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Spellcasting SHADOWRUN 5
1. Choose Spell 2. Choose Target
Multiple Spells: split Dice Pool before Modifiers Range
max Spells = Magic LOS: optically or with Essence
Touch: no LOS needed;
perhaps successfull Melee Attack needed
3. Choose Force LOS(Area): radius (Force) meters
4. Cast Spell
Spellcasting+Magic[Force]; Complex Action
Reckless Spellcasting Simple Action &
+3 Drain Value
Combat Spells
Direct: Indirect: Area Indirect:
Mana: vs. Body vs. Reaction + Intuition Spellcasting + Magic(3)
Physical: vs Willpower 2D6 (-Net Hits) metres Scatter
DV: Net Hits DV: [Force] + Net Hits AP: - [Force] DV: [Force] + Net Hits
Resistance: none Resistance: Body + Armor - AP Resistance: Body + Armor
Elemental Spells cause extra Damage
Spell Characteristics:
Type:
6. Drain Mana only living targets
Physical only on physical plane
Minimum: 2
Duration:
if Hits > Magic: Drain is Phsysical
Instantaneos
Sustained Dice Pool Modifier -2 per Sustained Spell;
moving Sustained Area Spell:
Complex Action
Permanent after [Force] Combat Turns of sustaining
Shadowrun book "Native American Nations Volume One", FASA7202, 1994 p.27
Sorcery
Anchored
if target of Ritual is moved; effect ends
2. Choose Ritual
only leader needs to know Ritual (& Spell) Material Link
targets blood or other tissue sample
Minion
3. Choose Force of Ritual bound to leader
max. (Charisma) minions
also determines Force of woven-in Spell
Spell
requires Spell; Mentor Spirit bonus of Master applies
6. Perform Ritual
duration based on Spell & Force
Shadowrun book "Prime Runners", FASA7116, 1994 p.89
Counterspelling
Spell Defense
Free Action / Interrupt Action w. -5 Initiative
Counterspelling Level as Dice Pool per Round
Protects max. [Magic] people at once
Defender chooses each time how many
dice to add to Dice Pools
Dispelling
used to counter Sustained or Quickened Spell
Counterspelling+Magic[Astral] vs. Force+Magic
(+amount of Karma used for Quickening)
Net Hits reduce casters Net Hits
Drains as if casting the Spell
Or 2 x Hits of enemy in Ritual
if Force > dispellers Magic: Drain is Physical
Summoning SHADOWRUN 5
1. Choose Spirit & Force Spirit Basics
2. Attempt Summoning
Summoning + Magic [Force] vs. Force Spirit Services
Teamwork: -2 for different Traditions
Reagents can change Limit Unbound
Spirit arrives in Astral Space & owes Combat: fight =1 service
(Net Hits) Services Power Use
Physical task
Remote service: if Service more than (Magic x 100)
metres away, all remaining Services lost
Binding
1 hour & 25 drams per Force
Summoning + Magic [Force] vs. Force x 2
Net Hits add to Services
Drain Value = (Hits x 2)
max. (Charisma) bound spirits
calling bound spirit: Simple Action
Banishing
Complex Action
Banishing + Magic [Astral] vs. Force
(+ Summoner Magic if bound)
Net Hits reduce owed services
freed Spirit departs on its next action
can be summoned before that
Drain Value: (Hits x 2)
Force > Magic: Drain is Physical
Alchemy SHADOWRUN 5
1. Choose Spell Using a preparation
5. Create Preparation
Alchemy + Magic [Force] v. Force
(Force) minutes uninterrupted to
craft Lynchpin,
spent drams of Reagents become Limit
Net Hits become Potency
no Net Hits means failure time and
drams wasted, Drain happens anyway
6. Drain
Spells Drain + Trigger,
if (Hits on Alchemy Test) > Magic,
damage is physical Shadowrun book "Corporate Security Handbook", FASA, 1995 p.35
Models: Ryan Slemko and Steve Lyons
Disenchanting
+ Deactivating Focus: Disenchanting + Magic [Astral] Disjoining
vs. Force + owners Magic Rating + Disspelling of Preparation:
+ Breaking Down Focus: Disenchanting + Magic [Astral] Complex Action
vs. Force (+ owners Magic if bonded to someone else) object needs to be identified as preparation (Assensing)
