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Detection Spells

by Brian D. Neumann

1) Astral Perception

This spell allows the target to use Astral Perception, but the target is vulnerable to all attacks coming from Astral Space, since the target’s aura is directly connected (“opened up”) to the etheric plane. Of course, it would be ridiculous to cast this spell at a friendly magician, although it is possible to use this spell to open up an enemy magician to Astral Space, thus making him vulnerable to attacks by friendly characters or Spirits in Astral Space. Unwilling characters are allowed a Resistance Test. However, one success of behalf of the caster is all that is needed to establish the link with Astral Space.

The target cannot use his normal vision when under the effect of this spell. Use all normal rules for astrally perceiving characters.

  • Type: Mana
  • Range: Limited
  • Target: Willpower (R)
  • Duration: Sustained
  • Drain: (F/2)S

2) Alarm (AD&D p.131)

When an alarm spell is cast, the magician causes a selected area to react to the presence of any living creature larger than a normal rat - anything larger than about 1.5 dm³ in volume or about 1.5 kg in weight. This is an area-effect spell, and as soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the spell lets out a loud ringing that can be heard within 20 meters from the area of effect (reduce this range by 3 meters for each interposing door and by 6 meters for each substantial interposing wall). The sound lasts for one minute (20 turns) and then ceases. Creatures in Astral Space do not trigger the alarm, but flying or levitated creatures, invisible creatures, or creatures in gas form (e.g., Vampires) do. The caster can dismiss the alarm with a single word (note that this ends the Alarm spell) permanently.

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Permanent (10 turns)
  • Drain: (F/2)M

3) Comprehend (Language) (AD&D p.133)

When this spell is cast, the magician is able to understand the spoken words of a creature or to read an otherwise incomprehensible written message, in the language for which the spell is effective. Each language requires a different spell.

This is a Personal spell, and the caster must touch the target of the spell in order to cast it successfully.

Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write in the language if he does not have it as a skill. Written material can be read at a rate of about fifteen words per Complex Action.

The Target Number for this spell varies according to the circumstances. For written text, use the Object Resistance Table, page 130 of SRII, using the material on which the text is written. If the target is a living creature that wants to cooperate, the Target Number is 4. For unwilling creatures, it is the Willpower of the creature, and the creature may make a Willpower Resistance Test.

The amount of information the magician gets is dependent upon the number of successes he rolled (see page 152 of SRII).

  • Type: Mana
  • Range: Touch
  • Target: See above
  • Duration: Sustained
  • Drain: [(F/2)+1]M

4) Detect Invisibility (AD&D p.141)

When the magician casts a Detect Invisibility, the subject is able to see any objects or beings that are invisible. It does not reveal illusions, or enable the subject to look through physical objects. The subject can detect all invisible things in the area of effect, as long as they are also in his line of sight.

In order for the subject to see the invisible objects or creatures, the caster must roll more successes than were rolled to conceal the target (i.e. more successes than were rolled for the Invisibility Spell Success Test).

  • Type: Mana
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+1]L

5) Group Detect Invisibility

This spell is similar to the one above, but in addition to only the subject being able to see the invisible objects or creatures, everyone in the area of effect can see all invisible things that are also in the area of effect. As above, everyone in the area of effect must also be in the LOS of the caster for the spell to have effect on that person.

  • Type: Mana
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+1]D

6) Detect Wound Level

This spell allows the caster to detect how serious the wounds and fatigue of the target are. When cast, count the number of successes, and check the table below to see what the caster finds out. The caster always finds out the same about both the Physical and Stun monitors, without the need for casting a seperate spell for each. If the target has damaged bioware, the spell also reveals the damage levels for all bioware systems that have been damaged (not the undamaged ones; it does not reveal which undamaged systems are present in the body). See pages 6 and 7 of ShadowTech for information on damaged bioware.

Successes Result
0 caster finds out nothing
1 caster knows whether the target is more or less wounded than the caster himself, on both monitors
2 caster knows if the target’s Wound Level is higher than or equal to Serious, or lower than Serious, of both monitors
3 caster knows the current Wound Level (Light, Moderate, Serious or Deadly) of either monitor of the target
4+ caster knows exactly how many blocks are filled on either monitor

An unwilling target makes a Willpower resistance test to offset the caster’s successes. Note that this spell can not analyze the damage level of vehicles, cyberdecks or cyberware (see pages 39 and 40 of ShadowTech for damage levels of cyberware).

