Notes on Casting



Combat Spells are used to harm enemies.

Detection Spells are used to gather information.

Health Spells are used to increase the well-being of your friends and lower the well-being of your enemies. All Health spells are touch spells.

Illusion Spells are spells which create unreal sensation. Spells which effect the mind are resisted with an Intelligence + Willpower test. Spells which create physical manifestations are resisted with Intelligence + Perception.

Conjurations are spells which manipulate the environment or the people within it.



A caster must have at least the spellcasting power to cast the spell once without fatigue to quicken a spell. You can, as mentioned in the rules overview, cast quickened spells beyond your force limit and suffer fatigue, but if you cannot cast the spell at all without receiving fatigue in a normal situation, the spell is considered incompatible.

Combat Spellcasting



Acid Stream I/II/III (Projectile, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 2/4/6

Effect: Deals 6/7/8 acid damage.



Toxic Wave I/II (Projectile, AOE)

Range: LOS

Duration: Instantaneous

Force: 4/6

Effect: Does 6/7 acid damage in an AOE.



Chill/Frigid (Astral Force, Single-Target/AOE)

Range: LOS

Duration: Instantaneous

Force: 5/7

Effect: Reduces air temperature around a target, making it hard for them to breath. Deals successes cold damage and reduces their initiative by the same amount. The target resists with Pathogen Resistance plus any sort of oxidation they might have. The Frigid variant works in an AOE.



Eruption (Astral Force, Emits from self)

Range: LOS

Duration: Sustained

Force: 5/7

Effect: A spell for the desperate or the uncaring, Eruption surrounds the caster with pulsating fire, which hits a different target (can be friend or foe) each turn for 5 Fire damage. Anything in it's path will also be damaged. Sustained for successes turns.



[Element] Grenade (Projectile, AOE)

Range: Thrown as Grenade

Duration: Instantaneous

Force: 8

Effect: The mage can create a magical ball of fire, ice, electricity, acid, or smoke, with a variant existing for each spell. The grenade deals 5 + successes elemental damage at the center in a 3X3 AOE, or lasts successes turns and uses a 4X3 if the grenade is smoke. Throwing the grenade immediately follows the creation and uses a [Magic Attribute X 2] test to throw it with the same effects of a normal throwing weapons test. The grenade bounces off walls and such like a normal grenade.



Bash/Clout (Touch/Projectile, Single-Target)

Range: Touch/LOS

Duration: Instantaneous

Force: 4/4

Effect:Bash does successes stun damage for a maximum of Force+2 in stun. Clout does successes stun damage.



Blast (Projectile, AOE)

Range: LOS

Duration: Instantaneous

Force: 6

Effect: Does successes stun damage in an AOE for a maximum of Force – 2 in stun.



Manabolt I/II/III/IV (Astral Force, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 4/6/8/10

Effect: Deals 8/12/16/20 magical damage to 1 enemy.



Manaball I/II/III (Astral Force, AOE)

Range: LOS

Duration: Instantaneous

Force: 6/8/10

Effect: Deals 8/12/16 damage in an AOE.



Magebolt I/II/III/IV (Astral Force, AOE)

Range: LOS

Duration: Instantaneous

Force: 3/5/7/9

Effect: This spell is a manabolt which only effects awakened or otherwise magical targets. It deals Force Pure Damage + successes to a single awakened target. Does nothing to unawakened targets.



Flamethrower I/II/III (Projectile, Cone)

Range: Force * 5 Feet

Duration: Instantaneous

Force: 5/8/11

Effect: 10/13/16 Fire DMG to enemies within range of the flame.



Fireball I/II (Projectile, AOE)

Range: LOS

Duration: Instantaneous

Force: 11/13

Effect: Deals 10/13 AOE fire damage.



Ice Spear I/II/III (Projectile, Single Target)

Range: LOS

Duration: Instantaneous

Force: 5/7/9

Effect: Deals 6/9/12 cold damage to a target.



Ice Storm I/II (Projectile, AOE)

Range: LOS

Duration: Instantaneous

Force: 7/9

Effect: Deals 6/9 cold damage in an AOE.



Lightning Bolt I/II/III (Projectile, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 6/8/10

Effect: Deals 9/12/15 Elec damage to 1 enemy.



Ball Lightning/II (Projectile, AOE)

Range: LOS

Duration: Instantaneous

Force: 8/10

Effect: Deals 9/12 Elec damage within the AOE.



Powerbolt I/II/III/IV (Astral Force, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 4/6/8/10

Effect: Deals 9/13/17/21 physical damage to one enemy.



Powerball I/II/III (Astral Force, AOE)

Full Turn Action

Range: LOS

Duration: Instantaneous

Force: 6/8/10

Effect: Deals 9/13/17 physical damage in an AOE.



Degrade/Wreck/Demolish [Type of Material] (Astral Force, Touch/Single-Target/AOE)

Range: Touch/LOS

Duration: Instantaneous

Force: 3/5/7

Effect: This is a version of powerbolt/powerball that ignores the barrier rating (armor) of a certain type of material, like wood or steel. This spell cannot be used against vehicles. Deals 3 + successes damage. The Demolish variant effects a maximum of four different objects.



Stunbolt I/II (Astral Force, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 4/7

Effect: Deals successes in stun, for a maximum of force - 1 in stun.



Stunball (Astral Force, AOE)

Range: LOS

Duration: Instantaneous

Force: 7

Effect: Deals successes in stun for a maximum of force-3 stun, with diminishing returns as the AOE expands.



Corrode/Melt (Touch/Projectile, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 3/6

Effect: This spell melts a single object that the target is carrying on their person. The remains do successes (not net successes) acid damage on touch.



Sludge (Projectile, AOE)

Range: LOS

Duration: Instantaneous

Force: 8

Cannot be dodged

Effect: This spell melts a single object that numerous targets are carrying—it has to be the same object for all targets. The remains do successes (not net successes) acid damage on touch.



Disrupt Focus (Astral Force, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 5

Effect: This spell specifically targets magical foci. The Focus rolls it's force to resist the attack. If the caster obtains more successes than the Foci, the Focus is disabled for net successes turns. The targeted mage must use a simple action to reactivate their Focus.



Firewater I/II (Projectile, Cone)

Range: LOS

Duration: Instantaneous

Force: 7/9

Effect: The caster creates a gush of boiling water from their mouth in a cone shaped AOE. Anything touched by it takes successes physical damage and successes+2 fire damage. The burns can't be extinguished, only resisted.



Slay [Species] (Astral Force, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 12

Effect: This spell is a variant of powerbolt that does exactly the same amount of physical damage as the target's total max HP. A variant exists for each species, for example, Slay Elf, Slay Dragon, Slay Spirit of Land, etc.



Destroy [Vehicle] (Astral Force, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 7

Effect: This spell is a variant of Slay that provides the same effects, only for vehicles. The variants exist by vehicle class: cars, trucks, boats, freighters, planes, etc.



Shattershield (Astral Force, Touch)

Range: Touch

Duration: Instantaneous

Force: 4+Barrier Force

Effect: This spell destroys mana barriers and other types of magical protection. It is resisted by the barrier's force, plus the counterspelling dice of anyone that is protecting it.



Detection Spellcasting



Analyze Device (Active, Touch)

Range: Touch

Duration: Sustained

Force: 3

Effect: This spell allows the caster to understand the purpose and operation of an item within range of the spell.



Analyze Truth (Active, Touch)

Range: Touch

Duration: Sustained

Force: 5

Effect: This spell acts as a lie detector. If the target is lying, they roll Charisma + Deceit versus the spellcasting roll. On 1 net success or more, the caster can accurately judge a target's words as true or not.



Clairaudience (Passive, Area)

Range: Successes * 150 Feet

Duration: Sustained

Force: 4

Effect: The subject can hear distant sounds as if physically present at a chosen point within the spell range. Note that the effects of augmented hearing do not apply.



Clairvoyance (Passive, Area)

Range: Successes * 150 Feet

Duration: Sustained

Force: 4

Effect: The subject can see distant scenes as if physically present at a chosen point within the spell range. You cannot use clairvoyance to target others with spells, it does not declare line of sight. Nor can you astrally perceive the subjects of this spell.



Cryptesthesia (Passive, Area)

Range: Successes * 150 Feet

Duration: Sustained

Force: 8

Effect: The subject can see and hear distant scenes and sounds as if physically present at a chosen point within the spell range. You cannot use Cryptesthesia to target others with spells, it does not declare line of sight. Nor can you astrally perceive the subjects of this spell.



Detect Enemies I/II/III (Active, Area)

Range: Force * 150 Feet

Duration: Sustained

Force: 3/5/7

Effect: Reveals to the caster the intuitive location of entities that harbor feelings of intense displeasure, hatred, fear, or destructive tendencies towards them. This spell does not detect drones, nor does it detect people who are about to harm someone other than your group. Resisted by Willpower + Counterspelling.



Mindlink (Active, Psychic)

Range: Touch (Psychic)

Duration: Sustained

Force: 5

Effect: The caster and one voluntary subject can communicate mentally. Stops if either the caster or subject are KO'd.



Mindnet (Active, Psychic)

Range: Touch (Psychic)

Duration: Sustained

Force: 8

Effect: The caster and any voluntary subjects within range can communicate mentally. A subject's link is stopped if they are KO'd, but the spell continues until the caster is KO'd or drops the sustain.



Broadcast/Sending (Active, Psychic)

Range: Successes * 150 Feet/Successes * 500 Feet

Duration: Sustained

Force: 9/12

Effect: This is a version of the Mindlink/Mindnet spells that allows the caster to broadcast a message to all intelligent beings within range.



Mind Probe (Active, Touch)

Range: Touch

Duration: Sustained

Force: 9

Effect: The caster can probe the thoughts of their target. The target is aware of the process and rolls resistance rolls for every search. During the spell there are three probe attempts, and three resist attempts. With 1 success, the caster only sees surface thoughts. With 2 success, the caster can find out anything the target knows. With 3 successes, their mind is an open book, and the caster sees their subconscious fears, their psychological stability, their hidden memories, etc. The use of this spell is highly illegal and mages found guilty of it's unauthorized use will usually be sent to prison for life.



