If you’re trying to affect a living thing, use Body.

 

FastBurn: This simple spell causes a modest quantity of fuel (A maximum of [Force]KG) to ignite, and burn, virtually instantaneously – in effect, detonating. Given the amount of chemical energy involved, ordinary fuels, waxes, and similar substances are roughly equivalent to plastique. A little bit of magnesium will produce a tremendous flash, while aluminum produces tremendous amounts of heat. One success suffices to detonate the material, additional successes allow the caster to control the blast like a shaped charge.

Basic Drain: Minor Physical Control (M).

Drain Level Modifiers: None. Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Restricted Target (No living beings, -1). Net Drain; (F/2)M.

 

Firehose: This curious spell drastically “expands” upon the volume of a modest amount of relatively innocuous liquid (Such as; Elmer’s Glue, Water, Paint, Lubricant, Blood, Oil, Firefighting Foam, Soap Suds, Slime, and so on. Things like dangerous Toxins, Acid and “Superglue” won’t work), creating a stream resembling that from a “normal” firehose. The user may sustain, and direct, the stream by waving his hand around, and adjust the spray by opening and closing his or her fingers (IE; the user may drop the impact of a tight stream in favor of dousing an area. This does no actual damage, but does get things drenched).

Basic Drain: Moderate (Stunning) Damage (M)

Drain Level Modifiers: Sustained Damaging Manipulation (+1), Elemental Effect (+1), “Limited Range” (The same as a normal firehose has, -1), Bonus Game Effect (Soaks both the target, and splatters the surroundings, with whatever-it-is, +1), Very Restricted Target (Essentially harmless substances only, -1), and Damage Level is not increased by the caster’s successes (It’s just a “hose”, -1). Net Basic Drain = M.

Drain Target Modifiers: Physical (+1), Sustained (+1), Stun Damage (-1), Bonus Game Effect (Variable spray provides very limited area effect, +1), and Restricted Target (-1). Net Drain; [(F/2)+1]M.

 

Focus Absorption: This spell is pretty simple; you cast it on a focus, and the focuses power becomes an innate power of yours (Or whoever you imbue it in) – much like a physical adept’s abilities. Unfortunately for the truly power-hungry, gaining those occult energies comes at the price of losing a bit (.1 points) of essence. The force of the spell must at least equal the focus rating – but a single success suffices UNLESS the focus in question is currently bonded to somebody else, in which case the caster must score successes equal to it’s rating in a resisted test.

Basic Drain: Major Mental Change (M).

Drain Level Modifiers: Permanent Effect (+1), Deep Mind Interaction (+1), Bonus Game Effect (As above, +1), Requires Touch (-1), Voluntary Subject Required (-1). Net Basic Drain = S.

Drain Target Modifiers: Requires a Touch (-1), Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+2]S.

-Anything you pay essence for automatically, at least for magical purposes, becomes an integral part of you. Still, for magical devices, simply having them implanted seems just a bit unstylish. Ergo, this spell. Note that if the focus is already bonded to you, the essence cost is halved.

 

Focused Mastery: This interesting spell “amplifies” the user’s aptitude for some specific skill or other activity to a tremendous degree. While this does tend to induce a kind of monomania in the user, to the extent that employing other skills is extremely difficult (A total of +4 on their target numbers), it is useful in one way; while using the “focused” skill, the user may ignore any and all target number modifiers for distractions – including those for sustaining the spell, injuries, and fatigue. It’s primary effect is, however, to provide the user with one extra die per success on his / her use of the selected skill.

Basic Drain: Major Mental Change (Amplification, M)

Drain Level Modifiers: Deep Mind Interaction (+1), Bonus Game Effect (Provides +1 die per success, +2) – and Personal Spell (-3). Net Basic Drain = M.

Drain Target Modifiers: Bonus Game Effect (Monomania as noted above, +1), Deep Mind Interaction (+2) – and Sustained (+1). Net Drain; [(F/2)+4]M.

Force Shield: Designed in an attempt to “duplicate” the defensive aspect of the hidden life power, this useful spell creates an unseen “force field” riding the boundaries of the user’s aura. Normally imperceptible, the field reacts to any violent, incoming, effect – resiliently damping it’s effect. In effect, the spell provides armor equal to it’s (Force+1/2 the number of successes) against such effects – accumulative with any ordinary armor worn. It does not react to outgoing effects – or protect the user against anything going off in- side it. Neither is it damaged by attacks, unless the attack is specifically targeted against armor. The physical version protects against physical attacks, while the magical version protects against magical ones, such as spells.

Basic Drain: Minor Physical Manipulation (“Barrier”, M)

Drain Level Modifiers: Voluntary Subject Required (-1), Limited Range (-1), Bonus Game Effect (Adds to armor, base = [Force + Successes/2], +2). Net Basic Drain = M.

Drain Target Modifiers: Sustained (+1) – and Restricted Target (Incoming effects only, not things like having all of your ammo cooked off or having a spell grounded through your focus, -1). Net Drain; (F/2)M. [(F/2)+1]M for the physical version.

-While that “Violent Effects” business makes this spell a LOT easier to live with if you want it up for a bit, it also means that it’s of no help at all against joint-locks, being thrown around with judo (Although it’ll help with the fall), slow impalement, being crushed under wreckage, or just being squeezed to death by some friendly, neighborhood, troll. The “Golden Armor” variant provides both forms of protection, at the price of increasing the drain code to [(F/2)+1]S. All three come in personal versions, with drain codes reduced by one level.

 

Forge Power Word: This handy spell converts an existing spell pattern into an subconscious magical channel, somewhat resembling a physical adepts. While this can only be applied to “personal” spells, automatically increases the drain code by one level, halves the number of dice which the caster may use from his/her magic pool in casting the spell, and forces the user to learn the converted spell again if he/she wishes to be able to cast it normally, it offers one major benefit; the “converted” spell may now be cast “reflexively” – with a single word or gesture. In other words, casting such a spell is a free action – and may be done as a defensive reflex (Also known as the “OH SHIT!” response – as in “Well, you’re being hit with a force ten Hellblast”. An excellent time to have a personal mana barrier available as a power word. Sadly, even power words are subject to the rules for surprise).

Basic Drain: Major Mental Change (M).

Drain Level Modifiers: Permanent Effect (+1), Bonus Game Effect (As above, +2), Deep Mind Interaction (+1), Voluntary Subject Required (-1), and Limited Range (-1). Net Basic Drain = D.

Drain Target Modifiers: Deep Mind Interaction (+2). Net Drain; [(F/2)+2]D.

 

Golem: This classic spell permanently (The spell is, in effect, automatically “Quickened”) animates something. While not at all clever such automatons can understand relatively simple instructions. They do not take stun damage and have “armor” based on their construction. Unfortunately, a decent mage can usually de-animate a golem in short order – but they are great for repetitive simple tasks.

Basic Drain: Major Physical Manipulation (S).

Drain Level Modifiers: Permanent Effect (+1), Costs one point of karma to cast (-1), Bonus Game Effect (The “golems” physical attributes equal the spell force as modified by the material (Adjust body and quickness by the same amount, but in opposite directions). Chr=0, Effective Int=1, Ess=0, Will=0, Reaction is half of base value. +2), Touch Required (-1) – and Casting Requires at least an hour (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Touch Required (-1). Net Drain; [(F/2)+1]M.

 

Grounding: Makes the immediate environment a “Sink” for some form of energy – rapidly draining it away. This can be used defensively the way a lightning rod protects structures (“I can keep us from burning to death by grounding the heat, but keep that cloth over your face! The smoke alone can kill you”), used to short out electrical fences and “drain” power systems, or even be used offensively by selecting a specific item or individual as the grounding point within the area of the spell (This could be fairly nasty if someone is standing next to a burning building or high-tension power line).

Basic Drain: Minor Environmental Change (S)

Drain Level Modifiers: Area Effect (+1) and Limited Range (-1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1), a “Simple” Discretionary Effect (A designated grounding point, +1), and

Sustained (+1). Net Drain; [(F/2)+3]S.

A variant form of this spell is occasionally used by some of the more cautious magicians out there; it’s personalized, drops the discretionary effect, and has a restricted target; it only affects spells which are attempting to “ground” from astral space through a focus or manifested spirit. In such a case, the successes in casting the spell are subtracted from the force of the attacking spell. If the force reduced to zero, the spells effects are entirely negated. This version has a drain of (F/2)L.

 

Hellspawn Transformation: This potent spell channels the caster’s magical energies into enhancing his or her physical body on the subconscious level, essentially duplicating many of the abilities of a physical adept. Curiously, this always involves a bizarre thematic physical transformation as well. In each case, a magician “learns”, or dredges up from his or her subconscious mind, a unique form and combination of powers each time he or she learns this spell. Each form provides [2*(Magic Rating)]-1 “points” worth of physical adept powers (One point goes into maintaining the spell). Unfortunately, while the caster’s magic is devoted to this effect, it isn’t available for other purposes; Spells cannot be sustained, or cast. Spirits cannot be conjured. Any foci other then spell locks and those usable by physical adepts automatically shut down. Exotically, “sustaining” this spell does not distract the caster, but it is tiring; “Coming Down” also inflicts 5M drain.

Basic Drain: Major Mental AND Physical Changes (Magical channels on the subconscious level, D).

Drain Level Modifiers: Deep Mind Interaction (+1), Per- sonal Spell (-3), Bonus Game Effect (Provides physical adept powers as above, +4), Miscellaneous Limitations (Cancels out the caster’s other magical abilities, -2. Involves thematic physical changes as noted above, -1. Powers cannot be varied once selected, -1. Additional drain upon “coming down”, -1), and Bonus Game Effect (It’s subconsciously maintained – and thus doesn’t distract the user, +1). Net Basic Drain = M.

Drain Target Modifiers: Deep Mind Interaction (+1), Physical Spell (+1), and Sustained (+1). Net Drain; [(F/2)+4]M.

A real lifesaver at times – but unbelievably conspicuous, uniquely identifying, prone to cause panic in the civilians, and often really hard on your armor and equipment. Go ahead. Try turning into an eight-foot, quasi-reptilian, horror from the depths of hell without making a fuss. Just try it. Even if your FRIENDS don’t panic and kill you, you’ve just become target #1 for everybody for blocks around. I have heard of one minor adept who specializes in this spell. Calls himself “The Changeling”. I don’t expect he’ll last very long unless somebody picks him up as a pet.

 

Incinerate: This frightful spell engulfs it’s target in searing flames. Perhaps most horribly, it does not stage up past “S” damage; additional successes make the spell briefly self-sustaining, giving the target at least a few moments to feel himself burn to death. Fortunately, the flames can be extinguished in any of the usual ways – although the task is fairly difficult (Like other military-quality incendiaries). The spell is extremely intimidating; any opponents observing it’s effects will need to make willpower checks (against the casters successes) to avoid having their morale break.

Basic Drain: Moderate Damage (M).

