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Magic




The natural alternative to martial prowess, magic represents a core aspect of any fantasy universe. In the SRSE system, magic is divided into two main categories:
  • Hermetic Tradition: The magic harnessed by mages.
  • Shamanic Tradition: The magic harnessed by shamans.
This section covers magic in all it's forms, except centering which is self-contained within the adept class. The following categories cover the magic section of SRSE:


Sorcery

Sorcery involves using magic to cast spells.

Sorcery Rules

Spells in Shadowrun are very straightforward. The following rules apply when using spells in SRSE:
  • Spell Power: The effective rating at which a spell is cast cannot be higher than the caster's magic attribute.
  • Burn-Out Casting: Spells can be casting at a rating up to double the caster's attribute, however whenever a spell is cast that is higher than the caster's magic attribute, the caster takes an amount of stamina damage equal to the drain's mana cost.
  • Spell Disruption: Casting a spell provokes an attack of opportunity. If a spellcaster is damaged while casting a spell, then the spellcasting attempt suffers a penalty equal to the amount of damage taken. If the spell fails, the mana cost is still spent.
  • Spell Mana Cost: The effective DC divided by 5 determines the mana cost of a given spell.
      • Force 1 (DC 05): 1 mana point.
      • Force 2 (DC 10): 2 mana points.
      • Force 3 (DC 15): 3 mana points.
      • Force 4 (DC 20): 4 mana points.
      • Force 5 (DC 25): 5 mana points.
      • Force 6 (DC 30): 6 mana points.
      • Force 7 (DC 35): 7 mana points.
      • Force 8 (DC 40): 8 mana points.
      • Force 9 (DC 45): 9 mana points.
      • Force 10 (DC 50): 10 mana points.
      • Force 11 (DC 55): 11 mana points.
      • Force 12 (DC 60): 12 mana points.
  • Casting Defensively: Casting defensively is only available for spells that take a standard action or less to cast. By announcing that he is casting defensively, the character does not provoke an attack of opportunity while casting his spell. However the Spellcasting check suffers -5 penalty.
  • Sustaining: You can sustain any number of sustainable spells each round, without having to expand further mana. However each sustained spell adds a cumulative -5 penalty to all your combat, tactical and general skill checks. Maintaining concentration to sustain spells requires a single swift action each round.
  • Somatic Component: Spellcasting requires the use of both hands in order to function properly. It is possible to cast spells using only one hand, however the Spellcasting check incurs a -5 penalty. It is possible to cast spells without using hands entirely, but the penalty to the Spellcasting check is -10.

Spell Categories

Spells are usable via either the hermetic or shamanic traditions. They are divided into categories of magic:


Combat spells

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Combat spells deal damage to opponents, but combat spells with the "mana" designator only affect living beings. In parenthesis is each spell's additional drain cost.
  • Fireball (9): An area-effect spell that causes Physical damages. The fireball can ignite combustible materials in its blast area.
  • Hellblast (11): An area-effect spell that causes Physical damage. The hellblast spell can ignite combustible materials in its blast area.
  • Mana Bolt (4): A powerful bolt of magical energy that causes Physical damage.
  • Mana Dart (0): A small dart of magical power that does Physical damage.
  • Mana Missile (2): A bolt of magical power that causes Physical damage.
  • Mana Ball (6): An area-effect spell that causes Physical damage. This mana version affects only living targets.
  • Power Bolt (5): A powerful bolt of magical energy that causes Physical damage.
  • Power Dart (1): A small dart of magical power that does Physical damage.
  • Power Missile (3): A bolt of magical power that causes Physical damage.
  • Power Ball (7): An area-effect spell that causes Physical damage.
  • Ram (8): The ram spell damages inanimate targets only.
  • Sleep(10): An area-effect spell that causes Stun damage to living targets only.

Fireball

An area-effect spell that causes Physical damages. The fireball can ignite combustible materials in its blast area.
  • Type: Physical, Fire
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Blast area equal to the Force of the spell in squares (ex. Force 2 spell = blast area of 2 squares)
  • Make a Spellcasting check. If you equal or exceed the targets' Reflex defenses, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 4 (DC 20): You create a fireball that explodes at the center of the targeted are, dealing 4d10 fire damage.
    • Force 5 (DC 25): As DC 20, but you deal 5d10 fire damage.
    • Force 6 (DC 30): As DC 20, but you deal 6d10 fire damage.
    • Force 7 (DC 35): As DC 20, but you deal 7d10 fire damage.
    • Force 8 (DC 40): As DC 20, but you deal 8d10 fire damage.
    • Force 9 (DC 45): As DC 20, but you deal 9d10 fire damage.
    • Force 10 (DC 50): As DC 20, but you deal 10d10 fire damage.
    • Force 11 (DC 55): As DC 20, but you deal 11d10 fire damage.
    • Force 12 (DC 60): As DC 20, but you deal 12d10 fire damage.
  • Additional Drain: +9 mana.

Hellblast

An area-effect spell that causes Physical damage. The hellblast spell can ignite combustible materials in its blast area.
  • Type: Physical, Fire
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Blast area equal to twice the Force of the spell in squares (ex. Force 2 spell = blast area of 4 squares)
  • Make a Spellcasting check. If you equal or exceed the targets' Reflex defenses, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 6 (DC 30): You create a fireball from hell that explodes at the center of the targeted are, dealing 6d12 fire damage.
    • Force 7 (DC 35): As DC 30, but you deal 7d12 fire damage.
    • Force 8 (DC 40): As DC 30, but you deal 8d12 fire damage.
    • Force 9 (DC 45): As DC 30, but you deal 9d12 fire damage.
    • Force 10 (DC 50): As DC 30, but you deal 10d12 fire damage.
    • Force 11 (DC 55): As DC 30, but you deal 11d12 fire damage.
    • Force 12 (DC 60): As DC 30, but you deal 12d12 fire damage.
  • Additional Drain: +11 mana.

