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Manipulation Spells

1) Petrify (SR p.97)

Any living target turns to a stone-like substance, flesh altering into a calcium carbonate of marble-like consistency. Clothing, equipment, and Cyberware are unaffected. The victim is not conscious while calcified.

  • Type: Physical
  • Range: LOS
  • Target: Body (R)
  • Duration: Sustained
  • Drain: [(F/2)+2]S

2) Improved Petrify

As for the Petrify spell, but this spell is permanent.

  • Type: Physical
  • Range: LOS
  • Target: Body (R)
  • Duration: Permanent (20 turns)
  • Drain: [(F/2)+2]D

3) Toxic Wave (SR p.97)

A wave of toxic acid fills the area, attacking physical objects, people, you name it. See page 113 of The Grimoire 2nd Ed. for information about acid damage; the Target Number for the Resistance Test by the target is reduced by half the Impact Armor worn by the target. This is an area-effect spell.

  • Type: Physical
  • Range: Limited
  • Target: 4 (R)
  • Duration: Instant
  • Drain: [(F/2)+4]D

4) Turn To Goo (SR p.97)

This spell transforms the target into thick sludge, its molecular cohesion broken. The target rolls a Body Resistance test, and if it rolls more successes than the caster, there is no effect. If the caster rolls more successes, the target is transformed. This test only takes place during the first turn that the spell must be sustained. If the caster drops the spell before the end of the time that he must sustain it, the spell has no effect.

This spell has a Restricted Target: living targets.

  • Type: Physical
  • Range: Limited
  • Target: Body (R)
  • Duration: Permanent (5 turns)
  • Drain: (F/2)D

5) Rock to Mud (AD&D p.172)

This spell transforms any sort of natural rock into normal, liquid mud (Restricted Target: rock). It does not work on concrete, bricks, or similar manufactured substances. Creatures on top of the rock will sink into the mud at a rate of 5cm per turn, except if they are light enough to walk over.

  • Type: Physical
  • Range: Limited
  • Target: Rock
  • Duration: Permanent
  • Drain: [(F/2)+3]D

6) Mud to Rock (AD&D p.172)

This spell is the opposite of the above. It will transform any mud in the area of effect in solid rock, strong enough to walk on (Restricted Target: mud). It affects all sorts of mud, but not substances such as liquid concrete. Creatures in the mud will become stuck in the rock until freed, either by physical means or a Rock to Mud spell.

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

7) Affect Fires (AD&D p.131)

This spell enables the caster to cause fires -from as small as a match to as large as the area of effect- to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight (restricted target: fires). Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell’s area. He can alter their intensities in any way as long as he sustains the spell. The spell lasts until the caster drops it, or all fuel is burned. The caster can also extinguish all flames in the area, which drops the spell immediately. This spell uses the elemental effect of fire, and is an area-effect spell.

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

8) Erase (AD&D p.134)

This spell removes all writings and drawings within the area of effect, as long as they have been applied using ink, paint, or a similar substance. Carved or embroidered writings are not affected. How much of the text or picture is removed depends upon the number of successes generated by the caster. Four or more successes means that the text has been erased completely. If less than four successes are rolled, anyone attempting to read the text must add twice the caster’s successes to the Target Number for a Perception test (or a skill test in the language in which the text was written). The information he gets depends on the number of successes rolled, as on page 186 of SRII.

This is an area-effect spell, and if the caster is within its area of effect, all writings and drawings on him or on his clothing, equipment, etc. are also removed.

People who can pay for it often have tattoos removed using this spell.

  • Type: Physical
  • Range: Limited
  • Target: Obj. Resistance
  • Duration: Permanent (5 turns)
  • Drain: [(F/2)+1]S

9) Gaze Reflection (AD&D p.135)

This spell creates a shimmering, mirror-like area of air before the magician, that moves with the caster. This effect is similar to a one-way mirror in front of the face of the caster. His face can not be seen, but he can see through it. Any gaze attacks, such as the Petrifying Gaze power of the Basilisk, is reflected back upon the gazer if the gazer tries to make eye contact, and the gazer will suffer any ill effects from it as normal. See the exact effects in the description of the critter. Anyone attempting to shine a light into the caster’s eyes are considered to look at him, and are then subject to the effects of their own light (because it is reflected back to them). The spell has a bonus effect of giving the caster the same bonuses as someone with Flare Compensation cyberware.

Note that this spell will also reflect normal light, thus the caster could give away his position by using it.

  • Type: Physical
  • Range: Self
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+3]S

10) Wizard Mark (AD&D p.139)

When this spell is cast, the magician is able to inscribe, visibly or invisibly, his personal rune or mark, as well as an additional number of characters of smaller size, up to his Magic attribute. The spell enables the caster to etch the rune upon stone, metal, or any softer substance without harming the material upon which the mark is placed. If an invisible mark is placed, a Detect Magic spell will make it visible to the target of that spell. It is also visible to all creatures in Astral Space or those using Astral Perception; when viewed in Astral Space, the actual sign is visible. Anyone who has assensed the sign can identify the magician who did it by assensing him.

The mark can not be Dispelled (see Dispelling, page 45 of The Grimoire Second Edition), but it can be removed by the caster (by casting another Wizard Mark spell on it), or by an Erase spell.

If cast on a living being, normal wear gradually causes the mark to fade.

In order to successfully cast this spell, the magician must touch the surface on which he wants to inscribe the mark.

  • Type: Physical
  • Range: Touch
  • Target: Obj. Resistance
  • Duration: Permanent (1 turn)
  • Drain: (F/2)M

11) Blindness

This spell causes the target to become blind for the duration of the spell. This spell also affect cybernetic vision devices, since these are considered natural because of the Essence paid.

The target suffers a +8 modifier to all Target Numbers, as if he were operating in complete darkness. Visibility modifiers have no effects.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]S

12) Permanent Blindness

This is the same as the Blindness spell above, but it remains permanent after being sustained for ten turns. This spell is irreversible, because it actually destroys the optical centre of the brain. There is no known way to counter the effects of this spell.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Permanent (10 turns)
  • Drain: [(F/2)+2]D

13) Deafness

This spell causes the target to become deaf for as long as the spell is sustained. It also affects cybernetic hearing devices.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]S

14) Permanent Deafness

This is a permanent version of the Deafness spell. It destroyes the part of the brain that deals with hearing, and can not be cured as yet.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Permanent (10 turns)
  • Drain: [(F/2)+2]D

15) Forget (AD&D p.142)

By means of this spell, the caster causes the target creature to forget the events of the last minute (the 20 turns before the turn on which the spell was cast). To remember anything that happened in the previous minute, the creature must make an Intelligence test (see page 25 of ShadowTech), but must add the number of successes rolled by the caster to his Target Number.

If the target rolls more successes than the caster, the spell has no effect.

  • Type: Mana
  • Range: Limited
  • Target: Willpower (R)
  • Duration: Instant
  • Drain: [(F/2)+1]M

16) Obscurement (AD&D p.206)

This spell causes a misty vapor to arise arond the caster. It persists in this locale until the spell is no longer sustained, and reduces the visibility ranges of all types of vision (including astral perception, and also affecting astrally projecting characters) to six meters, minus one meter per success rolled on the Spell Success Test, and adds the usual modifiers for Heavy Smoke/Fog/Rain (p.89, SRII) to all Target Numbers beyond this range. The caster himself is not affected, and can see normally through the mist. The area affected is as normal for an area-effect spell, and is centered on the caster. The height of the vapor is restricted to three meters, although the cloud will otherwise expand to fill confined spaces. A strong wind can disperse the vapors (GM’s discretion). This spell does not function underwater.

There is no Resistance Test for anyone in the vapor cloud.

  • Type: Physical
  • Range: Self
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]D

17) Glitterdust (AD&D p.142)

This spell creates a cloud of glittering, gold-colored particles within the area of effect. Those in the area must roll a Willpower Resistance test, and suffer a +1 modifier to all Target Numbers per net success rolled by the caster. The effect lasts for 1D6 turns after the caster stops sustaining the spell. Note that this spell also reveals invisible creatures.

  • Type: Physical
  • Range: LOS
  • Target: 4 (R)
  • Duration: Sustained + 1D6 turns
  • Drain: [(F/2)+2]S

18) Rash (AD&D p.142 [under Irritation])

When a rash is cast, the subject notices nothing for 1D6-1 turns after the caster finishes casting, but thereafter its skin breaks out in red welts that itch. The rash persists until a Cure (M) Disease, or higher, is cast. It lowers Charisma by 1 point per day for each of four days (i.e. maximum Charisma loss is 4 points. Charisma will not drop below 1). After one week, Quickness is lowered by 1 point also (Quickness will not drop below 1). Symptoms vanish immediately upon the removal of the Rash, and all attributes return to normal.

This spell can be cast on a single creature only.

