Difference between revisions of "Magic"

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|align=left| Astral Projection || 250,000¥ ||align=left| You can embody your consciousness in an astral form and leave your corporeal body. Your astral form takes on your residual self image: the mental projection of your astral self. A projecting mage can travel around the astral plane at great speeds unimpeded by material objects such as walls, doors, and burly goons (unless they are dual-natured). Your body is in a coma-like state while your astral body is out in the aether. Your mind and body are still connected, so any damage taken to body or mind is felt by both. You’re using astral perception the entire time you’re projecting, so you can see the auras of living things. Auras alone don’t give you the mystic link you need to target spells. As the saying goes, what’s cast in astral space stays in astral space, and ditto for physical space.
|align=left| Astral Projection || 250,000¥ ||align=left| You can embody your consciousness in an astral form and leave your corporeal body. Your astral form takes on your residual self image: the mental projection of your astral self. A projecting mage can travel around the astral plane at great speeds unimpeded by material objects such as walls, doors, and burly goons (unless they are dual-natured). Your body is in a coma-like state while your astral body is out in the aether. Your mind and body are still connected, so any damage taken to body or mind is felt by both. You’re using astral perception the entire time you’re projecting, so you can see the auras of living things. Auras alone don’t give you the mystic link you need to target spells. As the saying goes, what’s cast in astral space stays in astral space, and ditto for physical space.
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|align=left| Conjuring || 250,000¥ ||align=left| You can [[Grimoire#Conjuring|conjure]]: summoning, controlling, banishing, and otherwise channelling astral power into [[Grimoire#Spirits|spirits]]. The dominant type of spirit is determined according to the magician's tradition.
|align=left| Conjuring || 250,000¥ ||align=left| You can [[Grimoire#Conjuring|conjure]]: summoning, controlling, banishing, and otherwise channelling astral power into [[Grimoire#Spirits|spirits]]. The dominant type of spirit is determined according to your magical tradition.
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|align=left| Divining || 250,000¥ ||align=left| You can gain insight into future events concerning a specific subject. You must assense the subject or posses a material link to it. You then use a divination skill (e.g., astrology, dowsing, dreaming, sortilege, haruspicy) to attempt to foretell the future. Information about the future tends to be vague, to reflect only possible futures, and to be subject to change. Gain access to an appropriate Restricted Skill.
|align=left| Divining || 250,000¥ ||align=left| You can gain insight into future events concerning a specific subject. You must assense the subject or posses a material link to it. You then use a divination skill (e.g., astrology, dowsing, dreaming, sortilege, haruspicy) to attempt to foretell the future. Information about the future tends to be vague, to reflect only possible futures, and to be subject to change. Gain access to an appropriate Restricted Skill.

Revision as of 10:44, 13 July 2024

Due to strict regulations on the use and teaching of magic, all spells, rituals, and adept powers have the controlled availability. Costs are for legal, private tutoring from an experienced teacher. Learning a new spell or ability requires a week of practice.

Spells

Combat Spells

Combat spells should be selected to correspond to the tactical combat build of a player using spellcasting as the description for the direct-damage attacks of their character. Additional types of spells that are compatible with the tactical combat build may be purchased for use in achieving different effects when enemies are taken out, or for use outside of tactical combat. Note that mana-type combat spells do not harm machines, only creatures with an aura (living creatures, spirits, etc.); however, they may be used in astral combat while astrally projecting, so find some use with spellcasters. Unless specified, characters are assumed to be using physical and lethal type combat spells.

Damage Type Touch / Bolt / Ball Spell Names Cost Description
Physical, Lethal Shatter / Powerbolt / Powerball 50,000¥ Magical energy beats and breaks physical creatures. Enemies that are taken out are killed or destroyed.
Physical, Stunning Punch / Clout / Blast 50,000¥ Magical energy bruises physical creatures. Enemies that are taken out are unconscious or disabled.
Mana, Stunning Knockout / Stunbolt / Stunball 50,000¥ Magical energy disorients and stuns physical creatures. Enemies that are taken out are unconscious.
Mana, Lethal Death Touch / Manabolt / Manaball 50,000¥ Magical energy corrupts and disrupts living and magical creatures. Enemies that are taken out are dead.
Physical, Acid Acid Touch / Acid Stream / Toxic Wave 50,000¥ Acid-type damage eats away at physical creatures. Enemies that are taken out are killed or destroyed.
Physical, Electric Static Shock / Lightning Bolt / Ball Lightning 50,000¥ Electric-type damage can stun living creatures while destroying machines. Living enemies that are taken out may be unconscious or dead, while machines are destroyed.
Physical, Fire Flaming Hands / Flamethrower / Fireball 50,000¥ Fire-type damage can burn physical creatures. Enemies that are taken out are killed or destroyed.