Borrow Sense/Passenger (Active/Passive, Psychic)

Range: Touch (Psychic)

Duration: Sustained

Force: 7/10

Effect: The caster can borrow a single sense from a chosen target that they touch. The target of Borrow Sense remains in control of his own actions and senses, the caster is just “along for the ride”. None of the caster's augmented senses will work through the target. The Passenger variant allows the caster to borrow all senses from the target.



Animal Sense/Eyes of the Pack (Active, Area)

Range: Touch (Psychic)

Duration: Sustained

Force: 3/9

Effect: This is a version of borrow sense specifically designed for animals. The Eyes of the Herd allows the caster to obtain the sight of multiple (successes) animals, and only works on sight.



Recorded Room (Passive, Area)

Range: LOS

Duration: Sustained

Force: 8

Effect: The Caster can create a magical room based on something from their memory, complete with objects that are unreal but can mostly be used as if they were real. As another complex action the caster can change details of the room while sustaining the spell. A memory test is required to create a room from memory.



Secret Handshake (Active, Touch)

Range: Touch

Duration: Permanent

Force: 3

Effect: This touch spell detects versions of itself, but only variants of it's specific formula. To people without the proper formula the handshake appears as a normal, simple handshake.



Catalog (Active, Area)

Range: Force * 150 Feet

Duration: Sustained

Force: 6

Effect: The caster “compiles” an organized list of every non-living thing in the range of the spell. Resisted by a target number based on the complexity of the room.



Diagnosis (Active, Touch)

Range: Touch

Duration: Instantaneous

Force: 3

Effect: The caster compiles a medical diagnosis of the subject's health. The degree of success is the same measure as a standard Intelligence + First Aid check.



Aim I/II/III/IV (Passive, Willing Target)

Range: LOS

Duration: Instantaneous

Force: 3/5/7/9

Effect: Target gains 1/2/3/4 ranged weapon d6 for successes + force/2 rounds.



Hawkeye (Passive, Willing Target)

Range: LOS

Duration: Sustained

Force: 5

Effect: Target gains d6 for perception checks equal to the number of successes on the spellcasting check.



Astral Window (Active, Touch)

Range: Touch

Duration: Sustained

Force: 5

Quickened by: Instruction by an aural mage

Effect: This spell can be used to gain vision beyond mana barriers, which normally stop any other form of magical vision. This spell is channeled, it lasts as long as the caster is touching the barrier.



True Sight (Passive, Willing Target)

Range: LOS

Duration: Sustained

Force: 6

Effects: The caster sees beyond any concealment, magical or physical. This does not remove vision penalties from lighting or weather, nor does it allow the caster to see those effected by the Improved Invisibility spell.



Translate (Active, Willing Target)

Range: LOS

Duration: Sustained

Force: 2

Effects: The caster has the words of the target translated into the language of their choice. Intent is translated along with literal meaning, so mistranslations are unlikely.



Health Spellcasting



Antidote

Range: Touch

Duration: Permanent

Force: 4

Effects: This spell helps a poisoned target alleviate their toxin. If applied before the target takes damage, the poison is removed completely. If applied afterwords, the target gains successes equal to the successes on the spellcasting check to resist the poison.



Cure Illness

Range: Touch

Duration: Permanent

Force: 4

Effects: This spell helps a sickened, fatigued, or mentally ill person alleviate their condition. The target gains successes equal to the successes on the spellcasting check to overcome the condition.



Decrease [Attribute]

Range: Touch

Duration: Instantaneous

Force: 7

Effects: This spell decreases the attribute of a target that the caster chooses. The target rolls that same attribute in dice to resist. If the caster scores more successes, that attribute is reduced by the sum total of successes. Lasts 9 turns or 36 minutes.



Heal Wound

Range: Touch

Duration: Permanent

Force: 5

Effect: Target removes the damage and wound modifiers of the last attack withstood, presuming the condition modifiers are overcome by successes.



Decontaminate

Range: Touch

Duration: Permanent

Force: 3

Effect: Removes the damage and HP modifier applied by radiation damage, presuming the condition modifiers are overcome by successes.



Nauseate

Range: Touch

Duration: Instantaneous

Force: 5

Effect: Forces the subject to spend a turn vomiting. The target resists with Body + Counterspelling.



Alleviate Nausea

Range: Touch

Duration: Sustained

Force: 3

Effect: Removes the effects of nausea, and also decreases the condition modifiers on the target by -1.



Personal Warmth

Range: Touch

Duration: Sustained

Force: 3

Effect: This spell allows successes metahumans to stay warm by staying near the caster for one hour. This removes the possibility of cold damage from the environment, but does not stop cold damage from weapons, spells, or other combat sources.



Rot

Range: Touch

Duration: Instantaneous

Force: 8

Effect: This spell kills flesh in an area of the target's body. If the caster obtains 2 successes over the target (who rolls Essence+Body) a small area of skin is destroyed. If the caster obtains 3 successes, the caster can destroy an arm or a leg. With 4 or more successes, multiple organs are destroyed, and the target's body is permanently reduced by 3. Heal Wound cannot recover damage caused by this spell.



Dehydrate

Range: Touch

Duration: Sustained

Force: 3

Effect: Forces the subject to succumb to feelings of dehydration, adding levels of fatigue for each success over the target. The target resists with Body + Counterspelling.



Hydrate

Range: Touch

Duration: Permanent

Force: 3

Effect: Rehydrates a subject. For each level of success, removes one level of fatigue, although it will not remove fatigue caused by vehicle crashes, magical powers, or suffering drain.



Increase [Attribute]

Range: Touch

Duration: Sustained

Force: 3

Effects: This spell increases the attribute of a target that the caster chooses. You cannot increase an attribute over it's limit. A variant exists for each attribute, for example: Increase Strength, Increase Charisma, etc. The target receives successes up to their limit in attribute bonuses.



Fortify

Range: Touch

Duration: Sustained

Force: 2

Effect: The target gains spell successes worth of dice to use for body tests when resisting poisons, losing air, taking fall damage, etc.



Resist Pain I/II/III

Range: Touch

Duration: Instantaneous

Force: 3/5/7

Effect: Target ignores the combat effects of minor fatigue, and can ignore up to successes (limited by force) stun damage for 9 turns or 36 minutes.



Stabilize

Range: Touch

Duration: Permanent

Force: 7

Effect: This spell mirrors the effect of a revival kit. An unconscious target is revived and stable if the number of successes is greater than the state of the injuries.



Awaken

Range: Touch

Duration: Permanent

Force: 2

Effect: This spell is similar to stabilize, but only works if the target is sleeping in good health (i.e. no injuries). It wakes an unconscious target up.



Steady Fast

Range: Touch

Duration: Sustained

Force: 3

Effect: This spell allows the target to ignore the feelings of hunger or thirst. This does not remove the actual need to eat and drink. Once the spell is dropped, the appropriate feelings of hunger and thirst return.



Healthy Glow

Range: Touch

Duration: Permanent

Force: 1

Effect: This spell requires no sustainability, it activates immediately and can only effect the caster. It brights up your eyes and hair, sloughs off dead skin cells, and improves circulation. It increases the dicepool for negotiation, charm, and performance checks by 1. The duration of the spell depends on just how bad a shape the caster was in before the spell—the worse the previous condition, the lower the duration.



Intoxication

Range: Touch

Duration: Permanent

Force: 4

Effect: The target acts as if they are drunk. The target resists with Body + Counterspelling, plus any other bonus they have against rectifiable conditions. Each success increases their “drunkenness” and fatigue level.



Nutrition

Range: Touch

Duration: Permanent

Force: 5

Effect: The caster creates a drinkable pool of mana from their grouped palms. Each success is enough to fend off thirst and starvation for about 3 hours.



Illusion Spellcasting



Entertainment/Trid Entertainment (Obvious, Multi-Sense, Area)

Range: LOS

Duration: Sustained

Force: 5/6

Effect: For pure entertainment purposes, the caster can create “magic tricks” (lots of confetti coming out of nowhere, pulling animals out of hats, etc.) with the entertainment spell. The Trid Entertainment spell is an obvious illusion that is similar in nature to trideo. Each success acts like a performance test, determining how captivating the magic tricks are.



Agony/Torture (Realistic, Single Sense, Single-Target)

Range: LOS

Duration: Sustained

Force: 3/5

Effect: These spells inflict pain on the target that are illusory; only recognized in the mind. Agony inflicts 1 “fake” (does not create injuries) wound modifier on the enemy for every success, which has real combat effects. The Torture spell is the same, but can go over the 5 wound modifier limit without putting them unconscious, greatly increasing their perceived pain.



Bugs/Swarm (Realistic, Multi-Sense, Single-Target/AOE)

Range: LOS

Duration: Sustained

Force: 4/6

Effect: This spell makes a target believe that there are hundreds of bugs of various persuasions crawling up and down their body. If the successes succeeds the resist roll, the target will “freak out” and do anything they can to get the bugs off of them, ignoring combat entirely.



Confusion/Mass Confusion (Realistic, Multi-Sense, Single Target/AOE)

Range: LOS

Duration: Sustained

Force: 5/8

Effect: Targets act eccentric and move at random. They still have control over their simple action, but not their movement action.



Chaos/Chaotic World (Physical, Single Target/AOE)

Range: LOS

Duration: Sustained

Force: 6/9

Effect: Targets suffer from unusual physical effects, such as their pants falling down or their weapons firing at random. The degree of chaos is based on the net successes over the target/targets.



Chaff/Flak (Physical, Single-Target/AOE)

Range: LOS

Duration: Instantaneous

Force: 5/7

Effect: This spell stops an electronic device from working for 1 * successes turns. The Flak variant stops multiple instances of the same device from working.



Double Image/Physical Double Image (Realistic, Multi-Sense)

Range: LOS

Duration: Sustained

Force: 9/11

Effect: Double Image creates an exact image of the subject that appears next to him and mimics everything he does. The caster must touch the person who is being “duplicated.” The caster has limited control of the double and can adjust its movement (to keep it from walking through walls and so forth), though in tight quarters this may be difficult, requiring a disguise check to maintain the illusion. The double is incorporeal, bullets go through it. Physical Double Image effects technological sensors as well.



