Equipment (Old)

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Any equipment listed in any Shadowrun sourcebook is generally permissible to purchase.

Strike Rules

Tools

Some Skills require tools to use properly. If you don’t have any tools, you can’t attempt the task. If you have makeshift tools only, you may attempt it with Disadvantage. This may depend on the complexity of the task.

Your character starts play with appropriate tools for their starting Skills. These may be lost as a result of Twists. When you learn a new Skill you do not automatically get tools—you must acquire them in play.

Costs

Wealth level
0 Penniless
1 Poor
2 Rich
3 Super-rich
Item/cash parcel value
0 5¥ to 100¥
1 100¥ to 2,000¥
2 2,000¥ to 40,000¥
3 40,000¥ to 800,000¥
4 800,000¥+
Buying checks
Roll Cheap Same Level Expensive
6 Success + Bonus Success + Bonus Success
5 Success + Bonus Success Success + Cost
4 Success Success + Cost Success + 2 Costs
3 Success Success + 2 Costs Twist
2 Success + Cost Twist Twist + Flaw
1 Success + 2 Costs Twist + Flaw Twist + Flaw

If you try to buy something two levels or more below yours, you can. You do not need to roll. You cannot use your Wealth to buy something two or more levels above yours. If you want to make that sort of purchase, you need to get a loan, find a wealthy patron, or take further measures to be able to do so. To purchase anything else, use the above table to determine the results. Items below your Wealth are labeled “cheap” and items above your Wealth are labeled “expensive.”

There is a Condition that typically goes with Wealth: Short. When you’re Short, you act as though you were one Wealth tier lower. When you get two Costs, one of them is always a Flaw, while the other is either that you are Short or that you owe someone a Favor. The GM will decide which.

Often when you roll a Twist, the GM will ask you if you would rather do without the item in question, or “break the bank” to pay for it. A worse Condition happens when you “break the bank”: being Broke. It’s the same as being Short, but is much harder to recover from. Being Broke does not mean you have no money at all, just much less than you were used to having.

If you get the Short Condition twice, nothing changes. Simply note it down. The third time, however, automatically “breaks the bank” and Short upgrades to Broke. Later on, if you manage to get Short and Broke at the same time, they combine to cause you to treat your Wealth as two levels below normal. Multiple instances of Broke compound too. Effectively, being Broke is the same as a permanent reduction in your Wealth, but with the opportunity to work your way out of it. This is rough, but unlike other Conditions, the GM cannot simply give it to you. You choose it or else earn it by getting three Shorts.

You recover from being Short by working your job and being frugal for a week, or any equivalent way of making money. You can also recover by spending a cash parcel (see below) equal to the Wealth tier you are recovering to. To recover from Broke you need to work your job and live frugally for a year or equivalent, or spend a cash parcel one level above the one you are recovering to.

Shadowrun Equipment

An Always available item can be purchased, owned, and transported by anyone. A check to find such an item will only be required in unusual circumstances, such as trying to find a fresh-baked baguette at midnight in the barrens.

A Restricted availability item requires either a valid SIN or the use of the black market to purchase. These items are not strongly regulated, but are sufficiently restricted that they can't legally be bought with cash. A roll is likely required to find these items on the black market, but with Twists and Costs representing not necessarily a failure to find the item, but a cost, delay, flaw, increase in price, or other negative consequence. Restrictions on possession are unlikely to be enforced unless secondary to other legal or security interaction.

A Controlled item is highly restricted and requires licenses, permits, or other credentials attached to a valid SIN for purchase, possession, and transport. A basic fake SIN is insufficient to buy these items, and a roll is almost certainly required to find them on the black market, likely at disadvantage. Open possession of such items in a high-security area is likely to draw one or more of personal and electronic attention.

Gear

Personal Electronics
Type Cost Availability Description
Commlink 0-1 Always A portable universal computation and communications device. More expensive models may include military-grade encryption, biometric readers, and limited trid recording gear.
Credstick 0 -1 Always Generic secure data store. Can act as a passport, keyring, credit card, checkbook, wallet, and business card. Cheaper models may be encrypted using passcodes, while more expensive models include biometric readers.
PANICBUTTON™ 1 Restricted A keychain-sized device providing covert emergency alert and tracking with a chosen security service.