  • Type: Physical
  • Range: LOS
  • Target: Body (R)
  • Duration: Permanent (5 turns)
  • Drain: [(F/2)+2]D

19) Summon Swarm (AD&D p.146)

The swarm of small animals (roll on the following table to determine type) drawn by the Summon Swarm spell will viciously attack all creatures in the area chosen by the caster. The creatures are those already present in the area of effect, and no new ones are drawn in to take the place of those slain. If there are no creatures of the type rolled in the area of effect, the spell has no effect. If there are many creatures, the GM keeps a Physical Condition monitor for the swarm, as if it were a single creature. If there are only a small number of creatures, or if the swarm consists of larger creatures, the GM keeps a condition monitor for each creature seperately.

Creatures actively defending against the swarm to the exclusion of all other activities are attacked by an attack with a Power Level equal to 10 minus the number of boxes filled on the condition monitor for the swarm, and a Wound Level of Light. Impact armor defends against this.

Those taking other actions, including leaving the swarm, receive damage equal to 10 minus the number of boxes filled on the condition monitor for the swarm, with a Wound Level of Moderate. Again, Impact armor defends against this.

The above damage is taken every action of the creature taking damage. No initiative is rolled for the swarm.

If only a small number of creatures are present, or the swarm exists of larger creatures, the GM might want to let each make a seperate attack. Roll for initiative normally in such a case.

The swarm can not be fought effectively with weapons, but fire and other such effects can force it to disperse by inflicting damage. The swarm disperses when it has taken Deadly damage. The swarm is stationary once summoned.

1D6 roll Swarm type
1 Rats and/or mice
2 Bats
3 Spiders
4 Flying insects
5 Crawling insects
6 Small birds

(Note: a Shaman will always summon the creature of his Totem, if that creature is present on the table above. If it is not, roll on the table normally.)

  • Type: Mana
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+1]S

20) Accident

This spell causes an apparently normal accident to happen in the area of effect. The caster has no control over the sort of accident, and its nature and effect will vary according to the terrain in which it occurs.

This spell can be countered by the Guard spell or Guard power.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Instant
  • Drain: [(F/2)+1]D

21) Guard

This is the opposite of the Accident spell. It can be used to prevent an accident from happening in the area of effect for as long as the spell is sustained. It can be countered by the Accident spell or Accident power.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]D

22) Wind (AD&D p.149)

When this spell is cast, a strong puff of air originates from the magician and moves in the direction he is facing. The force of this wind (about 50km/h) is sufficient to extinguish candles, torches and similar unprotected flames. It causes protected flames -such as those of lanterns- to dance wildly, and has a chance to extinguish even such lights. The flame rolls a Resistance test, rolling 3 dice against a Target Number equal to the Sorcery skill of the caster. If the flame rolls less successes than the caster rolled on the Spell Success test, the flame goes out.

The wind fans large fires outward 1D6x10cm in the direction of the wind’s movement. It forces small flying creatures to remain stationary if they try to fly against the wind, or to be moved 1D6x10 metres back if they do not try to counter the wind. Larger flying creatures (larger than a medium-sized bird) may move against the wind, but at half speed. They are placed 1D6 metres back if they do nothing against the wind. Walking creatures have difficulty walking into the wind, and thus move at half speed.

The wind blows light objects away, and forces away gaseous or unsecured levitating creatures.

This is an area-effect spell, and all effects apply only to the objects in the area of effect. Once forced out of this area, the objects bahve normally. Note that the wind comes from only one direction in this area, and that this direction is chosen by the caster, who can alter it at will.

This spell uses the elemental effect of blast.

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

23) Poisonous Cloud (AD&D p.couldn’t find it anymore)

This spell releases a cloud of a very toxic poison, attacking anyone in its area of effect. The cloud remains in effect for 1D6 turns after the caster drops the spell, due to the dissipating vapors. Wind disperses the cloud more quickly (GM’s discretion).

The cloud gives a damage of 7D Physical to anyone in it, at the start of every turn. Someone entering the cloud must resist this damage at the moment he enters the cloud.

Persons wearing gas masks are not affected, since the poison must be inhaled. Someone holding his breath is not affected, but he must roll a Willpower(5) test at the start of every turn he spends in the cloud. The Target Number is increased by +1 for every turn spent in the cloud. Apply modifiers for Extended Volume (page 31 of ShadowTech) to this Target Number as well. Failure means that he has to breath, and will be subject to the toxin.

Cyberware and bioware giving defense against poisons (Tracheal Filters, etc.) work in their normal way. Note that the Toxin Extractor (page 21 of ShadowTech) or Nephritic Screen (page 30 of ShadowTech) do not help, since they only break up poisons that have already entered the body.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained + 1D6 turns
  • Drain: [(F/2)+2]D

24) Teleport (AD&D p.172)

When this spell is used, the magician instantly transports himself, along with a certain amount of additional weight that is on or being touched by the caster, to a well-known destination. Distance is not a factor, but it is not possible to travel between Planes with this spell. The caster is able to transport a total of 100kg, plus an additional 50kg per point of his Magic attribute.

The better the caster knows the destination area, the smaller the chance of anything going wrong. If no successes are rolled, nothing happens. The caster remains were he was.

If some successes are rolled, but not enough, the caster ends up some distance away from the point he wanted to go. To find the direction, use the Scatter Diagram, page 97 of SRII. The distance of scatter is a number of metres equal to the required number of successes, minus the number of successes rolled, multiplied by 1D6. This is the horizontal “scatter” distance. The vertical distance is also equal to the number of successes needed, minus the number rolled, times 1D6 metres. Then roll another 1D6 to see if the caster ends up above or below the desired point. 1 to 3 means he ends up below it, 4 to 6 means he is above it.

Destination Successes needed
Very familiar 2
Studied carefully 3
Seen casually 4
Viewed once 5
Never seen 6

Teleporting to a location in the LOS of the caster automatically counts as Very Familiar.

It is quite possible for the caster to end up inside some physical object, or somewhere in the air. It is impossible to teleport into a moving vehicle, except if the vehicle just happened to be at the point where the caster is teleporting to. In this view, Earth is seen as being a fixed point in space. It is also not possible to teleport to a point outside Earth’s atmosphere. Doing so has the same effect as trying to go outside the atmosphere while in Astral Space.

A fumble roll on the Spell Success Test (all ones) results in a partial teleportation of the caster. The caster leaves the point where he was standing, but does not appear at the destination point. He is lost forever, and can not be returned to this world. For game purposes, the character has been killed.

The teleportation effect does not require any time, except for the normal time needed to cast the spell. The range at which the spell can operate is unlimited, and the caster does not need a line-of-sight to his destination. If in doubt, the GM’s word is final (as always).

  • Type: Physical
  • Range: Self
  • Target: 6
  • Duration: Instant
  • Drain: [(F/2)+5]D

25) Prismatic Spray (AD&D p.186)

When this spell is cast, the magician causes seven shimmering, multi-colored rays to spring from one of his hands (chosen by the caster). These include all colors of the visible spectrum; each ray has a different power and purpose.

The rays spring out in a cone equal to the rounds of a shotgun with a choke of 5 (see page 95, SRII). Any target in this area must roll a Reaction Resistance test to avoid the effects of the spell. If the caster has at least one success in his favor, the target is struck by a ray. No armor defends against the effects of a ray.

To determine which ray hits the target, roll 2D6 on the table below:

2D6 roll Ray color
2 Violet
3 Indigo
4 Yellow
5 Blue
6 Orange
7 Red
8 Yellow
9 Green
10 Orange
11 Indigo
12 Violet

Ray color Effect

Ray color Effect
Red (Successes)L Physical damage; roll Body Resistance test*
Orange (Successes)M Physical damage; roll Body Resistance test*
Yellow (Successes)S Physical damage; roll Body Resistance test*
Green (Successes)D Physical damage; roll Body Resistance test*
Blue Target is petrified (see Petrify spell); roll normal resistance test as if Petrify spell was cast on target
Indigo Roll Intelligence Resistance test; failure to offset all of caster’s successes* means target goes insane
Violet Roll Willpower Resistance test; failure to offset all of caster’s successes* means that target is sent to Astral Space or to a randomly-selected Metaplane
  • = “Successes” means number of caster’s successes minus the number of successes generated on the Reaction Resistance Test

In addition, any target that is hit is blinded for 1D6 turns (+8 to all Target Numbers), except if he has Flare Compensation.

The effects, if any, of the spell take effect immediately.

A target that goes insane comes under control of the GM (if not already), and does whatever can be expected of an insane person (as far as anything can be expected from such a person…). This effect lasts until the spell is destroyed in Astral Space, or is Dispelled by an Initiate.