Detection Spells

Detection spells give the subject a new or augmented sense or perception for as long as they are sustained. Detection spells may be cast on oneself or on another voluntary subject touched.

Detection spells, except otherwise noted, are opposed by their target(s). Barring special circumstances, targets that lose the opposed roll are unaware of the detection spell. Living targets that win the opposed roll have some sense of the attempt, with their knowledge influenced by their experience with magical detection. In-between results may include target knowledge as a negotiated element.

Name Cost Description
Analyze Device 50,000¥ The examination of a mundane device or piece of equipment reveals information related to its purpose and operation. Opposed by the object's resistance (natural objects as if untrained, low-tech objects as if trained, high-tech objects as if specialized).
Analyze Magic Device 25,000¥ The examination of a magical object reveals information related to its purpose and operation. Opposed by the object's power.
Analyze Truth 75,000¥ Attempts to directly sense dishonesty in a targeted live speaker. Opposed by the person being examined.
Animal [Sense] 25,000¥ Share a single sense, chosen when the spell is learned, of a non-sentient, non-paranormal animal. The subject uses the sense in place of his own, experiencing whatever the animal is experiencing via that sense. The spell is resisted by the animal, not by the target of the animal's sense. The animal must be within line of sight. Opposed by an animal's force of will, if unfriendly.
Astral Window 10,000¥ Create a window through an astral barrier on the astral plane. The window can be seen through but not moved through. Opposed by the creator of the barrier.
Catalog 10,000¥ The subject can compile a comprehensive, itemized list of all the non-living items within fifty meters using automatic writing. Descriptions are general and items the subject would not recognize on sight are listed as "unknown." Unopposed.
Clairaudience 100,000¥ Hear from a remote sensor instead. The sensor may travel up to fifty meters away. Unopposed.
Clairvoyance 100,000¥ View from a remote sensor instead. The sensor may travel up to fifty meters away. Unopposed.
Combat Sense 100,000¥ Detect a violent encounter within fifty meters moments before it happens, allowing you to avoid being taken by surprise. Opposed by the instigator.
Detect Enemies 100,000¥ Attempts to detect living creatures within fifty meters with hostile intent to the spellcaster. Opposed by those with hostile intent.
Detect Enemies, Extended 100,000¥ Detect enemies, as above, at ten times the range in return for being Winded after casting.
Detect Individual 50,000¥ Detect a known individual if within fifty meters. Opposed by the known individual.
Detect Life 50,000¥ Detect living beings within fifty meters. Opposed by the living creatures, particularly those who are strong willed.
Detect Life, Extended 50,000¥ Detect life, as above, at ten times the range in return for being Winded after casting.
Detect [Life Form] 25,000¥ Detect a particular form of life if within fifty meters. The form of life must be specified at the time the spell is learned. Opposed by the life form to be detected.
Detect [Life Form], Extended 25,000¥ Detect [life form], as above, at ten times the range in return for being Winded after casting.
Detect Magic 50,000¥ Detect active magic (spells, foci, wards, magical lodges, alchemical preparations, active rituals, and spirits) within fifty meters. Opposed by the caster or other source.
Detect Magic, Extended 50,000¥ Detect magic, as above, at ten times the range in return for being Winded after casting.
Detect [Object] 25,000¥ Detect a particular type of object. The type of object must be specified at the time the spell is learned. Opposed by the object's resistance (natural objects as if untrained, low-tech objects as if trained, high-tech objects as if specialized, the object's power if magical).
Diagnose 25,000¥ Detect the general health and any illnesses, injuries, or other medical problems of a target. Opposed by the target, if unwilling.
Eyes of the Pack 50,000¥ The subject can use the sight of any voluntary metahuman targets within fifty meters. The subject can switch between targets at will.
Night Vision 50,000¥ Gain low-light vision. Unopposed.
Translate 50,000¥ Sets up a low-level telepathic connection between a subject and voluntary target, allowing them to understand each other's speech as if the subject spoke the target's native language.