Surveillance
Type Cost Availability Description
Binoculars 0 Always Allows the user to view objects at a distance.
Laser Microphone 2 Restricted Used to pull sound off a rigid object, like a windowpane.
Micro-Recorder 1 Restricted Can record nearby image, sound, and limited trid for up to a week in a device the size of a quarter.
Shotgun Microphone 2 Restricted Used to listen in on distant conversations.
Telescopic Video Gear 1 Restricted Can record high-quality video from a significant distance.


Security Devices
Type Cost Availability Description
Biometric Scanners 1 Restricted Fingerprint scanners, retinal readers, voice and gait analyzers, DNA testers, and more.
Chem Sniffer 2-3 Restricted Detects airborne molecules. Can be set to alert on detection of particular categories of substances, such as explosives or ammunition propellant.
Cybermod Manacles 2 Restricted Restraints wrists and ankles, with a mechanism to exert agonizing pressure on tendons and bones if cybermods are extended from the restrained area.
Cyberware Scanner 2 Restricted A sonic/magnetic scanning wand that detects and identifies cyberware.
Full-Body Scanner 4 Restricted An enclosed booth that performs a full-body mapping. Can find even hidden cyberware. Takes about a minute to do a full scan.
Headjammer 2 Restricted A locking headset that jams transmission and reception for implanted radio devices.
Jackstopper 0 Restricted A plastic insert with a quick-bonding epoxy to fill and plug a cyberjack.
MADS 2 Restricted Magnetic Anomaly Detectors are used to detect weapons and concentrations of metal. They come in hand-held wand-type designs and free-standing or architecturally-integrated doorway systems.
Skilltwitchers 1 Restricted Sends a jamming signal into skillwire implants to disrupt all mental and physical activity.


Covert Operations Gear
Type Cost Availability Description
Bug Scanner 2 Restricted Detects recording equipment. May be unable to detect sufficiently sophisticated recording setups, but is capable of detecting temporary recording setups.
EM Tool 2 Restricted A general-purpose tool for analyzing and interacting with electromagnetic signals.
Subvocal Mic 0 Restricted Allows the wearer to record sound subvocally, making them harder to hear.
Ultrasound Detector 0 Restricted Detects the use of ultrasound, such as used with ultrasonic motion sensor systems and ultrasonic sight.
Ultrasound Spoofer 2 Controlled In addition to detecting ultrasound fields, can attempt to spoof the ultrasound sensor.


Survival Gear
Type Cost Availability Description
Chemsuit 1 Always A slick and impermeable set of booted coveralls, hooded poncho, and mittens. The hood is transparent, or mirrored for privacy, and fitted with an air filter. Designer versions are used in major cities on days with hard rain.
Climbing Gear 1 Always Everything need to climb, including harnesses, rope, gloves, carabiners, crampons, pitons, and so forth.
Climbing Gear (Stealthed) 1 Restricted Climbing gear with the pitons and ropes that can be electronically triggered to dissolve to a fine powder.
Grapple Gun 1 Restricted Can shoot a grappling hook more than 50 meters. Can use stealthed rope.
Micro-Flare Launcher 0 Always This pen-size flare launcher can shoot color-adjustable flares more than 200 meters. The flares can illuminate a city block.
Respirator 1 Always A small (20 x 10 cm) oxygen cylinder connected to a full or partial face mask provides several hours of air.
Survival Kit 1 Always A rugged bag containing basic survival gear.


Weapons
Type Cost Availability Description
General
Melee 1 Restricted Melee weapons designed for combat, but without any particular traits or bonuses.
Ranged 2 Restricted Ranged weapons designed for combat, but without any particular traits or bonuses.
Specific
Monofilament whip 2 Controlled Terrifying. Deadly. Iconic. Uses the monofilament whip skill, which can be used for intimidation prior to a fight, given an appropriate combat build. Enemies Taken Out with a monofilament whip are dead.
Ranger Arms SM–5 3 Controlled A legendary assassin's weapon. Extreme range, sound suppressor, imaging scope, Smartlink, and its plasticeramic construction disassembles for storage in a briefcase that can pass through most security checkpoints, even including a light physical examination.

Characters are assumed to start the game with standard weapons without downsides appropriate to their skills and combat build. Characters can buy special weapons that have advantages (e.g., narrative benefits, mechanical benefits, combat benefits) and/or flaws.

