Spells (Fate)

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Combat Spells

Acid Stream

Manifests acid in a spray, stream, or gush from the caster's hands.

Electricity Manipulation

Manipulates the flow of electricity.

Fire Manipulation

Manipulates flames.

Manabolt

Conjures a bolt of magical energy to corrupt and disrupt living and magical creatures.

Powerbolt

Conjures a bolt of magical energy to beat and break physical creatures.

Punch

Tears, shreds, and pounds a target within reach with magical energy.

Shield

Defends against magical and physical attacks.

Stunbolt

Conjures a bolt of magical energy to stun and bewilder living and magical creatures.

Detection Spells

Detection spells allow the caster to detect the specific target or targets within a particular range. The caster selects the force of the spell and uses that force as the difficulty against which they are casting. The detection range of the spell is typically the caster's Magic skill rating multiplied by the force of the spell. A single shift on a detection spell is sufficient to receive basic information, with more information provided for more detailed results.

Detection spells that directly detect or analyze living creatures only provide information about those targets whose Cool skill is less than the net shifts on the activating Sorcery check.

A detection spell may be sustained, allowing other action to be taken simultaneously, for 1 mental stress. Whatever consequence or stress box is filled by this mental stress cannot be recovered so long as the spell is sustained.

Analyze Device

Peer into the purpose and operation of a mundane device or piece of equipment.

Analyze Magic Device

Peer into the purpose and operation of a magical device or piece of equipment.

Clairaudience

Hear from a remote sensor instead.

Clairvoyance

View from a remote sensor instead.

Combat Sense

Creates the "Combat Sense" aspect for the caster, usable to defend against physical attack for the duration of a physical conflict.

Detect Enemies

Attempts to detect living creatures with hostile intent to the spellcaster.

Detect Enemies, Extended

Detect enemies, as above, at ten times the range for 1 mental stress.

Detect Individual

Detect a known individual.

Detect Lies

Attempts to sense dishonesty in a speaker within LOS, opposed by the targets' Cool.

Detect Life

Detect living beings.

Detect Life, Extended

Detect life, as above, at ten times the range for 1 mental stress.

Detect [Life Form]

Detect a particular form of life. The form of life must be specified at the time the spell is learned.

Detect [Life Form], Extended

Detect [life form], as above, at ten times the range for 1 mental stress.

Detect Magic

Detect active magic.

Detect Magic, Extended

Detect magic, as above, at ten times the range for 1 mental stress.

Detect [Object]

Detect a particular type of object. The type of object must be specified at the time the spell is learned.

Mind Probe

Probe an unwilling subject's mind. Add the target's Cool to the difficulty in addition to the normal difficulty from force. Three or more shifts required to read more than surface thoughts. Five or more shifts required to access hidden thoughts and long-buried memories.

Mindlink

Exchange mental impressions with a willing target.

Health Spells

Health spells face a base difficulty, which may be increased, equal to the target's loss of essence rounded up: the amount that their current essence falls below their maximum essence. Unless otherwise specified, health spells require a laying on of hands.

A non-instantaneous health spell may be sustained, allowing other action to be taken simultaneously, for 1 mental stress. Whatever consequence or stress box is filled by this mental stress cannot be recovered so long as the spell is sustained.

Antidote

The spell's net shifts, if better, act in place of the target's attempt – typically Cool or Physique – to fight a toxin.

Cure Disease

The spell's net shifts, if better, act in place of the target's attempt – typically Physique – to fight a disease.

Decrease [Attribute]

The spell applies an aspect to the target relevant to the impairment to the attributed selected, when the spell is learned, to be decreased.

Detox

The spell removes the negative side effect of drugs or poisons, but not any primary damaging effects.

Heal

Downgrades a physical consequence by one step if a lower consequence spot is available. Magical healing can only be used once on any given consequence. Add the value of the consequence to the difficulty of the spellcasting.

Increase [Attribute]

The spell applies an aspect to the target relevant to the impairment to the attributed selected, when the spell is learned, to be decreased.

Increase Reflexes

Act first in all physical conflicts. If multiple parties have improved reflexes, compare Notice skills as usual.

Oxygenate

The target doesn't need to breath.

Resist Pain

The target suffers no ill effects from physical consequences.

Stabilize

As long as the spell is sustained a living target will not die.

Illusion Spells

Mana illusions are defended by the target's Cool, representing their ability to resist mental influence, and only function against living and magical targets. Physical illusions are defended by the target's Notice, representing their ability to spot flaws in the illusion, and only function against physical targets.

Agony

A mana illusion applying an aspect representing illusory pain to a target within LOS.

Bugs

A mana illusion applying an aspect representing being covered by a swarm of insects to a target within LOS.

Chaos

A physical illusion applying an aspect representing abstract distracting stimuli to a target within LOS.

Confusion

A mana illusion applying an aspect representing abstract distracting stimuli to a target within LOS.

Entertainment

Creates an obvious, but entertaining mana illusion for a target.

Trid Entertainment

Creates an obvious, but entertaining physical illusion for a target.

Invisibility

Makes the target invisible as a mana illusion.

Physical Invisibility

Makes the target invisible as a physical illusion.

Mask

Applies a disguise to the target as a mana illusion.

Physical Mask

Applies a disguise to the target as a physical illusion.

Phantasm

Creates a phantasmal mana multi-sense illusion of an object or creature visible to the target.

Physical Phantasm

Creates a phantasmal physical multi-sense illusion of an object or creature visible to the target.

Hush

Dampens sound in an area as a mana illusion.

Silence

Dampens sound in an area as a physical illusion.

Stealth

Quiets a target as a physical illusion.

Manipulation Spells

Animate

Animates an object within LOS using the attempted action as difficulty as if Acrobatics or Athletics as appropriate.

Armor

Armors the target to defend them against attack.

Control Actions

Control the actions of a target within LOS.

Control Thoughts

Control the thoughts of a target within LOS.

Fling

Fling a small object at a target, who defends with Acrobatics.

Ice Sheet

Creates the aspect "sheet of ice" across an area.

Ignite

Creates the aspect "on fire" across an area.

Influence

Implants a powerful suggestion in a target's mind for a few minutes.

Levitate

Lift an object or person. Add 1 to the difficulty for each 500 lb, rounded up.

Light

Creates a mobile personal light similar to a lantern. Can float freely or be attached to a person. Requires modest concentrate to move if free-floating, but can be left in a stationary position while performing other tasks.

Magic Fingers

Use skills as with remote hands.

Mana Barrier

Impedes astral perception and passage, including spells..

Physical Barrier

Impeded physical perception and passage, including attacks.

Poltergeist

Creates a distracting, spooky, but not particularly damaging or horrifying whirling chaos.

Shadow

Creates a globe of darkness.