Drain Level Modifiers: Sustained Damaging Manipulation (+1), Elemental Effect (+1), “Bonus Game Effect” (Creates a specific test at 1x successes, +1), Miscellaneous Limitations (Flames may be extinguished by normal means, -1, and cannot stage up to “deadly” damage, -1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1) and Sustained (Can “self-sustain” briefly, at one turn per success devoted to the process, +3). Net Drain; [(F/2)+4]S.

Actually, this vicious spell seems to ignite whatever the target is wearing, as well as the air around him or her. Of course, once something’s burning, it tends to keep it up for a few moments.

 

Innocent Blade: This exotic – if extremely convenient – spell is designed to be cast on a weapon (This may result in an unfortunately high target number when used on most modern weapons). As far as the weapon and it’s effects are concerned, “innocents” (Basically defined by the beliefs of the caster) do not exist – you could spray a crowd of hostages with your machine gun without hurting anybody except the “bad guys”. Extra successes allow the user to affect additional weapons.

Basic Drain: Major Physical Manipulation (S).

Drain Level Modifiers: Limited Range (-1). Base Drain = M.

Drain Target Modifiers: Physical Spell (+1), Restricted Target (Weapons only. You can’t use it to make a terrorist harmless, -1), and Sustained (+1). Net Drain; [(F/2)+1]M.

 

Intangibility: This spell transforms the user’s body into a pattern of gravitational stresses impressed on the quantum structure of spacetime. In practice, the user might as well be physically non-existent. He or she will not interact with matter or conventional energies. Of course, this also means that the user will be deaf and blind unless he / she employs astral senses – on which level the user appears normally. As a side benefit, the user can “walk on air”; after all, it is far more substantial then he or she is.

Basic Drain: Major Physical Change (S).

Drain Level Modifiers: Touch Required (-1), Area Effect (Whatever and whoever the user touches and desires to take along with him, +1), and Voluntary Subject Required (-1). Net Basic Drain = S.

Drain Target Modifiers: Physical (+1), Sustained (+1) – and Touch Required (-1). Net Drain; [(F/2)+1]S.

While “How can you breathe?” would seem like a reasonable question (Answer; You can’t), it really isn’t relevant – why should a pattern of gravatational stresses need to breathe?

 

Internalize Link: This exotic spell “shifts” the astral focus of a quickened spell inside the target, concealing the spell and it’s astral link within the recipients tissue and aura. Unfortunately, while this trick effectively “shields” such links against external detection and interference, it’s something of a “strain” on the one carrying the link. Anyone carrying more force points worth of internalized spells then they have points of (natural) body rating will start getting into trouble (Which may mean physical problems, some sort of “magical overload” problem, or becoming a dual being) at the option of the game master.

Basic Drain: Major Mental Manipulation (M).

Drain Level Modifiers: Permanent Effect (+1), Deep Mind Interaction (+1), Bonus Game Effect (+1), Limited Range (-1) and Voluntary Subject Required (-1). Net Basic Drain = S.

Drain Target Modifiers: Deep Mind Interaction (+2). Net Drain; [(F/2)+2]S.

An interesting point. Anything which is alive, but isn’t astrally active, acts as an effectively impenetrable barrier on the astral level. Wards and such “flow around” such things with no fuss whatsoever. Magical devices can be effectively shielded simply by wrapping them up in living, but astrally- inactive, tissue. Any magician who’s willing to have his or her talismans implanted (Or simply reswallows them every few days) needn’t worry about people detecting them or grounding spells through them. Of course, there are metabolic risks to this procedure (QV; Mulengro’s Spirit Binding). Similarly, spell locks may be implanted in a target before activation – making their detection or removal require surgery before the astral operation can be undertaken. In any case, dispelling, assensing, wards, astral barriers, and astral combat are in- effective.

“Verdurion Weave” takes advantage of this; it’s made of a genetically-engineered variant of spanish moss. While it has to be dipped in plant food every week or two, it’s a densely woven living thing – and therefore is astrally impenetrable. It comes in various colors, – and a full suit will effectively conceal the wearer’s aura. A magician will have to blow his way through the suit before he can arcanely target the user. It offers similar protection to a magician using astral perception – but they’d have to take it off before using astral projection. The stuff is a bit rough and scratchy, and makes poor armor (At least as yet) – but has numerous applications anyway, whether as cloth, netting, or string. A patch of the cloth makes a useful talisman-cover as well.

 

Karmic Link: This “interesting” spell allows the caster to transfer Karma from one character to another. While both “good karma”, and points from a character’s karma pool, may be transferred, the types may not be interchanged. “Good Karma” remains good karma when transferred – regardless of how many points are shifted around. The spell can transfer up to one point of karma per success – and is ordinarily used on fully aware and willing targets. Transferring karma from unwilling targets is possible, but is a very bad idea; extremely weird and unpleasant things tend to happen to whoever receives the karma from an unwilling donor – most commonly, having a kind of phantom presence in their minds which comments on things, distracts them, and occasionally “takes over” for an instant or so, at the most inconvenient times.

Basic Drain: Major Mental Manipulation (M).

Drain Level Modifiers: Permanent Effect (+1), Bonus Game Effect (+2), Touch Required (-1), “Deep Mind Interaction” or “Affects Attribute” (Whichever the GM thinks is appropriate, +1 in either case), Miscellaneous Limitation (Side Effects – as noted above, -1). Net Basic Drain = D.

Drain Target Modifiers: Touch Required (-1), and possible Deep Mind Interaction (Halved, since it’s sort of debatable. +1). Net Drain; (F/2)D

The trick is obviously possible. Even mundanes can pull it off with free spirits. They’ve certainly made it obvious enough that Karma is a quasimagical measure of a character’s life force or spiritual energy or something, which magicians are aware of, can measure – and can manipulate to some extent. They’ve even published in-character discussions of karma and it’s uses in some of their sourcebooks (EG; Cybertechnology, “Magic And Death”).

 

Leadfoot: This handy spell duplicates the movement power possessed by some awakened entities, multiplying or deviding the target’s movement rate by (Number of successes +1). This can be very handy if the user would like the car he’s riding in to pull out really fast – and a very nasty thing to do to somebody who’s trying to make a turn. Leaping is affected similarly, which may allow some ludicrous stunts. Given that there’s nothing technological about speed, this spell always has a target number of four (Just like “Magic Fingers”).

Basic Drain: Minor Physical Manipulation (Speed, M)

Drain Level Modifiers: None. Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

At least one pest has gone and applied this spell to a clip of ammunition – multiplying the bullet velocity. Since the kinetic energy of a slug is determined by the square of it’s velocity, this can be incredibly destructive. When somebody uses this trick (It’s fairly inevitable), successes from the spell may be applied to stage up the weapon’s base damage as usual, or to increase the power level (by +2 per successs so employed).

 

 

Leyr’s Silver Gateway: This particular spell is utterly INSANE. You cast it on a movie screen and, at least as long as the caster sustains the spell, things, and people, can walk in and out of the movie. To the best of Jacob’s knowledge, it’s never actually been tested – and what would happen to “real” things in the movie, or movie-things in “reality”, after the spell gets dropped, is completely unknown.

Basic Drain: Major Environmental Change (Gateway, D)

Drain Level Modifiers: Area Effect (Entire Screen, +1), Limited Range (-1), Bonus Game Effect (Total Absurdity, +3). Net Basic Drain = D, with a +6 force modifier.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+8]D.

 

Lifeshaping: This spell employs a bodywide, “resonant”, “programmed”, telekinetic “field” to directly manipulate the molecular structure of an organism’s DNA. This is far, far, more complicated then it sounds. The stunt is only possible with the assistance of a mainframe (1000+ MP), access to the records of the various genome sequencing projects (Available from most major universities), a datajack and datasoft link, an intelligence of 8+, inspiration, a through (5+) knowledge of biology, and hours of time to work. As a fine manipulation, the spell has a base target number of 6; each success allows the caster to introduce one genetic “modification” – such as eliminating a genetic defect, “turning off” a malignancy, or making something much hairier. While major changes will only appear in the affected organism’s offspring, curing assorted genetic problems, inducing slow regeneration, or even things like adding claws or a pelt, are possible in an adult. There is a limit to lifeshaping; cures and cosmetic changes are free – but major modifications cost essence. Creating your own, original, species will probably take many generations.

Basic Drain: Major Physical Manipulation (Genetic Rest- ructuring, S).

Drain Level Modifiers: Permanent Effect (+1), Bonus Game Effect (EXTREMELY complex effect, +3), Touch Required (-1) – Miscellaneous Limitation (As described above, -3). Net Basic Drain = S.

Drain Target Modifiers: Physical (+1), Sustained (+1) – and Touch Required (-1). Net Drain; [(F/2)+1]S.

While it is, theoretically, possible to substitute a few, major, detection/enhancement spells for the computers, data, and skills, noted above, trying to run all those spells during this kind of operation will push the target number way up. Still, a truly talented ancient magician might have done it.

Just to answer the inevitable question. Yes. It is, at least in theory, possible to bestow magical talent this way. Unfortunately, this involves extensive, if subtle changes in the central nervous system and throughout the would-be mages body. The net essence cost is roughly one point per priority level required over “E”. Turning a normal human into a full magician costs them four points of essence. This means that they get an “initial” magic rating of two. They also have to learn everything from scratch; simply learning to use astral sight and projection is something of a project (10-20 Karma) – and actually learning the skills and spells needed to become a functioning mage takes quite a while.

It is also possible to use this spell to effectively stop the aging process – whether by simply using assorted genetic manipulations to “turn back the clock” (Which costs a bit of essence), or by actually modifying the genes which drive the aging process (An extremely subtle and tricky stunt to try and pull off – but one which does not rely on further magic).

 

LucasFire: This simple and annoying spell simply creates a conductive path between it’s target and a nearby (About 10 meters) electrical system. This can be quite dangerous – but usually blows the circuit breakers in short order. Successes beyond the first allow the user to include additional nearby individuals in the “fun”. Note that, while the “targets” may resist the electrical currents normally, the spell itself is cast on the air, and is thus unresisted.

Basic Drain: Minor Physical Manipulation (M).

Drain Level Modifiers: Very Restricted Target (Only vrs those near a power system, as above, -1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1), Restricted Target (As above, -1). Net Drain; (F/2)L.

 

Malleable Spirit: This exotic spell is essentially hyp- notic; it modifies the user’s “self-image”. While irrelevant on the physical level, this is of considerable importance on the astral plane. The user can “ooze” through tiny holes and spaces, penetrate most wards and astral barriers (Ordinarily via an unresisted intelligence test), shift appearance, grow or shrink, and give him- or herself EFFECTIVE astral armor and weaponry (Successes may be used to give the user extra body, “armor”, or astral strength. (Str)L “weaponry” costs one and (Str)M weaponry costs two. Growing or shrinking is basically cosmetic, and “costs” one success).

Basic Drain: Minor Mental Changes (Self-Image, L).

Drain Level Modifiers: Deep Mind Interaction (+1), Bonus Game Effect (As above, +2), and Personal Spell (-3). Net Basic Drain = L.

Drain Target Modifiers: Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+3]L.