Example downsides:

  • Flaws: heavy, cumbersome, inconvenient
  • Breakable (destroyed one-sixth of times used)


Entertainment
Type Cost Availability Description
Simrig 2 Restricted A tight-fitting cap contain numerous electrodes allowing playback and limited recording of simsense signals.

Services

Medical Services
Type Cost Availability Description
Genetic Cleansing 3 Restricted Repairs damage to the patient's genetic code, such as may occur from toxic or radioactive exposure. Requires a month spent in a medically-induced coma.
Hospitalization 2 Restricted For treatment of serious injuries.
Leónization 4 Restricted Repairs the genetic, cellular, and broad physical effects of aging. Returns the affected to the physical prime of youth. If performed more than an individual's maximum number of times (generally three to seven, and unpredictable for a given person), the subject irrevocably dies during the procedure. Requires three months spent in a medically-induced coma.
Total Rebuild 4 Restricted A vat-grown body to replace a total loss. Growing the replacement requires three months, but this can be performed in advance and the body kept in stasis. Even so, regrowing nerve connections between the vat body and the brain requires an additional week. Most likely to be an option where the patient has a black box. Replacement of unrecovered or destroyed cyberware not included in price.


DocWagon
Type Cost Availability Description
DocWagon Basic Contract 2 Special Upon receiving a call from a contract-holder, DocWagon franchises guarantee arrival of an armed trauma team in less than ten minutes, or else the emergency medical care is free. DocWagon does not respond to calls on extraterritorial government or corporate property without permission from the controlling authority.
    High-Threat Response 3 - Where hostiles need to be cleared for extraction.
    Hospitalization 2 - For treatment of serious injuries.
    Total Rebuild 4 - A vat-grown replacement body for recovery from irreparable damage to the body. May be used to rehost a recovered black box. Replacement of unrecovered or destroyed cyberware not included.
DocWagon Gold Contract 3 Special As a basic contract, but costs for hospitalization are included. Also includes one free high-threat response per year.
DocWagon Platinum Contract 4 Special As a gold contract, but costs for high-threat response are included. Also includes one free rebuild a year.

A DocWagon contract requires the filing of tissue samples (held in a secure vault staffed by bonded guards, spiders, and mages) and comes with a biomonitor RFID tag implant or wristband that can be activated to call for help and then to serve as a homing beacon for DocWagon armed ambulances and fast-response choppers in the area. Rupture of the band will also alert DocWagon representatives. Registration with DocWagon replaces the normal identity check for restricted items, which has made them a popular service with shadowrunners, along with their armed response coverage in areas most emergency services won't go to.


SINs
Type Cost Availability Description
Fake SIN 1 Restricted A SIN with enough presence in a publicly-accessible SIN registry to, until blown, pass a casual identity check, such as might be used to access lightly-secured facilities or during a routine police stop.
Registered SIN 2 Controlled A SIN identifying you as a citizen of somewhere that someone actually gives a shit about. Until blown, sufficient to travel internationally, purchase equipment listed as restricted, enter highly-secured publicly-accessible facilities, and pass a thorough police stop.

Ware

Bioware
Type Cost Availability Description
Bioears 2 Restricted Excellent hearing that extends above and below the normal human range.
Bioeyes 2 Restricted 20/10 vision that works well – and reflects back light – in the dark. These come in a variety of cosmetic options.
Biogills 2 Restricted Allows breathing in fresh and salt water.
Digestive Expansion 3 Restricted A modified gastro-intestinal tract allows for the productive consumption of almost anything organic, though low-quality food sources (e.g., grass and leaves) may require massive consumption and long periods of low-activity.
Enhanced Immune System 3 Restricted Augmented white blood cells can fight off any known mundane disease. Five to ten years of updates can be expected.
Oral Secretion Sacks 3 Controlled Select one (multiple if taken multiple times) compound to slowly generate for oral excretion on command, to which you are immune: a narcoleptic, a neurotoxin, an intoxicant, a hallucinogen, or other as appropriate.
Scent Glands 3 Restricted Can be used to release pheromones tailored to the manipulation of non-metahuman animals.
Tailored Pheromones 3 Controlled Can be used to release pheromones tailored to the manipulation of metahumans.