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Instant
  • Drain: [(F/2)-1]M

7) Detect Damage Level

This is the same as the Detect Wound Level spell above, but this spell can only detect the damage levels of vehicles, cyberdecks and cyberware. It does not detect damage of living creatures or bioware.

If cast upon a person with damaged cyberware, it only reveals the condition of the damaged cyberware systems, not of the undamaged ones. It does not reveal which undamaged systems are present in the body.

  • Type: Physical
  • Range: Limited
  • Target: Obj. Resistance
  • Duration: Instant
  • Drain: [(F/2)+1]S

8) Analyze Magic (TG p.128)

This spell allows the casting magician to analyze a magical item as if assensing it. To determine the effect of the spell, make the Spell Force Test using the Force Rating of the spell, focus or magical phenomena as the Target Number. To determine the information the caster acquires, consult the Astral Examination Table (page 146, SRII).

  • Type: Mana
  • Range: Limited
  • Target: Force/Rating
  • Duration: Sustained
  • Drain: (F/2)M

9) Analyze Device (SRII p.153)

A specific hypersense spell requiring a voluntary subject. The magician can analyze the purpose and basic operations of a device or piece of equip-ment. The magician’s previous familiarity with the device or similar objects reduces the Target Number by -2. The base Target Number of this spell is based on the object’s resistance, see page 130 of SRII.

  • Type: Physical
  • Range: Limited
  • Target: Obj. Resistance
  • Duration: Sustained
  • Drain: [(F/2)+1]M

10) Analyze Truth (SRII p.153)

A hypersense spell. The magician can tell whether a target’s statement is the truth or not. The target makes a Spell Resistance Test using his Willpower Rating against the Force of the spell to reduce the spellcaster’s successes. The caster needs at least 1 success to determine validity. The spell does not work on written materials. The magician must hear a statement to know if it is true or not.

  • Type: Mana
  • Range: Limited
  • Target: Willpower (R)
  • Duration: Sustained
  • Drain: (F/2)S

11) Clairaudience (SRII p.153)

A hypersense spell. The magician can hear distant sounds as if present, to the range of the new sense. The magician must concentrate to use this sense, and while using it, cannot use physical hearing. This spell does not translate visual images.

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2)M

12) Clairaudience (Extended Range) (TG p.128)

This spell works in a manner similar to the Clairaudience spell (above), but includes the Extended Range option (page 110 of TG).

  • Type: Mana
  • Range: Extended
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)-1]S

13) Clairvoyance (SRII p.153)

A hypersense spell requiring a voluntary subject. The magician can see distant scenes as if present, to the range of the new sense. The magician must concentrate to use this sense, and while using it, cannot use physical vision. A magician cannot cast spells at a target seen using the Clair voyance spell. This spell does not translate sound.

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2)M

14) Clairvoyance (Extended Range) (TG p.128)

This spell works in a manner similar to the CLairvoyance spell (above), but includes the Extended Range option (page 110 of TG).

  • Type: Mana
  • Range: Extended
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)-1]S

15) Detect Enemies (SRII p.153)

An area-effect, general hypersense spell requiring a voluntary subject. Within range, detects living beings who have hostile intentions toward the subject of the spell. This spell would not detect a trap (it is not alive) nor a terrorist about to shoot into a crowd at random (the intention is not personal).

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2)M

16) Detect Enemies (Extended Range) (TG p.128)

This spell works in a manner similar to the Detect Enemies spell (above), but includes the Extended Range option.

  • Type: Mana
  • Range: Extended
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2)S

17) Detect Individual (SRII p.153)

An area-effect, general hypersense spell requiring a voluntary subject. To detect the presence of a certain individual, the magician names the individual when the spell is cast. The target number is 10 minus the Essence of the target, if the target is mundane, or 10 minus the Magic Rating (or either Force or Essence, as appropriate) if the target is magically active.