Mana Bolt

A powerful bolt of magical energy that causes Physical damage.
  • Type: Mana
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Single target
  • Make a Spellcasting check. If you equal or exceed the target's Reflex defense, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 2 (DC 15): You create a powerful bolt of magical energy, dealing 3d10 damage.
    • Force 4 (DC 20): As DC 15, but you deal 4d10 damage.
    • Force 5 (DC 25): As DC 15, but you deal 5d10 damage.
    • Force 6 (DC 30): As DC 15, but you deal 6d10 damage.
    • Force 7 (DC 35): As DC 15, but you deal 7d10 damage.
    • Force 8 (DC 40): As DC 15, but you deal 8d10 damage.
    • Force 9 (DC 45): As DC 15, but you deal 9d10 damage.
    • Force 10 (DC 50): As DC 15, but you deal 10d10 damage.
    • Force 11 (DC 55): As DC 15, but you deal 11d10 damage.
    • Force 12 (DC 60): As DC 15, but you deal 12d10 damage.
  • Additional Drain: +4 mana.

Mana Dart

A small dart of magical power that does Physical damage.
  • Type: Mana
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Single target
  • Make a Spellcasting check. If you equal or exceed the target's Reflex defense, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 2 (DC 10): You create a small dart of magical power, dealing 2d6 damage.
    • Force 3 (DC 15): As DC 5, but you deal 3d6 damage.
    • Force 4 (DC 20): As DC 5, but you deal 4d6 damage.
    • Force 5 (DC 25): As DC 5, but you deal 5d6 damage.
    • Force 6 (DC 30): As DC 5, but you deal 6d6 damage.
    • Force 7 (DC 35): As DC 5, but you deal 7d6 damage.
    • Force 8 (DC 40): As DC 5, but you deal 8d6 damage.
    • Force 9 (DC 45): As DC 5, but you deal 9d6 damage.
    • Force 10 (DC 50): As DC 5, but you deal 10d6 damage.
    • Force 11 (DC 55): As DC 5, but you deal 11d6 damage.
    • Force 12 (DC 60): As DC 5, but you deal 12d6 damage.
  • Additional Drain: None.

Mana Missile

A bolt of magical power that causes Physical damage.
  • Type: Mana
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Single target
  • Make a Spellcasting check. If you equal or exceed the target's Reflex defense, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 2 (DC 10): You create a bolt of magical power, dealing 2d8 damage.
    • Force 3 (DC 15): As DC 5, but you deal 3d8 damage.
    • Force 4 (DC 20): As DC 5, but you deal 4d8 damage.
    • Force 5 (DC 25): As DC 5, but you deal 5d8 damage.
    • Force 6 (DC 30): As DC 5, but you deal 6d8 damage.
    • Force 7 (DC 35): As DC 5, but you deal 7d8 damage.
    • Force 8 (DC 40): As DC 5, but you deal 8d8 damage.
    • Force 9 (DC 45): As DC 5, but you deal 9d8 damage.
    • Force 10 (DC 50): As DC 5, but you deal 10d8 damage.
    • Force 11 (DC 55): As DC 5, but you deal 11d8 damage.
    • Force 12 (DC 60): As DC 5, but you deal 12d8 damage.
  • Additional Drain: +2 mana.

Manaball

An area-effect spell that causes Physical damage. This mana version affects only living targets.
  • Type: Mana
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Blast area equal to the Force of the spell in squares (ex. Force 2 spell = blast area of 2 squares)
  • Make a Spellcasting check. If you equal or exceed the target's Reflex defense, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 4 (DC 20): You create a bolt of magical power, dealing 4d8 damage.
    • Force 5 (DC 25): As DC 20, but you deal 5d8 damage.
    • Force 6 (DC 30): As DC 20, but you deal 6d8 damage.
    • Force 7 (DC 35): As DC 20, but you deal 7d8 damage.
    • Force 8 (DC 40): As DC 20, but you deal 8d8 damage.
    • Force 9 (DC 45): As DC 20, but you deal 9d8 damage.
    • Force 10 (DC 50): As DC 20, but you deal 10d8 damage.
    • Force 11 (DC 55): As DC 20, but you deal 11d8 damage.
    • Force 12 (DC 60): As DC 20, but you deal 12d8 damage.
  • Additional Drain: +6 mana.

Power Bolt

A powerful bolt of magical energy that causes Physical damage.
  • Type: Physical
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Single target
  • Make a Spellcasting check. If you equal or exceed the target's Reflex defense, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 3 (DC 15): You create a powerful bolt of magical energy, dealing 3d10 damage.
    • Force 4 (DC 20): As DC 5, but you deal 4d10 damage.
    • Force 5 (DC 25): As DC 5, but you deal 5d10 damage.
    • Force 6 (DC 30): As DC 5, but you deal 6d10 damage.
    • Force 7 (DC 35): As DC 5, but you deal 7d10 damage.
    • Force 8 (DC 40): As DC 5, but you deal 8d10 damage.
    • Force 9 (DC 45): As DC 5, but you deal 9d10 damage.
    • Force 10 (DC 50): As DC 5, but you deal 10d10 damage.
    • Force 11 (DC 55): As DC 5, but you deal 11d10 damage.
    • Force 12 (DC 60): As DC 5, but you deal 12d10 damage.
  • Additional Drain: +5 mana.

Power Dart

A small dart of magical power that does Physical damage.
  • Type: Physical
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Single target
  • Make a Spellcasting check. If you equal or exceed the target's Reflex defense, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 1 (DC 5): You create a small dart of magical power, dealing 1d6 damage.
    • Force 2 (DC 10): As DC 5, but you deal 2d6 damage.
    • Force 3 (DC 15): As DC 5, but you deal 3d6 damage.
    • Force 4 (DC 20): As DC 5, but you deal 4d6 damage.
    • Force 5 (DC 25): As DC 5, but you deal 5d6 damage.
    • Force 6 (DC 30): As DC 5, but you deal 6d6 damage.
    • Force 7 (DC 35): As DC 5, but you deal 7d6 damage.
    • Force 8 (DC 40): As DC 5, but you deal 8d6 damage.
    • Force 9 (DC 45): As DC 5, but you deal 9d6 damage.
    • Force 10 (DC 50): As DC 5, but you deal 10d6 damage.
    • Force 11 (DC 55): As DC 5, but you deal 11d6 damage.
    • Force 12 (DC 60): As DC 5, but you deal 12d6 damage.
  • Additional Drain: +1 mana.