Cyberware
Type Cost Availability Description
Bone Lacing 2 Restricted The bones are laced with a reinforced mesh and cannot be broken except by incredible force.
Cranial Bomb 1 Controlled Just enough explosive power to guarantee painless suicide. Used with DNI-only access by high-level operators to have a final way out of a torture scenario or implanted for radio activation to ensure the loyalty of key or unreliable employees.
Cyberarm 2 Restricted A strong, untiring grip with inductive data reception and transmission and position sensors for virtual controls. Degree of replacement (partial hand, full hand, forearm, or whole arm; individual or both) may be specified so long as consistent with any additional augmentations selected.
    Arm Compartment 2 Restricted A long, thin compartment hidden within the forearm or bicep. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly.
    Climbing Claws 1 Restricted Extrude tough, unsharpened claws that provide some of the benefit of climbing gear.
    Fine Senses 2 Restricted Read printed text by touch, feel the wear patterns on a security keypad, accurately measure temperature and weight, and perform similar detailed measurements of touched or held objects.
    Fingernail Compartment 1 Restricted A micro-compartment hidden beneath a fingernail, large enough for a data chip or other tiny item. Impossible to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly.
    Fingerprint Remapper 3 Controlled Randomize fingerprints or set them to a recorded pattern.
    Fingertip Datajack 1 Restricted A datajack hidden within the fingertip.
    Fingertip Injector 1 Restricted A needle injector hidden within the fingertip that can be loaded (two minutes) with any chemical, poison, toxin, or other appropriate compound.
    Gyroscopic Stabilization 2 Restricted A counterweight levers out from the bicep to balance the hand and forearm against any penalties from an uneven surface or mount.
    Implanted Weapon 2 Controlled A weapon is implanted in the forearm. Specify at the time of selection. Popular options include collapsing swords, stun batons, monofilament whips, and pistol-caliber slugthrowers. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly and cannot be disarmed.
    Magnetic Grapples 2 Restricted The limb can hold metal to itself, or cling to a metal surface.
    Prybar 2 Restricted Massive force can be slowly expended in prying something apart.
    Semi-natural Covering 1 Restricted The arm passes for natural on casual observation.
Cyberears 2 Restricted Peak human hearing ability with built-in audio recording and playback. One or both ears replaced as preferred so long as consistent with any additional augmentations selected.
    Enhanced Auditory Processing 2 Restricted Audio processing circuits can execute audio-adjustment software to allow for the filtering of repetitive background noises, the suppression of disorienting sounds, and other basic audio tasks. Typically only used with dual-ear replacement.
    Enhanced Microphones 1 Restricted Enhanced microphones with increased frequency range and sensitivity.
    Parabolics 2 Restricted The ear can shift in shape to become a parabolic microphone, allowing the detection of sounds at extreme ranges while blocking out other noise.
    Spatial Positioning Sensors 2 Restricted Additional implanted sensors around the dome of the head allow the precise location of the source of perceived sounds.
Cybereye 2 Restricted 20/10 vision with built-in image capture and display. One or both eyes replaced as preferred so long as consistent with any additional augmentations selected.
    Cosmetic Modification 1 Always The color of the iris may be changed on demand.
    Enhanced Optical Processing 1 Restricted Video processing circuits can execute image-adjustment software to allow for the compensation of significant disparities in illumination (e.g., HDR), the suppression of disorienting lights, and other basic video tasks. Typically only used with dual-eye replacement.
    Eye Gun 2 Controlled A micro-dart gun implanted in the eye, able to deliver various compounds at short ranges.
    Laser Designator 2 Restricted A laser designated implanted in the eye, enabling the painting of a target with a look.
    Low-Light Sensors 1 Restricted Enhanced sensors function well even in low-light conditions.
    Microscopic Vision 2 Restricted Optical lenses enhance vision as if looking through a magnifying glass or microscope.
    Retinal Display 3 Controlled The retinas function as displays and can be assigned a visible pattern, such as might be used to fool a retinal scanner.