Health Spells

Healing spells may be cast on oneself or another target touched.

Name Cost Description
Alleviate Allergy 10,000¥ Block the effects of an allergy on the target as long as the spell is sustained.
Awaken 5,000¥ A touched subject is immediately awake and alert.
Cause Allergy 20,000¥ A target within LOS is subject to a specific allergy.
Cripple Limb 25,000¥ A touched limb is disabled as long as the spell is sustained.
Cure Disease 50,000¥ Treat a disease.
Decrease [Attribute] 20,000¥ A specified attribute – agility, logic, charisma, etc. – is impaired.
Detox 50,000¥ Counteract a poison, toxin, drug, or similar. Does not repair any damage already done.
Heal 100,000¥ The magical equivalent of First Aid. Applies appropriate treatment to stabilize a badly injured patient, or completely heals a minor injury.
Healthy Glow 25,000¥ Performs a cosmetic rejuvenation – brightening eyes and hair, removing dead skin, and promoting general well-being. The effects wear off after a few days.
Hibernate 25,000¥ The target, if willing or unconscious, enters a form of suspended animation. They may persist for up to a month on a day's worth of air, and without food or water.
Intoxication 20,000¥ A target within LOS becomes inebriated as long as the spell is sustained.
Oxygenate 100,000¥ The target doesn't need to breath.
Stabilize 100,000¥ As long as the spell is sustained a living target will not die.

Illusion Spells

Mana illusions only affect living and magical targets, excluding machines. Physical illusions create real light, sound, and other forces, but only function against physical targets, excluding spirits. Note that while spirits will perceive mana illusions while manifested in the material plane, anything astrally perceiving, as astrally-natured beings continuously are, will likely notice the existence of an illusion spell in the astral plane.

Name Mana / Physical Cost Description
Agony Mana 20,000¥ A target within LOS is wracked with pain.
Bugs Mana 20,000¥ A target within LOS perceives themselves as being swarmed with bugs.
Camouflage Mana 50,000¥ A person, small group, or object up to the size of a small truck blend with their background so long as their remain unmoving.
Physical Camouflage Physical 50,000¥ A person, small group, or object up to the size of a small truck blend with their background so long as they remain unmoving. You are left Winded.
Chaff Physical 20,000¥ A non-living target within LOS is battered with a storm of input.
Chaos Physical 20,000¥ A target within LOS is bombarded with chaotic light and noise. You are left Winded.
Confusion Mana 20,000¥ A target within LOS is buffeted with abstract imagery.
Dream Mana 25,000¥ Craft a sleeping target's dreams.
Entertainment Mana 50,000¥ Creates an obviously-unreal illusory performance for targets within LOS.
Trid Entertainment Physical 50,000¥ Creates an obviously-unreal illusory performance within LOS. You are left Winded.
Foreboding Mana 20,000¥ One or more targets within LOS feel a subtle feeling of imminent danger, fear, and unease.
Invisibility Mana 100,000¥ A touched target goes unseen.
Physical Invisibility Physical 100,000¥ A touched target is rendered invisible. You are left Winded.
Mask Mana 100,000¥ A touched target appears as someone else.
Physical Mask Physical 100,000¥ Applies an illusory appearance to a touched target. You are left Winded.
Phantasm Mana 50,000¥ The perception of an object or creature under the caster's control can be imposed on those within LOS.
Physical Phantasm Physical 50,000¥ Creates the illusion of an object or creature within LOS. You are left Winded.
Hush Mana 50,000¥ Prevents one or more targets within LOS from being heard.
Silence Physical 50,000¥ Dampens sound in an area. You are left Winded.
Stealth Physical 50,000¥ A touched target no longer makes sound. You are left Winded.
Stink Mana 20,000¥ One or more targets within LOS perceive a sickening smell.
Vehicle Mask Physical 100,000¥ As physical mask, but for vehicles. You are left Winded.