If a target is sent to a Metaplane or Astral Space, roll on the table below to find which:

1D6 roll Plane
1 Fire
2 Man
3 Water (Hermetic)
4 Water (Shamanic)
5 Air
6 roll on next table
1D6 roll Plane
1 Sky
2 Earth
3 Land
4 Astral Space
5 roll again on first table
6 roll again on first table

A target sent to a Metaplane appears at some random Place in the Metaplane, and he must successfully complete a Quest to the Citadel in order to return to the normal world. This Quest takes 1D6 days, and the character will re-appear at the same point he disappeared, if he is successful. This Quest can be made by non-magical creatures as well as magical ones.

A target sent to Astral Space remains there as a being living only in Astral Space, without Manifestation power. If the creature can normally use Astral Projection, it now has Manifestation power, although its Essence is reduced as if it were using Astral Projection (i.e. it loses one point per hour while manifesting).

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

26) Spell Turning (AD&D p.187)

This powerful spell causes spells cast at the magician sustaining this spell to rebound on the original caster. This specifically excludes: area-effect spells not directly centered on the protected magician; spells requiring the caster to touch the protected magician; and spells delivered by Spell Locks attached to the protected magician. The GM (not the player casting the spell) secretly rolls a Spell Success Test, to determine the number of successes. The player casting the spell always thinks he has succeeded, and should not be allowed to know the number of successes rolled.

The spell works in the following way: substract the successes rolled for the Spell Turning spell from the successes of the “attacking” spell. This is the number of successes by which the protected magician is affected. The “attacking” caster is affected by his own spell, with an effect as if it has as many successes as the other magician’s Spell Turning spell. [Examp-le: Simon casts a Spell Turning, rolling 3 successes. Then Karen comes along, and decides to cast a Mana Bolt at Simon. She gets 5 net successes (after Simon’s resistance test). This means that Simon is attacked by a Mana Bolt with an effective number of 5 - 3 = 2 successes. The spell is turned as well, and Karen is attacked by a Mana Bolt with 3 successes (the rating of Simon’s Spell Turning spell)].

Spell Turning is always a personal spell, or can be used by means of a Spell Lock. The protected character may use his Magic Pool (if he has one), and/or Spell Defense dice from another character to increase his Resistance Test results, as normal.

Each time a Spell Turning spell turns a spell, the GM rolls 1D6. If the result is less than or equal to the number of successes of the Spell Turning spell, its number of successes is reduced by 1. The player sustaining the spell should not be informed about how many successes are remaining, 1D6 on the following table for the result:

1D6 roll Effect
1 Spell has no effect on either magician
2 Spell affects both magicians at full effect
3 Spell affects only original target at full effect
4 Spell affects only caster at full effect
5 Both Spell Turning spells are automatically dropped, and other spell has full effect on both magicians
6 Both Spell Turning spells are automatically dropped, and other spell has no effect on either magician
  • Type: Mana
  • Range: Self
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+1]S

27) Minor Spell Turning (TOM p.29)

As the Spell Turning spell above, but this spell works only against spells of Force 4 or less.

  • Type: Mana
  • Range: Self
  • Target: 5
  • Duration: Sustained
  • Drain: [(F/2)+1]M

28) Protection from Electricity

A character under influence of this spell will suffer less damage from electricity, from weapons relying on it, such as tasers, or from spells using its effect. The Target Number for resisting the effects of electricity is reduced by the number of successes rolled on the Spell Resistance Test. The electricity will simply be conducted to the ground. The spell uses the elemental effect of water.

The personal version of this spell has a drain code of [(F/2)+1]L.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+3]D

29) Protection from Fire

A character under influence of this spell will suffer less damage from fire, but is affected normally by the heat produced by the fire. The Target Number for resisting the effects of fire is reduced by the number of successes rolled on the Spell Resistance Test. Clothing and other equipment can still catch fire, since only the character is protected from fire. This spell uses the elemental effect of ice.

The personal version of this spell has a drain code of [(F/2)+1]L.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+3]D

30) Protection from Cold

This spell affords the character protection from low temperature. The Target Number for resisting the effects of cold is reduced by the number of successes rolled on the Spell Resistance Test. Clothing and other equipment can still be affected by extreme cold. This spell uses the elemental effect of fire.

The personal version of this spell has a drain code of [(F/2)+1]L.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+3]D

31) Protection from Heat

This spell affords protection from high temperatures. The Target Number for resisting the effects of heat is reduced by the number of successes rolled on the Spell Resistance Test. Equipment carried or worn can still be affected by high temperatures, however. This spell uses the elemental effect of ice.

The personal version of this spell has a drain code of [(F/2)+1]L.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Sustained
  • Drain: [(F/2)+3]D

32) Hail Storm (AD&D p.159 [under Ice Storm])

This spell causes a large hail storm to fall down in the area of effect, inflicting a Moderate wound, with a Power Level equal to twice the number of successes rolled by the caster, at the start of each turn to anyone in the area of effect. Impact armor defends against this damage, and a normal Body resistance test may be rolled against it.

This spell uses the elemental effects of ice and blast.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+5]D

33) Snow Storm (AD&D p.159 [under Ice Storm])

This spell causes a great snow storm in the area of effect. Visibility is severely hampered (it counts as Heavy Smoke/Fog/Rain), all movement is reduced by half, and anyone trying to run must roll a Reaction test, with a Target Number equal to the number of successes generated by the caster, to avoid falling to the ground.

This spell uses the elemental effects of ice and blast.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+3]D

34) Steel Skin

This spell hardens the skin of the recipient (voluntary subject required), who will be able to move normally, but receives Ballistic armor equal to one-half the successes rolled by the caster (round down). This armor is cumulative with worn armor, Orthoskin (page 17 of ShadowTech), and Bone Lacing (page 42 of ShadowTech).

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

35) Rubber Skin

This spell is the same as the above Steel Skin spell, but gives the target Impact armor equal to one-half the number of successes rolled by the caster. It is cumulative with worn armor, Orthoskin, and Bone Lacing.

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

36) Small Meteors

This spell creates a number of small meteors, equal to the number of successes rolled. These fly away from the caster in the direction he is facing, attacking anyone in their path. All meteors fly out in a cone, with the tip at the hand of the caster. The cone uses the spread rules for Shotguns on page 95 of SRII, with the choke being anything the caster desires, from 1 to 10.

To determine if someone in the choke is hit by the meteors, roll a Sorcery skill test against a Target Number 4, for firearms. Each success means the target is hit by one meteor. Of course, no more meteors can hit than there were to start with. One meteor gives a damage of (Magic)L, with the damage level increased by one step for every additional meteor (i.e. two meteors that hit give (Magic)M, three give (Magic)S, and four give (Magic)D damage). No more than four meteors will hit a single target. The target may roll a Body test to withstand the damage, using his Impact armor to lower the Target Number. A meteor that hits a target desintegrates, and can not hit any more targets.

The meteors also desintergrate when the caster drops the spell, or when they go out of his LOS. They move a number of metres equal to the caster’s Magic attribute, multiplied by 25, each Action of the caster, without him having to spend any Actions on controlling them.

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

37) Faerie Fire (AD&D p.200)

This spell enables the caster to outline one or more objects or creatures with a pale, glowing light. The caster can make one metre of Faerie Fire per Complex Action, thus the time needed to outline an object or creature is a number of Complex Actions, equal to the creature or object’s circumference in metres.

Outlined creatures or objects can be seen at a distance of up to 75 metres in the dark. It also makes them easier to hit, thus anyone attacking a creature or object outlined with Faerie Fire, has a -1 modifier to his Target Number.

Outlining can make otherwise invisible creatures or objects visible, although it can not be applied to creatures that do not have a physical body (ghosts, non-manifesting spirits, etc.), or to creatures in gaseous form (such as vampires in gas form).

Unwilling creatures are allowed a Resistance test. This spell uses the elemental effect of Fire, although it can do no damage.

  • Type: Mana
  • Range: LOS
  • Target: Willpower (R)
  • Duration: Permanent (10 turns) Drain: (F/2)M or Object

Resistance

38) Glassteel (AD&D p.189)

The Glassteel spell turns normal, non-magical crystal or glass (restricted target: glass and crystal) into a transparent substance that is much stronger than glass. Only a relatively small volume of material can be affected, a maximum weight of 5 kg multiplied by the caster’s Magic attribute, and it must be one whole onbject. The Barrier Rating of the object is increased by the number of successes rolled.

  • Type: Physical
  • Range: Touch
  • Target: Obj. Resistance
  • Duration: Permanent (5 turns)
  • Drain: [(F/2)-1]M

39) Crystalbrittle (AD&D p.194)

The magic of this spell causes metal, whether as soft as gold or as hard as adamantite, to turn to a crystalline substance as brittle and fragile as crystal (restricted target: metal). This spell does not work on items made of the magical metal orichalcum.