    Telescopic Vision 2 Restricted Optical lenses enhance vision as if looking through a powerful pair of binoculars.
    Thermographic Vision 1 Restricted Enhanced sensors and visual processing allow the distinct perception of infrared light.
    Tool Laser 2 Restricted A low-power laser that can cut thin objects and can create small welds.
Cyberlegs 2 Restricted The legs never fall asleep, the owner can sleep standing up (if both replaced), and the soles of the feet provide inductive data reception and transmission. Degree of replacement (partial foot, full foot, calf, or whole leg; individual or both) may be specified so long as consistent with any additional augmentations selected.
    Climbing Claws 1 Restricted Extrude tough, unsharpened claws that provide some of the benefit of climbing gear.
    Hidden Holster 2 Restricted A hidden compartment with an articulated grasper big enough to hold a pistol, collapsable melee weapon, or a grenade. Difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly.
    Launching Hydraulics 2 Restricted Hydraulics in the legs can power jumps a dozen yards high and dozens of yards long.
    Magnetic Grapples 2 Restricted The limb can hold metal to itself, or cling to a metal surface.
    Prybody 2 Restricted Requires cyberarm prybar The whole body can prybar, including lifting massively heavy objects off the ground.
    Semi-natural Covering 1 Restricted The arm passes for natural on casual observation.
    Shock Reinforcement 2 Restricted Reinforcement of the skeletal frame allow the survival of arbitrarily-long falls with a proper landing, with increasing difficulty for longer falls.
    Tremorsense 3 Restricted Sensors of the soles of the foot can detect anything moving that is in contact with the ground in the general vicinity.
Cybernose 2 Restricted Perform chemical analysis of gaseous compounds.
Cybertongue 2 Restricted Perform chemical analysis of liquid and solid compounds.
Datajack 1 Always Provides an external link for an implanted DNI and relevant implanted devices.
Head Rig 3 Restricted An implanted control rig. Wireless link required for wireless access; datajack required for wired access.
Health Monitor 1 Always Sensors implanted throughout the body provide real-time feedback of health status, with customizable alerts.
Laser Rangefinder 3 Restricted An optical band around the rim of the head provides 360° distance perception in the immediate area.
Mouth Gun 2 Controlled A micro-dart gun implanted in the mouth, able to deliver various compounds at short ranges.
Optical Sensor 2 Restricted An additional optical sensor implanted in the body.
Oxygen Reserve Tank 2 Restricted An implanted tank of air supplies sufficient oxygen for a few hours. Refills through breathing over the course of a day, with an optional external rapid-refill port.
Personal Black Box 4 Restricted The skull is massively reinforced and armored, the brain is laced with a shock-absorbing web, and a hibernation suspension system is implanted at the back of the head. The brain will survive for several days after a normally fatal injury or accident, though the rest of the body may die. A configurable radio beacon can be set to alert a rescuer, such as DocWagon with a suitable contract.
Reality Check 1 Restricted An implanted coded chip with protected DNI access. Can be used to verify whether one is unknowingly experiencing full-immersion simsense.
Skilljack 3 Restricted Can slot knowsofts, which provide a simulacrum of expert knowledge in a particular area. Linquasofts can provide fluency in a particular language. Characters may make skill checks as a trained skill based on a slotted knowsoft, but these checks cannot benefit from the character's tricks or the use of related skills.
Skull-deck 3 Restricted An implanted deck. Wireless link required for wireless access; datajack required for wired access.
Sleep Regulator 3 Restricted Sleep requirements are halved in both duration and frequency, what little sleep that is needed can be achieved on demand, recovery from sleep is nearly instantaneous, and other appropriate functions.
Tooth Compartment 1 Restricted A hollow tooth, openable, and optionally breakable, with a tiny storage compartment inside.
Voice Remodulator 3 Controlled Dynamically codeable voice remodulation. Modifies tone and pitch, but not pronunciation, word choice, or other verbal elements of impersonation.
Wireless Link 1 Always DNI access to wireless telecommunications and for relevant connected devices.