Manipulation Spells

Name Cost Description
Animate 25,000¥ Animates an object weighing less than 25 lb. within LOS.
Alter Memory 100,000¥ A living target gains a single memory, which is likely to fade with time. Opposed by the target.
Alter Temperature 25,000¥ Alter the local temperature, though not to a dangerous degree.
Change Shape 500,000¥ A voluntary target is temporarily shifted to the form of a normal critter chosen by the caster. The critter must weigh about the same as the target. Clothing and equipment are not transformed, while cyberware is subsumed into the animal form.
Clean [Element] 25,000¥ Clear all impurities from a ten cubic meter volume of an element (i.e., air, earth, water), specified at the time the spell is learned.
Compel Action 100,000¥ A living target thoughtlessly performs a minor action. Opposed by the target.
Compel Thought 100,000¥ A simple idea occurs to the target. Opposed by the target.
Compel Truth 100,000¥ The target cannot knowingly lie. Opposed by the target.
Control Fire 50,000¥ Control up to ten cubic meters of natural flame within LOS.
Create Food 30,000¥ Create a meal for a small group out of thin air.
Fashion 30,000¥ Re-tailors a set of clothes according to cut, color, and fit. The total weight and area of clothing remains unchanged.
Fix 100,000¥ Repairs damage to a non-living materials, including machines. Can only repair broken items when all pieces are present. Can only be used once to repair any particular set of damage.
Fling 10,000¥ Flings a small object.
Gecko Crawl 50,000¥ A touched target can crawl slowly along any surface, though slick surfaces will be challenging.
Ice Sheet 10,000¥ Creates a sheet of ice across a touched area.
Ignite 5,000¥ A touched target ignites if flammable.
Levitate 100,000¥ Lift an object or person weighing no more than 500 lb.
Light 1,000¥ 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.
Lock 25,000¥ A door, portal, closure, or other similar object is telekinetically held closed while the spell is sustained.
Magic Fingers 50,000¥ Use skills as with weak remote hands.
Makeover 25,000¥ Performs a complete makeover for a voluntary subject, including cosmetics and hair.
Mana Barrier 25,000¥ Impedes astral perception and passage, including spells.
Mind Probe 100,000¥ Probe an unwilling subject's mind within fifty meters. Opposed by the person being probed. Significant success is required to read more than surface thoughts. Hidden thoughts and long-buried memories require time as well as significant success in probing. You are left Winded.
Mindlink 50,000¥ Exchange mental impressions with a willing target so long as the target remains within fifty meters.
Physical Barrier 50,000¥ Impeded physical perception and passage.
Poltergeist 1,000¥ Creates a distracting, spooky, but not particularly damaging or horrifying whirling chaos.
Shadow 50,000¥ Creates a globe of darkness.
Shape Earth 50,000¥ Up to ten cubic meters of earth can be moved and shaped.
Shape Water 50,000¥ Up to ten cubic meters of water can be moved and shaped.
Sterilize 10,000¥ Kills all bacteria and other microorganisms, as well as removing organic material (e.g., skin flakes, stray hairs, spilled blood), in a targeted area. Cannot be used on multicellular organisms.
Suggestion 100,000¥ Implants a minor compulsion in a target's mind for a few minutes. Opposed by the target.

Rituals

Rituals can be performed by any spellcaster. Multiple spellcasters can participate in the casting of a ritual. Only the leader of the ritual must be trained in the performance of the ritual.