Power Missile

A bolt of magical power that causes Physical damage.
  • Type: Physical
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Single target
  • Make a Spellcasting check. If you equal or exceed the target's Reflex defense, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 2 (DC 10): You create a bolt of magical power, dealing 2d8 damage.
    • Force 3 (DC 15): As DC 5, but you deal 3d8 damage.
    • Force 4 (DC 20): As DC 5, but you deal 4d8 damage.
    • Force 5 (DC 25): As DC 5, but you deal 5d8 damage.
    • Force 6 (DC 30): As DC 5, but you deal 6d8 damage.
    • Force 7 (DC 35): As DC 5, but you deal 7d8 damage.
    • Force 8 (DC 40): As DC 5, but you deal 8d8 damage.
    • Force 9 (DC 45): As DC 5, but you deal 9d8 damage.
    • Force 10 (DC 50): As DC 5, but you deal 10d8 damage.
    • Force 11 (DC 55): As DC 5, but you deal 11d8 damage.
    • Force 12 (DC 60): As DC 5, but you deal 12d8 damage.
  • Additional Drain: +3 mana.

Powerball

An area-effect spell that causes Physical damage.
  • Type: Physical
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Blast area equal to the Force of the spell in squares (ex. Force 2 spell = blast area of 2 squares)
  • Make a Spellcasting check. If you equal or exceed the target's Reflex defense, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 1 (DC 5): You create a bolt of magical power, dealing 1d8 damage.
    • Force 2 (DC 10): As DC 5, but you deal 2d8 damage.
    • Force 3 (DC 15): As DC 5, but you deal 3d8 damage.
    • Force 4 (DC 20): As DC 5, but you deal 4d8 damage.
    • Force 5 (DC 25): As DC 5, but you deal 5d8 damage.
    • Force 6 (DC 30): As DC 5, but you deal 6d8 damage.
    • Force 7 (DC 35): As DC 5, but you deal 7d8 damage.
    • Force 8 (DC 40): As DC 5, but you deal 8d8 damage.
    • Force 9 (DC 45): As DC 5, but you deal 9d8 damage.
    • Force 10 (DC 50): As DC 5, but you deal 10d8 damage.
    • Force 11 (DC 55): As DC 5, but you deal 11d8 damage.
    • Force 12 (DC 60): As DC 5, but you deal 12d8 damage.
  • Additional Drain: +7 mana.

Sleep

An area-effect spell that causes Stun damage to living targets only.
  • Type: Stun
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Instant
  • Target: Blast area equal to the Force of the spell in squares (ex. Force 2 spell = blast area of 2 squares)
  • Make a Spellcasting check. If you equal or exceed the targets' Reflex defenses, you hit and get one of the following results, depending on your Spellcasting check result:
    • Force 4 (DC 20): You release a stamina draining wave at the center of the targeted area, dealing 4d10 stamina damage.
    • Force 5 (DC 25): As DC 20, but you deal 5d10 stamina damage.
    • Force 6 (DC 30): As DC 20, but you deal 6d10 stamina damage.
    • Force 7 (DC 35): As DC 20, but you deal 7d10 stamina damage.
    • Force 8 (DC 40): As DC 20, but you deal 8d10 stamina damage.
    • Force 9 (DC 45): As DC 20, but you deal 9d10 stamina damage.
    • Force 10 (DC 50): As DC 20, but you deal 10d10 stamina damage.
    • Force 11 (DC 55): As DC 20, but you deal 11d10 stamina damage.
    • Force 12 (DC 60): As DC 20, but you deal 12d10 stamina damage.
    • Force of the spell = Spellcasting results / 5, round down. (ex. If you obtain 27 on your spellcasting roll, the effective maximun force of the spell is 5.
  • Additional Drain: +10 mana.


Detection Spells

Some detection spells give a magician new senses for as long as the spell is maintained. Here is a list of the detection spells available in the Shadowrun universe:
  • Analyse Device (0): A specific hypersense spell requiring a voluntary subject. The magician can analyze the purpose and basic operation of a device or piece of equipment.
  • Analyse Truth (1): A hypersense spell. The magician can tell whether a target's statement is the truth or not. The spell does not work on written materials. The magician must hear a statement to know if it is true or not.
  • Clairvoyance (3): A hypersense spell requiring a voluntary subject. The magician can see distant scenes as if present, to the range of the new sense. The magician must concentrate to use this sense, and while using it, cannot use physical vision. A magician cannot cast spells at a target seen using the clairvoyange spell. This spell does not translate sound.
  • Clairaudience (2): A hypersense spell requiring a voluntary subject. The magician can hear distant sounds as if present, to the range of the new sense. The magician must concentrate to use this sense, and while using it, cannot use physical hearing. This spell does not translate visual images.
  • Combat Sense (10): The subjects becomes able to subconsciously analyze combat or other dangerous situations, almost like a sixth sense.
  • Detect Enemies (6): An area-effect, general hypersense spell requiring a voluntary subject. Within range, detects living beings who have hostile intentions toward the subject of the spell. This spell would not detect a trap (it is not alive) nor a terrorist about to shoot into a crowd at random (the intention is not personnal).
  • Detect Individual (4):
  • Detect Life (7):
  • Detect Object (5): An area-effect, general hypersense spell. The magician detects a specified type of target: detect ord, detect dragon, detect gus, detect computers, detect cameras, and so forth, Each variation is a separate spell.
  • Mind Probe (8): The magician can telepathically probe a subject's mind.
  • Personal Combat Sense (9): As combat sense, but single target only.

Analyse Device

A specific hypersense spell requiring a voluntary subject. The magician can analyze the purpose and basic operation of a device or piece of equipment.
  • Type: Physical
  • Range: Spellcaster Magic Rating + Force of spell squares
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target - object only
  • Make a Spellcasting check. If you equal or exceed the object's rating, you know some specific information about the object. The greater the spellcasting check, the more information you gain. Consult the table below. The minimum force of the spell is the object resistance divided by 5, round up to the next threshold.
    • If you equal or exceed the target number by less than 5: you get only general knowledge, no details about the object.
    • If you exceed the target number by 5: Detailed information obtained, but some minor items inaccurate.
    • If you exceed the target number by 10: All details accurate, but minor items obscure or missing.
    • If you exceed the target number by 15: Accurate and detailed information.
    • If you exceed the target number by 20: You get full and complete information about the object, as if it was yours.
    • Drain is equal to the effective spell force cast. Spell force cannot be higher than the spellcasting check result divided by 5.
  • Special: if you are familiar with the object, the target number is reduced by 5.
  • Additional Drain: None.