The spell reduces the Barrier Rating of the item by the number of successes rolled, although the item is allowed a resistance roll. The maximum amount of metal that can be affected by this spell is a weight equal to the caster’s Magic attribute multiplied by 5 kg, and it must be a single object.

  • Type: Physical
  • Range: Touch
  • Target: Obj. Resistence
  • Duration: Permanent (5 turns) Drain: [(F/2)-1]M (R)

40) Barrier (SRII p.158)

Barrier is an area-effect spell in which the magician forms a force field of crackling energy. The Spell Success Test has a Target Number of 6. The magician may form the barrier as a normal area spell, which would create a dome of energy, or he may create a wall. The wall’s height is the spell’s Force in metres. The length of the wall or radius of the dome is equal to the magician’s Magic Rating. This length may be adjusted in the same way as the radius of an area effect, by withholding dice from the Success Test. The magician may make the wall any shape. Anything the size of a molecule (or less) can pass the barrier, including air or other gases. Anything bigger treats a physical Barrier as having a Barrier Rating equal to the spell’s Force (and is therefore cumulative with armor). Attacks directed through a Barrier spell have a visibility modifier of -1. Physical Barriers do not impede spells, even manipulation spells.

  • Type: Physical
  • Range: Limited
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]S (Don’t they mean a +1 modifier instead of a -1?) -Gurth

41) One-Way Barrier

This spell is similar to the above Barrier spell, with one major exception: it is possible to go through the barrier from one direction, but impossible from the other. The caster chooses from which way things to may move through the barrier.

This spell is useful for creating a prison: if cast inside a doorway, persons can enter a room but cannot leave it. If cast as a sphere, people can enter the sphere but will not be able to leave.

  • Type: Physical
  • Range: Limited
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+3]M

42) Mana Barrier (SRII p.158)

Mana Barriers do not stop physical weapons, but they do block movement by living beings. Unliving things (like bullets) pass right through. Passengers inside closed vehicles are not affected by a Mana Barrier spell, but it would knock the rider of a motorcycle. A Mana Barrier spell also acts as a defense against spells. Add one-half the spell’s Force (the Barrier’s Rating) to the Target Numbers of all magicians casting spells across the Barrier. It is also an astral barrier.

  • Type: Mana
  • Range: Limited
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+1]S

43) Blade Barrier (TG p.131)

Similar to the physical Barrier spell (above) and the Bullet Barrier spell following, this spell provides protection against bladed weapons. The Barrier’s effective Barrier Rating equals the spell’s Force Rating. The Impact armor rating may be added to the Barrier Rating.

The personal form of this spell has a Drain Code of [(F/2)+2]L.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]M

44) Blast Barrier (TG p.131)

Similar to the physical Barrier spell (above), this spell provides protection against blast from grenades and similar weapons. The barrier’s effective Barrier Rating equals the spell’s Force Rating. The Impact armor rating may be added to the Barrier Rating.

The personal form of this spell has a Drain Code of [(F/2)+2]L.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]M

45) Bullet Barrier (TG p.131)

Similar to the physical Barrier spell (above), the Bullet Barrier spell provides protection against bullets and other ballistic weapons. The barrier’s effective Barrier Rating equals the spell’s Force Rating.

The personal form of this spell has a Drain Code of [(F/2)+2]L.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]M

46) Arrow Barrier

Similar to the Bullet Barrier spell, this spell gives protection only against arrows and crossbow bolts. The barrier’s effective Barrier Rating equals the spell’s Force Rating. Impact Armor can be added to the Barrier Rating.

The personal form of this spell has a Drain Code of [(F/2)+2]L.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]M

47) Spell Barrier (TG p.132)

Similar to the Mana Barrier spell (above), the Spell Barrier spell provides protection against spells.

The personal form of this spell has a Drain Code of [(F/2)+2]L.

  • Type: Mana
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]M

48) Insect Barrier

Similar to the Mana Barrier spell (above), no insects can pass through the Insect Barrier spell. Insect Spirits are also affected, while Insect Shamans have the Force Rating of the spell added to their Target Numbers when casting spells across the Barrier.

The personal form of this spell has a Drain Code of [(F/2)+2]L.

  • Type: Mana
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+1]M

49) Conjure (Elemental) (AD&D p.166)

This spell conjures an Elemental of the appropriate type, but with some severe limitations.

The Force of the Elemental is equal to the number of successes rolled, divided by two, and the Elemental gives only one service to its master. Furthermore, it only remains bound for a number of hours equal to the number of successes rolled. For all other purposes, the Elemental behaves as a normal Elemental of the type.

Once the Elemental is no longer bound, the GM rolls to see if it goes free (see page 76, TG), and then decides what happens with it afterward (it might attack its conjurer, for example…).

This spell can only be cast by a Mage, Magical Adept (Sorcerer), or Elemental Adept. Elemental Adepts may only cast the version of this spell that conjures the Elemental type they represent (an Earth Elemental Adept can only cast a Conjure Earth Elemental spell, etc.).

Drain is resisted using Willpower, and is only Physical if the Force of the spell was higher than the caster’s Magic attribute. A Spirit Focus of the appropriate type gives extra dice for this spell, and the Elemental conjured in this way adds to the total already under control of the magician.

There are four variations of this spell: Conjure Air Elemental, Conjure Earth Elemental, Conjure Fire Elemental, and Conjure Water Elemental. Each variation is a seperate spell. Note that there must be a source (a fire, a bowl of water, etc.) for the Elemental, as when conjuring normally.

  • Type: Mana
  • Range: Limited
  • Target: 6
  • Duration: Permanent (15 turns)
  • Drain: (F/2)D

50) Explode

When this spell is cast, some or all of the explosives in the area of effect go off. This includes normal explosives such as C4, C12, and similar explosives, as well as ammunition and grenades (up to GM discretion).

Each explosive in the area must roll a resistance test, using is rating for the number of dice to roll, and the Force of the spell as the Target Number. For the caster, the Target Number is the rating of the explosive.

For explosives without a rating (such as ammunition), take its Power Level and divide by 3 to find the raying used against this spell. Someone who has exploding ammunition on his person takes damage as if he were hit by a single round of the exploding ammo, and may roll a Body test to resist damage, but may not use his Combat Pool. The appropriate armor rating (Ballistic or Impact) is substracted from the Target Number for the Body test, but is only one-half (round down) effective.

This spell uses the elemental effects of fire and lightning.

  • Type: Physical
  • Range: LOS
  • Target: see above
  • Duration: Instant
  • Drain: [(F/2)+2]D

51) Control Thoughts (SRII p.157)

The magician controls the thoughts of the subject. The victim will carry out orders wholeheartedly as long as the magician sustains the spell. This is the magical equivalent of deep hypnotic suggestion. Actions that would be terribly destructive to the target or his loved ones allow the character to fight the spell. He must pass a Willpower test with a Target Number of the spell’s Force. If the casting magiciain is not present, a single success will do. If the casting magician is present, roll that character’s Willpower against a Target Number equal to the target’s Willpower. The magician’s successes reduce the target’s. One success on the part of the target is still all that is required to resist the heinous command.

  • Type: Mana
  • Range: Limited
  • Target: Willpower (R)
  • Duration: Sustained
  • Drain: [(F/2)+2]D

52) Influence (TG p.130)

Similar to the Control Thoughts spell (above), this spell permanently implants a single suggestion in the victim’s mind. He will act accoring to this suggestion or carry out this order as if it were his own idea. Proving the falseness of the idea to the victim, or forcing the caster to withdraw it, can overcome the spell.

  • Type: Mana
  • Range: Limited
  • Target: Willpower (R)
  • Duration: Permanent (10 turns)
  • Drain: [(F/2)+2]S

53) Mob Mind (TG p.130)

This area-effect spell allows the caster to control the thoughts of all within range. For purposes of making a Success Test to gauge the spell’s effect, treat the crowd as a single character. Pedestrians are assumed to have a Willpower of 3. Major characters, both player and non-player, should defend against the spell individually, based on the number of successes the caster generates with his or her Force Success Test.

  • Type: Mana
  • Range: Limited
  • Target: Willpower (R)
  • Duration: Sustained
  • Drain: [(F/2)+3]S

54) Mob Mood (TG p.130)

Similar to the Mob Mind spell above, Mob Mood affects only the crowd’s emotions. This spell does not give the caster control of a crowd, but allows him or her to shift a crowd’s mood.

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

55) Control Animal (TG p.130)

Similar to the Control Thoughts spell (above), this spell works only on non-sentient animals. Sentience is determined at the gamemaster’s discretion. Paranormal animals should resist this spell with either Willpower or Essence, whichever is higher.

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

56) Control Actions (SRII p.156)

Like a puppeteer, the magician controls the physical actions of a target. The victim’s conciousness is not affected, but becomes only a passenger in his own body. The victim uses any skills possessed at the magician’s orders, but with a +4 modifier to all Target Numbers. The Threshold is the target’s Willpower Rating.