  • Type: Mana
  • Range: Limited
  • Target: See above
  • Duration: Sustained
  • Drain: (F/2)L

18) Detect Life (SRII p.153)

An area-effect, general hypersense spell. The magician detects all living beings within range and knows their number and position. In a crowded area, the spell is virtually useless, picking up a blurred mass of traces. Requires a voluntary subject.

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2)L

19) Detect Sentients

This spell is similar to the above Detect Life spell, but it only gives the caster the locations and numbers of all sentient beings within range (Restricted Target: Sentient Creatures).

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)-1]L

20) Detect (Life Form) (SRII p.153)

An area-effect, general hypersense spell. The magician detects a specified type of target: Detect Ork, Detect Dragon, and so forth. Each variation is a seperate spell.

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)-1]L

21) Detect Object (SRII p.153)

An area-effect, general hypersense spell. The magician detects a specified type of target: Detect Guns, Detect Computers, Detect Cameras, and so forth. Each variation is a seperate spell.

  • Type: Physical
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+1]M

22) Detect Magic (TG p.128)

The Detect Magic spell is an area-effect, general hypersense spell requiring a voluntary subject. Within limited range, the magician detects the presence of active magic in the form of magical items (foci), sustained, quickened, or anchored spells, and/or spirits. This spell does not detect magically active characters.

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2)L

23) Mind Probe (SRII p.153)

The magician can telepathically probe a subject’s mind. The target makes a Resistance Test using his Willpower Rating against a Target Number equal to the Force of the spell. If the target fails to offset all the successes, the number remaining determines the extent to which the magician can probe the target’s mind. One success means that the magician can read surface thoughts. The magician knows what the target is thinking about at that instant, but cannot influence the thoughts or draw other information from the target. Two successes allows the magician to probe for thoughts. The magician can find out anything the subject knows consiously. He can ask any one question, and the target must answer with the truth as he knows it. Three or more successes allow the magician to enter the target’s subconcious, and he can obtain the answer to two questions. Additional castings of this spell against the same target within a number of hours equal to the target’s Willpower are at a +2 per attempt.

  • Type: Mana
  • Range: Touch
  • Target: 4 (R)
  • Duration: Sustained
  • Drain: [(F/2)-1]D

24) Memory Probe

This spell is similar to the Mind Probe spell (above), but the magician can also learn what the target has stored in his Headware Memory. Sifting through Headware Memory is done at a speed equal to the caster’s Intelligence multiplied by 10, in Megapulses per Complex Action. The caster can remember only simple things from what he reads in the Headware Memory, such as names, telephone numbers, etc. Complex things can not be remembered, although this is up to the GM to decide.

  • Type: Physical
  • Range: Touch
  • Target: 6 (R)
  • Duration: Sustained
  • Drain: (F/2)D

25) Combat Sense (SRII p.153)

A hypersense spell requiring a voluntary subject. The subject becomes able to subconciously analyze combat or other dangerous situations. The theory is that the spell allows precognition, with the subject sensing events a split second before they occur. Every two successes adds to the subject’s Combat Pool for the duraction of the spell.

  • Type: Physical
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+1]S

26) Personal Combat Sense (SRII p.153)

This personal form of the Combat Sense spell affects only the caster.

  • Type: Physical
  • Range: Self
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+1]M

27) Thermographic Vision

This spell, requiring a voluntary subject, gives the target Natural Thermographic Vision for the duration of the spell.

  • Type: Physical
  • Range: Touch
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+1]L

28) Low-Light Vision

Exactly the same as the above Thermographic Vision spell, this one gives the target the equivalent of Natural Low-Light Vision.

  • Type: Physical
  • Range: Touch
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+1]L

This is a hypersense spell requiring a voluntary subject that allows the casting magician to communicate mentally, exchanging conversations, emotions and mental images with a specific person chosen at the time of the spell’s design (presumably a teammate). The subject must be within both line of sight and range of the spell at the time of the initial casting. Once the magician has cast the spell, the target must remain within the limited range, but may move out of line of sight. (Restricted Target: Individual).