Dream (Realistic, Multi-Sense, Single-Target)

Range: LOS

Duration: Sustained

Force: 3

Effect: The caster may craft any type of dream sequence (including visuals, sounds, emotions, etc.) and transmit it to a sleeping target. The dreams cannot cause actual harm but may entertain, relax, or frighten. The successes increase the dream's vividness and complexity. If the caster makes the target experience a nightmare, any rest they would have gained for the duration of the nightmare is lost. The target will vividly remember the dream when they wake up.



Euphoria/Opium Den (Realistic, Single Sense, Single-Target/AOE)

Range: LOS

Duration: Sustained

Force: 6/8

Effect: This spell makes a single target or targets extremely euphoric, comparable to the high of ecstasy. If the spellcaster's successes succeed the target's willpower attribute, they are completely incapacitated by the sensation.



Fear/Frighten (Realistic, Single Sense, Single-Target/AOE)

Range: LOS

Duration: Instantaneous

Force: 4/6

Effect: On success, the target is propelled to move away scared in the opposite direction of the caster until they are no longer in line of sight. The Frighten variant works in an AOE.



Hot Potato (Realistic, Single Sense, AOE)

Range: LOS

Duration: Sustained

Force: 5

Effect: This area-effect spell creates the illusion that all metal within the range is extremely hot to the touch. Characters who do not fully resist the spell will feel like any metal they are in contact with (weapons, armor, implants, piercings, etc.) is burning them. If the character does not drop, remove, or otherwise disengage contact from the metal, they will suffer a dice pool modifier equal to the caster’s sum total of successes to all actions as they are distracted by the “burning” sensation.



Mask/Physical Mask (Realistic, Multi-Sense, Willing Target)

Range: LOS

Duration: Sustained

Quickened by: Spellbook instructions or instruction by an Aural mage

Charisma + Intelligence d6>5 to see through mask

Force: 6/8

Effect: Allows the user to mask their voice and scent. They can also change their physical characteristics, although they cannot change it dramatically. Things they can change include hair style, hair color, skin color, and minor adjustments in shape in size of body or bodyparts. They cannot magically change clothes. Physical Mask is the same, but can slightly alter your astral signature and your persona/integrity within augmented reality.



Phantasm/Trid Phantasm (Realistic, Multi-Sense)

Range: LOS

Duration: Sustained

Force: 10/12

Effect: Allows the user to create a phantasm of an object or living thing. The caster must have certain knowledge of the thing they are creating, which requires a knowledge test. Phantasms are invulnerable except to displlement and will follow the exact orders of the caster. They only do not phase through floors and ceilings because they are made to simulate gravity, they are transparent and will walk through walls if their “pathfinding” tells them to. They can speak or walk even if the entity it is based on cannot. The Trid Phantasm is the same but has a “fake” astral signature (which is distinctly non-human, but not stupidly obvious) and can be seen through technological means and thermographic vision.



False Impression/Mana-Puppet (Realistic, Multi-Sense)

Range: LOS

Duration: Sustained

Cannot be prepared

Force: 4/6

Effect: These spells apply the same effect as phantasm but the illusions only appear in astral space. For example, the caster can make the image of a large fire elemental watching over them from the astral appear. False Impression requires successes-2 assessing successes to see through, whereas Mana-Puppet requires successes assesses to see through.



Mind Wipe (Realistic, Multi-Sense, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 6

Effect: Target ignores all enemies for net successes turns.



Sense Removal (Realistic, Single-Sense, Single-Target)

Range: LOS

Duration: Sustained

Force: 6

Effect: The caster can strip a sense of their choice from a target. Technological methods of obtaining that sense are also unusable.



Stink/Stench (Realistic, Single-Sense, Single-Target/AOE)

Range: LOS

Duration: Sustained

Force: 3/5

Effect: This spell creates an illusion of gut-wrenching stench. Anyone who smells the stench retains a -1 dicepool modifier on all combat maneuvers, and anyone who does not resist is incapacitated for the duration, throwing up.



Hush/Silence (Realistic, Single-Sense, Single-Target/ 5 X 5 AOE)

Range: LOS

Duration: Sustained

Force: 4/6

Effect: Targets makes no noise for successes rounds. Their technology does not make any ambient noise either, although things like gun shots and projectile spells will still create noise as long as they extend beyond the LOS.



Invisibility/Greater Invisibility (Realistic, Single-Sense, Willing Target)

Range: LOS

Duration: Sustained

Force: 6/8

Effect: Caster becomes invisible to the naked eye, but still leaves an astral and heat signature. Greater invisibility does not leave a heat signature, but does leave an astral signature.



Sound Barrier (Realistic, Single-Sense, Area)

Range: LOS

Duration: Sustained

Force: 8

Effect: A variant of the Silence spell, Sound Barrier creates a perimeter of silence around the area of effect (rather than creating a mass area of silence). Those inside cannot hear outside noises but can hear sounds within the globe and vice versa. Only sounds crossing the border are affected, in the same manners as the Silence spell. This spell also affects technological devices, infrasound, and ultrasound.



Vehicle Mask (Realistic, Multi-Sense)

Range: Touch

Duration: Sustained

Force: 5

Effect: Mask, but for vehicles. The vehicle can be masked as another vehicle of roughly the same size and type. This spell can also affect the vehicle’s sound, smell, and other characteristics. This spell temporarily removes the vehicle from the traffic grid.



Conjurations



Armor I/II/III/IV (Physical, Willing Target)

Range: LOS

Duration: Instantaneous

Force: 2/4/6/7

Effect: Target gains successes armor for 2/3/4/5 rounds.



Slow I/II/III/IV (Physical, Single-Target)

Range: LOS

Duration: Instantaneous

Force: 2/4/6/8

Effect: Target loses 10/15/20/25 movement for successes rounds. Targets who have their movement speed dropped to zero can still crawl.



Calm Animal/Calm Pack (Mental, Single-Target/AOE)

Range: LOS

Duration: Sustained

Force: 4/6

Effect: Any non-metahuman animal becomes non-aggressive for as long as the spell is sustained.



Control Animal (Animal Type)/Control Animal (Animal Type, Herd) (Mental, Single-Target/AOE)

Range: LOS

Duration: Instantaneous

Force: 5/8

Effect: A specific kind of animal obeys the commands of the caster for 60-their charisma test successes * 5 minutes. The herd variant is the same, but controls all animals of that type within the range of the spell. Animals will never do something they consider destructive to their way of life.



Fog/Thermographic Fog (Environmental, AOE)

Range: LOS (4X3 AOE)

Duration: Instantaneous

Force: 6/9

Effect: Creates a smoke-like fog that makes everything trapped inside unable to see outside of it. Lasts successes rounds. Highly susceptible to winds.



Simple Mind Control/Mob Mind Control (Mental, Single-Target/AOE)

Range: LOS

Duration: Instantaneous

Effect: The target or targets take 1 free action or 15 seconds to do whatever is feasible that the caster wishes. This includes being forced to say something, turning the lights on or off, etc. The target is usually convinced that this decision was their own.



Shadow (Environmental, Area)

Range: Up to 30 feet radius

Duration: Instantaneous

Force: 7

Effect: Caster and chosen targets fade as if becoming shadows, and are invulnerable to damage for the rest of the turn. They move as if one, and cannot attack until the spell fades.



Compel Truth (Mental, Single Target)

Range: LOS

Duration: Instantaneous

Force: 7

Effect: Target is compelled to speak the truth for net successes minutes.



Fashion (Environmental, Self)

Range: Touch

Duration: Permanent

Force: 5

Effect: Fashion allows a spellcaster to change the appearances of their garments. The spell is resisted by the armor rating of the clothing. (Note: lower the defense dicepool for this spell by 1 if the intended appearance is close to the regular appearance, increase it by 1 if it is not even remotely close.) The effects of this spell are permanent. The degrees of success are as follows:



[Element] Wall (Environmental, Area)

Range: Successes * 2 AOE

Duration: Sustained

Force: 9

Effect: The caster can make a wall of fire, electricity, ice, earth, or smoke. The wall has a height equal to the successes in meters and deals elemental damage equal to 10 + successes if someone attempts to pass through it. Earth and ice walls have an armor rating equal to 2 X spell successes, and smoke walls are considered heavy smoke.



Glue/Glue Strip (Physical, Single-Target/AOE)

Range: LOS

Duration: Permanent

Force: 7/9

Cannot be dodged

Effect: The target is glued to the ground and cannot move without making an Escape Artist check with a target of 2 successes, as long as the successes of the spell overcome the object resistance of the floor material. They can still attack. The Glue Strip variant works in an AOE.



Increase/Decrease Equipment Weight (Physical, Touch)

Range: Touch

Duration: Permanent

Force: 6

Effect: When the caster touches gear with this spell, the recommended strength for carrying that gear is either increased or decreased by the successes. This spell is sustained by the caster for as long as they wish. It is resisted by the gear's object resistance, and also limited by the gear's object resistance - 2. This spell cannot be used on guns.


Ice Sheet (Physical, Area)

Range: LOS

Duration: Permanent

Force: 8

Effect: This spell creates a slippery sheet of ice over the area of effect. The horizontal axis of this spell reaches the entire length of the caster's line of sight. Characters crossing the ice must make an Quickness + Intelligence check with a threshold equal to the successes scored to avoid falling prone. Vehicles must make a crash check. The sheet melts at a rate of 5 – Successes square feet per minute in normal temperatures.



Ignite (Physical, Single-Target)

Range: LOS

Duration: Permanent

Force: 4

Effect: This spell accelerates molecular motion across the target, causing it to catch fire at a rate of successes per turn, where the number 10 is the point in which their entire being becomes engulfed in flames. Standard burn damage applies as appropriate. Standard methods of extinguishing the flame work.



