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

Manipulate the flow of electricity.

Fire Manipulation

Manipulate flames.

Manabolt

A LOS magical disruption. Attacks against a target's Cool and does physical damage. Only works against living and magical targets.

Powerbolt

A LOS physical shattering. Attacks against a target's Toughness and does physical damage. Only works against physical targets.

Punch

Use Sorcery to attack in melee combat.

Stunbolt

A LOS mental bewildering. Attacks against a target's Cool and does mental damage. Only works against living and magical targets.

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 with one free invocation, 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 with one free invocation 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 with one free invocation 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

Manipulation Spells