Analyse Truth

A hypersense spell. The magician can tell whether a target's statement is the truth or not. The spell does not work on written materials. The magician must hear a statement to know if it is true or not.
  • Type: Physical
  • Range: Spellcaster Magic Rating + Force of spell squares
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target
  • Make a Spellcasting check. If you equal or exceed the target's Bluff skill result, you can tell whether the target is telling the truth or not. For drain purpose, the force of the spell is the results of your spellcasting check, round up to the next threshold.
  • Additional Drain: +1 to mana cost.

Clairvoyance

A hypersense spell requiring a voluntary subject. The magician can see distant scenes as if present, to the range of the new sense. The magician must concentrate to use this sense, and while using it, cannot use physical vision. A magician cannot cast spells at a target seen using the clairvoyange spell. This spell does not translate sound.
  • Type: Mana
  • Range: Spellcaster Magic Rating + Force of spell squares
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target
  • Make a Spellcasting check. The result of your spellcasting check determine the range of the spell
  • Additional Drain: +3 to mana cost.

Clairaudience

A hypersense spell requiring a voluntary subject. The magician can hear distant sounds as if present, to the range of the new sense. The magician must concentrate to use this sense, and while using it, cannot use physical hearing. This spell does not translate visual images.
  • Type: Mana
  • Range: Spellcaster Magic Rating + Force of spell squares
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target
  • Make a Spellcasting check. The result of your spellcasting check determine the range of the spell
  • Additional Drain: +2 to mana cost.

Combat sense

A hypersense spell requiring a voluntary subject. The subject becomes able to subconsciously analyse combat or other dangerous situations. The theory is that the spell allows precognition, with the subject sensing events a split second before they occur.
  • Type: Physical
  • Range: Spellcaster Magic Rating + Force of spell squares
  • Time: Standard Action
  • Duration: Sustained
  • Target: Force of the spell divided by 2, round down targets.
  • Make a Spellcasting check. The result of your spellcasting check determine the effect the spell
    • Force 1 (DC 5) The targets gain +1 magic bonus to all its defenses.
    • Force 2 (DC 10) The targets gain +2 magic bonus to all its defenses.
    • Force 3 (DC 15) The targets gain +3 magic bonus to all its defenses.
    • Force 4 (DC 20) The targets gain +4 magic bonus to all its defenses.
    • Force 5 (DC 25) The targets gain +5 magic bonus to all its defenses.
    • Force 6 (DC 30) The targets gain +6 magic bonus to all its defenses.
    • Force 7 (DC 35) The targets gain +7 magic bonus to all its defenses.
    • Force 8 (DC 40) The targets gain +8 magic bonus to all its defenses.
    • Force 9 (DC 45) The targets gain +9 magic bonus to all its defenses.
    • Force 10 (DC 50) The targets gain +10 magic bonus to all its defenses.
    • Force 11 (DC 55) The targets gain +11 magic bonus to all its defenses.
    • Force 12 (DC 60) The targets gain +12 magic bonus to all its defenses.
  • Additional Drain: +12 to mana cost.

Detect Enemies

An area-effect, general hypersense spell requiring a voluntary subject. Within range, detects living beings who have hostile intentions toward the subject of the spell. This spell would not detect a trap (it is not alive) nor a terrorist about to shoot into a crowd at random (the intention is not personnal).
  • Type: Mana
  • Range: Spellcaster Magic Rating + Force of spell squares
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target
  • Make a Spellcasting check. If you exceed the target's willpower, you detects the hostile enemy(s).
  • Additional Drain: +16 to mana cost.

Detect Life

An area-effect, general hypersense spell. The magician detects all living beings within range and knows their number and position. In a crowded are, the spell is virtually useless, picking up a blurred mass of traces. Requires a voluntary subject.
  • Type: Mana
  • Range: Spellcaster Magic Rating + Force of spell squares
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target
  • Make a Spellcasting check.The results determines the range of the spell.
  • Additional Drain: +16 to mana cost.

Detect Object

An area-effect, general hypersense spell. The magician detects a specified type of target: detect ord, detect dragon, detect gus, detect computers, detect cameras, and so forth.
  • Type: Physical
  • Range: Spellcaster Magic Rating + Force of spell squares
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target
  • Make a Spellcasting check.If the results of the check exceed the target's rating, you detect the specified object.
  • Additional Drain: +2 to mana cost.

Mind Probe

The magician can telepathically probe the subject's mind.
  • Type: Mana
  • Range: Touch
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target
  • Make a Spellcasting check. If you equal or exceed the target willpower, you can read surface thoughts of the target. The magician knows what the target is thinking about at that instant, but cannot influence the thoughts or draw other information from the target. The greater the spellcasting check, the more information you gain. Consult the table below. The minimum force of the spell is the target willpower defense divided by 5, round up to the next threshold.
    • If you equal or exceed the target number by less than 5: you get only general knowledge, no details about the object.
    • If you exceed the target number by 5: Detailed information obtained, but some minor items inaccurate.
    • If you exceed the target number by 10: All details accurate, but minor items obscure or missing. You can ask two question.
    • If you exceed the target number by 15: Accurate and detailed information. You can ask three question.
    • If you exceed the target number by 20: You get full and complete information about the object, as if it was yours. You can ask four question.
    • Drain is equal to the following amount based on spell force.
  • Additional Drain: +16 to mana cost.
  • Special: For every attempt within 1 hour, increase the target willpower defense by 5.