  • Type: Mana
  • Range: LOS
  • Target: Willpower (R)
  • Duration: Sustained
  • Drain: [(F/2)+2]S

57) Control Emotions (SRII p.156)

The subject feels some overwhelming emotion, which can be anything the magician chooses when the spell is cast. The spell can make the target love somebody, hate somebody, or any other single emotion desired.

The effects of this spell require roleplaying more than they do caclulating scores or numbers. The spell’s victims believe the emotion wholeheartedly but not mindlessly. As a rule of thimb, no penalties apply if a character is doing something that is in keeping with the emotion (fighting while filled with anger or hate). If the character is doing something that is not relevant to the emotion (trying to drive while laughing wildly), distraction modifiers apply (+2 or more to all Target Numbers). If the character tries to go directly against the emotion (trying to shoot a “loved” target), it calls for a Willpower test with the spell’s Force as the Target Number. Distraction penalties apply even if the test succeeds, but it must succeed for that action to be taken.

  • Type: Mana
  • Range: LOS
  • Target: Willpower (R)
  • Duration: Sustained
  • Drain: [(F/2)+2]M

58) Levitate Item (SRII p.157)

Levitation allows a magician to lift an item from the ground and move it around. The maximum “distance” that the target can be moved in meters is the magician’s Magic Rating times the number of successes. The distance can be expressed as vertical distance (height), horizontal distance, or any combination of the two. A magician with a distance result of 12, for instance, could move an object 12 meters horizontally, or 12 meters vertically or any combination of thw two, as long as the total distance (horizontal plus vertical) is 12. This means that 10 horizontal ans 2 vertical is fien (10 + 2 = 12), as is 5 horizontal and 7 vertical (5 + 7 = 12). The sum of the vertical and horizontal components must equal the “distance”. All movement is measured from the starting point of the target.

The magician’s Target Number for the Spell Success Test is increased by +1 for every 100kg of mass the object has. (Figure a living being has 50 kilograms per point of Body, and a vehicle 1000 kilograms). A magician can move a levitated object anywhere as long as the spell is maintained and the target stays in view. Objects can move the full “distance” in one Action Phase.

If the spellcaster is attempting to levitate an item attached or held by a living being, that being is allowed a Strength test against a Target Number equal to the spell’s Force. Reduce the caster’s successes by the successes from this test. The caster must have at least 1 net success to levitate the item away.

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

59) Levitate Person (SRII p.157)

As the Levitate Item spell above, but this spell can also levitate living beings.

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

60) Magic Fingers (SRII p.157)

Magic Fingers is classic telekinesis. The magician creates “invisible hands” and can hold or manipulate items by mental power. The Spell Success Test has a Target Number of 6. The number of successes becomes the spell’s ratings for Strength and Quickness. The character can use his own skills with the Magic Fingers spell, but all Target Numbers receive a +2 because of the problems of remote control. Even simple actions may require a Quickness Test. The magician can fight, pick a lock, or whatever, using magic fingers. The fingers can reach any point the magician can see. The casting magician can use a Clairvoyance spell or even remote-viewing technology to get a close-up of the scene, as long as the actual location is in his view. The spell comes in very handy for disarming bombs.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]M

61) Use (Skill) (TG p.131)

A limited form of the Magic Fingers spell (above), this spell allows the character to use a skill telekinetically. The gamemaster determines which skills may be used in this manner. Typical examples include Armed Combat, Electronics (B/R), Demolitions, Driving, and so on. Knowledge skills, requiring no physical action, would not be appropriate to this spell. The spell operates in the same way as the Magic Fingers spell, except that the caster’s actual Skill Rating determines the spell’s effect.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+3]L

62) Remote Control

This spell allows the magician to push any button, and operate any switch, in his line-of-sight (Restricted Target: Buttons and Switches). The magician can push one button or move one switch per Simple Action (i.e. two buttons, two swit ches, or one button and one switch per Combat Phase). No tests are required to push buttons or operate switches.

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

63) Poltergeist (SRII p.157)

Within the area of this spell, all small objects and debris, up to a kilogram in mass, whirl around in random patterns. This reduces the visibility factor of the area (+2 to all Target Numbers). The spell does Stun damage as well, whacking targets with flying debris. Targets within the area use their Quickness Rating, not Body, for their Resistance Tests against such damage, with the Spell Force as the Target Number. The Damage Category is Light. Impact armor provides protection against this damage.

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

64) Armor (SRII p.158)

A voluntary subject is required. The magician gives the subject built-in armor, knitting his tissues into tougher compounds. Treat one-half the successes made in the Spell Success Test as the Dermal Armor Rating (add to Body) for as long as the spell is maintained.

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

65) Ignite (SRII p.158)

The magician accelerates molecular speed in the target, making it catch fire. Anything that can burn is subject to this spell. The base time to ignite the target is 10 turns, divided by the magican’s successes. Once the target ignites, it is burning until it either burns up or is extinguished by smothering, water, or a fire extinguisher. The spell must generate more successes than the Body Rating of living targets, or the Barrier Rating of inanimate objects. The ignite spells wraps a being in flames, causing (F)M damage on the first turn. The Power increases by 1 point per Combat Turn. At the end of each turn, make a Damage Resistance Test, counting one-half Impact armor. Ammo or explosives carried by the victim may go off. If flames are not extinguished, they burn out in 1D6 Combat Turns.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Permanent (10 turns)
  • Drain: [(F/2)+2]D

66) Flame Bomb (SRII p.158)

This area-effect spell creates a blast whose effects surround the target. Being of real flame, it causes easily flammable materials to ignite and burn. The Damage Code for this attack is (F)M. Every 2 successes increase the damage by one level. The spell is resisted by Body, and one-half the value of Impact armor reduces the Power (Force) of the attack. Resolve using the ranged combat procedure.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Damage Level: M
  • Duration: Instant
  • Drain: [(F/2)+1]D

67) Flamethrower (SRII p.158)

This spell creates a stream of flame from the caster to the target. Being of real flame, it causes easily flammable materials to ignite and burn. The Damage Code for this attack is (F)M. Every 2 successes increase the Damage Code by one level. The spell is resisted by Body, and one-half the value of Impact armor reduces the Power (Force) of the attack. Resolve using the ranged combat procedure.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Damage Level: M
  • Duration: Instant
  • Drain: [(F/2)+1]S

68) Fire Strike (TG p.132)

This area-effect spell blasts flame into an area, using the elemental effect of fire.

  • Type: Physical
  • Range: LOS
  • Target: Body (R)
  • Damage Level: S
  • Duration: Instant
  • Drain: [(F/2)+3]D

69) Flame Burst (TG p.132)

This spell strikes the target with a burst of flame, using the elemental effect of fire.

  • Type: Physical
  • Range: LOS
  • Target: Body (R)
  • Damage Level: S
  • Duration: Instant
  • Drain: [(F/2)+1]D

70) Ice Sheet (SRII p.158)

This spell creates a flat sheet of ice that covers a number of square meters equal to the caster’s Magic Rating multiplied by the successes. Characters crossing the sheet must make a Quickness Test against a Target Number 3 to avoid falling prone. Vehicles must make a Handling Test to avoid having to make a Crash Test. The sheet melts at a rate of 1 square meter per minute.

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

71) Light (SRII p.158)

An area-effect spell. This spell creates a mobile point of light that illuminates an area equa lto the magician’s Magic Rating times the spell’s successes in meters. The illumination is roughly equal to that from a good flashlight, but as an area-effect. This spell can not be used to blind, but does offset visibility modifiers for darkness; 2 successes counters a +1 modifier.

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

72) Shadow (SRII p.158)

An area-effect spell. This spell creates a pool of darkness equal to one-half the caster’s Magic Rating times the spell’s successes in meters. The Target Number depends on the local conditions: bright midday 6; day 5; day, overcast 4; twilight 3; street light or darker 2. Every 2 successes imposes a +1 Target modifier for Combat or Perception Tests against targets within the area of shadow.

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

73) Spark (SRII p.158)

This spell creates a small spark of electricity that springs from the spellcaster to the target. The damage code is (F)M. Every 2 successes increase the Damage Code by one level. The spell is resisted by Body, and one-half the value of Impact armor reduces the Power (Force) of the attack. Resolve using the ranged combat procedure.

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

74) Lightning

Similar to the above Spark spell, this spell has a damage code of (F)S.

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

75) Chained Lightning

This is similar to the above Spark spell, but instead of striking only a single target, it jumps from the original target to the closest living thing, then to the next, and so on. The caster has no control over the jumps; if two or more targets are the same distance for a jump, one is selected randomly.

For every jump, the Force is reduced by 1. The energy keeps jumping until it runs out of targets, or until its Force is reduced to 0. The damage code is (F)S, and the Damage Level is increased by one level for every two successes rolled by the caster. All targets are struck by the same number of successes, only the Force is decreased for each new target. This spell is resisted in the same way as the Spark spell.