Most magicians and magical theoreticians believe that the astral aspects of magically-inactive living things – and the living earth – present an impassable astral barrier to movement on the astral level. This is patently ridiculous. If it was true, magician’s with external or internal parasites (E.G. – tapeworms, roundworms, fungal infections, “athlete’s foot” and the fungi associated with dandruff) or symbiotic organisms (Like the mites that live in everyone’s eyebrows, the things that live in your gut – and the mitochondria in every cell), would be solidly “anchored”, and unable to astrally project. Even grimy clothing – like some shaman’s wear – would do it. On a more obvious level, astral beings cannot exert physical force on material beings. On the other hand, they do not get crushed between pedestrians who brush by each other, drilled through by flying insects in the park, or flattened by flung stones and jumping squirrels. Even if they were “light” enough to be knocked aside by a passing dragonfly, there’d be times when they got caught between things. Astral projection would have a very high casualty rate – especially in the park.

It does not seem to work that way. Magicians only seem to interact with astral presences which are notable and obvious – or which are both astrally active and are TRYING to interact with them.

Evidently, if you don’t notice an astral presence, it can not hurt you unless it “grounds” into the material plane, as a manifestation or as a spell “grounded in” by a physically-active magician. That would neatly explain why those who are unaware of the astral plane are quite invulnerable to astral attacks – even if they’re constantly drawing energy from the astral level, like physical adepts. It would also explain why using astral perception renders a magician vulnerable, and why you cannot use a magical weapon against an astral target without using astral perception – EVEN IF YOU KNOW WHERE THE TARGET IS.

It’s awfully hard to forget about the earth. On the other hand, everybody knows that they can move through water, air, or fire – and thus an astrally projecting magician can, even though any oceanographer can tell you about how much life is present in every drop of seawater.

In other words, any magician with sufficient mental disc- ipline, or skill in self-hypnosis, should be able to do what this spell can do – and more. The spell is just a shortcut.

 

Magesword: This exotic spell channels the user’s powers into a blade-shaped (Type is up to the caster) field of dis- ruptive energy – an arcane melee weapon. Such blades ignore any and all armor and have a “quasi-living” responsiveness which gives the user a formidable edge in combat – but are weilded like any other weapon, with the caster’s armed combat skill. The spell is intensely personal; the type of blade is really an expression of the caster’s personality (And is fixed once selected), it will vanish instantly if the user is disarmed, and the weilder may inflict stun (Resisted with willpower), or physical (Resisted with body), damage at will. Sadly, the user’s casting successes do not increase the damage. That’s treated like any other melee weapon.

Basic Drain: Serious Damage (S).

Drain Level Modifiers: Bonus Game Effect (Blocks and/or missile deflection, adds one die to combat pool per success, +2), Bonus Game Effect (No penalty for sustaining the spell, +1), Miscellaneous Limitation (Requires the use of the Armed Combat skill, -1), “Personal” Spell (-3), Sustained Damaging Manipulation (+1) – and yet another Miscellaneous Limitation (The caster’s successes do not increase the damage, although successes in a melee attack may, -0). Net Basic Drain = M.

Drain Target Modifiers: Bonus Game Effect (The user may cause either stun or physical damage, +1), Physical (+1) – and Sustained (+1). Net Drain; [(F/2)+3]M.

-Somebody’s been watching too many old “Star Wars” movies I think. There’s something the (Somewhat overenthusiastic) designer doesn’t mention; the blade is an intensely personal construct. Letting it dissipate is almost as big a shock as summoning it is, inflicting [(F/2)+1]M drain. If you want to use this spell, it’s probably best to use a “personal” spell lock, so you can simply turn the fool thing on and off. Having the spell lock shaped like a flashlight is optional.

 

Manifestation: Depending pretty much on how you look at it, this exotic spell may open up the user to the primordial “spiritual forces” of the universe, permit a curious form of self-conjuration, or simply copy a trick which any number of astral entities can pull off – creating a temporary physical body for themselves. Since the details are largely a matter of habit and self-image, the various attributes of such a form are equal to those of the caster’s usual physical body, with the usual modifiers for Manifestation. Each success beyond the first allows the caster to add one significant detail to his or her manifested form – flowing robes, an aura of flame or light, a sword or other simple implement, or whatever the caster likes. Unfortunately, there is something to be said for instinct after all; maintaining the spell is distracting in itself – while remaining material imposes another “+1” on the caster’s target numbers.

Basic Drain: Major Mental Changes (Creates a new arcane “Channel” in the user’s mind, M)

Drain Level Modifiers: Deep Mind Interaction (+1), Bonus Game Effect (As above, +1) and Personal Spell (-3). Net Basic Drain = L.

Drain Target Modifiers: Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+3]L.

There’s a lesson in this one people. Magic is essentially pretty simple; you draw energy from astral space, channel it thru a mental construct (A “Spell”) – and release it on it’s merry way. The limits on what you can do with magic are equally simple; a particular effect may demand more power then you can safely handle or (at least in theory) be so delicate that you can’t control the powerflow well enough. The mental construct required may be too complex to handle, require the use of knowledge that you may not possess, or it may involve the use of concepts utterly alien to – or even damaging to – your mind. (Difficulties in targeting spells have been quite throughly discussed elsewhere).

Any “awakened power”, and anything a spirit does, is fairly obviously magic. While quite a few of the powers of “free spirits” require more power then any magician saddled with a physical body can handle (QV; “Creation”), and the powers of some of the more exotic awakened creatures may require alien concepts to duplicate (Most such entities possess less power handling capacity then a skilled mage, and are nonsentient – hence the complexity and knowledge limitations are unlikely to apply), any truly competent mage should be able to duplicate the antics of any force-1, intelligence-1, generic, conjured spirit which he or she cares to observe! Given that most of their structure is based on the conjurer’s own mentality, it should be obvious that their tricks don’t involve any really mind-shattering concepts – and none of the other limitations are at all likely to apply.

 

Meld The Planes: Distantly related to the Astral Gateway power of free spirits, this spell causes differing levels of reality to overlap within it’s boundaries, opening a form of gateway. While the caster can limit what can pass thru such a gate as he wills, a sufficiently powerful entity can force the issue. Such a rift can be used to allow entities from the physical world to pass into exotic realms – but it’s far more often used to allow various supernatural beings to walk the earth. Obviously enough, rifts are dangerous. They can also be very useful. Any magician with access to a rift may employ his or her skill at conjuration to “call” entities of whatever description he or she chooses. Unfortunately, while the magician may use his skills to bind such entities to any bargain that is reached, lacking precise knowledge and their true names, he or she cannot compel such beings to obey – or even answer. The number of successes obtained in casting the spell determines the target number for any attempt to “force passage” against the caster’s will. If you plan to rift your way into the “depths of the abyss” or some such, it’s a very good idea to have a lot of them.

Basic Drain: Major Environmental Change (The “barriers” between realms, D).

Drain Level Modifiers: Limited Range (-1), a Bonus Game Effect (Allows exotic use of the “Conjuration” skill, +1), and Voluntary Subject Required (IE; The user can’t compel things to come. Physically throwing somebody through works nicely, -1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1), Superficial Mind Interaction (+1), Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+4]S.

You know. I didn’t mind the man calling for any benign spirit that’d be willing to help him. I didn’t even mind it when he went looking for any free allies out there who might be pissed off at the Corp’ who’d killed their summoners. But that time he opened a portal for an assasian’s victims. My God. The man was a cold-blooded bastard – but they came for him. They dragged him back through the portal with them, and I’ve never heard anybody scream like that. Before or since. I’ve seen a lot of spells – but this one frightens me.

Actually, the most “common” use for this spell is to look for potential friends and allies, especially “stranded” free spirits (These mostly turn up when a magician, and an allied spirit with the “inhabiting” power, “die” together).

 

Might Arcane: This unusual spell draws magical energies from astral space – and does nothing with them. They simply build up in the caster. While this can be useful, as such “accumulated” power can later be used to cast spells without suffering drain, the effect is dangerous; as is demonstrated by “goblinization”, and the various paranatural species, being exposed to too much mystic power on a long-term basis can do really weird things to you or to your surroundings.

In game terms, this gives the caster a few extra boxes on his Stun Monitor that can only be used to handle drain. Once used, they’re gone. The user gets one extra box per success, but the number of extra boxes available at any given time is also used as a bonus to being spotted by spirits and assensing magicians. The number of boxes is also the target number for a willpower check to see if the user manages to avoid having anything peculiar happen. The spell is “permanent” – in that the power remains until used – but normally requires several hours of meditation to stabilize.

Basic Drain: Major Mental Change (Charge with Mana, M).

Drain Level Modifiers: Permanent Effect (+1), Affects an Attribute (+1), Personal Spell (-3), Miscellaneous Limitations (As above, -2) and Bonus Game Effect (+1 box per success, +2). Net Basic Drain = L.

Drain Target Modifiers: Sustained (+1) and “Superficial Mind Interaction” (+1). Net Drain; [(F/2)+2]L.

The user is NOT required to use all of his/her successes.

 

Might Of The Fey: This potent spell makes if far easier for a mage to draw and shape arcane power from astral space. While this drastically reduces his or her target numbers for arcane research, enchantment, or for the use of other spells (-1 per success in this spell), it is unwise to “quicken” or “lock” this spell. With magic so easy to work, extremely odd things can happen to and around a sleeping mage.

Basic Drain: Major Environmental Change (“Friendly” to Magic, D).

Drain Level Modifiers: Personal Spell (-3) and Bonus Game Effect (Target number modifier, at one per success. +2). Net Basic Drain = S.

Drain Target Modifiers: Sustained Spell (+1). Net Drain; [(F/2)+1]S.

A version designed for use on others (Voluntary and Touch Required) would have a (F/2)D drain. The “Sanctum” spell is designed to create a magical work area – and so includes the “Area Effect” and “Permanent” modifiers. It has a [(F/2)+3]D drain. It also costs karma as if the “quickening” effect had been built into the spell. It is, however, at the option of the caster as to whether the benefits of said sanctum can be enjoyed by others. It is at the option of the GM whether or not they’ll have to pay a point of karma for the privilege.

 

Molecular Flow: This useful spell applies “telekinetic” force on the molecular level – permitting the caster to make matter “flow” and reform itself under his/her psychic control. Unfortunately, this trick is power-intensive – the amount of material that can be affected is limited to (Force/Ten Times Barrier Rating of Material) cubic meters. Success versus the material’s resistance rating determines the base “quickness” with which it can be moved.

Basic Drain: Major Physical Control (S).

Drain Level Modifiers: Permanent Effect (+1), Limited Range (-1), Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1), Restricted Target (Nonliving materials only, -1), and Sustained (+1). Net Drain; [(F/2)+1]S.