gain (Success) Reagents (max.(Force/3)) needs to be touched to make the attempt
Disenchanting+Magic [Astral] vs. Force+Magic
(+Karma from Fixation)
Net Hits reduce Potency
Drain as if casting Spell
Enchanting
Artificing SHADOWRUN 5
Reagents
1. Choose Formula
dram of orichalcum: 1.77 - 5 grams
Formula of own Tradition Reagents can only be used for a specific Tradition
researching Formula: Uses
Arcana + Magic [Astral] (Force x2, days)
Alchemical Preparations: can replace Force as Limit, with spent drams
translating Formula to own Tradition Artificing: needed to create Foci
Arcana + Magic [Astral] (Force, 1 day) Banishing: can replace Astral Limit, with spent drams
Binding: needed to bind spirits
Counterspelling: can replace Astral Limit, with spent drams
2. Obtain Telesma Disjoining:
Ritual Spellcasting:
can replace Astral Limit, with spent drams
drams can be used to offset Drain
Spellcasting: can replace Force as Limit, with spent drams
Telesma specified by Formula Summoning: can replace Spirit Force as Limit, with spent drams
Temporary Magical Lodge: (dram) Force / hours to set up; lasts until sunrise/-set
Astral Signature
Mana Barriers
left on anything touched by Magic Skills
and Abilities invisible on physical plane; -(Force) on Perception Tests; solid
detected by Assensing for Spirits, active Foci, manifesting entities and Spells
(Force) hours after effect adds Force to Spell Defense/Resistance; if Spell wasn't an
detectable at point of origin and point of effect Opposed Test before, it becomes one against Barrier Force
Spirits, Watchers, Foci, etc., always have Adept- & Critter-Powers are unaffected
Signatures dual-natured Barriers act like Mana Barriers on both planes
reading Signature:
Assensing + Magic [Astral] (3), can be
recognized again, Getting around Mana Barriers
wiping clean Signatures: Breaking through:
Complex Action; 1 hour reduced; Structure and Armor Rating = Force;
may be done multiple times regains full Structure Rating at the end of every turn;
creator instantly aware of attacks
Pressing through:
Astral Perception Magic + Charisma [Astral] vs. Force x 2;
seeing Auras Net Hits success
bring (Net Hits) friends / Spirits / Active Foci / Sustained
Assensing: Spells, through
type of Aura is clear without Assensing
interpreting Auras; makes dual-natured; Astral Intersections
Actions on Physical Plane done with -2 if Astral Forms move through each other (f.e. active Foci
to learn more about Auras: through Mana Barrier)
Assensing + Intuition [Astral] Magic + Charisma [Astral] / Force x 2 [Force]
objects absorb emotions of their surroundings
Opposed Test
looser gets disrupted, on tie: both
Astral Projection Spells&Rituals end
Preparations loose spell and become mundane
Movement: 100 metres / 5 kilometres per turn Mana Barriers collapse
only Astral Forms / Mana Spells affect Foci deactivate
Astral Forms Spirits are banished
max. (Magic x 2) hours of Astral Projection or living creatures get full Stun Monitor
body dies; clock does not reset until time permanent Mana Barriers regain full Structure at the end
spent in body at least as long as time out of the turn
of it was destroying source of Barrier destroys it as well
Manifesting: Complex Action; max. (Magician, Lodge etc.)
(Magic x 5) minutes per session; can't interact
physically, not seen by technology
Astral Combat
Agility = Logic Damage:
Body = Willpower Magician = Charisma
Reaction = Intuition Focus = as Weapon
Strength = Charisma (Charisma instead of Strength)
Astral Initiative = Intuition x 2 Spirit = Force
Initiative Dice: +2D (3D6 total) Watcher = 1
Unarmed Attack Astral Combat + Willpower [Astral]
vs. Intuition+ Logic
Weapon Focus Attack Astral Combat + Willpower [Accuracy]
attacker chooses Damage Type
vs. Intuition + Logic Astral Barriers are only affected by Physical Damage