This spell can strike its caster if he or she is the closest living being for a jump.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Damage Level: S
  • Duration: Instant
  • Drain: [(F/2)+1]D

76) Animate (TG p.130)

This spell allows the caster to make inanimate objects move. The object moves according to its structure (balls can roll, rugs can crawl, humanoid statues can walk, and so on). The spell imparts a certain amount of flexibility, allowing solid things like statues to move as if they had joints. The caster can only move the whole object, not just one part of it such as computer keys or vehicle weapons. Movement continues for a number of meters per action equal to one-half the caster’s Magic Attribute Rating (round down).

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

77) Clout (TG p.131)

This telekinetic punch carries a Damage Code of (Caster’s Willpower)M Stun. Normal Ranged Combat modifiers apply (p. 87, SRII). Per the normal Ranged Combat rules, successes from the spell’s casting may be used to increase the damage. Impact armor defends against this spell.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Instant
  • Drain: (F/2)M

78) Acid (TG p.131)

This spell strikes the target with a spray of acid, using the elemental effect rules (see Elemental Effects, p. 112 of TG).

  • Type: Physical
  • Range: LOS
  • Target: Body (R)
  • Damage Level: M
  • Duration: Instant
  • Drain: [(F/2)+1]S

79) Acid Bomb (TG p.131)

This area-effect spell strikes the target with a spray of acid, using the elemental effect rules.

  • Type: Physical
  • Range: LOS
  • Target: Body (R)
  • Damage Level: M
  • Duration: Instant
  • Drain: [(F/2)+1]D

80) Acid Stream (TG p.131)

This spell strikes the target with a stream of acid, using the elemental effect rules.

  • Type: Physical
  • Range: LOS
  • Target: Body (R)
  • Damage Level: S
  • Duration: Instant
  • Drain: (F/2)

81) Astral Static (TG p.131)

This area-effect spell creates a cloud of crackling, swirling mana in astral space, generating a background count of 1 for every 2 successes the caster rolls. As with normal background count (see Background Count, p. 89 of TG) the rating of the static increases the Target Numbers for all Astral Success Tests within the area of effect, including the caster’s Target Numbers.

  • Type: Mana
  • Range: Limited
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+1]D

82) Magical Static

This area-effect spell functions like the Astral Static spell described above, but it creates a cloud of mana in both the physical and astral planes. The cloud affects all Astral Success Tests, and all Spell Success Tests on the physical plane. All magicians on the physical plane casting spells into or out of the cloud have their Target Numbers increased by 1 for every 2 successes. It also increases the Background Count of the area by the same amount.

  • Type: Physical
  • Range: Limited
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]D

83) Bind (TG p.131)

This spell entraps and holds the target in bands of mystical energy. The magician makes a Spell Success Test using the target’s Quickness Attribute Rating as the Target Number. The target resists by making a Quickness Success Test against a Target Number equal to the Force Rating of the spell. Net successes in the caster’s favor provide the effective Barrier Rating of the mystic energy.

The character can attempt to escape by breaking the bands.In this situation, compare the character’s Strength Rating to the Barrier Rating, per those rules (p. 98, SRII). The character must make a Strength Success Test against a Target Number equal to the Force Rating of the spell in order to exert more pressure against the bonds. Every 2 successes the character rolls allows him to increase his Strength Rating by 1 for this purpose. Upon breaking free, he must make a Body Success Test to resist (Character’s Strength)L Stun damage, representing the fatigue caused by his efforts.

  • Type: Physical
  • Range: LOS
  • Target: Quickness (R)
  • Duration: Sustained
  • Drain: [(F/2)+2]S

84) Shapechange (TG p.132)

This spell transforms a voluntary subject into a normal critter, though the subject retains human conciousness. To determine the shapechanged critter’s Physical Attributes, consult the Critter Statistics Table, p. 233, SRII, adding 1 to the critter’s Base Ratings for every 2 successes the caster generates. Also, increase the critter’s Reaction Rating by the subject’s Intelligence Rating, to reflect the human mind controlling the animal form. Mental Attributes remain the sub ject’s own. This spell does not transform clothing or equipment. Magicians under this spell can cast spells, but cannot fulfill geasa or use Centering Skills requiring activi ties that the animal shape cannot perform, such as speech.

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

85) (Critter) Form (TG p.131)

Similar to the Shapechange spell listed above, this spell allows the magician to change into a specific, non-paranormal animal. This spell requires a voluntary subject.

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

86) Transform (TG p.132)

This spell changes the subject into a normal critter. A transformed being has no awareness of its former state, and has only animal intelligence. The spell will not transform clothing and equipment.

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

87) Fashion (TG p.131)

This spell instantly tailors clothing, transforming the target’s garments into any fashion the caster wishes. The Fashion spell requires a voluntary subject. The caster’s extra successes measure the degree of style in the tailoring. The spell cannot change the clothing’s protective value, only its cut, color, and fit.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Permanent (10 turns)
  • Drain: [(F/2)+2]M

88) Makeover (TG p.132)

This spell creates a complete makeover on a voluntary subject, including cosmetics, hair, clothes, and so on. It even polishes teeth and eliminates plaque. Changes wrought under this spell are as permanent as those made in a real beauty salon. The number of successes generated by the magician measures the degree of style in the makeover. Note that nothing actually changes; the subject is only cleaned and spruced up.

  • Type: Physical
  • Range: LOS
  • Target: 4
  • Duration: Permanent (10 turns)
  • Drain: [(F/2)+2]M

89) Lock (TG p.132)

This spell holds any door, portal, closure, or similar barriers magically as long as the caster sustains the spell. Because the lock has the same strength as the material of the door, opening it would require breaking or blasting through it.

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

90) Area Lock

Similar to the Lock spell, this spell causes all doors, portals, closures, and similar barriers in the area of effect to lock magically.

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

91) Seal (TG p.132)

Similar to the Lock spell described above, this spell reinforces a locked doorway. Every 2 successes the caster generates increase the door’s Barrier Rating by 1.

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

92) Unseal

This spell counters the Seal spell above, and is ineffective against doors not locked with Seal. Every 2 successes generated by Unseal reduce the door’s Barrier Rating by 1, but the maximum decrease is equal to the increase caused by Seal. That is, if Seal increased the Barrier Rating by 3, Unseal can only lower it by 3. This reduction is permanent in so far that the Barrier Rating points lost are not returned after Unseal has finished.

The Target Number for the Spell Success Test is equal to the Force of the Seal spell used to lock the door.

  • Type: Physical
  • Range: LOS
  • Target: Force of Seal
  • Duration: Instant
  • Drain: [(F/2)+1]M

93) Thunderclap (TG p.132)

This spell strikes the target with an explosion of air, making a thunderous noise. In addition to causing Stun damage, the spell deafens the target for 1 Combat Turn for ivery 2 successes generated by the caster.

  • Type: Physical
  • Range: LOS
  • Target: Body (R)
  • Damage Level: M
  • Duration: Instant
  • Drain: [(F/2)S]

94) Lift & Push

When this spell is cast the target is lifted up into the air for up to 1� meters, and then pushed back (away from the caster) for a number of meters equal to the caster’s Magic Rating, provided he does not hit a solid object before that time. If he hits an object, the damage is calculated in the following way: the Power Level of the attack is equal to the number of meters moved, and the Wound Level is the base Wound Level of the spell (M). Damage is always Stun. The Wound Level goes up by one for every two successes generated by the caster. Then the target makes a Body Resistance Test, in order to reduce the damage. Impact armor is used to reduce the Power Level.

If the target does not hit an object (if there is no object in range, for instance), he falls onto the ground and must make a Quickness(6) test in order to remain standing. There is no damage from falling in this way.

  • Type: Physical
  • Range: Limited
  • Target: Body (R)
  • Duration: Instant
  • Drain: [(F/2)+1]M

95) Anti-Spirit Melee

When attacking a spirit, a character normally uses Willpower instead of Armed or Unarmed Combat skill (see page 142 of SRII). However, the subject of this spell can attack a spirit as if the spirit were a normal character. This means that any weapon can be used, and that Armed or Unarmed Combat skill is used, as appropriate for the weapon used by the character. The character may still use his Willpower to attack the spirit, if he choses to do so.

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

96) Plant Growth (AD&D p.212)

When a Plant Growth is cast, the magician causes normal vegitation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a greatly reduced movement rate.

The new movement rate is equal to the character’s Strength plus his Quickness, divided by three (round down). From this figure, one is substracted for every success rolled by the magician on the Spell Success Test. Then, depending on what items the character uses to force himself through the forest, it is increased or decreased. See the table below:

Item Movement rate
Bare hands -1
Sharp weapon with Damage Level L +0
Sharp weapon with Damage Level M +1
Sharp weapon with Damage Level S +2
Sharp weapon with Damage Level D +3
Blunt melee weapon +0
Fire (torch, flame projection, etc.) +1

The movement rate will not drop below 1 after all modifiers have been added. Running is impossible.