Fix (Physical, Touch)

Range: LOS

Duration: Permanent

Force: 6 + (Weight of Object/5, minimum of 1)

Effect: Restores a non-living object to good condition. The caster must have certain knowledge of the thing they are repairing, which requires the proper knowledge test.



Air Filter (Physical, Willing Target)

Range: LOS

Duration: Sustained

Force: 2

Effect: This spell allows the target to breath underwater. It also removes the air pressure penalties from diving.



Alter Temperature (Physical, Area)

Range: LOS

Duration: Sustained

Force: 5

Effect: This spell increases or decreases the temperature within vision of the spellcaster by 5 degrees * successes.



Astral Armor I/II/III/IV (Mental, Willing Target)

Range: LOS

Duration: Instantaneous

Force: 2/4/6/7

Effect: Target gains successes magic armor against astral attacks for 2/3/4/5 rounds.



Evaporate (Physical, Willing Target)

Range: LOS

Duration: Sustained

Force: 3

Effect: This spell greatly reduces the effects of sweating, which stops pheromone related technology from working and provides +successes cold resistance and +successes dice to survival-tests.



Looking Glass (Physical, Touch)

Range: Touch

Duration:Sustained

Force: 5

Effect: This spell allows light to pass through an object the caster desires. The net hits must exceed the object resistance. If successful, the object in question no longer blocks line of sight.



Influence (Mental, Single Target)

Range: LOS

Duration: Sustained

Force: 5

Effect: When “under influence”, a target is considered to always be under the effect of a critical charisma check from the caster. This means that they still have control of their own thoughts, goals and so on, but are strongly compelled to do whatever the caster asks as long as it is something they would ever consider doing, even if but for a moment. They make a willpower check to resist the spell, and upon being confronted by the “wrongness” of the situation, gain an extra success to resist the spell.



Levitate (Physical)

Range: LOS

Duration: Sustained

Force: 6

Effect: Levitate allows the caster to telekinetically lift a person or object and move it around. The caster must achieve a threshold on the conjuring check equal to 1 per 300 pounds of the subject’s mass. The subject of the spell can be moved anywhere in the caster’s line of sight at a Movement rate equal to 5 feet * the successes of the spell. The target resists using Strength + Body. You can use this spell to levitate yourself.



Light (Environmental, Emits from self)

Range: LOS

Duration: Sustained

Force: 2

Effect: The caster propels light from their body, illuminating 5 x successes feet. The light cannot be used to blind, but it is bright enough to create vision in nearly all conditions of darkness.



Magic Hand (Physical)

Range: LOS

Duration: Sustained

Force: 4

Effect: Magic Hand creates psychokinetic “hands” that can hold and use items. The successes on the conjuring test become the hand's stats for Strength and Quickness. The hands dissipate when they are dispelled or after a change in temperature (burn damage and cold damage will kill it).



Mana Bind/Mana Net (Environmental, Single-Target/AOE)

Range: LOS

Duration: Sustained

Force: 5/7

Effect: The target has their limbs bound by invisible bands of energy. It is resisted by strength + counterspelling. Every success temporarily decreases the target's quickness by 1, if it hits 0, they cannot move their limbs. Can be used against vehicles and drones, will stop rotating parts and wheels instead. Can be broken out of with an Escape Artist check.



Manipulate/Mass Manipulation [Type of Material] (Physical, Single-Target/Area)

Range: LOS

Duration: Sustained

Force: 7/9

Effect: The spellcaster can manipulate a type of material, holding and moving it, “sculpting it”, etc. Think “bending” ala Avatar. The spell is resisted by either the weight or the chemical density of the material. The maximum rate of movement a material can expand, contract, move, etc. per turn is 30 feet per turn.



Petrify (Physical, Single-Target)

Range: LOS

Duration: Sustained

Force: 6

Effect: The target is turned to stone and cannot attack or move for as long as the caster sustains the spell. Resisted by Body + Counterspelling. While stone, a petrified target has an object resistance rating of 8 instead of a Body score. Non-living material cannot be effected by this spell.



Poltergeist (Environmental, Area)

Range: LOS

Duration: Sustained

Force: 8

Effect: Poltergeist picks up objects up to 2 pounds * successes in weight and whirls them around randomly. This scatters the objects across the area, dealing 2 stun damage to anyone hit by these objects, plus any other stun damage that they would normally do. Very dangerous things like nails and broken glass can do physical damage.



Shapechange (Physical, Willing Target)

Range: LOS

Duration: Instantaneous

Force: 7

Effect: This spell allows the caster to turn the target into any animal the caster wishes that is within 2 points (greater or lower) of their body attribute. Their mental attributes remain unchanged. Lasts 2 * successes turns/4 minutes.



Deflection I/II/III/IV (Physical, Willing Target)

Range: LOS

Duration: Instantaneous

Force: 2/4/6/8

Effect: The target gains +successes d6 to defend rolls for 2/3/4/5 rounds.



[Element] Aura (Environmental, Willing Target)

Range: LOS

Duration: Instantaneous

Force: 8

Effect: The target is covered in a rippling aura of Fire, Electricity, Cold air, or Acid. Throughout the duration, they add their DR and MR (combined) to their elemental resistance. Touching the target will also do that same number in the damage type of that element.



Catch (Physical, Self)

Range: LOS

Duration: Instantaneous

Force: 5

Effect: This spell allows the caster to catch anything moving through the air that is slower than a bullet and small enough to fit in your hands. The number of successes is weighed against either the speed of the item or the successes of the action that flung it. This spell is a reactive action.



Conceal Scent (Physical, Touch)

Range: Touch

Duration: Sustained

Force: 4

Effect: This spell removes scent from an object or person. Any perception checks using smell take a penalty equal to the successes.



Snake Cloak (Physical, Touch)

Range: Touch

Duration: Sustained

Force: 4

Effect: This spell removes heat signatures, allowing the target to slip by thermographic vision or sensors. Does not stack with invisibility.



Replace Force [Spell] (Mental, Self)

Range: Touch

Duration: Permanent

Force: 6

Effect: This spell allows the user to remove the Force Drain of a spell with a value equal to the successes of the Replace Force spell. This obviously cannot be used on itself, and you cannot have two instances of Replace Force for the same spell.



Turn Into Goo (Physical, Single-Target)

Range: Touch

Duration: Permanent

Force: 12

Can be dodged, can be resisted

Effect: The target is turned into a tiny capsule of slime. They lose all of their senses temporarily and cannot be hurt or killed. Resisted by Body + Counterspelling.



Chi Casting



Adepts have a number of Chi Points equal to their Chi Casting Skill + their magic priority. Chi spells can be quickened by consuming their Chi Points. They can also be anchored by doubling the Chi Cost, which allows the effects of the spell to be permanent. As with all other magic characters, adepts can only take spells with a Force value equal to or lower than their Force Potency.



Traceless Movement

Chi Cost: 1

Force: 5 (Quickened)/N/A (Anchored)

Effect: The caster does not leave footprints and gains 4d6 on all sneak rolls. They also won't trip ground-based sensors like pressure plates.



Wall-Running

Chi Cost: 0.5

Force: 5 (Quickened)/N/A (Anchored)

Effect: The caster can move up to their Willpower in meters up walls and other solid surfaces. Extending past the range of the skill without landing requires you to cast it again to continue moving or a gymnastics check to land.



Killing Hands (Focus)

Chi Cost: 0.5

Force: 5 (Quickened), N/A (Anchored)

Effect: +4 DMG with focused weapon when sustained or anchored.



Magic Resistance I/II/III

Chi Cost: 0.5 per level

Force: 5/8/11 (Quickened, N/A (Anchored)

Variants II and III cannot be anchored

Effect: Light/medium/full cover bonus when hurt by projectile spells for successes rounds. The anchored variant provides light cover bonus when hurt by projectile spells.



Pain Resistance I/II/III

Chi Cost: 0.5 per level

Force: 5/8/11 (Quickened, N/A (Anchored)

Variants II and III cannot be anchored

Effect: +(Level) to your Wound Threshold. Quickened variant lasts successes rounds.



Iron Lungs

Chi Cost: 0.25

Force: 5 (Quickened)/N/A (Anchored)

Effect: The caster does not need to take in oxygen and doesn't breathe for 60 minutes.



Analytics

Chi Cost: 0.5

Force: 3 (Quickened)/N/A (Anchored)

Effect: This ability functions identically to the Analytical Mind quality. The adept will be keener to recognize details pertaining to puzzles, ciphers, etc. Lasts successes rounds or * 4 minutes when quickened.



Animal Empathy

Chi Cost: 0.25

Force: 3 (Quickened)/N/A (Anchored):

Effect: This ability functions identically to the Calm Animal spell, working with all animals in that area. When anchored, the adept will have +4 to Animal Handling rolls.



Astral Sense

Chi Cost: 2 (Anchored)

Force: N/A

Effect: This ability allows adepts who could not normally astrally perceive to do just that. This spell cannot be quickened.



Berserk:

Chi Cost: 1

Force: 7 (Quickened)/Self-Activation (Anchored)

Effect: This ability allows an adept to activate a status of enormous physical power—when quickened, with a full turn action, when anchored, as a free action. When Berserk, no mental tests can be performed, but their Body, Quickness, Reaction and Strength are increased by 1 for the remainder of the combat.



Berserker Rage:

Chi Cost: 1

Force: 7 (Quickened)/Cannot be Anchored

Effect: This ability allows an Adept with Berserk to double the benefits of berserk, increasing their Body, Quickness, Strength and Reaction by 2.



Blind Fighter

Chi Cost: 0.5

Force: 5 (Quickened)/N/A (Anchored):

Effect: An adept under the powers of blind fighting can reduce the vision penalties of darkness. Each “stage” of darkness is reduced for the adept: full darkness becomes low-light, low-light becomes dim light.



Cat Fall

Chi Cost: 0.25 (Anchored)

Force: Cannot be Quickened/N/A (Anchored)

Effect: The adept gains +2d6 to resisting fall damage, and resists fall damage as if they had two more body. They are also never knocked prone as a result of sudden drops or failed gymnastics tests.