Personal Combat sense

A hypersense spell requiring a voluntary subject. The subject becomes able to subconsciously analyse combat or other dangerous situations. The theory is that the spell allows precognition, with the subject sensing events a split second before they occur.
  • Type: Physical
  • Range: Self
  • Time: Standard Action
  • Duration: Sustained
  • Target: Self
  • Make a Spellcasting check. The result of your spellcasting check determine the effect the spell
    • Force 1 (DC 5) The targets gain +1 magic bonus to all its defenses.
    • Force 2 (DC 10) The targets gain +2 magic bonus to all its defenses.
    • Force 3 (DC 15) The targets gain +3 magic bonus to all its defenses.
    • Force 4 (DC 20) The targets gain +4 magic bonus to all its defenses.
    • Force 5 (DC 25) The targets gain +5 magic bonus to all its defenses.
    • Force 6 (DC 30) The targets gain +6 magic bonus to all its defenses.
    • Force 7 (DC 35) The targets gain +7 magic bonus to all its defenses.
    • Force 8 (DC 40) The targets gain +8 magic bonus to all its defenses.
    • Force 9 (DC 45) The targets gain +9 magic bonus to all its defenses.
    • Force 10 (DC 50) The targets gain +10 magic bonus to all its defenses.
    • Force 11 (DC 55) The targets gain +11 magic bonus to all its defenses.
    • Force 12 (DC 60) The targets gain +12 magic bonus to all its defenses.
  • Additional Drain: +16 to mana cost.


Health Spells

Health spells can cure diseases or inflict them. Detoxify poisons or drugs, or mimic their effects, and some temporarily modify attributes. Many health spells are curative, healing physical damage and diseases. No techniques known to magic can erase fatigue or cure mental conditions, however.
  • Antidote Toxin:
  • Cure Disease:
  • Decrease Attribute:
  • Detox:
  • Increase Attribute: This spell increases a normal Physical or Mental attribute.
  • Increase Cybered Attribute: This spell increases a cybered physical or Mental attribute.
  • Increase Reflexes: This spell increase the voluntary target reaction.
  • Treat: A curative spell that will heal the wound of the target in combat.
  • Heal: A curative spell that will heal the wound of the target while out of combat.

Increase Physical Ability

This spell increases a physical ability. This spell must be learned individually for each of the three physical attributes.
  • Type: Mana
  • Range: Touch
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single Target
  • Make a Spellcasting check. The results determines the effect.
    • Force 2 (DC 10): You add + 2 to the target ability rating.
    • Force 4 (DC 20): You add + 4 to the target ability rating.
    • Force 6 (DC 30): You add + 6 to the target ability rating.
    • Force 8 (DC 40): You add + 8 to the target ability rating.
    • Force 10 (DC 50): You add + 10 to the target ability rating.
    • Force 12 (DC 60): You add + 12 to the target ability rating.
  • Special: This bonus overlaps with augmentations resulting from Adept powers or cybertech.
  • Additional Drain: +2 to mana cost.

Increase Reflexes

This spell increase the voluntary target reaction. There is no cybered version of this spell, so characters who have received cybernetic enhancements that add reaction cannot be boosted by this spell.
  • Type: Mana
  • Range: Touch
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single Target
  • Make a Spellcasting check. The results determines the effect.
    • Force 2 (DC 10): The target gain +2 to initiative and 1 additional swift action.
    • Force 4 (DC 20): The target gain +4 to initiative and 2 additional swift actions.
    • Force 6 (DC 30): The target gain +6 to initiative and 3 additional swift actions.
    • Force 10 (DC 50): The target gain +8 to initiative and 4 additional swift actions.
    • Force 12 (DC 60): The target gain +10 to initiative and 5 additional swift actions.
  • Additional Drain: +6 to mana cost.

Treat

Treat is a curative spell that will heal the wound of the target. Treat spell is harder to cast on a character heavy on cyber and bioware.
  • Type: Mana
  • Range: Touch
  • Time: Standard Action
  • Duration: Permanent
  • Target: Single Target
  • Make a Spellcasting check. The results determines the amount of stamina points restored.
    • Force 1 (DC 5): You heal 1D12 points of stamina.
    • Force 2 (DC 10): You heal 2D12 points of stamina.
    • Force 3 (DC 15): You heal 3D12 points of stamina.
    • Force 4 (DC 20): You heal 4D12 points of stamina.
    • Force 5 (DC 25): You heal 5D12 points of stamina.
    • Force 6 (DC 30): You heal 6D12 points of stamina.
    • Force 7 (DC 35): You heal 7D12 points of stamina.
    • Force 8 (DC 40): You heal 8D12 points of stamina.
    • Force 9 (DC 45): You heal 9D12 points of stamina.
    • Force 10 (DC 50): You heal 10D12 points of stamina.
    • Force 11 (DC 55): You heal 11D12 points of stamina.
    • Force 12 (DC 60): You heal 12D12 points of stamina.
  • Additional Drain: +3 to mana cost.

Heal

Treat is a curative spell that will heal the wound of the target. Treat spell is harder to cast on a character heavy on cyber and bioware.
  • Type: Physical
  • Range: Touch
  • Time: Standard Action.
  • Duration: Permanent
  • Target: Single Target
  • Make a Spellcasting check. The results determines the effect.
    • Force 1 (DC 5): You heal 1D12 of health.
    • Force 2 (DC 10): You heal 2D12 of health.
    • Force 3 (DC 15): You heal 3D12 of health.
    • Force 4 (DC 20): You heal 4D12 of health.
    • Force 5 (DC 25): You heal 5D12 of health.
    • Force 6 (DC 30): You heal 6D12 of health.
    • Force 7 (DC 35): You heal 7D12 of health.
    • Force 8 (DC 40): You heal 8D12 of health.
    • Force 9 (DC 45): You heal 9D12 of health.
    • Force 10 (DC 50): You heal 10D12 of health.
    • Force 11 (DC 55): You heal 11D12 of health.
    • Force 12 (DC 60): You heal 12D12 of health.
  • Additional Drain: +3 to mana cost.


Illusion spells

  • Chaos: A target who fails to resist a chaos spell is subject to massive distractions. The spell consumes all senses in a cloud of blinding sights, fierce odors, and tickling sensations. This spell can also deceive technological sensing devices in addition to the target's own senses.
  • Chaotic World: A target who fails to resist a chaos spell is subject to massive distractions. The spell consumes all senses in a cloud of blinding sights, fierce odors, and tickling sensations. This spell can also deceive technological sensing devices in addition to the target's own senses.
  • Confusion: This is an area-effect spell similar to the chaos spell, except that the confusion spell does not affect technological systems. Visual illusions fill the affected area, making it a place of shifting forms, dazzling lights and pools of shadow. Those who fail to resist suffer a distraction.
  • Entertainment:
  • Improved Invisibility:
  • Invisibility:
  • Mask:
  • Stimulation:
  • Stink: This area spell stimulates the sense of smell. Subjects within the area of effect a distracted by sickening effect of the smell's stench.