 

Mystic Strangeness: Perhaps (Certainly?) the creation of a warped mind, this spell changes the nature of astral space around the caster – making magic work a bit differently from usual. In essence, it expands the functions of the caster’s magic pool in three ways; 1) Shields (Spell Defense Dice may be used to provide physical, as well as arcane, protection), 2) Spell Shaping (The user may produce various effects, such as levitating himself or icing up the floor, by simply using dice from his magic pool against a target number assigned by the GM from the Skill Success Table. However, this cannot be used to directly injure, or heal, another character), and 3) Force Bolts (These can look like anything, but are basically equivalent to a shot from a taser. They “cost” two dice from the pool – and are targeted with quickness). It also reduces the drain from any actual spellcasting by one level. On the other hand, anything “mystic” the user does is automatically visible somehow (Glowing shields, blazing energy bolts, etc) and NECESSARILY involves gestures and incantations. If the user casts any spell that actually inflicts physical damage, the damage it causes is automatically reduced by one level.

Basic Drain: Major “Environmental” Changes (“Comic Book Magic”, D)

Drain Level Modifiers: Personal Spell (-3) and Bonus Game Effect (Sustaining the spell does not distract the user – an effect equvilent to a “-2” general target modifier. +1). Net Basic Drain = M.

Drain Target Modifiers: Sustained Spell (+1). Net Drain; [(F/2)+1]M.

If the forces of astral space really are derived from the energies of living creatures, I wonder if this little bit of magic is a “change” or a filter? There are one hell of a lot of kids out there watching Trid – and the magic on Trid, and in comics, acts a great deal like this.

Yes, this is silly. Humor is also a part of astral space. Of course, there are risks to warping things this way. You may find yourself dealing with wild “coincidences”, crackpot “arch-enemies”, and similar, “literary”, menaces if you overdo it. If you REALLY overdo it, you may find yourself unable to turn it off!

 

Mystic Tools: This spell conjures up a toolbox suited to the task at hand – whether said task happens to be repairing circuits, patching tires, or laying tile. Such kits include minor, ordinary, components and supplies, but do not provide anything exotic; Sealant, Tacks, Nails, Solder, Nuts, Bolts, Sparkplugs, Patchline, Wire, and Glue, yes – odd components, laser rubies, and such no. Such a kit won’t have anything that won’t fit in a normal box of tools either. The box vanishes after the job’s finished, although any spare bits taken from it’s stock of minor supplies do not. Extra successes improve the selection of tools – reducing the target number required for the job. Sadly, it takes at least 3 successes to make up for the penalty for sustaining the spell.

Basic Drain: Minor Environmental Change (Convenient for the job), S.

Drain Level Modifiers: Touch Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Very Minor Permanent Effect (+1), Sustained (+1) and Touch Required (-1). Net Drain; [(F/2)+2]M.

 

Outfitting: This handy spell provides it’s targets with a basic “Kit”; simple clothing, underwear, food, toothbrush, blankets, soap, pocketknife, comb, poncho, and so on. The kind of gear you need to be a boy scout or to live on the streets for a while. Each success supplies enough of the consumable stuff (Soap, food, etc) for about a day. While such a “kit” would normally only “cost” about a hundred NY and some time, it’s a lot easier to cast this on some street kid then it is to get them to hold still while you find clothing that fits.

Basic Drain: Either Major Physical Change (“Equipment”) or Minor Environmental Change (“Comfortable”) – depending on how you look at it. “S” in either case.

Drain Level Modifiers: Area Effect (+1), Very Restricted “Target” (Creates basic, “nonmilitary”, equipment only, -1), Limited Range (-1), Permanent Effect (+1), and a Miscellaneous Restriction (Effect is essentially “cosmetic” in game terms, -1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

As a note, Jacob has been quietly passing this particular spell around thru the Wiz Kids and such – as well as to some of the “Charitable” magical groups and “Matrix Pages”.

 

Plasma Needle: This highly specialized charm projects a tightly-focused blast of ionized plasma – an effect designed to punch through vehicle armor and short out it’s electrical systems. In effect, it’s an “Anti-Vehicle Munition” roughly equivalent to a Loral-Vought Zapper Static-Discharge Rocket. Unfortunately for the destructively-minded, the spell’s base damage is only “light”, and the beam tends to simply punch a neatly-cauterized hole through “soft” (Living) targets. As usual for an anti-vehicle weapon, the effective force of the spell is reduced by one-half the vehicles armor rating and the damage level is not reduced.

Basic Drain: Light Damage (L)

Drain Level Modifiers: Elemental Effects (Plasma / EMP, +1), Bonus Game Effect (Counts as an anti-vehicle weapon vrs “hard” targets only, +1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]S.

 

Plastic Surgery: Essentially this performs painless (And quick) “cosmetic surgery” – pretty much anything a classical “plastic” surgeon could do. The effect is “permanent”, or at least will last until something else happens to the patient. The force of the spell limits the extent of the changes that can be made (One; Hair, Nose Job, whatever. Two; full facial change. Three; liposuction. Four; full body job. Five; start getting truly silly – add a tail or whatever). The number of successes determines how skillfully the job is done.

Basic Drain: Minor Physical Changes (M).

Drain Level Modifiers: Permanent Effect (+1), and Touch Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Sustained (+1), and Touch Required (-1). Net Drain; [(F/2)+1]M.

 

Pocket Realm: This exotic, and somewhat unstable, spell calls into being a tiny, personalized, universe. This can be very neat; unfortunately, the more that tiny (Maximum radius of 2x the caster’s magic score) “world” differs from the one everybody else is used to, the more it needs the user’s will to “anchor it” in the real world. Creating a pleasant little garden with good food and pretty concubines scattered about is relatively simple; you could have that in reality if you had the money. Unless it’s a hopeless contradiction of your real situation, or the location is totally wrong, you ought to be able to get away with it safely. A private heaven in which a specific individual is an omnipotent god would probably “de- tach itself” instantly.

Detachment is the basic danger of a private world. It can occur whenever the contradiction between reality and magical fantasy gets too obvious. When a pocket realm “detaches”, it goes spinning off on it’s own – all connection with external reality permanently severed. Whether it ceases to exist, or simply continues on it’s own, anything and anybody that was in it is gone for good as far as everybody else is concerned. “Detachment” may occur whenever a realm’s creator enters it, whenever anything “native” to the pocket gets taken out, and whenever the (un)natural laws of the realm come into obvious conflict with the rest of reality. The precise target number for a willpower check to stop it is set by the GM – although the following table may be helpful;

–: Acceptable activity. Getting some spare spark plugs out of the “back room” of a garage. Having a modest hidden room or workshop in a big building.

2+: Having that “garden” when you obviously haven’t got any money or influence.

4+: Having a hidden laboratory in an abandoned building or having someone demonstrate that your hidden room simply cannot be fit into the architecture.

6+: Finding a terribly convenient equipment shop handy.

8+: Bringing out ordinary, unremarkable, living things. Pets, SINless stray kids, etc. Instantly repairing things or people.

10+: Having a small palace hidden under your shack.

12+: Trying to bring out major pieces of gear you cannot justify having.

14+: Bringing out notable living things. Bodyguards and so on.

16+: “Finding” the entrance to a dragon’s lair or making the “acquaintance” of some unique individual.

18+: Trying to exercise personal godhood.

The entrance to a private realm must, or at least should, always be “anchored” in some acceptable framework. A doorway works beautifully. Attempts to do things like fitting a shop into the inside of an abandoned building increase the target number for drain by +2.

Basic Drain: Major Environmental Changes (“Walk-in day- dream”, D).

Drain Level Modifiers: Area Effect (+1), Limited Range (-1), Miscellaneous Limitation (Disappearing permanently can really ruin your day, -2) and a Bonus Game Effect (You can get things in and out – as well as set up your own natural laws, +2). Net Basic Drain = D.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]D.

You’ve got to be absolutely nuts to play around with this thing. The risk may not be very high – but you could simply disappear forever all too easily. Perhaps worse, unless you get a LOT of successes in casting the thing, you can readily find things that you “didn’t order” in your realm. You can’t get most messages there, there’s only one way in and out – and the spell’s an awful headache to sustain. There’s at least one other thing; I’ve heard of magi conjuring up things that simply “fit in” too well; so well that they sometimes refuse to disappear when the caster drops the spell.

 

Psychic Attunement: This technomantic enchantment is an example of “Weird Science”; it “attunes” some device to it’s user’s mind, greatly increasing it’s responsiveness. While handy, rearranging a gadget’s circuitry to match it’s user’s neural patterns means that the device will be of very little use to anyone else (Apply 1/2 the enhancement as a penalty). While this can be fixed, it’ll require either a more-or-less total rebuilding job – or another application of this spell. In any case, casting it requires the presence of whoever the item is to be attuned to, a microtronic workshop, about 1000 NY worth of odd parts, and about eight hours work. The usual targets are Cyber-, and Remote Control-, Decks. The usual bonus is +2D6 on the user’s initiative, a modification fully cumulative with purely technological enhancements. While the base target number for such targets is a 10, this is reduced by one per rank of computer skill the caster possesses.

Basic Drain: Adds two dice to initiative (M).

Drain Level Modifiers: “Permanent” Effects (+1), Touch Required (-1), Voluntary Subject Required (-1), “Bonus” Game Effect (Set target modifier, +1), Miscellaneous Difficulties (Various, see above, -1), Affects Initiative (+1). Net basic drain = M

Drain Target Modifiers: Physical (+1), Affects “Cybered Attribute” (+2), Sustained (+1), and Touch Required (-1). Net Drain; [(F/2)+3]M.

 

Psychic Surgery: This delicate spell performs cellular- level telekinetic “surgery”, repositioning and knitting bone fragments, rebuilding damaged cell walls, “interlocking” raw tissues, reconnecting and/or sealing broken blood vessels, and linking broken nerve pathways. Sadly, this requires a lot of biological knowledge (The number of dice used in the success test may not exceed the caster’s biology skill score), has a base target number of 6 (fine manipulation) – and inflicts one box of stun damage for every two boxes of physical damage it repairs. Still, while the process is hideously painful, the spell does repair two boxes of damage per success rolled. It may be applied after “Treat”, “Heal”, or “First Aid” without penalty, but any attempts after the first are subject to the usual target number modifier unless the caster has a biology skill at least two levels higher then the original caster.

Basic Drain: Major Physical Manipulation (S).

Drain Level Modifiers: Voluntary (Or unconscious) Target Required (-1), Permanent Effect (+1), Miscellaneous Limitation (Limited by the user’s biology skill level, inflicts shock and pain unless the target is unconscious, -2), includes limited diagnostic/guidance sense +2), and Touch Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Touch Required (-1), Sustained (+1), and Physical (+1). Net Drain; [(F/2)+1]M.

 

Purification: This bizarre spell “shifts” the frequency of thermal photons, generating an intense ultraviolet pulse. While this is essentially harmless (OK, you can get a bit of a sunburn) to anything larger then a bug, it is very hard on mold, germs, fungi, flatworms, blood droplets, stray bits of organic matter, and oil films (Such as fingerprints). While originally meant for emergency sterilization of an operating area, less legal applications abound.

Basic Drain: Minor Physical Change (M).

Drain Level Modifiers: Area Effect (+1), Limited Range (-1), and Very Restricted Target (Thermal Radiation Only, -1). Net Basic Drain = L.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]L.