Name Cost Description
Circle of Healing 50,000¥ This ritual is used to cast a healing magic on a number of targets at once. Even though it’s called a circle, it creates a sphere around the anchor that has a one meter radius, doubling with each supporting ritual participant. This ritual takes most of a day to complete. The circle lasts for a week.
Circle of Protection 50,000¥ The circle of protection is a small astral and physical barrier. Even though it’s called a circle, it creates a sphere around the anchor that has a one meter radius, doubling with each supporting ritual participant. The circle acts as a combination of the physical barrier and mana barrier spells. The mana barrier is dual-natured. The ward lasts for a few hours. Anyone or anything within the barrier is protected from outside physical objects and magical attacks. If something crosses the barrier from the inside, then the ward ends. This ritual takes several hours to perform.
Curse 100,000¥ Allows an illusion spell to be cast on a subject through a material link rather than a mystic link from observing the subject. A Curse can be used on any target, whether within visual range of the leader or not, provided there is a link to the target. If the spell applies to multiple targets, such as in a mass spell, then the ritual must have a link to each of the targets. The link is used as part of the offering and is effectively destroyed during the ritual. For the duration of the ritual, a link is present between the target and the ritual group while the spell portion is sustained. Once the ritual has been completed, the ritual can be sustained by any of the original participants, such as by taking shifts. It is possible to spot the link and use it to track back to the ritual team’s physical location. This ritual requires most of a day to complete.
Homunculus 50,000¥ The magician can bind a spark of intelligence into an inanimate form, creating a homunculus. The homunculus has a physical form but isn’t very bright. It understands any language its creators (leader and participants) speak and has a modicum of a personality that reflects those of its creators. You need an inanimate object to animate for the ritual. Despite the fact that their name means “little man,” the homunculus doesn’t need to be humanoid in shape— animal statuettes are pretty common among shamans, and don’t underestimate the usefulness of an animated extension cord. It can be at most 50 kilograms in mass, and it gains a limited amount of flexibility (the same as the Animate spell) for the duration of the ritual. Whatever you use, the object’s Object Resistance contributes to the opposition to the ritual, which is why you don’t see many homunculus commlinks. The homunculus obeys the leader’s commands as much as possible within the limitations of its physical capabilities. Commanding a homunculus is not like commanding a spirit. A spirit is intuitive and intelligent; a homunculus just follows orders and becomes frustrated when the task becomes impossible. A homunculus lasts for a month. This ritual takes most of a day to perform.
Prodigal Spell 250,000¥ This ritual allows you to cast any Combat spell at a distant target that is out of line of sight of your ritual team. The Combat spell can be either direct or indirect. Direct combat spells travel to the target in astral space. Indirect combat spells travel to the target in physical space, requiring a clear (but not necessarily straight) path in the physical world between the ritual team and target in order for the spell to reach its destination—the spell flies from the foundation to the target, dodging any obstacles in its path. This ritual requires most of a day to perform.
Remote Sensing 100,000¥ This ritual allows you to cast any Detection spell with an even greater range. The range of the spell is doubled for each participant in the ritual. The spell’s subject must be present in the foundation during the ritual but may then take his new sense outside the foundation while the ritual participants sustain it for him. All of the participants of the ritual perceive the same thing the subject perceives through the spell. If the spell has a target (like when you use a Mind Link or a Mind Probe spell in the ritual), you’ll need a spotter to have eyes on the target. This ritual takes most of a day to perform. Afterward, if any of the participants stops sustaining the ritual, it ends.
Renascence 50,000¥ This ritual sustains and maintains an area manipulation spell for a time. The area of the spell is a sphere with a five to ten meter radius. The spell persists for as long after the ritual is completed as spent performing the ritual.
Ward 25,000¥ The ward is a basic ritual, taught to many magicians. It creates a an astral barrier. The ward may encompass a volume of up to two-hundred fifty cubic meters times the number of participants. This ritual requires most of a day to complete. The ward lasts for a month.
Watcher 50,000¥ Watchers are like spirits, but in actuality are entities born from the ritual leader’s own mind rather than the meta-planes. They are a creation of mana, woven with the personalities of the ritual participants. A watcher can speak any language its creators (which includes the leader and participants) can speak. A watcher is bound only to the leader of the ritual and follows his orders. A watcher lasts for a day, during which it can perform only simple tasks. The leader can dismiss a watcher at will. Watchers cannot be banished or counterspelled. This ritual takes only a few minutes to perform.

Adept Abilities

Adept abilities can only be learned by adepts. Adepts cannot cast spells.

