Combat Spells
compiled by Gurth (JWESTE%SMTP@HTSHLO.HZEELAND.NL)
1) Chill Touch (AD&D p.132)
A blue glow encompasses the caster’s hands. This energy attacks the life force of any living creature which the magician touches as long as the spell is sustained. Against unwilling creatures, the magician must make a successful melee attack. The touched creature must resist damage as normal, but also looses 1 point of Strength if he takes damage from the magician’s attack. Lost Strength returns at a rate of one point per hour. Damage can be healed in the normal way.
- Type: Mana
- Range: Touch
- Target: Willpower (R)
- Damage Level: M
- Duration: Sustained
- Drain: [(F/2)-1]M
2) Death Spell (AD&D p.175)
This spell causes Deadly damage to the target, who must resist it with a test using his Body plus his Willpower against a Target Number equal to the caster’s Sorcery skill. If the subject does not manage to remove all damage, he takes a Deadly Physical wound. The total number of successes needed by the target is eight, plus the number of successes rolled by the caster.
The caster must say the word “die” aloud, in a language understood by the target. If the caster can not speak aloud, the spell fails immediately, but the caster must still resist Drain.
The spell backfires if the caster rolls all ones on his Force Success Test, and the caster must resist normal Deadly Physical damage (rolling only a Body Resistance Test) with a Target Number equal to 10 minus his own Sorcery skill, in addition to the Drain caused by the spell.
- Type: Mana
- Range: LOS
- Target: 6 (R)
- Damage Level: D
- Duration: Instant
- Drain: [(F/2)+5]D
(Word to the GM: this spell is really powerful, so you might want not to allow it at all.)
3) Electrical Bolt
A powerful bolt of electrical energy that causes Stun damage to the target, using the elemental effect of lightning. It delivers a shock to the target (see Shock Weapons, page 103, SRII).
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: S Stun
- Duration: Instant
- Drain: (F/2)D
4) Electrical Cloud
An area-effect cloud of magical energy that causes Stun damage and gives and electrical shock to the target, using the elemental effect of light-ning. It uses the Shock Weapons rules, page 103, SRII.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: M Stun
- Duration: Instant
- Drain: (F/2)D
5) Electrical Dart
An energy dart that causes Stun damage to the target, and shocks it using the elemental effect of lightning. This spell uses the Shock Weapons rules, page 103, SRII.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: L Stun
- Duration: Instant
- Drain: (F/2)S
6) Electrical Missile
A bolt of magical energy that causes Stun damage to the target, and gives it an electrical shock. It uses the elemental effect of lightning and the Shock Weapons rules, page 103, SRII.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: M Stun
- Duration: Instant
- Drain: (F/2)S
7) Flame Arrows
A bolt of magical energy that causes Physical damage to multiple targets, using the elemental effect of fire. The caster may divide the successes rolled on the Spell Success Test among all targets in his LOS, but at least one success must be allocated to each target to be struck. Each target takes damage as if hit by a single Fire Missile spell with the number of successes allocated to the target.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: M
- Duration: Instant
- Drain: [(F/2)+3]S
8) Death Touch (TG p.126)
A particularly lethal combat spell that requires the casting magician to touch the target. The spell causes Physical damage to a single target.