The Target Number to determine the mindlink’s initial success is 4, and 1 success will establish the link. However, if the target of the spell does not wish to communicate, he or she may resist the spell by rolling a numer of dice equal to his Willpower against a Target Number equal to the Force Rating of the spell. If the resisting player succeeds, reduce the caster’s successes accordingly. If the spell fails to establish the link, the magician must recast it and resist corresponding Drain.

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+2]M

30) Locate Animals or Plants (AD&D p.201)

The caster can find the direction and distance of any one type of animal or plant he desires. The caster thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the distance and number present is learned, depending on the number of successes rolled (see page 152 of SRII). [GM note: At the GM’s option, some casters (mainly Shamans) may be able to locate only those animals or plants closely associated with their totem or belief.]

This is an area-effect spell, and detects all appropriate plants or animals within the area of effect. The spell is always centered on the caster.

  • Type: Mana
  • Range: Self
  • Target: 3
  • Duration: Instant
  • Drain: [(F/2)-1]L

31) Find the Path (AD&D p.227)

The recipient of this spell can find the shortest, most direct physical route that he is seeking, be it the way into or out of a locale. The locale can be outdoors, underground, or indoors. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell could not find the way to “a forest where an Eastern Dragon lives” or to the location of “a certified credstick worth 1000000�.” The location may be anywhere in the universe. The range listed below indicates that the caster must touch the recipient.

The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating the exact path to follow. Since the spell is of Instant duration, the recipient knows the direction at once, but he can lose direction if he goes in some other direction before following the path indicated by the spell. He will immediately know if he is on the path indicated by the spell again, though. This spell can be cast multiple times at the same subject.

The amount of information the subject gets depends on the Detection Spell Table, page 152 of SRII. A fumble roll will send the character in completely the wrong (and possible dangerous) direction. The GM might want to make the roll himself in order not to reveal too much to the players.

  • Type: Mana
  • Range: Touch
  • Target: 5
  • Duration: Instant
  • Drain: (F/2)M

32) Past Life (TOM p.22)

By touching the remains of a dead creature, this spell allows the caster to gain a mental image of the deceased’s former appearance. The remains can be of any age and only a tiny fragment is required, such as a bone splinter or a strand of hair.

  • Type: Mana
  • Range: Touch
  • Target: Obj. Resistance
  • Duration: Instant
  • Drain: [(F/2)+3]S

33) Fundamental Breakdown (TOM p.24)

By casting this spell, the magician learns what ingredients were used to create a chemical (not alchemical) mixture or substance, the chemical names of all the substances present, etc. In fact, the same as what can be determined in any decent chemical laboratory.

The information instantly appears in the caster’s mind but may be lost if the caster cannot comprehend it. The caster must roll an Intelligence or Physical Sciences (Chemistry) test, with a Target Number of 6 for the Intelligence test, and 4 for the Physical Sciences test. If the roll is failed, the character cannot comprehend what he has learned and the infor mation is immediately forgotten. If the roll gets at least on success, the character can remember it (at least for a while).

If the spell is cast for a second time on the same item, the spell automatically fails.

In all cases, simply knowing the proper formula does not mean the magi-cian can successfully create the item or material. The contruction of chemical mixtures or substances is only possible with access to the right equipment (a laboratory to begin with, and many other things as well).

  • Type: Physical
  • Range: Touch
  • Target: Obj. Resistance
  • Duration: Instant
  • Drain: (F/2)M

34) Time Pool (TOM p.96)

This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene.

The base Target Number is 5, with the following modifiers applied as needed:

-1 if the caster’s Intelligence is 5 or greater -2 if the caster has successfully used Time Pool to observe the same event before

(only one of the following may apply:) -2 if the event is one in which the caster participated -1 if the caster is well-informed about the subject

The caster cannot communicate or otherwise interact with the image. Spells cannot be cast into the Time Pool. Think of it as a television picture. The caster must touch the mirror or pool to cast the spell.