Name Cost Description Game Benefit
Animal Telepathy 100,000¥ You can construct a telepathic link with an animal that you lock eyes with. Animals don't use words, but mental concepts can be communicated either way. Gain access to the Restricted Skill "Animal Telepathy".
Blind Fighting 30,000¥ You can invisibly sense those you engage in melee. Can fight with Disadvantage in the dark, when blinded, when blindfolded, etc.
Body Control 30,000¥ You are attuned to the inner workings of your body. Selectively immune to toxins, drugs, intoxicants. Advantage to relevant checks (e.g., playing dead, holding breath).
Breaching Blow 50,000¥ With a single strike you can open a doorway through a non-reinforced interior wall. Gain access to the Restricted Skill "Breaching Blow".
Combat Awareness 50,000¥ You have heightened senses in a combat setting. You may use Assess as a Free Action once per combat.
Combat Sense 100,000¥ You can detect a violent encounter within fifty meters moments before it happens, allowing you to avoid being taken by surprise. GM provides slight advance warning.
Direction Sense 1,000¥ You can always tell what direction is north and your general height above or below sea level. -
Disguise 100,000¥ You can appear as someone else, real or imagined. Gain access to the Restricted Skill "Adept Disguise".
Disguise Possession 50,000¥ You can apply a physical illusory disguise to a touched object for as long as you maintain contact. Gain access to the Restricted Skill "Adept Disguise".
Empathic Sense 50,000¥ You can sense the feelings of someone you can see. Gain access to the Restricted Skill "Empathic Sense".
Flexibility 30,000¥ Your limbs are unusually limber, able to twist and bend more than a normal person's. You can slip out of ropes, handcuffs, and other bindings, and squeeze through small openings and passages that would be difficult for a normal person to fit through (e.g., transoms, ventilation ducts). Advantage or automatic success as appropriate.
Freefall 30,000¥ You can fall up to four stories without taking falling damage. -
Gecko Crawl 25,000¥ You can crawl slowly along any surface, though slick surfaces still require a roll. Advantage or automatic success as appropriate.
Human Scale 1,000¥ You can figure out the weight of an object down to the gram if you are able to lift or carry the object. -
Improved Hearing 30,000¥ You can hear high and low frequency sounds. Gain a Bonus when rolling 5+ on hearing-based checks.
Improved Scent 20,000¥ You can identify scents as well as a bloodhound. Gain a Bonus when rolling 5+ on smell-based checks.
Improved Sight 45,000¥ You can see as well as a hawk. Gain a Bonus when rolling 5+ on sight-based checks and the skill "Telescopic Vision".
Improved Tactile 20,000¥ Your fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Gain a Bonus when rolling 5+ on touch-based checks.
Improved Taste 20,000¥ You can recognize the contents of food or drink by taste alone. Gain a Bonus when rolling 5+ on taste-based checks.
Killing Hands 100,000¥ You can use your bare hands as full melee weapons in combat. Full-strength covert weapons for melee attacks.
Kinesics 100,000¥ You have complete control over your body’s nonverbal and subconscious communication and social cues, which may be used in social situations. Further, you can subtly change your movement profile to prevent gait or other motion analysis or to match a studied subject. -
Leap 75,000¥ You can make incredible jumps over long distances: a dozen yards high and dozens of yards long. -
Light Body 100,000¥ You can fly yourself slowly through the air, or move an object weighing no more than 25 lb. Gain access to the Restricted Skill "Light Body".
Low-light Vision 10,000¥ You can see normally in low light. Ignore Disadvantage for low-light conditions.
Natural Immunity 25,000¥ You are immune to all mundane diseases. -
Perfect Pitch 1,000¥ You can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key. -
Ritual Meditation 25,000¥ You can contribute to ritual casting. -
Shadow Walk 100,000¥ You can render yourself invisible to both living creatures and machines. Gain access to the Restricted Skill "Shadow Walk".
Shapechange 250,000¥ You temporarily shift to the form of a normal critter you select. The critter must weigh about the same as you do. Clothing and equipment are not transformed, while cyberware and bound magic items are subsumed into the animal form. Gain access to the Restricted Skill "Shapechange".
Suspended State 25,000¥ You can enter into a still, meditative state in which your requirements for food, water, and air are significantly reduced, as is your rate of bleeding, if any. -
Temperature Tolerance 25,000¥ You can endure extreme temperatures as if wearing high-level protective gear. -
Thermographic Vision 10,000¥ You can see in infrared. See in the dark with only Disadvantage.
Traceless Walk 100,000¥ You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), giving you advantage to moving silently. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. You can still be tracked by non-visual cues such as scent, or by visible disturbances marking a trail on something other than the surface you walk on, such as bent branches in the woods. Gain access to the Restricted Skill "Traceless Walk".
Undetectable 100,000¥ You are invisible to Detection spells. -
Voice Control 100,000¥ You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice, imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound), and mimic the voices of others. -
Wall Running 25,000¥ You can run up or along walls or other vertical surfaces a limited distance, up to half-a-dozen meters. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. -
Weapon Retrieval 30,000¥ You can recall from within 50 meters a throwing weapon back to your hand immediately after attacking with it. -

Initiations

Initiations be learned by any magic user.