Just as a note, the idea that one must do “deadly” damage to kill something – as per the design of the “Sterilization” spell – is completely ludicrous. My flyswatter has killed LOTS of things with a single blow – yet I somehow doubt that it has a “D” damage code! Bugs, germs, mice, and similar tiny creatures simply don’t get 10-box damage monitors.

 

Resurrection: The power to “raise the dead” is probably one of the most sought-after spells ever imagined. It’s too bad that it just doesn’t seem to work properly. The problem is fairly simple; whatever happens to people after they die, it seems to involve coming into contact with something that, if not infinite, is at least very, very, large. This may be a “god” or “gods”, a universal or racial mind, other, prior, incarnations of itself, or what-have-you – but when you haul a spirit back from wherever-it-is it “brings along” whatever it damn well pleases, feels is appropriate, or possibly gets assigned. People who were happy, well-balanced, cared deeply for others, had real purpose in their lives, and left things undone, often come back as “themselves” – often with various “improvements”. Other people tend to come back with new and bizarre personalities, weird skills, new (and self-consistent, if occasionally absurd) sets of “memories”, and sometimes even various magical abilities. They sometimes have missions, act as some kind of “avatar”, or simply seem to be mad. There is one benefit; any “ressurectee” gets his/her essence restored to 6 (Regardless of any cyberware present in their corpse) – and usually show at least magical potential, if often of the “physical adept” class.

In other words, damn few people “return from the dead” in recognizable form, whether they’re brought back by mystical, technological, or unspecified, means.

So what’s new?

Basic Drain: Both Major Physical and Major Mental Changes (Corpse to reasonably healthy living being; D+2)

Drain Level Modifiers: Ritual Only (-1), Touch Required (-1), Voluntary (So OK; dead people rarely resist. Still, if somebody doesn’t WANT to come back?) Subject Required (-1), Deep Mind Interaction (+1), Permanent (+1) and a Miscellaneous Limitation (You rarely really get someone back, as above, -1). Net Basic Drain = S.

Drain Target Modifiers: Touch Required (-1), “Deep Mind Interaction” (+2), Physical Spell (+1) – and Sustained (+1). Net Drain; [(F/2)+4]S.

-OK, so any reliable form of resurrection would wreck the setting and tone of the game.

The one really successful use of this that I’ve EVER seen was SPONTANEOUS magic – in the hands of an utterly untrained six-year-old kid. He and his mother were caught in the middle of a firefight, and she took a stray assault cannon round to the chest. There wasn’t much left. The kid got her back – or she came back for him, I’m not sure which. Most of mages I’ve talked to about it say that she must’ve just been hurt, and the kid managed a healing spell – but, in that case, how did a hotel clerk suddenly acquire the powers of a sorcerer-adept powerful enough to take out seven thugs carrying heavy gear? The kids growing up to be one hell of a mage, and she’s teaching him a lot of new stuff. I’m not saying where they are today, but I’m pretty curious to see how the kid’s going to turn out.

The “Rebirth” spell is closely related to “resurrection”. It attempts, however briefly, puts a living being in contact with whatever-it-is that lies beyond death – permitting them to draw on it to renew their life force, emotional strength, and personal energies – their “Essence”. The problem with this is both simple and basic; the more new essence you take into yourself, the more you become a new person. It’s relatively easy to restore essence lost to “essence drain” (Half cost), harder to restore that lost to genetic manipulation and cyber- ware that’s been removed (Normal cost), and hardest to restore that lost to installed cyberware (Double cost). The “cost” is fairly straightforward; every “point” of essence restored permits the GM to add something to the character. A neat new skill. A mystic power. A psychological difficulty. A mission he / she feels compelled to carry out. An inhibition on some skill or power the character already possesses (Yes, this is a lot like taking something away – or at least reducing it). In a lot of ways, this spell comes close to being “karma” in the classical sense. It’s not too uncommon for a character to get what he or she deserves. A few have even transformed totally as a “flood” of new essence overwhelms them. That’s one reason why it’s called “rebirth”. For those who want a game mechanic of some sort, the formula is identical to that of the “resurrection” spell. The number of successes rolled indicates the maximum number of essence “points” that may be restored – and characters who can successfully make an essence test using (Initial essence) against a target number of (The number of essence points restored) are entitled to try and get the GM to refrain from doing anything too strange to them.

Anybody who casts this spell may also be exposed to weird effects – if usually lesser ones. Their test to avoid being affected is willpower versus (8-Essence). Failure may result in anything from some mild confusion to accidently restoring a few points of your own lost essence (if any).

 

Satori: This useful spell expands the awareness of those it affects, letting them perceive and act on the possibilities of a situation instantly – in unique and original ways. This equates to a bonus to the targets karma pool.

Basic Drain: Minor Mental Change (Enlightened View, L).

Drain Level Modifiers: Affects Attribute (+1), Voluntary Subject Required (-1), Limited Range (-1), Bonus Game Effect (+1 to karma pool per two successes, target number of 4, max bonus equals force, +1), Area Effect (+1). Net Basic Drain = M.

Drain Target Modifiers: Superficial Mental Interactions (+1), Sustained (+1), Restricted Target (User must know them pretty well, -1). Net Drain; [(F/2)+1]M.

 

Sensitization: This spell “attunes” an inorganic item to a living aura – allowing it to resonate with it – and making it, for magical purposes, a “part of” the person carrying it as long as he or she does so, just like cyberware. In other words, it can be affected by mana-based spells, shapechanges with it’s bearer, and so on. Since the effect is basically passive, however, it does not establish a magical link.

Basic Drain: Major “Mental” Manipulation (M)

Drain Level Modifiers: Bonus Game Effect (+1), Permanent Effect (+1), and Touch Required (-1). Net Basic Drain = S.

Drain Target Modifiers: Superficial “Mental” Interaction (+1) and Touch Required (-1). Net Drain; (F/2)S.

 

Silence Alarms: A spell likely to prove amazingly popular, this handy charm keeps alarm systems from “sounding the alarm”. Cameras will not give you away, piles of cans behind doors will slide quietly aside – and detection circuits will not react. Sadly, it has no effect on living guardians – but inanimate protective systems can normally be silenced with a single success. Of course, given the resistance of high-tech devices to magic, a success may be difficult to obtain.

Basic Drain: Minor Physical Control (M).

Drain Level Modifiers: Area Effect (+1) and Limited Range (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

 

Spirit Form: This extremely exotic spell transforms the user’s bodies into pure arcane energies – precipitating them directly into the astral plane. This is essentially treated like Astral Projection, save for the fact that all of “your” equipment, cyberware, and attributes, go along, that there’s no essence-based time limit, and that characters lacking magic ratings use their willpower when that value is called for. The spell will “transform” everyone who joins hands with the caster during it’s casting. This spell is usually sustained, but may become permanent if kept running for more then a day or so. If this should somehow occur, the victim (?) should be treated as a free spirit.

Basic Drain: Major Physical Change (To astral being, S)

Drain Level Modifiers: Area Effect (+1), Touch Required (-1), Bonus Game Effect (QV; Astral Space, +1) – and Voluntary Subject Required (-1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1), Sustained (+1), and Touch Required (-1). Net Drain; [(F/2)+1]S.

 

Spirit Merge: This powerful spell allows it’s caster to fuse himself with a spirit. While this has it’s advantages, the being that emerges from such a ritual will never be even remotely “human” again.

-The recipient/victim of this spell becomes a dual being, with the powers of “Immunity” to Age, Pathogens, and Toxins. His or her attributes are equal to the higher of the spirits (Manifested) or their original values – with a further bonus of (Force) points distributed among them. Essence and Magic ratings are each increased by two. The mind become a kind of compromise; if the two aspects impulses conflict (If George, with Will 5, merged with a Will 4 fire elemental – and needs to dive into the sea to evade pursuit), an opposed roll must be made. It’s best to merge with a spirit you’ve summoned; their minds usually reflect yours fairly well. Other powers depend on the spirit type. The force of the spell must equal of exceed the force of the spirit involved.

Basic Drain: Major Mental Changes (Open to a version of “Hidden Life” or “Possession”, M).

Drain Level Modifiers: Permanent Effect (+1), Bonus Game Effect (As above, +2), Limited Range (-1), Voluntary Subject Required (-1), Deep Mind Interaction (+1). Net Basic Drain = D.

Drain Target Modifiers: Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+3]D.

 

Stack Focus: In practical terms, this spell simply links the “on switches” of two foci, allowing the user to activate or deactivate them with a single simple action. Sadly, both must be bonded normally. It takes one success (Against their combined force) to link two foci, three to combine them in a single talisman, and five to fully combine their properties.

Basic Drain: Major Mental Change (M).

Drain Level Modifiers: Permanent Effect (+1), Bonus Game Effect +1), and Touch Required (-1). Net Basic Drain = S.

Drain Target Modifiers: Touch Required (-1) and Sustained (+1). Net Drain; (F/2)S.

 

Stardrive: This exotic spell creates a bubble of warped spacetime, an effect that propagates through normal space at around it’s creator. Within the bubble, even a modest thrust can drive an object at speeds far faster then light. Perhaps sadly, such a “bubble” can only be generated, or propagated, through a reasonably hard vacuum.

Basic Drain: Major Environmental Change (E.E. Doc Smith Lives! D)

Drain Level Modifiers: Area Effect (+1), Limited Range (-1), Very Restricted Target (Areas of deep space only, -1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]S.

Obviously enough, this is totally useless unless the user also has access to an “Astral Bubble” or some similar spell, and is willing to go along. On the other hand, it could add a whole new dimension to finding out where the wiz kids have run off too.

 

Stormsphere: This deadly spell causes the caster’s aura to erupt with elemental force, creating a lethal wave of raw power radiating out from him or her. Sadly, channeling such a burst through yourself has it’s price, inflicting physical damage on the caster regardless of the force employed.

Basic Drain: Deadly Damage (D)

Drain Level Modifiers: Area Effect (+1), Personal Spell (-3), Elemental Effect (+1), Miscellaneous Limitation (Drain causes physical damage regardless of force, -2) and Bonus Game Effect (Doesn’t directly affect caster, +1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Bonus Game Effect (Caster may select the “elemental effects” created, a simple “discretionary effect”, +1). Net Drain; [(F/2)+2]M.

Occasionally, surrounding the magician and getting up close is not a good idea. Just as a note, there doesn’t seem to be a “Serious” damage version of this thing; channeling such energies through yourself seems to demand a certain “loss of control”.

 

Subsumption: This interesting spell allows the target to “incorporate” cyberware into his or her body as quasi-organic modifications, provided that the system(s) in question could plausibly be so converted to an organic base; wired reflexes are OK, and hand razors might become retractable catlike claws – but cyberguns are a bit much. This has no particular game effect beyond the cosmetic – unless the user is subjected to a full-body medical, physical, or instrumental, examination. While the user may show various oddities under such scrutiny (Gee, Boss – this guy’s got claws like a cat, not to mention a lot of metal salts in his central nervous system), this is – at least in these days of strange metatypes – more-or-less acceptable. The spell can affect one system per success.