Chaos

A target who fails to resist a chaos spell is subject to massive distractions. The spell consumes all senses in a cloud of blinding sights, fierce odors, and tickling sensations. This spell can also deceive technological sensing devices in addition to the target's own senses.
  • Type: Physical
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target
  • Make a Spellcasting check. If you exceed the target willpower defense, the target suffer a -1 penalty to all his check. For every 5 points by which you exceed the target willpower defense, the target suffer an additional -1 penalty.
    • Force 1 (DC 5) Drain: 1 mana
    • Force 2 (DC 10) Drain: 2 mana
    • Force 3 (DC 15) Drain: 3 mana
    • Force 4 (DC 20) Drain: 4 mana
    • Force 5 (DC 25) Drain: 5 mana
    • Force 6 (DC 30) Drain: 6 mana
    • Force 7 (DC 35) Drain: 7 mana
    • Force 8 (DC 40) Drain: 8 mana
    • Force 9 (DC 45) Drain: 9 mana
    • Force 10 (DC 50) Drain: 10 mana
    • Force 11 (DC 55) Drain: 11 mana
    • Force 12 (DC 60) Drain: 12 mana

Chaotic World

A target who fails to resist a chaos spell is subject to massive distractions. The spell consumes all senses in a cloud of blinding sights, fierce odors, and tickling sensations. This spell can also deceive technological sensing devices in addition to the target's own senses.
  • Type: Physical
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Sustained
  • Target: Area effect equal to 1 square per force of the spell.
  • Make a Spellcasting check. If you exceed the targets willpower defense, the target suffer a -1 penalty to all his check. For every 5 points by which you exceed the target willpower defense, the target suffer an additional -1 penalty.
    • Force 1 (DC 5) Drain: 2 mana and 1 stamina
    • Force 2 (DC 10) Drain: 4 mana and 2 stamina
    • Force 3 (DC 15) Drain: 6 mana and 3 stamina
    • Force 4 (DC 20) Drain: 8 mana and 4 stamina
    • Force 5 (DC 25) Drain: 10 mana and 5 stamina
    • Force 6 (DC 30) Drain: 12 mana and 6 stamina
    • Force 7 (DC 35) Drain: 14 mana and 7 stamina
    • Force 8 (DC 40) Drain: 16 mana and 8 stamina
    • Force 9 (DC 45) Drain: 18 mana and 9 stamina
    • Force 10 (DC 50) Drain: 20 mana and 10 stamina
    • Force 11 (DC 55) Drain: 22 mana and 11 stamina
    • Force 12 (DC 60) Drain: 24 mana and 12 stamina

Confusion

This is an area-effect spell similar to the chaos spell, except that the confusion spell does not affect technological systems. Visual illusions fill the affected area, making it a place of shifting forms, dazzling lights and pools of shadow. Those who fail to resist suffer a distraction.
  • Type:Mana
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Sustained
  • Target: Area effect equal to 1 square per force of the spell.
  • Make a Spellcasting check. If you exceed the targets willpower defense, the target suffer a -1 penalty to all his check. For every 5 points by which you exceed the target willpower defense, the target suffer an additional -1 penalty.
    • Force 1 (DC 5) Drain: 1 mana and 1 stamina
    • Force 2 (DC 10) Drain: 2 mana and 2 stamina
    • Force 3 (DC 15) Drain: 3 mana and 3 stamina
    • Force 4 (DC 20) Drain: 4 mana and 4 stamina
    • Force 5 (DC 25) Drain: 5 mana and 5 stamina
    • Force 6 (DC 30) Drain: 6 mana and 6 stamina
    • Force 7 (DC 35) Drain: 7 mana and 7 stamina
    • Force 8 (DC 40) Drain: 8 mana and 8 stamina
    • Force 9 (DC 45) Drain: 9 mana and 9 stamina
    • Force 10 (DC 50) Drain: 10 mana and 10 stamina
    • Force 11 (DC 55) Drain: 11 mana and 11 stamina
    • Force 12 (DC 60) Drain: 12 mana and 12 stamina

Improved invisibility

Like the invisibility spell, except that this spell affects technological devices.
  • Type:Physical
  • Range: Touch
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target.
  • Make a Spellcasting check. If you exceed the targets willpower defense (sensor rating in case of technological device), you become invisible to the target. Attacking an affected being immediately breaks the effect, but for that being only. The number of affected target is determine by the results of your spellcasting check.
    • Force 1 (DC 5) You become invisible to a single sentient being or technological device. Drain: 2 mana and 2 stamina
    • Force 2 (DC 10) You become invisible to up to two sentient being and/or technological device. Drain: 4 mana and 4 stamina
    • Force 3 (DC 15) You become invisible to up to three sentient being and/or technological device. Drain: 6 mana and 6 stamina
    • Force 4 (DC 20) You become invisible to up to four sentient being and/or technological device. Drain: 8 mana and 8 stamina
    • Force 5 (DC 25) You become invisible to up to five sentient being and/or technological device. Drain: 10 mana and 10 stamina
    • Force 6 (DC 30) You become invisible to up to six sentient being and/or technological device. Drain: 12 mana and 12 stamina
    • Force 7 (DC 35) You become invisible to up to seven sentient being and/or technological device. Drain: 14 mana and 14 stamina
    • Force 8 (DC 40) You become invisible to up to eight sentient being and/or technological device. Drain: 16 mana and 16 stamina
    • Force 9 (DC 45) You become invisible to up to nine sentient being and/or technological device. Drain: 18 mana and 18 stamina
    • Force 10 (DC 50) You become invisible to up to ten sentient being and/or technological device. Drain: 20 mana and 20 stamina
    • Force 11 (DC 55) You become invisible to up to eleven sentient being and/or technological device. Drain: 22 mana and 22 stamina
    • Force 12 (DC 60) You become invisible to up to twelve sentient being and/or technological device. Drain: 24 mana and 24 stamina