Name Cost Description
Astral Perception 25,000¥ Your mind can bridge the gap between the physical and astral realms and see into the astral plane.
Astral Projection 250,000¥ You can embody your consciousness in an astral form and leave your corporeal body. Your astral form takes on your residual self image: the mental projection of your astral self. A projecting mage can travel around the astral plane at great speeds unimpeded by material objects such as walls, doors, and burly goons (unless they are dual-natured). Your body is in a coma-like state while your astral body is out in the aether. Your mind and body are still connected, so any damage taken to body or mind is felt by both. You’re using astral perception the entire time you’re projecting, so you can see the auras of living things. Auras alone don’t give you the mystic link you need to target spells. As the saying goes, what’s cast in astral space stays in astral space, and ditto for physical space.
Conjuring 250,000¥ You can conjure: summoning, controlling, banishing, and otherwise channelling astral power into spirits. The dominant type of spirit is determined according to your magical tradition.
Divining 250,000¥ You can gain insight into future events concerning a specific subject. You must assense the subject or posses a material link to it. You then use a divination skill (e.g., astrology, dowsing, dreaming, sortilege, haruspicy) to attempt to foretell the future. Information about the future tends to be vague, to reflect only possible futures, and to be subject to change. Gain access to an appropriate Restricted Skill.
Familiar Connection 100,000¥ You can bond a friendly awakened animal as a familiar (awakened animal not included).
Flexible Signature 100,000¥ You can alter your astral signature, so as to attempt to cast spells or use adept abilities under a false or forged signature.
Masking 100,000¥ You can change the appearance of your aura and astral form. You can attempt to appear mundane, of higher or lower magical power, or of a different type (e.g., astrally appear as a spirit).|}

Shamanic Paths

Shamanic paths are groups of abilities that can be granted to followers of a particular shamanic spirit. These abilities aren't for sale. Costs instead represent sacrifices to the spirit, contributes to causes that embody his spirit, aid provided to fellow shamans, etc. And even this payment isn't sufficient if the spirit doesn't favor the shaman.

Shamanic path abilities are lost if the shaman betrays the guiding spirit. Shamanic path abilities are unavailable if their use would displease the guiding spirit.

General Purpose

These abilities can be taken for any shamanic path, swapping in the shaman's specific spirit.

Type Cost Description
Trust in [Spirit] 30,000¥ Gain the Trick "Trust in [Spirit]": When faced with a dilemma or choice between multiple paths, call on your spirit and they will provide guidance as to which path they think you should take.

The Path of Bear

Type Cost Description
Forest Affinity 5,000¥ Bear is a steward of the forest. If you approach its inhabitants with respect, they will respect your association with Bear. Gain Advantage to summoning forest spirits.
Healing Totem 25,000¥ Bear heals and restores, and aids those who do the same. Gain Advantage to healing spells and rituals.
Fearless 50,000¥ Bear never backs down from a fight. When you go into a violent situation despite Disadvantage, and you succeed, gain an Action Point.
Force of Nature 50,000¥ The strength of Bear is evident in you. Gain the Trick "Force of Nature": Someone you have the opportunity to engage with is awed by your force of will and joins a just cause to protect the weak.
Mercy Beyond Measure 50,000¥ Bear helps even those who don't deserve it. When you heal someone for no personal gain despite their enmity, disdain, or disgust for you, gain an Action Point.
Nurturing Spirit 50,000¥ When one of your party members wants to turn back or give up and you remind them of what you are fighting for and convince them to press on, they get an Action Point. When the other party members are bickering and you solve the problem, whoever agreed to compromise or give in gets an Action Point. Limit one Action Point from this ability per session per player.
Path of Peace 50,000¥ When you convince a teammate to take a non-violent path instead of the violent one they were set on, they get an Action Point. Limit one per teammate per session.
Tough Hide 50,000¥ Gain the Trick "Tough Hide": Ignore one Condition for the duration of one conflict (that is, one Combat, Team Conflict, or Chase, or one scene of regular rolls).
Unstoppable 50,000¥ Replace "Tough Hide" with "Unstoppable": Ignore all Conditions for the duration of one conflict (that is, one Combat, Team Conflict, or Chase, or one scene of regular rolls).