Basic Drain: Minor Physical Manipulation (“Appearance”, M).

Drain Level Modifiers: Voluntary Subject Required (-1), Limited Range (-1), “Permanent” Effect (The effect is quasi- stable; it lasts until the user suffers major trauma – which would require cyberware repairs – or the “user” spends a few hours meditating on “recovering” his or her cyberware, +1) – and Bonus Game Effect (You don’t suffer social penalties for being over-chromed and your cyberware doesn’t show up if and when you’re checked for it, +1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1). Net Drain; [(F/2)+1]S.

 

Tap The Nexus: This interesting spell channels the power of a permanent astral “Background Count” into manifestation, unleashing a variety of effects appropriate to the nature of the “source”. This can be wonderful – or insanely dangerous. In general, once this spell has been invoked, the caster can simply call forth up to one effect per success. The potency of this spell, and the effects produced, depend on the level of the background count; the spell itself is always enhanced by it – and it drives the effects.

Basic Drain: Major Mental Change (Attunement, M).

Drain Level Modifiers: Deep Mind Interaction (+1), Bonus Game Effect (Taps into background energy as above. This does not cause “drain” – but the available effects are subject to the approval of the game master and are not wholly under the caster’s control. +2), Personal Spell (-3). Net Basic Drain = M.

Drain Target Modifiers: Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+3]M.

 

Tap The Racemind: This subtle spell permits the user to draw on the reserves of knowledge which have been amassed by the human race. Unfortunately, this is restricted to those things which LOTS of people have known. While most “general” skills are available at ratings of up to 8, more specialized skills were known to fewer people, and so are only available at lesser ratings. Each success allows the user to tap into one “level” of skill, either to enhance his/her own skills – or to temporarily add new ones. Unfortunately, active skills are harder to tap this way, requiring the “expenditure” of 2 successes per level of skill.

Basic Drain: Major Mental Changes (M).

Drain Level Modifiers: Deep Mind Interaction (+1), Bonus Game Effect (+1 Skill Die per spell success, +2), Bonus Game Effect (-2 general target number modifier. This compensates for the distraction of sustaining the spell, +1), and Personal Spell (-3). Net Basic Drain = S.

Drain Target Modifiers: Miscellaneous Restriction (Half effect on active skills, -1 ), Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+2]S.

 

Technic Enhancement: This somewhat impractical spell is intended for use on technological devices; meaning that it’s target number is often too high to get it to work. Still, it can be useful when it does; successes may be used to enhance an item’s “power level” (+2 per success), effective “rating” (+1 per success), or a general function (For example, M to S damage, at a “cost” of 2 successes). Unfortunately, this is a purely magical effect, and must be sustained. It’s rarely worth the bother.

Basic Drain: Major Physical Control (Enhancement, S).

Drain Level Modifiers: Limited Range (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1) and Sustained (+1). Net Drain; [(F/2)+2]M.

The greatly-desired permanent version of this enchantment is apparently impossible. It would require improving devices by making physical changes instead of applying an enhancing spell – and, at least in many cases, this would require that the spell “invent” new, analyzable, and duplicatable, Tech for you. Spells simply aren’t inventive, artistic, or creative. Limited versions can be designed to upgrade particular items to higher ratings (QV; “Cybermastery”), but it’s generally a lot easier to simply go out and buy one. Still, such spells do offer one advantage; the user may reduce his / her target number by his/her score in the relevant Build/Repair Skill.

 

Transfer Vitality: This spell literally “sucks the life out of things” – draining the target’s vital energy into the caster’s body. The spell does physical damage to the target, but each “box” of damage inflicted on said target renews the caster’s strength – relieving first fatigue, then curing any physical damage the caster may have suffered – and then simply making the caster feel young, healthy, and energetic (This may or may not actually “rejuvenate” the caster to some extent). It is unwise to make a habit of draining the life force from anything. Draining nonsentient or “incompatible” species can have very strange effects on the user’s mind and body, while the psychological consequences of habitually draining people of any type can be quite devastating.

Basic Drain: Moderate Damage (M).

Drain Level Modifiers: Limited Range (-1), and Bonus Game Effect (Transference, +2). Net Basic Drain = S.

Drain Target Modifiers: “Superficial” Mind Interaction (+1). Net Drain; [(F/2)+1]S.

This effect, along with the fact that the various “Shape- shifters” all take compatible “human” forms – and regenerate physical damage – suggests a terrible answer to the question of how mankind came to dominate the earth, and to the origin of the various ancient tales of mankind’s fall from grace. An infant can be trained not to resist even the most abusive “parent”. The sustained, “on-demand”, version of this spell would have a [(F/2)+2]D drain, but could easily be “locked”, quickened – or possibly even designed as a permanent effect. Presuming that this was done, that the various Shapechangers were “created” (See; “Lifeshaping”) as “familiars” or living “batteries” of magic, humanity would be guilty of a terrible crime; molding other races in our own image so as to tear an endless fount of magic from the screams of their children. Combined with the “Background Count” effect, this would even explain why magic gradually waned in the first place.

Hopefully this isn’t true. Even if the shapeshifters were artificially created (And why else would they all take human form?), it may have been simply as companions. Perhaps there was some elder menace great enough to “justify” such extreme measures once (although it is difficult to imagine what such a menace could have been).

And perhaps people can simply be utter bastards.

 

Transforming Meditation: A mage “casting a spell” draws energy from the astral plane and channels it into a detailed mental “construct” – the spell structure he or she committed to memory in learning the spell.

This spell is designed to modify such psychic constructs. Each success permits the user to reconfigure 1 “force point” worth of the spells he/she has committed to memory, changing them according to whatever formulas he/she has available for study. Interestingly, the spell is also capable of affecting physical adepts – although, since their constructs “operate” on the subconscious level, it takes longer. Mages must spend one hour per force point modified “testing systems” and making sure that they’ve “got it right”. Physical adepts must spend at least eight hours doing katas and practicing per point of their magic score “reprogrammed”. In either case, if this process is interrupted, the user can complete it later – but will have to get along without the abilities he / she hasn’t yet finished rebuilding in the meantime.

Basic Drain: Major Mental Changes (M).

Drain Level Modifiers: Permanent Effect (+1), Deep Mind Interaction (+1), Touch Required (-1) – and Voluntary Target Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Touch Required (-1), Deep Mind Interaction (+2), and Sustained (+1). Net Drain; [(F/2)+2]M.

-As a note, what I’ve seen of the ongoing arguments over physical adepts, and new powers therefor, seems quite silly; physical adepts are the (meta)human equivalent of the various awakened creatures. Their powers are usually slightly weaker since they’re more-or-less consciously selected and developed, rather then being purely instinctive – but they work exactly the same way. In theory, there’s no particular reason why a Physical Adept shouldn’t be able to develop any power in the book or, for that matter, virtually anything else (Remember; it’s a GAME. If somebody wants to do something weird with a character, give it a cost and see how it works. Just tell them that it’s experimental and subject to change if it turns out to be too powerful. As examples, consider a physical adept set up as a “Werewolf”, somebody who can use whatever powers his / her “mystic talismans” provide [While such a character could easily “change his or her powers around” by spending a few hours “attuning” a new set of talismans, they could also have their powers taken away in a simple strip search], or a “wraith-ninja”). To this end, GM’s may permit the following three rules;

1) Physical Adepts may develop any ability which they can fully define and describe and convince the GM to permit. The price (And, usually, many details of the design) of any such ability is up to the GM. In effect, this is their equivalent of spell design.

2) Physical Adepts may develop various arcane weaknesses, like those of many other awakened beings. This adds points to their magic score for buying other powers. For example, a physical adept might require various talismans to use his or her abilities, be sensitive (allergic/vulnerable) to various substances, be limited to particular “themes”, or have other weird restrictions.

3) Powers which are limited somehow are cheaper to get. A power with relatively mild limitations – such as most of the usual “geasa” – is available for 75% of the usual cost. A power with a genuinely major limitation may be taken for 50% of it’s usual cost. Powers which are virtually unusable may be purchased for 25% of the usual cost. For example, Mantra must recite a mystic phrase to use his powers. They’ll only cost him 75% as much as usual. Draco’s powers twist and warp his body into quasi-draconic forms when he uses them, and most will not work otherwise. This tends to provoke questions and attract attention, is a definite trademark / “signature” – and definitely restricts the gear he can use. His costs will be only 50% of the usual. Twisting Elm, master of the Shao-lin Temple, has a variety of special powers which will only work IN THE TEMPLE. Most of his powers cost only 25% of the usual cost. Of course, anything which carries over to the outside (Such as his self-healing ability) will have to be purchased at the 50% rate.

 

Translation: This “interesting” spell allows everyone in it’s area of effect to speak, read, and write, any, and all, relevant languages as well as they do their native tongues.

Basic Drain: Minor Mental Changes (Everybody understands all relevant languages, L).

Drain Level Modifiers: Area Effect (+1), Limited Range (-1), Voluntary Subject Required (-1) – and Deep Mind Interaction (+1). Net Basic Drain = L.

Drain Target Modifiers: Deep Mind Interaction (+2), Restricted Target (Sentient Minds, -1), and Sustained (+1). Net Drain; [(F/2)+2]L.

Very handy. The original version, however, tended to be extremely confusing; it didn’t restrict the effect and was a physical spell. That gave it a drain code of [(F/2)+2]L and allowed people to talk to ANYTHING. Animals. Plants, Rocks and doorknobs. It didn’t work out. It did, however, lead to the “Persuasion” spell; a “Personal” version with the Bonus Game Effect of allowing normally-inanimate objects to actually do things, if and when you talk them into it. It’s a lot easier to get objects to do things within their natures; trees hate to try and walk around, but swatting something with a branch is pretty easy. That’s a +3 drain level effect, resulting in a drain code of [(F/2)+4]L (The “Restricted Target” modifier no longer applies and it’s a physical spell).

 

Transmutation: This misnamed spell actually has nothing to do with atomic structures; it re-arranges atoms, not sub- atomic particles. Still, it’s effects often seem miraculous; given the appropriate raw materials – and sufficient knowledge of chemistry – the user can synthesize an immense variety of compounds, crystals, drugs, and other complex materials with the equipment available in his/her kitchen. While this has a target number of 6 (Fine control), each success yields about a kilo of whatever-it-is the user is making. Provided that whatever the user makes would normally be stable, the effect is permanent – just as using “Magic Fingers” to build a Lego castle would be. While wildly unstable molecules can be constructed with this spell, they tend to break down as soon as the caster stops sustaining the effect.

Basic Drain: Major Physical Manipulation (S).

Drain Level Modifiers: Miscellaneous Limitation (Requires a physical sciences skill check, -1), Permanent Effect (+1), and Touch Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical Spell (+1), Restricted Target (Cannot rearrange the molecular structure of a living being in whole or in part, -1), Touch Required (The would-be synthesist must handle the containers, stir, and so on, -1), and Sustained (+1). Net Drain; (F/2)M.