Cloak

Chi Cost: 0.25

Force: 2 (Quickened)/N/A (Anchored)

Effect: This power allows adepts to keep their astral signature hard to find. When mages use a detection spell to find an adept with this spell sustained, reduce their dicepool by the adept's willpower when anchored, or the successes when quickened. Note that this does not hamper attempts to read the adept's aura.



Commanding Voice

Chi Cost: 1

Force: 3 (Quickened)/Cannot be Anchored

Effect: This power makes an adept's voice magically enhanced, as if powerful and echoing. The adept takes a complex action to provide a command with a Charisma + Leadership test, and if they fail to resist, they take a free action as the caster desires.



Cool Resolve

Chi Cost: 1

Force: 2 (Quickened)/N/A (Anchored)

Effect: Simply put, this spell makes the caster self-assured. They gain +1 charisma, and gain +1d6 when resisting all social rolls permanently when anchored, or for the sustaining duration when quickened.



Creative Eye

Chi Cost: 1

Force: 6 (Quickened)/N/A (Anchored)

Effect: This ability allows adepts an enlightened gaze into the world of art. They gain +1 intelligence and +1 to all Artisan skills permanently when anchored, or for the sustaining duration when quickened.



Critical Strike

Chi Cost: 0.5

Force: 6 (Quickened)/N/A (Anchored)

Effect: With this ability, the damage value of your focused weapon is increased by 1 and rolls of 6 on your damage roll are carried over as successes to critical rolls permanently when anchored, or for the sustaining duration when quickened.



Combat Sense

Chi Cost: 0.5

Force: 4 (Quickened)/N/A (Anchored)

Effect: This ability increases the dicepool used for dodging by a number equal to the Adept's Force Potency – 2. It also allows the adept to use their entire movement range to avoid AOE attacks when dodging. This ability does not allow adepts to dodge when being hit by full auto fire.



Danger Sense

Chi Cost: 0.25

Force: 4 (Quickened)/N/A (Anchored)

Effect: This ability increases the dicepool used for resisting surprise attacks by a number equal to the Adept's Force Potency. Also, the adept can always roll a resist surprise test, even when it would not be realistically feasible.



Demara Masquerade

Chi Cost: 0.5 (Anchored)

Force: Cannot be Quickened/N/A (Anchored)

Effect: By watching someone else perform a skill for a number of times equal to (10 – your mental limit), you can temporarily gain that skill at a level equal to the person you are observing. This cannot allow you to gain magical abilities that adepts do not have. Lasts 1 hour.



Enhanced Accuracy I/II/II

Chi Cost: 0.25 per level

Force: 5/7/9 (Quickened)/N/A (Anchored)

Effect: The adept gains extra accuracy with all weapons equal to the level of the spell. The number of successes is combined with your mental limit and must reach the Force of the spell in order for the quickened variant to work. The anchored variant only provides level 1.



Flexile Movement

Chi Cost: 0.25 per level

Force: 3 (Quickened)/N/A (Anchored)

Effect: (Successes up to the force) d6 gained for grappling. The anchored variant provides +2d6 for Grappling and +1 to the Escape Artist skill.



Trained Sight

Chi Cost: 0.5

Force: 3 (Quickened)/N/A (Anchored)

Effect: The threshold for perception checks for the adept to identify concealed objects on a target is reduced by (successes up to the force) for as long as the spell is sustained. The anchored variant reduces the threshold by 2.



Eidetic Sense Memory

Chi Cost: 0.5

Force: 6 (Quickened)/N/A (Anchored)

Effect: With this ability, you can recall everything you've encountered like a photographic memory—be it memories, sounds, tastes, etc. The sustained variety allows these long-lasting memories to be created for 3 hours * successes. The anchored variety makes this sensation permanent.



Elemental Resistance

Chi Cost: 0.25

Force: 4 (Quickened)/N/A (Anchored)

Effect: Increase your elemental resistance by 1 when sustained or permanently when anchored.



Emphatic Healing

Chi Cost: 0.50

Force: 4 (Quickened)/Cannot be anchored

Effect: This spell allows you to transfer some or all of a target's wounds to yourself. For each success, remove one wound modifier from your target and add it to yourself.



Enhanced Perception

Chi Cost: 0.50

Force: 3 (Quickened)/N/A (Anchored)

Effect: +1d6 to perception and astral perception tests when sustained or anchored.



Enthralling Performance

Chi Cost: 0.50

Force: 5 (Quickened)/N/A (Anchored)

Effect: This spell allows the caster's performances to be enhanced with magical power. When the adept performs some sort of show, the spectators must roll more successes on a perception check than that of your performance roll to not be utterly mesmerized by your talent. The spectacle lasts a maximum time equal to your Charisma * 10 minutes.



Heightened Concentration

Chi Cost: 0.50

Force: 8, Self-Activation (Anchored)

Effect: This spell allows the adept to ignore any single source of negative dice modifier pertaining to their task. Requires a simple action to activate.



Enhanced Sense

Chi Cost: 0.50 each (Anchored)

Force: Cannot be quickened/N/A (Anchored)

Effect: This allows the caster to obtained an enhanced sense. The effects are as follows:

Vision: +1d6 to visual perception checks, automatic “flare compensation”

Hearing: +1d6 to auditory perception checks, protection from loud noises

Smell: +3 to immediate tracking, +2d6 to identifying scents or chemicals

Taste: Double positive and negative effects of food and oral or nasally injected drugs



Indomitable Will:

Chi Cost: 0.25

Force: 2 (Quickened)/N/A (Anchored)

Effect: The adept's dicepool for resisting fear and intimidation is doubled when sustained or anchored.



Inertia Strike:

Chi Cost: 0.50

Force: 5(Quickened)/N/A (Anchored)

Effect: With one great strike, the adept attempts to knock your target down. Weigh successes on your standard attack roll against the opponent's Body. If they fail to reach more successes, the target is knocked down.



Kinesics:

Chi Cost: 1

Force: 5 (Quickened)/N/A (Anchored)

Effect: The adept has complete control over nonverbal communication. Gain +2d6 to empathy checks, +2d6 to deceit checks, and +2d6 to etiquette checks. They can also perfectly convey simple non-verbal messages to your teammates: “yes, no, bad idea” etc.



Living Focus

Chi Cost: 1

Force: 9/N/A (Anchored)

Effect: Mystic adepts with this spell anchored or sustained can cast focused spells as if they had a focus as powerful as they can handle. Spells used in this manner have an additional 2 points of drain.



Melanin Control

Chi Cost: 0.5

Force: 4 (Quickened)/N/A (Anchored)

Effect: The adept can change their skin color and hair within normal limits for their metatype.



Memory Displacement

Chi Cost: 0.25

Force: 2 (Quickened)/Self-Activation (Anchored)

Effect: The adept can temporarily remove a memory for a time period that they decide with a complex action. No amount of questioning will ever reveal that the character ever possessed these memories until their memories are returned to them. If quickened, requires successes equal to the number of days the memory is withdrawn.



Missile Mastery

Chi Cost: 1

Force: 8/N/A (Anchored)

Effect: The adept can engage in throwing on a whole new level. All non-explosive thrown weapons gain +1 to their damage value and improvised throwing weapons no longer have a dicepool penalty. Stun damage with these weapons is increased by 1, and you can roll Reaction Class + Chi Casting to catch throwing weapons thrown at you without taking damage as a free action.



Multi-Tasking

Chi Cost: 0.50

Force: 5/N/A (Anchored)

Effect: You can process information from multiple sources at the same time. For example, you could look at info on trid boards, hold a conference on your commlink, and watch a baseball game while paying full attention to all 3. You cannot use this ability to comprehend multiple levels of sensation at once (for example, being in VR and astral space at the same time). When anchored, adepts with this ability can use perception checks and knowledge checks as a free action.



Nerve Strike

Chi Cost: 1

Force: 8/N/A (Anchored)

Effect: The adept gains an unarmed ability allowing them to reduce an enemy's Quickness by their net successes on an unarmed attack. This is a complex combat action.



Nimble Fingers

Chi Cost: 0.25

Force: 4/N/A (Anchored)

Effect: The adept can reload any weapon with a conventional magazine as a free action. They also gain an additional free action per turn.



Pain Relief

Chi Cost: 1

Force: 8/Self-Activation(Anchored)

Effect: By channeling mana through key points in their body, the caster can remove stun and the physical damage done by stun. Removes points of stun equal to successes on the chi casting roll.



Enhanced Physicality

Chi Cost: 1

Force: 5/N/A (Anchored)

Effect: Gymnastics, Swimming, and Palming rolls are increased by 3d6.



Smashing Blow

Chi Cost: 1

Force: 2/N/A (Anchored)

Effect: The adept does double damage with their focused weapon when attacking barriers and obstacles.



Supernatural Toughness

Chi Cost: 1

Force: 5/N/A (Anchored)

Effect: The adept can endure one additional wound modifier or instance of stun damage before being KO'D.



Sustenance

Chi Cost: 0.25

Force: 5/Cannot be Anchored

Effect: The adept triples the positive effects of food and requires one third as much sleep as a normal human. As this spell has to be sustained for a long duration, the drain increases by 4-successes.



Swift and Terrible

Chi Cost: 1.25

Force: 6/N/A (Anchored)

Effect: For every foe you KO or kill in combat, gain 1 reaction class until the end of that combat.



Alleviate Allergy/Ailment

Chi Cost: 0.5

Force: 7/N/A (Anchored)

Effect: Reduces the effects of an ailment or allergy to minimal conditions. Allergies will be reduced to mild, sicknesses will be reduced to their minimal effects.



Enhanced Reflexes

Chi Cost: 1.50

Force: 8, Self-Activation (Anchored)

Effect: Provides +1 Reaction Class and automatically dodge the first attack made on you after the casting.



Distance Strike (Focus)

Chi Cost: 0.5

Force: 5 (Quickened), Self-Activation (Anchored)

Effect: Focus weapon has ranged magical strikes up to 50 feet for up to 3 + successes turns when quickcned, or after a simple action when Anchored.