The Path of Gator

Type Cost Description
Brawn Over Brains 50,000¥ When you use brute force to solve a situation that seemed to call for intellect or delicacy, gain an Action Point.
Brute 50,000¥ When you have Disadvantage for being unarmed or insufficiently armed compared to your opponents, or for trying to force something that ought to require a tool, and you succeed on the roll anyway, gain two Action Points.

The Path of Owl

Type Cost Description
Teaching Spirit 50,000¥ When you help someone with an Unskilled Roll and they get a 6 on the roll (whether or not your help mattered), gain two Action Points.
Spirit of Wisdom 100,000¥ When you make an Unskilled knowledge roll, you may roll using the Skilled table. If you do, and you roll a Bonus, you must choose to learn the Skill.

The Path of Raven

Type Cost Description
Smooth Talker 50,000¥ When you talk someone into something despite having Disadvantage for their poor disposition toward you, gain two Action Points.
Trickster 50,000¥ When you succeed in a lie despite Disadvantage for the lie being very hard to believe, gain two Action Points.

Familiars

Awakened metahumans (mages, shamans, and adepts) can bond an awakened animal to themselves as a familiar. This provides a supernatural connection with the familiar that can be exploited in various ways, as represented by the abilities below. Spending money to gain these abilities is not a straight purchase, but instead represents an investment of resources. Where a hermetic mage might buy orichalcum to build a ritual circle, a shaman might give offerings to their guiding spirit, and an adept might simply provide their familiar with time and comforts. Gaining a reliable familiar ability takes weeks of practice.

While a character may have any number of companion animals, they may only have one familiar. An awakened animal friendly to a character with the familiar initiation may be turned into a familiar by purchasing any ability for it.

Name Cost Description
Astral Perception 25,000¥ The familiar can astrally perceive.
Astral Projection 250,000¥ The familiar can astrally project.
Human Intellect 50,000¥ The familiar has a recognizably human intellect. It understands complex or abstract human concepts.
Language 20,000¥ The familiar speaks and understands one language known by its master. Can be taken multiple times for multiple languages. Requires Human Intellect.
Metamorph 20,000¥ The familiar can appear as a different animal of its general type. For example, a crow could appear as a parrot, but not a mountain lion.
Shared Senses 25,000¥ The master can choose to perceive any of their familiar's senses and can choose to share any of their own with the familiar.
Shared Spells 50,000¥ The familiar may also benefit from spells or adept abilities that benefit its master. Where the benefit of a spell or ability is variable, such as Disguise or Shapechange, the effect on the familiar should match the effect on the master.
Telepathic Bond 20,000¥ Gain a telepathic link with the familiar. Animals don't use words, unless the Language ability is taken, but mental concepts can be communicated either way.
Undetectable 20,000¥ The familiar is invisible to Detection spells.

Artifacts

Compression Rod

The compression rod persistently decreases the size and mass of non-living objects. Once properly understood, it provides the following power to its user:

Name Cost Description
Basic Compression - Gain access, though not inherently training, in a skill specific to the rod. You can shrink freestanding nearby objects up to the size of a large van down to pocket-sized, though they must remain within a few meters of the rod or they immediately revert. Decompressing an object can be performed at will by the user. The device must be charged with astral energy extracted from a recently-deceased person (within thirty minutes), which is expended when a Cost is rolled on an activation check.

With time, study, and the application of sufficient resources the use of the rod may be improved. When learning a new ability, either a charge must be expended or an explanation must be given of how the rod is recharged.

Name Cost Description
High Compression 50,000¥ You can shrink freestanding objects up to the size of a large truck.
Second Charge 20,000¥ The rod can store two charges.
Third Charge 30,000¥ The rod can store three charges.
Always Prepared 20,000¥ You can use the compression rod skill to declare, retroactively, that you are carrying a compressed piece of general-purpose equipment on you.
Perfectly Prepared 30,000¥ Gain the Trick "Perfect Equipment": You're carrying the equipment, you don't have to pay the Cost, and the equipment has one feature surprisingly well adapted to the current situation.