  • Type: Physical
  • Range: Touch
  • Target: see above
  • Duration: Sustained
  • Drain: (F/2)S

35) Sound Selection

This spell works in a way similar to a Select Sound Filter (p.82, Street Samurai Catalog). The rating is equal to one-half (round down) the number of successes rolled on the Spell Success test. Thus, two tests are made to determine if a sound can be filtered out: the first test is the Spell Success Test to see if the Sound Selection spell works. Then, when the subject actually wants to filter out sounds, he makes a second test. For this second test, he rolls a number of dice equal to one-half the number of successes rolled on the Spell Success Test, with a Target Number determined by the GM, following the guidelines on page 82 of the Street Samurai Catalog. This second test is made for each filtering attempt seperately.

The Sound Selection spell does not work if the subject has cyberears or a cyberware Select Sound Filter.

  • Type: Mana
  • Range: Limited
  • Target: 6
  • Duration: Sustained
  • Drain: (F/2)L

36) Eyes Of The Pack (taken from the Mercurial adventure)

This spell requirs voluntary subjects. It is an area spell, affecting all voluntary subjects in range. The subjects become “cameras.” As long as the magician maintains the spell, he can see through the eyes of any member of “the pack.” The spell causes the subjects’ eyes to glow, as though reflecting the flash of a camera, all the time. Maximum “reception” range is the caster’s Magic x Spell Force x 10 meters.

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: (F/2)S

37) Patternweave (TOM p.20)

Patternweave allows the caster to make sense of apparent chaos. The caster can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints.

During the casting of the spell, the magician studies seemingly random elements - broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible - coded flashing lights, garbled speech, or thoughts of any kind can not be studied. At least one of the objects must be touched, and preferably more than one.

The magician must study the random elements all throughout the casting. If the Spell Success Test (rolled secretly by the GM) is successful, the caster sees in his mind the pattern these objects form. If the items studied are truly random, no information is gained. Use the Detection Spell Table (p.152, SRII) to determine the exact amount of information the magician gets.

After the caster has visualized the pattern, he can attempt to reassemble the parts into their original form. This requires an Intelligence test. The Target Number depends on the complexity of the item (GM’s discretion), with the following modifier depending on the number of successes on the Spell Success Test:

Successes Modifier
0 +8
1 +2
2 +0
3 -1
4+ -2

If this test succeeds, the caster can reassemble the parts (for complex items or parts, this may need a B/R roll using an appropriate skill). The amount of time required and the quality of the restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; reassembling a shattered mosaic is extremely difficult. In any case, the magician can only make a reasonable copy of the item. He can use the spell to restore works of art, but they will be worth only a small percentage of their original value.

  • Type: Physical
  • Range: Touch
  • Target: Obj. Resistance
  • Duration: Permanent (15 turns)
  • Drain: (F/2)M

38) Enhanced Senses (Brian D. Neumann)

This spell gives one enhanced sense to the subject, for instance Low-light Vision, Flare Compensation, Wide-band Hearing, and so on. Each sense enhancement is a seperate spell.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+2]M

39) Enhanced Sight (Brian D. Neumann)

This spell gives the subject Natural Low-light Vision, Natural Thermo-graphic Vision, Flare Compensation, and Optical Magnification 1.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+4]D

40) Detect Traps (Brian D. Neumann)

This spell detects all traps, both electronical or physical, in the area of effect. The spell requires a voluntary subject, who must be touched by the caster. The area in which traps are detected can be anywhere within Limited Range (not necessarily centered on the subject of the spell). The Target Number is the Object Resistance rating of the trap.

  • Type: Physical
  • Range: Limited
  • Target: Obj. Resistance
  • Duration: Instant
  • Drain: [(F/2)-1]M

41) Detect Traps (Extended Range) (Brian D. Neumann)

Similar to the above Detect Traps spell, but with the Extended Range option.

  • Type: Physical
  • Range: Extended
  • Target: Obj. Resistance
  • Duration: Instant
  • Drain: [(F/2)-1]S

42) Clair Spell (Brian D. Neumann)

This spell is a combination of the Clairvoyance and Clairaudience spells (above). The magician must aim both the clairvoyance and clairaudience parts of this spell at the same area.

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+2]M

43) Clair Spell (Extended Range) (Brian D. Neumann)

As the above Clair Spell, but with Extended Range option.

  • Type: Mana
  • Range: Limited
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+2]S