Magik Spells

Attached herein are the magical spells specific to this campaign.
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DIMENSION WALK (SR5, Manipulation Spell)

Category: Manipulation
Type: Mana
Range: A direct line from the caster to the desired known destination within 5 miles
Target: 2 well known location that can be seen from the caster’s location, 4 well known or can be seen from the caster’s location, 6 less known and out of line of sight, 8 less known and out of line of sight, etc. See spell description
Duration: Sustained
Drain: F + 3

Dimension Walk opens a 10 foot diameter portal from caster to a point in a direct line at another point. For the spell to work, the caster has to know where the target location is, including elevation changes and possible obstacles at the destination. The further away and less known, the harder it is to truly know the end location, resulting in a higher target numbers. Stepping through the portal is instantaneous from either portal, and anything can pass through in either direction.

For example, if the portal is opened beneath the caster, he would fall through the portal to the other side. If the portal is cast from a point with air to another point with water, the water would flow through the portal. While the portal is sustained, anything can travel using the portal.

The portal cannot be cast into the ground or into space. It can be used to pass through walls, floors, up, or down.

INTREPID SPELL (SR5, Manipulation Spell)

Category: Manipulation
Type: Mana
Range: LOS, area of effect is hits = meters
Duration: Sustained
Drain: F

Each hit results in a +1 die to roll against any fear based attack, often added to the willpower of the defender. This effect is cumulative with spell defense dice, when applicable. Also, the total number of hits determine the radius in meters of the effect centered at the caster. When cast, all living creatures in the range of the spell will feel emboldened and is unafraid of any mundane stimulus (e.g.: heights, spiders, claustrophobia, etc.). At game master’s discretion, this may lower target numbers, add dice, etc. if fear in the circumstances may pose difficulty. For example, a player may be tightrope walking hundreds of feet above ground and using their quickness attribute with a -3 penalty to the number of hits. However, if this spell is in effect, the penalty may be ignored, as the player is calmed and unafraid.

Note: this spell provides benefits to any living creature in the area of effect, not just friendly targets.

ILLUMINATE OBJECT (SR5, Manipulation Spell)

Direct
Type: M
Range: Touch
Damage: N/A
Duration: Sustained
Drain: Force / 2

When cast on an object, the object will glow. For each hit, the maximum light will increase, e.g.: one hit = 25 watt light bulb, two hits = 50 watt light bulb, etc. The light can be maintained by the caster, and can be manipulated up or down in accord with the maximum number of successes, i.e.: if 2 successes, can have it be 25 watt light bulb up to 50 watt light bulb, but not more. The caster does not need to continue to hold the object to sustain the effect, but the object illuminated must remain in line of sight.

LIGHTEN OBJECT (SR5, Manipulation Spell)

Direct
Type: Mana
Range: Line of Sight
Damage: N/A
Duration: Sustained
Drain: F -2

When cast on an object, reduces the weight of the object by 10% for each hit, e.g.: 8 hits reduces weight by 80%. An object can be reduced by 100%, or made to have no weight at all. Note that structural integrity of the object is not effected, nor is the mass for determining force of impact from momentum. To determine the dice pool of the object’s opposed test, see SR5 p. 295, Object Resistance Table.

Yes, you too can throw a car at the bad guys…

RESIST COLD (SELF)

Category: Manipulation
Type: Mana
Range: Self
Target: 4
Duration: Sustained
Drain: [Force / 2]L
Force of Spell Design: up to 10

Allows user to resist any naturally occurring cold, including hypothermia from water. Number of successes reduces power of cold based spells/attacks.

RESIST COLD (AREA)

Category: Manipulation
Type: Mana
Range: Self
Target: 4
Duration: Sustained
Drain: [Force / 2 +2]M
Force of Spell Design: up to 10

Allows user to resist any naturally occurring cold, including hypothermia from water. Number of successes reduces power of cold based spells/attacks.

KNOW PRESENCE

DETECT INTENTION (SR5, Detection Spell)

Active
Type: M
Range: LOS, within hearing range of an interaction
Damage: N/A
Duration: 1
Drain: F / 2

This spell is similar to Mind Probe (SR5) or Thought Recognition (Street Grimiore), but is much more generic in the thoughts revealed. Detect Intention returns to the caster the basic intention of the target, e.g.: “He wants to kill you”, “He wants to deceive you”, etc. The spellcaster should be able to hear the target and be engaged in some type of basic communication, e.g.: body language, tone of voice, etc. Note that understanding the language used is not a requisite for this spell to be effective, only that the caster can hear and/or see the target. This spell does not work through technological devices, i.e.: one cannot use it against someone being heard through a radio, phone, etc. or by using cyberears.

In the context of an interaction, this simple spell can provide the caster quick understanding of a situation. Given it’s purpose, this spell, when cast, provides no outward appearance of spell casting at all, being a combination of slight head movements and simple gestures that can be easily mistaken as movement related to typical conversation. A perception test may be employed to notice the spell being cast, at the GM’s discretion, with difficulty determined by background of the subject, e.g.: subject is a spell caster or not, distance, visible or not, etc. The exception is astral perception, which will clearly show the spellcaster as casting a spell.

THE OMEGA THIRTEEN (SR5, Manipulation Spell)

Type: Mana
Range: Self
Duration: Instantaneous
Drain: F x 2

This spell instantaneously transports the caster back in time Force number of seconds.

DESTROY SPIRIT (SR5, Combat Spell)

Direct
Type: Mana
Range: LOS
Damage: P
Duration: S
Drain: F

This spell works against any spirit, unlike Destroy Free Spirit (Street Grimoire, p. 103) which is specifically designed to destroy a single, specific free spirit. Unlike banishing spirits, this spell destroys the spirit, free or otherwise, permanently from it’s plane of existence.

In the arcane texts that contained this spell’s design, spirits had attempted to destroy any reference to this spell for their own safety. However, the only copy to survive was hidden in a protected, warded room that could not be entered by spirit kind, assuming they knew of the spell’s existence in the first place. Now that the spell has resurfaced, it is unclear what actions spirits may take once they know of it’s return. It is one thing to create a spell to kill John; it is an entirely different thing to create a spell to kill anyone of the same general species.

PROTECTION FROM SPIRIT MARK

Direct
Type: Manipulation
Range: touch
Damage: N/A
Duration: sustained
Drain: F -3

The spell makes the recipient resistant to be marked or destroys a mark that is in place. If used to destroy the mark, it is a resisted test based on the force of the spirit versus the force of the spell. If a mark attempt is made against the recipient, it is also a resisted test force of the spirit versus force of the spell.

Magik Spells

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