The area must contain brush and trees for this spell to work. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become thick and overgrown so as to form a barrier. Individual plant girth and height is generally affected less than thickness of brush, branch, and undergrowth. The spell’s effects persist in the area until it is cleared by labor, fire, or by being dispelled by an Initiate or fought in astral space by a normal magician.

  • Type: Mana
  • Range: LOS
  • Target: 4
  • Duration: Permanent (20 turns)
  • Drain: [(F/2)+3]D

97) Entangle (AD&D p.200)

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls enough successes on his Resistance Test can escape the area, moving at a rate of one meter per action (this counts as walking on difficult ground for game purposes) until out of the area. Exceptionally large or strong creatures (about Dragon-size) may suffer little or no distress from this spell, at the GM’s option, based on the strength of the entangling plants. Certain creatures may also be allowed to move at faster rates, or may be totally unaffected (Forest Spirts and Air or Fire Elementals, for instance).

A character held by the spell must make a Strength test, with a Target Number equal to the Force of the spell, to perform anything that involves movement, be it walking, moving an arm, kicking someone, etc. Sharp weapons can be used to lower the Target Number, at the GM’s option.

  • Type: Physical
  • Range: LOS
  • Target: Strength (R)
  • Duration: Sustained
  • Drain: [(F/2)+2]S

98) Pass Without Trace (AD&D p.201)

When this spell is cast, the recipient can move through any type of terrain -mud, snow, dust, etc.- and leave neither footprints nor scent. The area that is passed over radiates magic and has a background count of 1 for 1D6x10 minutes after the affected creature passes. Thus, tracking a person or other creature covered by this spell is impossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search pattern, can result in the trackers picking up the trail at a point where the spell was no longer used. Astral perception is also a good way to track the person, if a magician is present among the trackers.

Only a single creature can be affected by this spell.

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

99) Purify Food & Drink (AD&D p.202)

When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. A number of kilograms up to the number of successes rolled is affected. This spell does not prevent natural decay or spoilage after the spell has been cast.

Beware that most modern foods will lose a lot, if not all, of their flavor (the spell “recognizes” flavoring agents, both natural and artificial, that do not belong in the food, as poisons.)

  • Type: Physical
  • Range: Limited
  • Target: Obj. Resistance
  • Duration: Permanent (10 turns)
  • Drain: [(F/2)+1]M

100) Spiritual Hammer (AD&D p.207)

The caster of a Spiritual Hammer brings into existence a field of force shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it can strike at any opponent within range, as desired. Each action, the caster can choose to attack the same target as the previous action, or switch to a new target that he can see.

Striking an opponent requires a Sorcery success test, with a base Target Number equal to the target’s Willpower, modified as for ranges combat (see the modifiers on page 89 of SRII. The Damage Code is (Force)M, staged using the successes of the Sorcery Success Test. The target resists using his Body and Impact Armor.

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

101) Liveoak (AD&D p.228)

This spell enables the caster to charm a healthy oak tree (or other type if the GM allows) to cause it to serve as a protector. The spell can be cast on a single tree at a time. The tree on which the spell is cast must be within a number of meters equal to the caster’s Magic Rating of the caster’s dwelling place; within a place sacred to the caster; or within a number of meters equal to the caster’s Magic attribute multiplied by 10, of something that the caster wishes to guard or protect.

The Liveoak spell can be cast upon any healthy oak tree, according to desire and availability. A triggering phrase of up to a maximum of one word per point of Magic attribute of the spellcaster is then placed upon the targeted oak; for instance, “Attack everyone except me coming within ten meters” is an 8-word trigger phrase that could be used by a caster with a Magic Rating of 8 or higher casting the spell. The Liveoak spell triggers the tree into an animating, having attributes as follows:

  • Body: Force + Successes
  • Quickness: Successes
  • Strength: Force
  • Charisma: -
  • Intelligence: Force
  • Willpower: Force
  • Essence: (Force)
  • Magic: 0
  • Reaction: (Force + Successes) / 2
  • Initiative: Reaction + 2D6

The tree has a Reach as deemed appropriate by the GM, although this will usually be at least +2 or +3. Its attacks are resolved as for Melee Combat, and the tree uses its Reaction for the number of dice to roll. The Damage Code is (Force)L for a small tree, (Force)M for a medium-sized tree, or (Force)S for a large tree. Some trees might even have a (Force)D Damage Code, if the GM thinks the tree is big enough. All damage is Stun.

If the tree is attacked, it has normal Physical and Stun condition monitors. If a Deadly Physical result is achieved, the spell ends and what is left of the tree becomes a normal tree again. The tree recovers from damage in the same way as a character would. Mundane healing has no effect, but magical healing works normally.

The tree can also attack opponents in astral space, and is considered to be a dual-nature being.

  • Type: Mana
  • Range: Touch
  • Target: 4
  • Duration: Permanent (20 turns)
  • Drain: [(F/2)-1]D

102) Metamorphose Liquids (TOM p.19)

This spell transmutes one type of liquid into an equal amount of a different fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.

Poisons may be rendered harmless through the use of this spell, but the spell has no effect on poisons already consumed.

Living creatures are unaffected by the spell, excluding those magical creatures who are closely affiliated with water, such as Lake, River, Sea, and Swamp Spirits, and Water Elementals. These creatures are allowed a Resistance Test against the spell, using their Force Rating (incidentally, the Target Number for the spell is also the Force of the spirit), and the spell’s effects are special on them: instead of simply changing the water to another fluid, treat the spell as having a Damage Level of M, increased or decreased according to the number of successes generated on the Spell Success Test and the Resistance Test. Only one creature can be affected per casting of this spell.

The maximum amount of liquid that can be affected, is a number of liters up to the caster’s Magic Attribute.

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

103) Earthen Grasp (TOM p.22)

This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or a dirt floor.

The earthen arm and hand (which are about the same size as a normal Human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature’s leg. The victim must make a Reaction test, with a Target Number equal to the Force of the spell. If the test rolls more successes than the magician rolled on the Spell Success Test, the hand misses and sinks into the ground. The spell then ends here, no matter how long the caster keeps sustaining it.

If the Reaction test does not roll enough successes, the earthen limb firmly grasps and holds the creature in place. An individual held by the hand may not walk or run, and has a +2 penalty on all Target Numbers. The hand causes no damage to the victim.

The arm may be attacked by the creature. Use a normal condition monitor for the arm, consider all attacks on it as having Cover (that means a +4 modifier to the Target Number), and assume that the arm has Ballistic and Impact armor ratings of (3/3). When the arm takes Deadly Physical damage, it crumbles and the spell ends. Stun damage has no effect on the arm.

A victim may also try to escape by pulling himself free. This requires a Complex Action, which consists of a Strength test against a Target Number equal to the Force of the spell. The arm makes an opposed test. If the creature rolls more suc cesses, it is free. If the arm rolls more successes, it retains its old on the creature. Ties are in favor of the arm.

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

104) Fist of Stone (TOM p.17)

Upon casting of this spell, one of the caster’s hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the when making an unarmed attack is (str + � number of successes)M Stun.

A magician under a Gesture geas breaks his geas if he casts any other spell(s) than Fist of Stone when maintaining this spell.

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

105) Flame Fist (TOM p.41)

When this spell is cast, one of the caster’s hands (his choice) bursts into light and is surrounded by an aura of flame. The caster suffers no damage from this effect. Illumination is equal to that of a torch.

If the magician successfully hits an opponent in melee combat, the subject must roll a Quickness Test (Combat Pool may be used to augment the test) with a Target Number equal to the Force of the spell. If the test is successful, the flame remains on the caster’s hand (and he may use it to make further attacks until the spell’s duration expires) and the touched creature suffers (Force)L fire damage. If the Quickness test is failed, the flame leaves the caster’s hand to surround the victim’s body in an aura of searing fire. The superheated aura burns until the spell is dropped, inflicting (Force)M fire damage at the end of every turn.

Instead of attacking a creature, the caster may choose to touch any single object, which is automatically surrounded by the searing aura (if it can burn).

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

106) Alacrity (TOM p.24)

The use of an Alacrity spell allows the magician to speed up the casting of Permanent spells. Only spells that are cast in the same action as the Alacrity spell are affected (see Spell Stacking, p.129 of SRII).

The caster rolls a Spell Success Test for the Alacrity spell first. He then counts the number of successes rolled, and then rolls Success Test for any other spells cast at the same time. If one or more of these spells are of Permanent duration, the caster decides (as usual) how many successes to allocate to reducing the time. However, he may choose to add the successes rolled on the Success Test of the Alacrity spell to this number.