Elemental Strike (Focus)

Chi Cost: 0.5

Force: 5 (Quickened), N/A (Anchored)

Effect: Attacks with your focused weapon can be Fire, Cold, Acid, or Electric damage for up to 3 + successes turns when quickened. Anchored variant is permanent, and will only ever be one element of your choice.



Mana Strike (Focus)

Chi Cost: 0.25

Force: 6/Cannot be Anchored

Effect: A focused strike that ignores armor.



Adrenaline Boost

Chi Cost: 0.25 (Anchored)

Force: Cannot be Quickened/3

Effect: Each turn, your combat initiative will go up by +2, however, you will take the Force as drain each turn until you deactivate the boost.



Tune of Authority

Chi Cost: 0.50

Force: Cannot be quickened/3

Effect: The adept gains +1 success to social tests opposed by an NPC's roll.



Mystic Armor

Chi Cost: 0.50

Force: 12/Activates on wound modifier 1 (Anchored)

Effect: Caster gains their willpower as armor for 3 turns.



Focused Archery I/II/III

Chi Cost: 0.25 per level

Force: 3/5/7 (Quickened), N/A (Anchored)

Effect: This spell allows adepts to use bows that are up to (Level) strength minimum higher than their actual strength. Remember that no bows are made past 15 strength minimum. Only the level I version can be anchored.



Kiai

Chi Cost: 0.50

Force: 6/Cannot be Anchored

Effect: This spell allows the adept to shout a terrifying battle cry that effects all who hear it. If they roll more successes than their opposed willpower tests, enemies flee in terror until they are out of the adept's line of sight.



Master Archer

Chi Cost: 1

Force: 5 (Quickened), N/A (Anchored)

Effect: The adept ignores close combat penalties when using bows. When anchored, the adept gains +2 Archery.



Natural Immunity

Chi Cost: 0.50 Each (Anchored)

Force: N/A (Anchored)

Effect: The adept gains an immunity to a natural substance of their choice. Different variants of this spell can be taken multiple times.



Piercing Senses

Chi Cost: 0.50

Force: 3 (Quickened)/N/A (Anchored)

Effect: The adept gains (successes up to the force) successes for identifying the unreal nature of illusion spells for 30 minutes. The anchored variant provides +2 successes for doing so.



Precision Throwing

Chi Cost: 0.75

Force: 3 (Quickened), N/A (Anchored)

Effect: For the purposes of determining range only, the adept has the effect of +3 more throwing weapons skill and Strength. Can go over 9.



Power Swimming

Chi Cost: 1

Force: 5 (Quickened)/N/A (Anchored)

Effect: The adept's swimming rate is doubled when sustained or anchored.



Rooting

Chi Cost: 0.50

Force: 4 (Quickened)/N/A (Anchored)

Effect: When sustained or anchored, the adept gains +2d6 to resist being moved by combat maneuvers that are not grappling. The adept also gains the ability to use the Defend action without cover at a -3d6 penalty for the duration.



Spirit Crush (Focus)

Chi Cost: 0.50

Force: 6 (Quickened)/Cannot be Anchored

Effect: Attacks with the adept's attuned weapon versus spirits have their physical damage code increased by their Force Potency.



Stillness

Chi Cost: 0.25

Force: Cannot be Quickened/N/A

Effect: The adept gains +1 successes versus opposed auditory perception checks, and entities with Thermographic Vision have -2 Vision Penalties when trying to perceive or attack you.



Magical Standards (Spellcasters, Conjurers, and Chi Casters can all use these).



Mana Barrier

Multiple Turn Action

Focused, Ranged (15 Feet)

Force: From 4 (lowest potency) to 13 (highest potency)

Effect: Mana Barrier creates an invisible barrier of magical energy with a Force equal to the net hits scored. This barrier does not restrict living beings or physical objects, but it does impede spirits, foci, dual beings, and spells. If cast on the astral plane, it also impedes astral forms and restricts visibility. Any target of a spell that is on the other side of the Mana Barrier receives a bonus to its spell resistance dice pool equal to the barrier’s Force.



Offensive Mana Barrier

Multiple Turn Action

Focused, Ranged (15 Feet)

Force: From 7 (lowest potency) to 16 (highest potency)

Effect: This amped-up version of the Mana Barrier spell takes it a step further by “zapping” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts physical damage equal to double the force of the barrier. Otherwise, this spell functions the same as Mana Barrier.



Mist

Movement or Simple Action

Focused, Ranged (75 Feet)

Force: 8

Effect: Mist creates a thick fog that fills the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the successes scored by the caster. Because the spell is not sustained, the mist dissipates quickly, based on the surrounding temperature and winds; the vision modifier is reduced by 1-3 per turn.



Preserve

Multiple Turn Action

Touch

Force: 3

Effect: Preserve prevents inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link. The material’s rate of decomposition is reduced by a factor equal to the number of successes scored; 4 successes would preserve a substance for 4 times as long as it would normally last.



Pulse

Free Action

Focused, Ranged (50 Feet)

Force: 7

Effect: Pulse sends out a brief, highly-charged burst of electromagnetic energy. This spell will erase standard RFID tags and may also affect other non-optical and non-hardened electronic circuit systems within the area of effect. Most electronics in 2060 and onward are optical-based, but the spell might affect some archaic devices and power systems. Pulse also stops radio signals and wireless reception for a brief instant.



Reinforce

Simple Action

Focused, Ranged (50 Feet)

Force: 5

Effect: This spell increases the structural integrity of an object no larger than caster’s Willpower stat in square meters. Each hit increases both the Armor and Structure rating by 1 for 4 * successes minutes.



Sterilize

Movement or Simple Action

Focused, Ranged (75 Feet)

Force: 5

Effect: This area-effect spell kills bacteria and other microorganisms and destroys material such as skin flakes, stray hairs, and spilled blood. Organic material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature.



Alchemy Rituals.



Alarm Ward

Time Required: (Force/2) Hours

Area Effected: Force X 10 meters

Effect: An Alarm Ward alerts their creator when a spell or astral form has entered their observation radius. They are designed to blend in to astral space. A mage looking to visualize an enemy Alarm Ward must make a Magic Attribute + Assessing test with a target number of 3 to sense the ward. The Alarm Ward lasts (Force) days.



Atonement

Time Required: Varies

Area Effected: Caster

Effect: By submitting themselves to the Astral Threshold, a caster who has committed crimes against spirits may seek to atone themselves by performing this ritual. The punishment that is carried out depends on the will of the spirit carrying out the punishment. Removing either the Spirit Bane or Spirit Pariah qualities will cost karma in addition to the alchemy test.



Circle of Dispersion

Time Required: (Force/2) Hours

Area Effected: Force X 8 radius

Effect: The alchemist can create a ritual warding circle which attempts to repel those who enter it from the outside. When an entity attempts to enter the circle, roll the circle's Force * 2 versus the Essence + Willpower of the intruder. If the intruder fails to beat the ritual, they are flung backward a number of meters equal to the Force of the ritual. If this happens again, the Force is reduced by 1, this continues until the Force reaches 0.



Circle of Healing

Time Required: (Force/2) Hours

Area Effected: Force X 8 radius

Effect: The alchemist can create a ritual healing circle which constantly applies the effects of a healing spell that the caster knows to any within the bounds of the circle. The healing effect can occur a maximum of Force X 3 times.



Circle of Protection

Time Required: (Force/2) Hours

Area Effected: Force X 8 radius

Effect: The alchemist can create a warding circle which applies a +(Force) drain value modifier on the spells or powers of any abilities used within or against the circle that are not aspected to the tradition of the caster or their friends. The warding effect can occur a maximum of Force X 3 times.



Circle of Manipulation

Time Required: (Force/2) Hours

Area Effected: Force X 8 radius

Effect: The alchemist can create a circle which applies the effects of a conjuration that the caster knows to those within the circle. The caster can choose to apply the effects to only those with their aspect, only those without their aspect, or any target regardless of aspect. The conjuration can occur a maximum of Force X 3 times.



Curse

Time Required: 1 Hour

Area Effected: Material Link

Effect: If an alchemist has in their possession a suitable item connected to a person, they can curse their astral signature so that their aura is very clearly visible at all times on the astral plane. In order for this test to succeed, a number of successes must be scored over the target's successes on an Essence + Magical Attrbute roll. If the target has the Flexible Signature metamagic, they gain +4d6 for this test. Lasts (Force) days.



Door Ward

Time Required: (Force/2) Hours

Area Effected: Varies

Effect: A door ward only appears on the astral and protects an entire building from magic. If the Force of the door ward is higher than that of a focus that enters the range of the ward, the focus is deactivated. The door ward lasts (Force) Days.



Grave Binding

Time Required: (Force) Minutes

Area Effected: Material Link

Effect: This ritual prevents a dead person from being possessed by a spirit. Any spirit with less (but not equal) Force than that of the alchemy test cannot possess the corpse after it has been bound.



Polarized Ward

Time Required: (Force/2) Hours

Area Effected: Force X 10 meters

Effect: This is a ward which increases the drain of enemy mages in range by (Force/2), and has an additional benefit in that it is completely undetectable from two cardinal directions, despite being obvious from other directions. The alchemist chooses which directions the ward is invisible from. Lasts (Force) Days.



Trap Ward

Time Required: (Force/2) Hours

Area Effected: Force X 10 meters

Effect: The Trap ward is a ward which functions like an alarm ward but has the additional effect of trapping the target in an astral box as big as the area effected. This will only trigger on astral forms, not foci or spells. Lasts (Force) Days.



Watcher Spirit

Time Required: (Force) Minutes

Area Effected: Appears next to alchemist

Effect: The alchemist can create a spirit born of their own mind with this ritual. A watcher spirit has no powers, but can survey, record, and relay information back to the mage like a camera. A watcher spirit lasts for (Force) hours.



Mentor Spirits



Animals

Name

Benefit

Description/Penalties

Badger

All: Analytical Mind quality

Magicians: +2 successes for summoning Forest Spirits

Adepts: Berserk Anchor

A Badger is obsessed with their territory. They can never give away their possessions without proper exchange, and if someone tries to take them, they must attempt to get them back.