Anyone up for the “Mr Wizard Junior Chemistry Set?” There is an area-effect version of this thing – with line-of-sight range instead of the “touch” limitation. It has a [(F/2)+1]D drain – and is an extremely dangerous spell to play with. It is far too easy to blow the chemistry check and come up with something violently unstable, toxic, or otherwise dangerous.

 

Utilize Formula: A magician casting a spell draws power from the astral plane and channels it into a detailed mental “construct” – the spell structure he/she committed to memory in learning the spell. This handy spell creates a temporary memory-construct, allowing the caster to employ a spell he / she has the formula for, but hasn’t actually learned. Sadly, constructs which haven’t been invested with life force (A.K.A.; “Karma”) aren’t really very stable. They tend to fall apart under stress – and channeling magical energy through them is definitely stressful. They’re also quite of a strain on the user, who can only maintain a total of (Int) temporary spell constructs at one time before he or she will begin suffering penalties (“+1” to target numbers per additional construct). Temporary constructs have a force rating equal to the rating of the spell used to create them, but once that’s “used up”, they’re gone. For example, a force five “Silence” construct may be used to cast a silence spell once at force five, five times at force one, or any combination that adds up to five. If a character needs it more then that, he or she had better actually learn the spell.

Basic Drain: Major Mental Changes (“Learning” a spell, M).

Drain Level Modifiers: Deep Mind Interaction (+1), Permanent Effect (Well – until used anyway, +1), Personal Spell (-3). Net Basic Drain = L.

Drain Target Modifiers: Deep Mind Interaction (+2). Net Drain; [(F/2)+2]L

Having this spell in use really “puts some life” into the market for spell formula. It also means that magicians will be able to load up with “special equipment” before a run and that a lot of the odder, and less generally useful, spells may see a bit of use. After all, a spell that you only want on one run in twenty (EG; “Arctic Adaption”) simply isn’t worth spending karma on.

 

Wards Major: This curious spell can only be used when a mage expends karma to permanently bind an elemental to guard a specific location. Wards Major enhances the effect, making the elemental part of the site, rather then a mere occupant. This is equivalent to the “Hidden Life” power (In the site) – as well as allowing said elemental to exercise the powers of whatever type of “nature” spirit is appropriate to the site.

Basic Drain: Major “Physical” Change (S).

Drain Level Modifiers: Permanent Effect (+1), Deep Mind Interaction (+1), Limited Range (-1), “Voluntary” Subject (A bound elemental) Required (-1). Net Basic Drain = S.

Drain Target Modifiers: Physical Spell (+1), “Deep Mind Interaction (+2)”, and Sustained (+1). Net Drain; [(F/2)+4]S.

Warp Pocket: This curious and useful spell “equips” it’s caster with a tiny pocket of folded space to keep things in. While the exact size and shape of the “pocket” is ill-defined, “Whatever you could stuff into a footlocker” is a reasonable guideline to follow. Similarly, the total mass allowable is limited to about 100 KG. Within those limits, the caster is free to take things in and out – although some rummaging may be necessary. For anyone or anything else, the stuff in the “pocket” simply doesn’t exist in any conventional sense. As this also holds for gravity and inertia, stuff in the pocket does not encumber the user. The spell is sustained. Anything still “inside” when the spell ends “drops out of the air” in the immediate vicinity of the user.

Basic Drain: Major Environmental Change (Spacefold, D).

Drain Level Modifiers: Touch Required (-1), and a Bonus Game Effect (Terribly Convenient, +1). Net Basic Drain = D.

Drain Target Modifiers: Physical Spell (+1), Sustained (+1), and touch Required (-1). Net Drain; [(F/2)+1]D.

 

Weird Science: This peculiar “spell” permits the caster to build, or modify, devices in ways which are, according to the accepted laws of physics, quite impossible. Such items, modifications, or repairs will work in a single, “dramatic”, situation per success obtained. The target number for any specific effect is set by the GM, although it can be reduced by throwing in side effects (-1 to -4 depending on how pesky they are), exotic “components” (Ditto), plenty of extra time (-1), a “good” – or at least amusing – explanation (-1) – or by simply working in a large laboratory (-2). Of course, if you insist on trying to create a disintegrator pistol, “warp drive”, or gravity blocker, target numbers of 20+ are not at all unreasonable. As a note, weird science can fail quite spectacularly if the test is blown (No rolls within 6 of the target number), but severe catastrophes are reserved for the rule of one.

Using weird science to repair things requires a toolkit and at least a couple of minutes. Trying to modify things takes a toolkit and a base time of at least an hour. Attempting to build things requires at least a “shop” and has a base time of hours to days, depending on just how large and elaborate the item is – and on the dramatics that infuse the entire process.

Basic Drain: Major Environmental Changes (The limits of what’s technically possible – and how, D).

Drain Level Modifiers: Permanent Effect (Sort of. Weird devices are good for one dramatic [You can test them all you want to] use per success – although leaving them sitting “on the shelf” “uses” one per month, +1), Miscellaneous Limitation (Requires time and equipment as indicated above, -2) – and Touch Required (-1). Net Basic Drain = M.

Drain Target Modifiers: Physical (+1), Sustained (+1) – and Touch Required (-1). Net Drain; [(F/2)+1]M.

 

 

Cybermancy:

 

This brings us to Cybermancy – which is actually a lovely bit of misdirection. Everyone is looking for some magical technique which can keep someone alive despite having enough cyberware to kill them installed. By definition, there’s no such thing – once you’ve changed somebody so much that their spirit no longer “resonates” with their body naturally, they are dead. It may take them a little while to get the message – but they’re dead. That doesn’t mean that you can’t keep the body going (Medical science has known how to keep cells, organs, and bodies going since the late 20’th century) – but nobody’s home. The spirit can keep going as well, usually as a specter, if it has a strong will – and a reason to use it.

The difficulty here is in keeping them together. This is a bit tricky – but the method is already common knowledge; it’s called “Inhabiting”. You enchant the body as a spirit focus for the specter (a unique design) and link them up. This isn’t really being “alive” – but it imitates it pretty well.

There are complications; the original body is a very good base for a spirit focus (-3 to enchantment target numbers) – but the more you alter it after “death”, the harder it is to get the spirit firmly anchored in it (IE; the rating must be at least equal to the essence cost of whatever you installed after the victim / client dies). Such characters suffer from massive detachment and alienation (Dying will do that to you somehow), and the more they’ve changed your body and focused you into it, the worse it gets. This results in penalties to various target numbers (Social and Surprise; +[Rating], Perception; +2x[Rating]), gaining Karma at only 1/2 the “usual” rate, a loss of willpower (-[Rating-1]/2 points, rounded off in the character’s favor – a result of both that detachment, and of inhabiting a focus that’s basically designed to control you), becoming a dual being (See below), and being easier to “kill” (After all, you’re already DEAD. Half physical damage overflow tolerance. Also, whenever overflow damage is taken and the character is healed or stabilized, he or she must make a will check against (2x the number of overflow boxes taken) – or die anyway).

There are two side “benefits”; the target numbers for any use of magic against the character is increased by the focus rating – and the character no longer ages naturally – if he/ she should somehow survive long enough to notice.

Character’s who don’t truly realize that they’re dead, or who are rejecting that knowledge, cannot use their “ghostly” astral senses and powers. More annoyingly, such denial creates the same kind of astral pollution (“Background Count”) which any other form of rigid constraint of the spirit and ongoing misery creates, and renders the character highly vulnerable to “Dissociation”; a tendency to start fading away whenever the fact that they’re DEAD really starts sinking in. This can be “treated” by repressing the knowledge magically, but will inevitably get to them eventually. “Leakover” from repressed astral senses is an occasional problem; when this occurs the character experiences an incredibly heightened awareness of, and fascination with, a living creature (or magically active item). The big problem, of course, is that such a character gets all the disadvantages of being a dual being without any of the advantages. There are advantages; they may, at least in theory, stick around indefinitely – and such rigid denial doubles their resistance to magic (As noted above, to 2x the focus rating. This, plus their “personal” background count, makes them virtually impossible to analyze magically).

Those who accept that they’re dead DO get the powers that come with being a specter. On the other hand, they can only “stick around” as long as they have some overwhelming (often obsessive) purpose for doing so.

On the physical side, an “empty” body needs near-constant attention to keep it running. The central nervous system has to be stimulated as well, or it will stop responding. This can be done, but it’s expensive; a set of wires implanted in the brain can (randomly) stimulate neurons and memories when electrical activity in the brain drops too low. A selection of medical monitors, muscle-stimulators, and automatic medication dispensers can keep the body going. The system has a net cost of 150,000 NY and .25 Essence – and is sometimes used by ordinary runners, since it effectively doubles the amount of overflow damage a living character can survive and grants a +3 on their effective body ratings vrs poisons, drugs, and disease. Dead people need to get the system recharged every 5-15 days, at a cost of about 15,000 NY. Living user’s need a recharge 3-4 times a year (depending on the level of use), at a cost of about 10,000 NY. Unlike the dead guys, they can “survive” without it.

There’s another major problem; Astral space is the domain of pure life force – the spiritual, emotional, and “psychic” energies generated by living things. Enchanting a living or quasi-living creature is a poor idea; whenever the effect is “active” it will inevitably channel a continious “stream” of extra life force into said entity – WITHOUT the fine control exercised by a living spirit or the limitations imposed by a specific spell structure. This random “supercharging” can easily provoke wild cellular growth – AKA “Cancer”. This can be avoided – at least for a time – by “activating” the focus effect only when necessary (not a viable option for those of you who happen to be relying on it because you’re dead). It can be delayed (Sometimes for years) or treated using magic, medication, surgery, and purgative treatments – but the risk is very high.

To summarize the required steps; 1) You kill your client/ victim and transform their spirit into a Specter. (If you wish to keep this a secret, you keep the client unconscious while you do it). 2) You revive the body and keep it on life support while you install cyberware and enchant it. 3) You stuff the spirit back into it’s “new-and-improved” body. 4) You charge a HORRENDOUS fee (OK, so that’s not really a required step).

Overall, Cybermancy is really a pretty poor idea. There are better ways anyway. This probably won’t prevent idiots and unscrupulous magicians from doing it, but hopefully it won’t become common. The truly amazing thing about the business is that they’ve managed to keep the secret when the name itself is enough to give it away. Cybermancy; “-mancy” just means divination. It’s strongest association, however, is with the art of Necromancy – which has come to mean the art of making undead. Thus; “Cybermancy” – cybrenetic undead people.

I guess that it’s a tribute to how few magicians are logicians or engineers – and to the fact that their “clients” are being told that they’re keeping them alive.

If it wasn’t obvious, one of the “better ways” to do this is to simply build a classical “golem” or robotic body – and enchant THAT. While this makes it almost impossible to lie to the victim about what you’ve done, and thus is of limited usefulness to those without fanatic causes to “pursue beyond death itself!”, it does allow you to build in virtually any- thing you like – if at the cost of the -3 modifier for using the original body.