Invisibility

The subject of the spell becomes invisible to normal light. Thermographic vision can still detect body heat, and the subject is completely tangible and detectable to the senses of hearing, smell, and so forth. The spell does not affect technological sensing systems (not including cybereyes which are considered natural because of the essence cost paid).
  • Type:Mana
  • Range: Touch
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single target.
  • Make a Spellcasting check. If you exceed the targets willpower defense (sensor rating in case of technological device), you become invisible to the target. Attacking an affected being immediately breaks the effect, but for that being only. The number of affected target is determine by the results of your spellcasting check.
    • Force 1 (DC 5) You become invisible to a single sentient being. Drain: 2 mana and 1 stamina
    • Force 2 (DC 10) You become invisible to up to two sentient being. Drain: 4 mana and 2 stamina
    • Force 3 (DC 15) You become invisible to up to three sentient being. Drain: 6 mana and 3 stamina
    • Force 4 (DC 20) You become invisible to up to four sentient being. Drain: 8 mana and 4 stamina
    • Force 5 (DC 25) You become invisible to up to five sentient being. Drain: 10 mana and 5 stamina
    • Force 6 (DC 30) You become invisible to up to six sentient being. Drain: 12 mana and 6 stamina
    • Force 7 (DC 35) You become invisible to up to seven sentient being. Drain: 14 mana and 7 stamina
    • Force 8 (DC 40) You become invisible to up to eight sentient being. Drain: 16 mana and 8 stamina
    • Force 9 (DC 45) You become invisible to up to nine sentient being. Drain: 18 mana and 9 stamina
    • Force 10 (DC 50) You become invisible to up to ten sentient being. Drain: 20 mana and 10 stamina
    • Force 11 (DC 55) You become invisible to up to eleven sentient being. Drain: 22 mana and 11 stamina
    • Force 12 (DC 60) You become invisible to up to twelve sentient being. Drain: 24 mana and 12 stamina

Stink

This area spell stimulates the sense of smell. Subjects within the area of effect a distracted by sickening effect of the smell's stench.
  • Type:Mana
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Sustained
  • Target: Area effect equal to 1 square per force of the spell.
  • Make a Spellcasting check. If you exceed the targets fortitude defense, the target suffer a -1 penalty to all his check. For every 5 points by which you exceed the target willpower defense, the target suffer an additional -1 penalty.
    • Force 1 (DC 5) Drain: 2 mana and 1 stamina
    • Force 2 (DC 10) Drain: 4 mana and 2 stamina
    • Force 3 (DC 15) Drain: 6 mana and 3 stamina
    • Force 4 (DC 20) Drain: 8 mana and 4 stamina
    • Force 5 (DC 25) Drain: 10 mana and 5 stamina
    • Force 6 (DC 30) Drain: 12 mana and 6 stamina
    • Force 7 (DC 35) Drain: 14 mana and 7 stamina
    • Force 8 (DC 40) Drain: 16 mana and 8 stamina
    • Force 9 (DC 45) Drain: 18 mana and 9 stamina
    • Force 10 (DC 50) Drain: 20 mana and 10 stamina
    • Force 11 (DC 55) Drain: 22 mana and 11 stamina
    • Force 12 (DC 60) Drain: 24 mana and 12 stamina
  • Special: this effect stack with the penalty suffered by the chaos, chaotic world and confusion spell.


Manipulation spells

Manipulation spells are, potentially, the most powerful class of spells in SRSE. Control spells can transform or control matter and energy. Transformation spells change the material structure of a target.
  • Control Actions: Like a puppeteer, the magician controls the physical actions of a target. The victim's consciousness is not affected, but becomes only a passenger in its own body. The victim uses any skills possessed at the magician's orders.
  • Control Emotion: The subject feel some overwhelming emotion, which can be anything the magician chooses when the spell is cast.
  • Control Thoughts: The magician control the thoughts of the subject.
  • Hibernate:
  • Levitate Item:
  • Levitate Person:
  • Magic Fingers:
  • Poltergeist:
  • Armor: The magician gives the subject built-in armor, knitting his tissues into tougher compounds.
  • Barrier: Barrier is an area-effect spell in which the magician forms a force field of crackling energy.
  • Mana Barrier: Mana barriers do not stop physical weapons, but they do block movement by living beings.
  • Ignite:
  • Flame Bomb:
  • Flamethrower:
  • Ice Sheet:
  • Light:
  • Shadow:
  • Spark:

Control Actions

Like a puppeteer, the magician controls the physical actions of a target. The victim's consciousness is not affected, but becomes only a passenger in its own body. The victim uses any skills possessed at the magician's orders.
  • Type:Mana
  • Range: Line of sight
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single Target
  • Make a Spellcasting check. If you exceed the target willpower defense, you control the action of the victim.
    • Force 1 (DC 5) Drain: 1 mana and 1 stamina
    • Force 2 (DC 10) Drain: 2 mana and 2 stamina
    • Force 3 (DC 15) Drain: 3 mana and 3 stamina
    • Force 4 (DC 20) Drain: 4 mana and 4 stamina
    • Force 5 (DC 25) Drain: 5 mana and 5 stamina
    • Force 6 (DC 30) Drain: 6 mana and 6 stamina
    • Force 7 (DC 35) Drain: 7 mana and 7 stamina
    • Force 8 (DC 40) Drain: 8 mana and 8 stamina
    • Force 9 (DC 45) Drain: 9 mana and 9 stamina
    • Force 10 (DC 50) Drain: 10 mana and 10 stamina
    • Force 11 (DC 55) Drain: 11 mana and 11 stamina
    • Force 12 (DC 60) Drain: 12 mana and 12 stamina
    • Special: When using the skills of the target, the magician suffer a -5 penalty to the skill check. Using the target skills consumes the action of the magician.