Bat

All: Enhanced Sense (Hearing), +2 Navigation

Magicians: +1 Force Potency for Detection Spells and Conjurations

Adepts: Wall-Walking and Cloak Anchor

Bats are quite restless and don't work well with sunlight. The only way they can cast spells in daylight is to use reckless spellcasting.

Bear

All: +2 d6 to defend tests

Magicians: +2 Force Potency for Health Spellcasting

Adepts: Quick Healer Quality, Berserk Anchor

When a Bear follower reaches Wound Modifier 1 or higher, they go Berserk, increasing their physical stats by 1, but removing the ability to do mental tests and forcing them to fight until they go down.

Boar

All: Ignore up to 4 points of harmful background count

Magician: +1 to number of services when summoning a spirit

Adept: Rooting Anchor

A follower of Boar does not like it if there are others intruding in his space or disrupting his routine. At best, the follower protects the bar and employees of the bar he always goes to. At worst, he will start a fight for a specific table or stool that he thinks is his. It takes a Charisma + Willpower (4) Test for a follower of Boar to leave his home, safehouse, or routine permanently, otherwise he will keep coming back, even at the risk of his own safety.

Bull

All: +1 to all non-quantified social skills, -1 condition modifiers for healing

Magician: +1 Force Potency

Adepts: Inertia Strike & Indomitable Will Anchors

The followers of Bull view preservation of friendship to be mandatory. They cannot break off ties with contacts and make a (3 successes required) Willpower check to stop themselves from hurting someone they know hurt their friends.

Cat

All: +2 Gymnastics

Magicians: +2 Force Potency for Illusion Spellcasting

Adepts: Cat Fall Anchor

Cats play with their pray. They can't ever attack something with the intention of killing or disabling them in one blow.

Cheetah

All: +1 Reaction Class

Magicians: +2 successes for summoning Bestial Spirits of Land

Adepts: Swift and Terrible Anchor

Cheetahs love the thrill of the hunt so much that they aren't good at much else. They lose -1 successes on any attempts at healing people other than themselves. Also, Cheetah will not accept those whose speed has been impaired in some way (i.e. paralyzed from the waist down).

Cobra

All: +1 Sneak, +1 Escape Artist

Magicians: +1 successes for summoning Environmental Spirits of Land, +1d6 for combat spells

Adepts: Enhanced Physicality and Melanin Control Anchor

Cobras are deliberate thinkers, so much so that they get very frustrated when they are caught by surprise. In a fight where they fall victim to a surprise attack, their spells and summoning have +2 drain value.

Coyote

All: Magic Sense Power

Coyotes are fickle, unpredictable beasts that have none of the restrictions of other totems. The sole purpose of their bargain with the Coyote Spirit is that they sought to kill followers of the other animal totems. For this reason, Coyote Shaman and other Coyote followers are not well liked by other mages.

Crocodile

All: +1 Elemental Resistance, Oblivious Quality

Magicians: +2 successes to summoning environmental spirits of land in Rivers, Swamps or Lakes, +2 successes to summoning Hearth Spirits while in cities

Adepts: Inertia Strike and Smashing Blow Anchor

Crocodile means well, or at least he thinks he does—so much so that it's difficult for him to adopt other ways of thinking. They lose 2d6 to social ritual rolls, and on account of their narrow-mindedness, the Oblivious quality lowers their perception.

Dog

All: +2 Tracking

Magicians: +2 Force Potency for Detection Spellcasting

Adepts: Enhanced Sense (Smell), Enhanced Sense (Hearing)

Dog followers are very loyal. They can never abandon their friends when they are in trouble.

Dolphin

All: +2 Nautical Vehicles

Magicians: +1d6 to health spells, +3d6 to Circle of Healing Ritual

Adepts: Flexile Movement and Kinesics Anchor

Followers are altruistic when it comes to helping people and cannot turn a blind eye to those who they believe deserve their help. It is difficult for them not to get involved when they see someone being bullied. If they see someone in need of help but do not help them, they take a -3d6 penalty on all actions for the rest of the session.

Eagle

All: +2 Perception, Allergy (Mild, Pollutants)

Magician: +2 successes for summoning Air Elementals or Sky Spirits

Adepts: Combat Sense Anchor

Eagle followers are very concerned for the environment. They get a mild allergy to pollutants and can't agree to do anything environmentally destructive.

Giraffe

All: +1 to Assessing, +1 to Judge Intentions tests

Magician: Smoke variants of elemental spells can be used even without knowing that specific variant, +1d6 to conjurations

Adepts: Piercing Senses Anchor

A follower of Giraffe stumbles through social etiquette, as she believes the small talk and chitchat that are the core of social chatter are fundamentally dishonest and not worthy of her efforts. She can make a wide range of situations awkward and receives –2d6 for Etiquette skill tests.

Horse

All: +5 Movement Speed

Magicians: +2 successes for summoning Hearth Spirits or Prairie Beast Spirits

Adepts: Supernatural Toughness Anchor

Horse followers dislike open conflict and refuse to go along with plans that restrict their freedom too greatly. Their indecisive nature leads to them losing 1 die to resist illusion spells.

Hyena

All: +2 Deceit

Magician: +1d6 to Conjurations and +1d6 to Illusion Spells

Adepts: Danger Sense Anchor

Hyenas are pranksters. They always try to demean, humiliate and insult their enemies, but are bad at actually fighting them. Unless the intent of their attack is to humiliate someone, they lose -1 success to all combat actions.

Monkey

All: +1 Locksmith, +1 Throwing Weapons, Monkey Climber martial art technique

Magicians: +2d6 for Conjurations

Adepts: Wall Walking and Catfall Anchors

Monkeys are good with the machinations of tools, but not as good as most others at blunt use of them. They lose 2d6 for combat spells. They also enjoy taunting people a little too much, and get one less free action per turn because of their frequent verbal abuse.

Raccoon

All: +2 Palming

Magicians: +3d6 for environmental conjurations

Adepts: Enhanced Sense (Any, twice) Anchors

If there is a chance that a path leads to more payment, the Raccoon will always take that path. This only applies to payment that is realistically meaningful to the Raccoon follower.

Rat

All: +2 Sneak

Magicians: +2 Alchemy, All summoned and bound spirits can use Aid Sorcery

Adepts: Natural Immunity Quality (Twice, your choice of immunity)

Rats are cowards. Rats must always seek out cover when fighting forces that outnumber them by at least 1.25X their numbers, or, failing that, run away.

Raven

All: +2 Impersonation

Magicians: +2d6 for Conjuring

Adepts: Traceless Walk and Commanding Voice Anchors

Ravens exploit circumstance for their own needs. Whenever someone offers them something, they must accept it as long as the deal is more materialistically beneficial than their current plans.

Shark

All: +2 Unarmed

Magicians: +2d6 for Combat Spellcasting

Adepts: Killing Hands (Unarmed) Anchor

Sharks do not “half-way” the art of war. Whenever they attack someone, it has to be to kill.

Snake

All: +2 Alchemy

Magicians: +2d6 for Detection Spellcasting

Adepts: Kinesics Anchor

Snakes are similar to Oracles in that they seek knowledge, but unlike Oracles, they hoard the knowledge they keep. Whenever someone gives juicy information to only the Snake follower, they must keep it to themselves.

Spider

All: +2 Programs

Magicians: -2 drain for the spells Improved Invisibility, Physical Double Image, and Trid Phantasm

Adepts: Wall-Running Anchor

Followers of Spider also have taken advantage of the Matrix more than more traditional shamans in creating connections. This makes followers more agoraphobic as they avoid uncontrolled social situations and unfamiliar environments. They receive a –1 dice pool modifier to magic tests while out in the open (this includes very large indoor rooms such as auditoriums, theatres, and stadiums). The penalty doubles if there is a large crowd of people to deal with.

Turtle

All: Toughness Quality

Magicians: +2 successes for summoning water elementals, +2 successes for summoning environmental spirits of land

Adepts: Sustenance and Supernatural Toughness Anchors

Turtle, quite frankly, doesn't really care about anything. They lose -2d6 for both combat spells and physical attack rolls because of their lack of motivation. A Turtle follower cannot have either the Analytical Mind Quality or Analytics Adept power.

Whale

All: +1 Swimming, +1 Nautical Vehicles

Magicians: -3 drain for summoning water elementals

Adepts: Iron Lungs Anchor

Whereas the Dragonslayer must honor any agreement they agree to, the Whale is quicker to make promises than most. During negotiations, they gain +2d6 if they make a promise, but must default to making a promise when using negotiation.

Wolf

All: Enhanced Sense (Smell)

Magicians: +1 Force Potency for any target killed in the current fight

Adepts: Enhanced Reflexes Anchor

Like dogs, wolves cannot leave their friends behind in a fight, but wolves take it one step further: they can never leave any fight at all as long as they have at least one friend in the fight. They must also join any fights their friends start.



Idols

Adversary

All: +2 Demolition

Magicians: +2 Counterspelling and +2 Binding (not banishing)

Adepts: Indomitable Will Anchor

The adversary is a titan of individualism, but they must always keep an open mind. Whenever someone offers them something new, whether it be a new gun or or skydiving, they must try it. However, this only applies when the option is at odds with authority. Adversary followers cannot benefit from the effects of following Leadership and a “forced” leadership roll against them is always grounds for violence.

Bacchus

All: First Impression Quality

Magicians: +2 successes for summoning Spirits of Man

Adepts: Sustenance Anchor

Bacchus, Dionysus, whatever you call him, he really just wants to party. The followers of Bacchus lose 1 successes for perception checks if the thing they are not perceiving is not art, music, or otherwise beautiful.

Berserker

All: Guts Quality, Vindictive Quality

Magicians: +2d6 to a melee skill

Adepts: Pain Resistance I Anchor

Berserkers are hotheads, giving them the effects of the Vindictive quality and reducing their Blandness by 2.

Creator

All: +2 First Aid, Code of Honor [Hippocratic Oath]

Magicians: +2d6 for Health Spellcasting

Adepts: Pain Relief Anchor

Love, not war. Followers of the Creator should not ever engage in the act of murder, only in the assisting of the wounded.