Spells

Due to strict regulations on the use and teaching of magic, all spells have the controlled availability. Spell costs are for legal, private tutoring in the spell from an experienced teacher.

Combat Spells
Damage Type Touch / Bolt / Ball Spell Names Cost Description
Physical, Lethal Shatter / Powerbolt / Powerball 4 Magical energy beats and breaks physical creatures. Enemies that are taken out are killed or destroyed.
Physical, Stunning Punch / Clout / Blast 4 Magical energy bruises physical creatures. Enemies that are taken out are unconscious or disabled.
Mana, Stunning Knockout / Stunbolt / Stunball 4 Magical energy disorients and stuns physical creatures. Enemies that are taken out are unconscious.
Mana, Lethal Death Touch / Manabolt / Manaball 4 Magical energy corrupts and disrupts living and magical creatures. Enemies that are taken out are dead.
Physical, Acid Acid Touch / Acid Stream / Toxic Wave 4 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 4 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 4 Fire-type damage can burn physical creatures. Enemies that are taken out are killed or destroyed.

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.


Detection Spells
Name Cost Description
Analyze Device 3 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 3 The examination of a magical object reveals information related to its purpose and operation. Opposed by the object's power.
Analyze Truth 3 Attempts to directly sense dishonesty in a targeted live speaker. Opposed by the person being examined.
Clairaudience 3 Hear from a remote sensor instead. The sensor may travel up to fifty meters away. Unopposed.
Clairvoyance 3 View from a remote sensor instead. The sensor may travel up to fifty meters away. Unopposed.
Combat Sense 4 Detect a violent encounter within fifty meters moments before it happens, allowing you to avoid being taken by surprise.
Detect Enemies 4 Attempts to detect living creatures within fifty meters with hostile intent to the spellcaster. Opposed by those with hostile intent.
Detect Enemies, Extended 4 Detect enemies, as above, at ten times the range in return for being Winded after casting.
Detect Individual 3 Detect a known individual if within fifty meters. Opposed by the known individual.
Detect Life 3 Detect living beings within fifty meters. Opposed by the living creatures, particularly those who are strong willed.
Detect Life, Extended 3 Detect life, as above, at ten times the range in return for being Winded after casting.
Detect [Life Form] 2 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 2 Detect [life form], as above, at ten times the range in return for being Winded after casting.
Detect Magic 3 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 3 Detect magic, as above, at ten times the range in return for being Winded after casting.
Detect [Object] 2 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).

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


Health Spells
Name Cost Description
Cure Disease 3 Treat a disease.
Decrease [Attribute] 3 A specified attribute – agility, logic, charisma, etc. – is impaired.
Detox 3 Counteract a poison, toxin, drug, or similar. Does not repair any damage already done.
Heal 3 Applies appropriate treatment to enable the healing of any physical injury.
Oxygenate 3 The target doesn't need to breath.
Stabilize 3 As long as the spell is sustained a living target will not die.

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


Entertainment Illusion Spells (Cost 1, Always Available)
Name Mana / Physical Cost Description
Entertainment (Always) Mana 3 Creates an obviously-unreal illusory performance for targets within LOS.
Trid Entertainment (Always) Physical 3 Creates an obviously-unreal illusory performance within LOS.


Illusion Spells (Cost 1, Controlled Availability)
Name Mana / Physical Cost Description
Agony Mana 2 A target within LOS is wracked with pain.
Bugs Mana 2 A target within LOS perceives themselves as being swarmed with bugs.
Chaos Physical 2 A target within LOS is bombarded with chaotic light and noise.
Confusion Mana 2 A target within LOS is buffeted with abstract imagery.
Invisibility Mana 4 A touched target goes unseen.
Physical Invisibility Physical 4 A touched target is rendered invisible.
Mask Mana 4 A touched target appears as someone else.
Physical Mask Physical 4 Applies an illusory appearance to a touched target.
Phantasm Mana 3 The perception of an object or creature under the caster's control can be imposed on those within LOS.
Physical Phantasm Physical 3 Creates the illusion of an object or creature within LOS.
Hush Mana 3 Prevents one or more targets within LOS from being heard.
Silence Physical 3 Dampens sound in an area.
Stealth Physical 3 A touched target no longer makes sound.

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 and astral perception.


Manipulation Spells (Cost 1)
Name Cost Description
Animate 2 Animates an object weighing less than 25 lb. within LOS.
Compel Action 4 A living target thoughtlessly performs a minor action.
Compel Thought 4 A simple idea occurs to the target.
Fling 2 Flings a small object.
Ice Sheet 2 Creates a sheet of ice across a touched area.
Ignite 2 A touched target ignites if flammable.
Levitate 3 Lift an object or person weighing no more than 500 lb.
Light 1 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 3 Use skills as with weak remote hands.
Mana Barrier 3 Impedes astral perception and passage, including spells.
Mind Probe 4 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.
Mindlink 3 Exchange mental impressions with a willing target so long as the target remains within fifty meters.
Physical Barrier 3 Impeded physical perception and passage.
Poltergeist 1 Creates a distracting, spooky, but not particularly damaging or horrifying whirling chaos.
Shadow 3 Creates a globe of darkness.
Suggestion 4 Implants a minor compulsion in a target's mind for a few minutes.


Rituals
Type Cost Description
TYPE COST