Armor

The magician gives the subject built-in armor, knitting his tissues into tougher compounds. Treat the armor spell as an internal armor for purpose of AC and DR calculation. This spells does not stack with the internal armor of the target.
  • Type:Physical
  • Range: Force of the spells in square
  • Time: Standard Action
  • Duration: Sustained
  • Target: Single Target
  • Make a Spellcasting check. You gain the following internal armor bonus, based on the results of the check.
    • Force 1 (DC 5) You gain a +2 internal armor bonus.
    • Force 2 (DC 10) You gain a +4 internal armor bonus.
    • Force 3 (DC 15) You gain a +6 internal armor bonus.
    • Force 4 (DC 20) You gain a +8 internal armor bonus.
    • Force 5 (DC 25) You gain a +10 internal armor bonus.
    • Force 6 (DC 30) You gain a +12 internal armor bonus.
    • Force 7 (DC 35) You gain a +14 internal armor bonus.
    • Force 8 (DC 40) You gain a +16 internal armor bonus.
    • Force 9 (DC 45) You gain a +18 internal armor bonus.
    • Force 10 (DC 50) You gain a +20 internal armor bonus.
    • Force 11 (DC 55) You gain a +22 internal armor bonus.
    • Force 12 (DC 60) You gain a +24 internal armor bonus.
  • Additional Drain: None.

Barrier

Barrier is an area-effect spell in which the magician forms a force field of crackling energy. The magician may form the barrier as a normal area spell, which would create a dome of energy, or he may create a wall. Anything the size of a molecule (or less) can pass the barrier, including air or other gases. Anything bigger treats the physical barrier as having a Barrier Rating equal to the spell's Force, and is cumulative with armor.
  • Type:Physical
  • Range: A wall or a dome. The wall's height is the spell's force in square. The length of the wall or radius of the dome is equal to the magician magic rating. The magician may make the wall into any shape.
  • Time: Standard Action
  • Duration: Sustained
  • Target: Area-effect.
  • Make a Spellcasting check. You create a magical force field that provides a barrier rating equal to the force of the spells. This barrier stack with the bonus provided by armor.
    • Force 1 (DC 5) You create a barrier rating 1. Drain: 2 mana and 2 stamina
    • Force 2 (DC 10) You create a barrier rating 2. Drain: 4 mana and 4 stamina
    • Force 3 (DC 15) You create a barrier rating 3. Drain: 6 mana and 6 stamina
    • Force 4 (DC 20) You create a barrier rating 4. Drain: 8 mana and 8 stamina
    • Force 5 (DC 25) You create a barrier rating 5. Drain: 10 mana and 10 stamina
    • Force 6 (DC 30) You create a barrier rating 6. Drain: 12 mana and 12 stamina
    • Force 7 (DC 35) You create a barrier rating 7. Drain: 14 mana and 14 stamina
    • Force 8 (DC 40) You create a barrier rating 8. Drain: 16 mana and 16 stamina
    • Force 9 (DC 45) You create a barrier rating 9. Drain: 18 mana and 18 stamina
    • Force 10 (DC 50) You create a barrier rating 10. Drain: 20 mana and 20 stamina
    • Force 11 (DC 55) You create a barrier rating 11. Drain: 22 mana and 22 stamina
    • Force 12 (DC 60) You create a barrier rating 12. Drain: 24 mana and 24 stamina
    • Special: Attacks directed through a barrier spell have a visibility modifier of -1. Physical barriers do not impede spells.

Mana Barrier

Mana barriers do not stop physical weapons, but they do block movement by living beings. Unliving things (like bullets) pass right through. Passengers inside close vehicles are not affected by a mana barrier spell, but it would knock the rider off a motorcycle. A mana barrier spell also acts as a defense against spells. It is alos an astral barrier.
  • Type:Mana
  • Range: A wall or dome. The wall's height is the spell's force in square. The length of the wall or radius of the dome is equal to the magician magic rating. The magician may make the wall into any shape.
  • Time: Standard Action
  • Duration: Sustained
  • Target: Area-effect
  • Make a Spellcasting check. If you equal or exceed the target willpower defense, the target cannot pass through the mana barrier. The minimum force of the spell is the target willpower defense, round up to the next threshold. Also, the results of the spellcasting check determines the magical bonus to the target defenses inside the barrier.
    • Force 1 (DC 5) The target inside the barrier gains a +1 magical bonus to its defenses against spells. Drain: 2 mana and 1 stamina
    • Force 2 (DC 10) The target inside the barrier gains a +1 magical bonus to its defenses against spells. Drain: 4 mana and 2 stamina
    • Force 3 (DC 15) The target inside the barrier gains a +2 magical bonus to its defenses against spells. Drain: 6 mana and 3 stamina
    • Force 4 (DC 20) The target inside the barrier gains a +2 magical bonus to its defenses against spells. Drain: 8 mana and 4 stamina
    • Force 5 (DC 25) The target inside the barrier gains a +3 magical bonus to its defenses against spells. Drain: 10 mana and 5 stamina
    • Force 6 (DC 30) The target inside the barrier gains a +3 magical bonus to its defenses against spells. Drain: 12 mana and 6 stamina
    • Force 7 (DC 35) The target inside the barrier gains a +4 magical bonus to its defenses against spells. Drain: 14 mana and 7 stamina
    • Force 8 (DC 40) The target inside the barrier gains a +4 magical bonus to its defenses against spells. Drain: 16 mana and 8 stamina
    • Force 9 (DC 45) The target inside the barrier gains a +5 magical bonus to its defenses against spells. Drain: 18 mana and 9 stamina
    • Force 10 (DC 50) The target inside the barrier gains a +5 magical bonus to its defenses against spells. Drain: 20 mana and 10 stamina
    • Force 11 (DC 55) The target inside the barrier gains a +6 magical bonus to its defenses against spells. Drain: 22 mana and 11 stamina
    • Force 12 (DC 60) The target inside the barrier gains a +6 magical bonus to its defenses against spells. Drain: 24 mana and 12 stamina


Conjuring

Elementals

Image Elemental Services pg 187 (range = (WIL + MAG + CHR) * 10 meters)
1. Aid Sorcery (Each force level used = 1 die but reduces elemental by one)
a. Can be used as Spell Defense
b. Fire elemental aids Combat spells
c. Air elemental aids Detection Spells
d. Water elemental aids Illusion Spells
e. Earth elemental aids Manipulation Spells
2. Aid Study (extra dice to help mages learn spells)
3. Physical Service
4. Spell Sustaining (maintain the spell for one combat turn for each point of its Force)
5. Remote Service (can leave range but this is the only service performed)
Spirits have the power “Immunity to Normal Weapons” Armor = 2 * Force against normal weapons