- Type: Mana
- Range: Touch
- Target: Willpower (R)
- Damage Level: D
- Duration: Instant
- Drain: [(F/2)-1]S
9) Fire Bolt (TG p.126)
A powerful bolt of energy that causes Physical damage to a single target, using the elemental effect of fire.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)+1]D
10) Fire Cloud (TG p.126)
An area-effect cloud of magical energy that causes Physical damage, using the elemental effect of fire.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: M
- Duration: Instant
- Drain: [(F/2)+1]D
11) Fire Dart (TG p.126)
An energy dart that causes Physical damage to a single target using the elemental effect of fire.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: L
- Duration: Instant
- Drain: [(F/2)+1]M
12) Fire Missile (TG p.126)
A bolt of magical energy that causes Physical damage to a single target using the elemental effect of fire.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: M
- Duration: Instant
- Drain: [(F/2)+1]S
13) Fireball (TG p.126/SRII p.151)
An area-effect spell that causes Physical damage using the elemental effect of fire.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)+3]D
14) Mana Cloud (TG p.126)
An area-effect spell that raises a cloud of magical energy that does Physical damage.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: M
- Duration: Instant
- Drain: (F/2)S
15) Manablast (TG p.126)
A powerful blast of magical energy that causes Physical damage. This area-effect spell uses the elemental effect of blast.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: M
- Duration: Instant
- Drain: (F/2)D
16) Powerblast (TG p.127)
A powerful blast of magical energy that causes Physical damage. This area-effect spell uses the elemental effect of blast.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: M
- Duration: Instant
- Drain: [(F/2)+1]D
17) Hellblast (SRII p.151)
An area-effect spell that causes Physical damage. The Hellblast spell can ignite combustible materials in its blast area. Gamemaster discretion.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: D
- Duration: Instant
- Drain: [(F/2)+6]D
(I’d say this spell probably uses the elemental effects of blast and fire, but I’m not sure.) -Gurth
18) Mana Bolt (SRII p.151)
A powerful bolt of magical energy that causes Physical damage.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: S
- Duration: Instant
- Drain: (F/2)S
19) Mana Dart (SRII p.151)
A small dart of magical power that does Physical damage.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: L
- Duration: Instant
- Drain: (F/2)L
20) Mana Missile (SRII p.151)
A bolt of magical energy that causes Physical damage.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: M
- Duration: Instant
- Drain: (F/2)M
21) Manaball (SRII p.151)
An area-effect spell that causes Physical damage. This mana version affects only living targets.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: M
- Duration: Instant
- Drain: (F/2)S
22) Power Bolt (SRII p.151)
A powerful bolt of magical energy that causes Physical damage.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)+1]S
23) Power Dart (SRII p.151)
A small dart of magical power that does Physical damage.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: L
- Duration: Instant
- Drain: [(F/2)+1]L
24) Power Missile (SRII p.151)
A bolt of magical energy that causes Physical damage.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: M
- Duration: Instant
- Drain: [(F/2)+1]M
25) Powerball (SRII p.151)
An area-effect spell that causes Physical damage. This mana version affects only living targets.
- Type: Physical
- Range: LOS
- Target: Body (R)
- Damage Level: M
- Duration: Instant
- Drain: [(F/2)+1]S
26) Ram (SRII p.151)
The Ram spell damages inanimate targets. Successes from the casting are added to the spell’s Force, which is then compared to the target’ Barrier Rating to determine the effect. See Barriers, page 98 of SRII. The target’s Barrier Rating is halved as indicated.
Against vehicles, use the same procedure, comparing the results against the vehicle’s Body as the Barrier Rating. Each indicated reduction of the Barrier Rating does Light damage to the vehicle, but does not actually reduce the Body Rating. If vehicle armor is present, it should be added to the vehicle’s Body to determine the Barrier Rating.
The Target Number of the spell is found on the Object Resistance Table, page 130 of SRII.
- Type: Physical
- Range: LOS
- Target: Obj. Resistance
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)+1]S
27) Ram Touch (TG p.127)
The Ram spell damages inanimate objects. The Ram Touch spell functions in the same way as the basic Ram spell (above), except that the casting magician must touch the target.
- Type: Physical
- Range: Touch
- Target: Obj. Resistance
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)-1]M
28) Slay (Race/Species) (TG p.127)
Each version of this spell has a different, specific formula. Slay Ork, Slay Normal, Slay Dog, Slay Western Dragon, Slay Cockroach, Slay Feathered Serpent, and so forth are all seperate spells (Restricted Target: specific race/species).
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)-1]S
29) Spirit Bolt (TG p.127)
A bolt of magical energy that causes Physical damage to a single Spirit (Restricted Target: Spirits).
- Type: Mana
- Range: LOS
- Target: Force (R)
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)-1]S
30) Sterilize (TG p.127)
This area-effect spell kills small life forms such as bacteria and other microorganisms. In addition, it also destroys or renders unusable such biomaterial as skin flakes, stray hairs, spilled blood, and so forth that might be left behind at a crime scene. Organic material affected by this spell can not be used as a material link (see page 35 of TG and page 135 of SRII). 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.
Successful application of the spell requires only 1 success.
For game purposes, this spell does not affect organisms classified as bioweapons.