Dark King

All: +2d6 for Astral Perception and Astral Projection

Magicians: +2 successes for summoning Spirits of Man or Ghosts

Adepts: Astral Sense Anchor

Dark King followers are too focused on the land beyond the grave to preserve their health. They take 1 extra damage from all attacks and lose 1d6 for resisting pathogens.

Dragonslayer

All: +2 Social Rituals

Magicians: +2 Force Potency for Combat Spellcasting

Adepts: Enhanced Accuracy Anchor, Danger Sense Anchor

Dragonslayers take deals very seriously. They cannot break a promise or business deal (on purpose or by accident).

Fire-Bringer

All: +2 Artisan [Any]

Magicians: +2 Force Potency for Conjurations

Adepts: Creative Eye Anchor

Fire-bringers are altruistic. If they ever reach an amount of nuyen over 10,000, they have to give the money off the top away.

Oracle

All: +2 Knowledge (Magical Theory), Compulsion (Gathering of Knowledge)

Magicians: +2d6 for Detection Spellcasting

Adepts: Astral Sense anchor

Oracles are obsessed with gathering information. Even when it presents a risk to themselves, they must do their best to obtain it.

Peacemaker

All: +3 Negotiation, Pacifist Quality

Magicians: +3d6 for Detection spells that do not involve mind infiltration

Adepts: Enhanced Perception Anchor, Tune of Authority Anchor

Peacemakers are, obviously, peacemakers. They absolutely refuse to commit violence unless grievously attacked themselves, and always seek conflict resolution.

Thunderbird

All: +2 Intimidation, Braggart

Magicians: +2 successes for summoning Sky Spirits or Storm Elementals

Adepts: Critical Strike Anchor

Thunderbirds are arrogant, emphasized by the Braggart quality. They lose -2d6 for Empathy checks.

Wise Warrior

All: +2 Leadership, Code of Honor [Fair Fight]

Magicians: -2 Drain for any spell that does damage

Adepts: Heightened Concentration Anchor, Quicken any 2 combat spells of your choice

The Wise Warrior is a noble being. They must not use torture, poison/chemical weapons, exploit injuries, or do any other form of “dirty fighting” to beat their enemies.



Elementals

Chaos

All: +2 Deceit

Magicians: +2d6 to Illusion Spellcasting

Adepts: Indomitable 2 Quality

Chaos followers are trouble makers, and whenever they are tasked with something, they have to alter the plan to something “more interesting”.

Mountain

All: +2 Survival, 2 karma discount on Anchoring Rituals

Magicians: +2 Counterspelling

Adepts: Mystic Armor Anchor

Mountain followers always insist they are right. They are horrible at argumentation and get -4d6 to charisma tests during them.

Moon Maiden

All: +2 Negotiation and +2 Social Rituals,

Magicians: Can cast high-force illusion spells as if they were the lower level equivalent.

Adepts: Cool Resolve Anchor

The Moon Maiden believes that nothing is ever worth doing straight, only crooked, like the flight of the bee. They must refrain from entering the spotlight and should always look for alternatives to brute force. They suffer -1d6 to combat spells.

Sea

All: +10 Feet Swimming Movement

Magicians: +2 successes for summoning Water or Storm Elementals

Adepts: Gliding Movement and Power Swimming Anchor

The followers of the sea want everything for themselves. They must always attempt to negotiate for more cash or other rewards whenever possible.

Sun King

All: +3 Force Potency during the day

Magicians: +1 successes for health spells during the day

Adepts: Confidence Elixir Anchor

The Sun King is bombastic and communicates with their followers more than most mentor spirits. He expects his followers to be noble, brave and charismatic—Sun King followers must have a minimum Charisma of 5, and if a follower ever flops a Charisma test, they lose their mentor spirit bonus for the rest of that day. They also lose 2 successes for spirit summoning during the night.



Traditions

Name

Combat

Detection

Health

Illusion

Conjuring/Manipulation

Aid

Binds By

Aboriginal

Land

Earth

Plant

Guidance

Air

Guard

Charisma

Aztec

Guardian

Fire

Plant

Water

Land

Guard

Charisma

Black Magic

Fire

Water

Hearth

Air

Man

Sorcery

Charisma

Buddhist

Air

Guidance

Hearth

Fire

Air

Sorcery

Willpower

Chaos

Fire

Water

Hearth

Man

Water

Sorcery

Willpower

Cirollar Draesis (Path of the Wheel)

Earth

Guidance

Air

Water

Fire

Sorcery

Charisma

Christian

Fire

Water

Air

Earth

Guidance

Guard

Charisma

Druidism

Land

Water

Plant

Air

Earth

Sorcery

Willpower

Egyptian

Fire

Hearth

Air

Guidance

Water

Possession

Willpower

Hermetic

Fire

Air

Man

Water

Earth

Sorcery

Intelligence

Hindu

Land

Water

Plant

Air

Earth

Sorcery

Intelligence

Islamic

Guardian

Earth

Plant

Air

Fire

Enrichment

Intelligence

Norse

Guardian

Earth

Plant

Air

Fire

Guard

Intelligence

Obeah

Fire

Water

Man

Guidance

Task

Sorcery

Charisma

Psionic

Fire

Air

Man

Guidance

Task

Enrichment

Willpower

Qabbalistic

Air

Earth

Hearth

Water

Task

Possession

Intelligence

Santeria

Guidance

Guardian

Earth

Man

Water

Sorcery

Willpower

Shamanic

Land

Water

Earth

Air

Man

Sorcery

Charisma

Shinto

Air

Water

Plant

Land

Man

Guard

Charisma

Sioux

Beast

Plant

Hearth

Air

Guardian

Sorcery

Willpower

Voodoo

Guardian

Water

Man

Guidance

Task

Possession

Charisma

Wiccan

Fire

Water

Plant

Air

Earth

Sorcery OR Guard

Willpower OR Intelligence

Zoroastrian

Man

Water

Fire

Air

Plant

Sorcery

Intelligence





Tradition Spells



Tradition

Magician Spells

Adept Spells

Aboriginal

Clout, Hydrate, Hawkeye, Control Animal Herd, Mana Window

Critical Strike, Enhanced Physicality, Enhanced Reflexes, Inertia Strike

Aztec

Calm Animal Herd, Eyes Of The Pack, Resist Pain, Compel Truth, Powerball

Animal Empathy, Enhanced Sense (Vision), Iron Lungs, Natural Immunity

Black Magic

Poltergeist, Simple Mind Control, Opium Den, Manabolt, Confusion

Commanding Voice, Killing Hands (Any), Cool Resolve, Voice Control

Buddhism

Dream, Silence, Resist Pain, Mask, Slow

Cool Resolve, Enhanced Sense (Vision), Maintain Warmth, Living Focus

Chaos Magic

Hot Potato, Chaotic World, Manipulate [Any], Mass Manipulation [Any] Flamethrower

Adrenaline Boost, Empathic Healing, Improved Reflexes, Magic Resistance

Christian

Detect Enemies, Increase Body, Lightning Bolt, Heal Wound, Influence

Astral Sense, Empathic Healing, Danger Sense, Mystic Armor

Druidism

Invisibility, Stunball, Calm Animal Herd, Resist Pain, Snake Cloak

Animal Empathy, Enhanced Perception, Traceless Walk, Sustenance

Hermetic

Heal Wound, Invisibility, Sterilize, Increase [Any], Analyze Device

Astral Sense, Combat Sense, Piercing Senses, Memory Dispacement

Hinduism

Alter Temperature, Steady Fast, Analyze Device, Sense Removal, Analyze Truth

Enhanced Physicality, Wall-Running, Pain Resistance, Creative Eye

Islam

Detect Enemies, Fireball, Agony, Offensive Mana Barrier, Fear

Combat Sense, Killing Hands (Any), Enhanced Reflexes, Demara Masquerade

Norse

Lightning Bolt, Eyes of the Pack, Preserve, Demolish [Any], Personal Warmth

Combat Sense, Pain Resistance, Distance Strike (Any), Supernatural Toughness

Obeah

Clout, Stunball, Catch, Opium Den, Bugs

Astral Sense, Combat Sense, Danger Sense, Mystic Armor

Path of the Wheel

Ball Lightning, Levitate, Invisibility, Detect Enemies, Influence

Combat Sense, Mystic Armor, Critical Strike, Mana Strike

Psionic

Influence, Simple Mind Control, Mind Link, Mind Probe, Nutrition

Mind Over Matter, Astral Sense, Eidetic Sense Memory, Multi-Tasking

Qabaalism

Borrow Sense, Sustenance, Double Image, Slay [Same Metatype as Caster], Catalogue

Astral Sense, Supernatural Toughness, Danger Sense, Trained Sight

Santeria

Armor, Heal Wound, Pulse, Air Barrier, Lightning Barrier

Eidetic Sense Memory, Analytics, Empathetic Healing, Voice Control

Shamanic

Clout, Fireball, Levitate, Heal Wound, Influence

Combat Sense, Empathic Healing, Natural Immunity, Nerve Strike

Shinto

Astral Window, Stun Bolt, Simple Mind Control, Detect Enemies, Armor

Commanding Voice, Enhanced Accuracy, Melanin Control, Cool Resolve

Sioux

Clout, Simple Mind Control, Invisibility, Silence, Armor

Critical Strike, Enhanced Reflexes, Catfall, Missile Mastery

Voodoo

Clairvoyance, Mind Probe, Stunbolt, Entertainment, Euphoria

Astral Sense, Enhanced Sense (Taste or Smell), Commanding Voice, Natural Immunity

Wiccan

Analyze Truth, Influence, Confusion, Antidote, Simple Mind Control

Animal Empathy, Combat Sense, Mystic Armor, Empathetic Healing

Wuxing

Simple Mind Control, Mana Barrier, Sense Removal, Silence, Increase [Any]

Astral Sense, Cool Resolve, Kinesics, Elemental Resistance

Zoroastrian

Analyze Truth, Armor, Heal Wound, Detect Enemies

Commanding Voice, Danger Sense, Iron Lungs, Pain Resistance