Other ways of getting around the essence problem include; Spirit Merger, “Rebirth” , Cybertolerance, Cyberframes/Exoborging, Cellular Interfaces, and Cybermerging

Exoborgs are handled simply; They’re just people equipped with an exotic piece of cyberware; a Cyberframe. Cyberframes “cost” four points of essence – and are roughly equvilent to combining a full set of; Cyberlimbs, Skeletal Reinforcement, and Dermal Plating III. Side effects include being able to buy additional cyberware at “half price” (Both Essence and NuYen – since much of it can be built into the frame), “-3” Charisma (Minimum 0, but lets face it – an Exoborg’s given up most of his/her humanity and social life), and +6 Strength (It’s far easier when you design the limbs as a unit. Up to six MORE points are available, at 100,000 NY each). The usual cyber- limb rules apply; Gadgets built entirely into the frame cost 4x the usual NY, but no essence. Exoborgs are often subject to penalties on their social skills, raising target numbers, or reducing their “effective” skill levels, at the option of the game master. Cyberframes cost 500,000 NY.

-The most formidable Exoborgs also use Cellular Interfaces or have Cybertolerance. Exoborging is also a quick way to get out of the hospital if you absolutely must.

 

 

From the Shadowland Boards:

 

<Good Gods… Who is this guy? Is even half this stuff POSSIBLE?>

 

<Of course not. The man is obviously mad. No magician, of any tradition, can do one-tenth of the things he describes.>

 

<Name’s Jacob. You know; that runner/healer who’s been teaching the street kids>

 

<Hey, I thought the “limits” of magic were determined by the limits of the magician’s mind, eh?>

 

<Jacob. Isn’t he the one who’s been running an initiatory group for the street kid adepts and mages?>

 

<Initiated WIZ KIDS?!?! That’s INSANE!!! Even if it was POSSIBLE, you’d have to be nuts to let a child initiate!>

 

<You’ve seen his ideas on spell design… He’s either one of the most creative spell designer’s I’ve ever seen, or one of the maddest. Maybe both>

 

<Not all of these are his you know>

 

<Yeah – but most of the ones which aren’t were originated by kids he trained, and they usually got him to help them out>

 

<I think I’m gonna be a lot nicer to the street kids from now on>

 

<Remind me to put a bullet through your head>

 

<Oh lay off. I just intimidate them a bit>

 

<Like they need any extra shit in their lives>

 

<Haven’t we drifted off the subject a bit here? Kids are all very nice – but we were talking about these spells. Is any of this stuff POSSIBLE?>

 

<No>

 

<Yes>

 

<That isn’t very helpful>

 

<Has anyone else noticed that the dates on these files are several years old?>

 

 

New Foci:

 

A Formula Focus is an item containing a usable impression of the “formula” for a specific spell – allowing the user to cast said spell as if he or she had actually learned it. The spell may be thrown at any force up to the maximum permitted by the formula (Usually in the 7-12 range). User’s may also actually learn the spell – although not the actual formula – at 1/2 the usual karma cost. It costs one point of karma to bond a formula focus. As far as “enchanting” goes, they are equivalent to spell locks, although, somewhat obviously, they also require the spell formula.

The near-mythic “Empowered Grimoires” are normally simply “stacked” formula foci. They may, of course, be enchanted as Power or Spell Foci as well, although such a device would be both extremely potent and extremely expensive to bond.

 

A Skill Focus is the arcane version of a Skillsoft. While no skillwires are necessary, regardless of the type of skill involved, the expenditure of karma is. Attuning yourself to the equivalent of an “Activesoft” requires one point of karma per level of the skill it contains, “Knowsofts” require half that amount, and items which bestow “Languages” require only one point of karma to attune. User’s may effectively double any karma they spend on actually learning the skill bestowed by the focus until their “actual” skill reaches it’s rating. Creating a skill focus requires the availability of somebody who already possesses the skill at that level, but is other- wise treated as the enchantment of a fetish focus.

It should be noted that mundane’s ARE capable of attuning skill foci containing mundane skills – just as they can help make such a device.

 

Artifacts are the most powerful arcane “devices” known to exist. Artifacts are allied spirits which either went free while inhabiting an “inanimate” form (A spirit focus created in the form of a sword, ring, or other talisman. These are fairly common, since an ally in such a form can enhance it’s bearer’s attributes [by a total equal to it’s force rating], and acts as either a magical weapon [Q.V.] or bestows some minor special power [Q.V.; Elemental Imbuement] on it’s bearer) – or which simply prefer to manifest that way. In either case, an “artifact” was generally designed, and “grew up”, as a tool. They tend to be much less independent then most free spirits – sometimes to the point where they simply do what they do and don’t bother to talk to people. This does have one advantage for them; linking themselves so closely to the will of their wielders allows them to “siphon off” a karma point or two whenever their wielder gets some (In game terms, having such an ally along normally reduces the danger level of most runs considerably, at least for the bearer. Of course, that means that the runner gets a point or two less karma for it).

The “street price” of an artifact would vary depending on how cooperative, powerful, and well-understood it was. It’s likely to be astronomical in any case.

 

 

New Spirit Powers:

 

Shaping is a power used by elementals and nature spirits, among many others. It’s defined as the ability to do “minor things” related to their areas of influence. Their effective rating in this is twice their force rating. For example; Joe Lumbers-Like-A-Buffalo, a down-on-his-luck street shaman has had enough; he conjures up a weak hearth spirit and commands it to fix that #*|$!!!! leak in his roof. The GM shrugs, and rolls 4 dice (2x the spirit’s force) against a target number of 3 (This is really pretty easy). With three successes, Joe can sleep dry – at least until the next time somebody puts a bullet through his ceiling. Fire elementals can cook dinner, dry your clothing, or aid in blacksmithing. Earth elementals can tell you why your garden won’t grow well. Storm spirits can predict weather and rain on insurance salesmen. It the task seems a bit borderline (Is a hearth spirit called up in a local mall likely to be any good as a sales clerk?), it is recommended that the spirit only get dice equal to it’s base force rating. Of course, if the task isn’t within a spirit’s area of influence at all, the conjurer is out of luck.

 

Manifestation Revisited:

 

All “manifested” spirits should be considered to have the powers of Immunity to Age, Pathogens, and Toxins. They simply don’t have the kind of “bodies” those things can affect.

Occasional eccentric magicians have tried to use the ally powers of Inhabiting and Manifestation in extremely peculiar ways. The most common variations are as follows.

Spirit’s “inhabiting” items and tools unsuited to animation (Such as swords, rings, and cyberdecks) add the focus rating to their effective force and will. Such items are protected from both magical and mundane damage by “armor” equal to their force rating. While such allies / “artifacts” are relatively rare, they do have advantages; they can enhance their user’s attributes (By a total number of points equal to their force rating. The distribution must be discussed with, and approved by, the GM), can bestow their skills on their user’s (A moot point until after their creator dies, since the creator must already possess any skills the ally does), and act as either a magical weapon [QV] or bestow some minor special power [QV Elemental Imbuement] on their bearer or the item. The exact nature of such enhancements must be negotiated with the GM – but an enhancement of 10% per force point seems like it’d be a reasonable base.

Attempts to allow allies to manifest in extremely strange forms (Cars, cyberdecks, assault cannons, etc) tended to run up against a basic difficulty; such items have an incredibly complex internal structure – all the details of which had to be included in the formula and envisioned during the summoning process. A simple visual template just wouldn’t do. Being magicians, of course, the eccentrics found a solution; using an actual item of the appropriate type to focus the allies energies through during the conjuring ritual (Or a ritual of change). While this trick inevitably destroys the item used as a template, it works; thereafter the ally can manifest in the desired form, and exercise whatever options that gives it. Unfortunately, this costs twice the karma of giving the ally a normal alternate form, is limited to forms which basically stay in one piece in when operation (IE; a cannon is fine, a cannon with AMMUNITION is not), and simply doesn’t allow for really enormous forms (You may NOT take out the Aztechnology Pyramid by sneaking into the basement and using the place as your template for conjuring an ally). There are a couple of advantages as well; the force of the ally enhances the basic item (As per an enhanced inhabited item, above) and – due to their telepathic link – gives the allies user the benefit of the spirit’s +10 initiative modifier for being in manifested form while he’s “using” the manifested “item”/spirit.

 

“Animal Spirits” are a lot like nature spirits; they only show up in appropriate territories. In terms of statistics, treat them as shapeshifters of the appropriate type with the following exceptions; substitute Manifestation for the usual Regeneration and “Ultratech Substances” (Dikote, ultra-advanced alloys, and so on) for Silver. Add “Shaping”, as above. As a rule, only “ordinary” animal spirits may be summoned. If there are paranatural animal spirits around, they don’t seem to answer calls.

Conjuring animal spirits is a bit odd. The target number is set by the spirits size and “importance”; Tiny (2), Small (Ferrets and rats, 3), Modest (Wolves and goats, 4), Large (Cows and tigers, 5), Huge (Rhinos and elephants, 6), and Absurd (Whales and such, 9). Modifiers include having minor special abilities (Poison, Sonar, etc, +1), being “Very Rare” (+1), or Extinct (+2 or more, depending on how long it’s been) – and being of special importance to the locals (+/-1, as seems appropriate to the situation). As a rule, one animal spirit will respond per success, but some “tiny” types (Hornets are probably the most popular) respond by the swarm. Any which respond will stick around for up to (Chr) hours, performing various minor services (Squirrel spirits can carry lots of messages, while a tiger will cheerily intimidate people), and a single major one (E.G.; getting into a serious fight) during that period. It’s wise to treat such spirits well. Nature has a very long memory.

The drain of summoning animal spirits depends on how well the local environment suits them;

Very Well (E.G.; Summoning squirrels near the park, hornets near old hedges, or buffalo on the great plains). 4L Stun.

Reasonably Well (E.G.; Coyotes in the city, snakes anywhere they don’t belong [Unless it’s too cold], etc)… 4M Stun.

Poorly (E.G.; Anything at the fringe of it’s natural range, deer in the suburbs, alligators in the sewers)… 4S Stun.

Badly (E.G.; Anything in a “reasonable” environment but out of it’s natural range. Calling a polar bear in Pennsylvania in the winter, kangaroos anywhere but Australia). 4S Phy.

Terribly (E.G.; Polar bears in texas, buffalo in a swamp, and hummingbirds during windstorms)…….. 4D Phy.

Lethal (E.G.; Whales on land. Forget it. They won’t come, and trying to force them to do so will inflict)…. 8D Phy.

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2 Responses

  1. quick reply to ‘intangibility’ spell: if you can walk ‘on’ air – why can you walk ‘through’ it ?

    • “walk on air” is in quotes because that is a standard method of indicating that a discriptive phrase – while commonly understood and evocative – is not literally true.

      A character using the “Intangibility” spell does not interact with normal matter or energy in any fashion worth noting. How they percieve their movement is primarly an artifact of their habits and preconceptions – all thanks to the fact that Shadowrun spells are governed by the caster’s mind.

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