- Type: Physical
- Range: LOS
- Target: 4
- Damage Level: D
- Duration: Instant
- Drain: [(F/2)+1]D
31) Stun Bolt (TG p.127)
A bolt of magical energy that causes Stun damage to a single target.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)-1]S
32) Stun Cloud (TG p.127)
An area-effect spell, instantly producing a cloud of magical energy that causes Stun damage.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: M
- Duration: Instant
- Drain: [(F/2)-1]S
33) Stun Missile (TG p.127)
A missile of magical energy that causes Stun damage to a single target.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: M
- Duration: Instant
- Drain: [(F/2)-1]M
34) Stun Touch (TG p.127)
A hands-on spell that causes Stun damage to a single target.
- Type: Mana
- Range: Touch
- Target: Willpower (R)
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)-2]M
35) Stunball (TG p.127)
An area-effect spell that causes Stun damage to a single target.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)-1]D
(Huh?!?) -Gurth
36) Stunblast (TG p.127)
An area-effect spell that causes Stun damage using the elemental effect of blast.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: S
- Duration: Instant
- Drain: [(F/2)+1]D
37) Urban Renewal (TG p.127)
This spell works in a similar manner to the Ram spell (above), but affects only parts of a building (Restricted Target: Buildings). Also, this version is an area-effect spell. The gamemaster must check for the actual effect only against significant, important objects within the affected area. For other affected objects, the gamemaster may use his or her own discretion.
- Type: Physical
- Range: LOS
- Target: Obj. Resistance
- Damage Level: S
- Duration: Instant
- Drain: (F/2)D
38) Wrecker (TG p.127)
This spell works in a similar manner to the Ram spell (above), but affects only a single vehicle (Restricted Target: Vehicles).
- Type: Physical
- Range: LOS
- Target: Obj. Resistance
- Damage Level: S
- Duration: Instant
- Drain: (F/2)S
39) Tire Wrecker
This spell is similar to the above Wrecker spell, but instead of affecting a whole vehicle, it attacks a single tire of that vehicle (Restricted Target: Tires). The tire gets a Resistance Test, rolling a number of dice equal to the Body of the vehicle against a Target Number equal to the Force of the spell. If the tire is a Runflat tire (p.118, Rigger Black Book), reduce its Target Number by -5.
If the tire rolls enough successes, nothing happens. However, if the spell has at least one success in its advantage, the tire is destroyed. This forces the driver of the vehicle to make a Handling test. If successful, the vehicle can keep moving, but at a reduced speed: substract 25% of both the Cruise and Maximum speeds per tire destroyed. Also, if the vehicle drives faster than its new Cruise speed, another Handling test is required.
If any of the Handling tests are failed, the vehicle must make a Crash test. Whatever the outcome of the Crash test, the vehicle has stopped moving.
A vehicle takes Light damage per tire destroyed.
- Type: Physical
- Range: LOS
- Target: Obj. Resistance
- Damage Level: special
- Duration: Instant
- Drain: (F/2)M
40) Sleep (SRII p.151)
An area-effect spell that causes Stun damage to living targets only.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Damage Level: M
- Duration: Instant
- Drain: [(F/2)-1]S
41) Flame Blade (AD&D p.205)
With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This blade-like ray is wielded as if it were a sword, doing [(Force + Successes)/2]M damage with a +1 Reach. The weapon must be used in melee combat in order to hit the target; use all normal melee combat rules. Creatures using fire as an innate attack form (i.e., creatures with Flame Aura power) suffer no damage from the spell. The spell uses the elemental effect of fire.
This spell does not function underwater.
- Type: Physical
- Range: Touch
- Target: 4
- Damage Level: M
- Duration: Sustained
- Drain: (F/2)M
42) Force Drain
This spell reduces the Force of a spirit, much in the same way as banishing, but with less risk for the magician. It is more difficult to use this spell than to banish a spirit in the normal way, however.
The Target Number is twice the Force of the spirit; the spirit is allowed a Force Resistance Test. For every 2 successes the magician has left, the Force of the spirit is permanently reduced by 1 (though this reduction can be undone (see Elementals, p.65, TG for details on this healing). Free spirits can restore lost Force points in the same way they increase their Force normally. If a free spirit has more Spirit Energy than its new Force Rating, its Spirit Energy becomes one less than its new Force.
- Type: Mana
- Range: LOS
- Target: 2x Force (R)
- Duration: Instant
- Drain: (F/2)S