If more than one Permanent spell is cast, the successes must be split between them.

As an example, Joanna casts an Alacrity (Force 4) together with a Heal (Force 6). The Heal is targeted at a Light wound, thus requiring five turns to complete. First rolling for the Alacrity, Joanna gets three successes. The Heal get three, one of which Joanna decides to use to heal damage. The two remaining successes could be used to reduce the time, from five turns to three (5 / 2 = 2.5, rounding to 3). But, since the Alacrity had three successes, she may add these successes together, to get a total casting time of one turn (5 / (2 + 3) = 1).

  • Type: Mana
  • Range: Self
  • Target: 4
  • Duration: Instant
  • Drain: [(F/2)+3]M

107) Alternate Reality (TOM p.24)

With this spell, the caster creates a small variation in probabilities. This variation lasts only a moment, but creates alternate results for one recent event. When the spell is cast, the next event attempted by the recipient is recalculated, essentially allowing (or forcing) the creature to make new die rolls.

Only the action of the affected creature immediately following the action in which the spell was cast, can be affected. Only one die roll can be rerolled. If the creature touched is a willing recipient, the player can choose which roll (the original or the new roll) affects him. If the creature is unwilling, it must redo the action. The second result, whatever its outcome, cannot be changed.

An unwilling target is not allowed a Resistance Test.

If the creature must make multiple die rolls in an action (a magician casting a spell, for instance), and he is a willing target, he may choose which roll to reroll, after all rolls have been made. If the target is unwilling, the caster selects the roll to be rerolled, again after the target has finished all its rolls.

Typical uses of this spell include allowing a character to reroll an attack, forcing an opponent to reroll a Resistance test, or allowing a magician to try and extend the range of a Limited-range spell.

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

108) Minor Malison (TOM p.26)

This spell allows a magician to adversely affect the Resistance Tests of his enemies (and possibly his allies, if they are too close). All characters in the area of effect have one-half the successes of this spell added to the Target Number for all Resistance Tests against magic. Thus, if four successes are rolled on the Minor Malison Spell Success Test, all creatures in the area of effect have a +2 modifier to the Target Numbers of all tests to resist the effects of magical spells (not attacks by spirits).

Note that the increased Target Number is not used when resisting the effects of this spell.

  • Type: Physical
  • Range: Limited
  • Target: 5 (R)
  • Duration: Sustained
  • Drain: [(F/2)+2]S

109) Major Malision (TOM p.29)

As the above Minor Malision spell, but here the Target Number is increased by +1 for every success rolled.

  • Type: Physical
  • Range: Limited
  • Target: 5 (R)
  • Duration: Sustained
  • Drain: [(F/2)+4]D

110) Spirit Armor (TOM p.26)

This spell allows the caster to surround himself with a portion of his own Essence, which takes the form of a shimmering aura. The Spirit Armor offers protection at a Ballistic and Impact rating equal to the number of successes (i.e. three successes would give a Ballistic rating of 3 and an Impact rating of 3). The Spirit Armor’s effects are not cumulative with other types of armor or magical protection.

The Spirit Armor spell is effective against both Physical and Stun damage, magical and non-magical. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting, except for the normal modifiers for casting a spell while sustaining another one.

When the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence. His Essence is reduced by the number of successes of the Spirit Armor spell, divided by 2. He may make a Willpower Resistance test, reducing the Essence loss by .5 for every success. The lost Essence is regained at a rate of one point per fifteen minutes. The caster’s Magic Attribute is not recalculated because of the Essence loss.

The caster may choose not to use all successes rolled on the Spell Success Test if he does not want to risk having his Essence drop below 0. Remember that a character whose Essence is less than 0 dies almost immediately.

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

111) There/Not There (TOM p.32)

This peculiar spell creates a random fluctuation in the probabilities of existence. The spell can be cast only upon nonliving objects (Restricted Target: Nonliving Objects).

The target object either remains normal and visible, or disappears (roll 1D6: 1-3 = remains; 4-6 = disappears). The state of existence for any object is determined randomly, and changes with each viewing and viewer. Thus, a single object could appear and disappear several times during the course of the spell. Furthermore, it might be “there” for one onlooker, but “not there” for another.

For example, a magician casts this spell on a doorway. The GM rolls 1D6 and determines that the door is there for the caster. The magician’s companion also looks at the door. The GM rolls and determines that the door is “not there” for the companion. The pair studies the door for several minutes, during which time the door does not change (this counts as a single viewing for each character).

The magician (still sustaining the spell) and his companion then close their eyes. When they look at the door again, new checks for each character reveal the door is “not there” for both characters. The pair steps through the open archway and turns around to look at the door once again. This time it is “not there” for the caster, but “there” for his companion. This random changing continues throughout the duration of the spell.

Objects that are “there” are normal in all respects. Doors can be opened, chests can be picked up and carried, and rocks can be used as barricades. Objects that are “not there” are gone, although their absence does not cause ceilings to collapse or other damage. A magician could walk through a “not there” wall without difficulty.

When two parties perceive a There/Not There object differently, the object functions for each party according to its own perceptions. For example, a magician hides behind a wall that he sees as “there”. Her enemy, a Samurai, perceives the wall as “not there” and fires arrows at the magician. The magician would perceive the arrows as striking the wall, probably bouncing off, while the Samurai would perceive the arrows as hitting the ground in front of the magician, or flying past him. The Samurai would be subject to a check before firing each arrow to determine whether his perception changes (assume that the Samurai must look away from the wall each time he nocks an arrow (or sticks a clip in his gun, etc.); each time he takes aim with his bow counts as a new viewing).

After the spell is cast, any affected object removed retains its uncertain existence for the duration of the spell. Thus, a pair of runners could pick up a trideo set, carry it down the hall, set it down, and discover it had vanished while their backs are turned. Worse still, one might see the trid, and the other not.

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

112) Unluck (TOM p.33)

With this spell, the magician creates a negative pattern in the random forces surrounding one creature. The creature is allowed a Resistance Test. If the magician has at least one success left, random chance falls into an unlucky pattern. Any action involving random chance (i.e. any time a die roll affects the character) performed by the victim, while the spell is in effect, requires two attempts; the worst result is always applied. (The victim rolls twice for Skill tests, Resistance Tests, etc., always using the worse die roll).

  • Type: Mana
  • Range: Limited
  • Target: Willpower (R)
  • Duration: Sustained
  • Drain: [(F/2)+1]S

113) Vortex (TOM p.36)

A Vortex is a swirling mass of magical energy, barely controllable by the caster. On the action of casting, a small sparkle of light fills the air at the desired position. On the caster’s next action (provided he has not dropped the spell), a two-meter-tall, multicolored tornado appears.

On each of his actions, the caster can move the Vortex a number of meters equal to his Magic Attribute. However, control of direction is not perfect. The caster has complete control over distance, but can only suggest the desired direction.

When the Vortex must move, the GM secretly rolls on the Grenade Scatter Diagram. Direction 1 is the direction in which the caster wants the Vortex to move. The caster rolls then a Sorcery skill test against a Target Number equal to the Force of the spell. Every two successes rolled shift the direction one step toward the desired direction. If more successes are rolled than needed, the Vortex still travels in the desired direction. It is very possible for the Vortex to move toward the caster.

Example: A magician has cast a Force 5 Vortex, and wants it to move five meters straight away from himself. The GM rolls a 3 for direction, after which the magician rolls a Sorcery skill test, rolling three successes. Two successes shift the direction to 2 on the Scatter Diagram. The third suc cess is discarded. Had the magician rolled four successes, he would have managed to steer the Vortex in the desired direction. Had the GM rolled a 5 for direction, the firs ttwo successes would make the Vortex go in direction 6, and the third success would, again, be discarded.

The Vortex occupies an area of about one meter in diameter, and can not move through objects larger than this area (it could move through a lamppost but not a car) and will be redirected by these, rebounding along the general line of movement. For example, if cast in a narrow hallway, the Vortex might ricochet down the hall, bouncing from side to side.

The Vortex is composed of raw magical energy. Nonmagical creatures struck by the Vortex suffer (Force)M damage. Magical creatures (that includes all spirits, dual-natured creatures, and similar creatures) and characters with a Magic Attribute greater than 0, suffer (Force)S damage. Everyone struck is allowed a Resistance Test against the Force of the Vortex. Nonmagical creatures use Willpower, while magical creatures and those with a Magic Attribute greater than 0 may choose to use either Willpower or their Magic Attribute.

  • Type: Mana
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+1]D

114) Frisky Chest (TOM p.58)

With this spell, the caster can enchant a chest, book, or any other nonliving object no larger than a 3m x 3m x 3m cube. When any creature other than the caster comes within one meter of the enchanted object, it instantly sprouts appendages and moves away from the creature as quickly as possible. The enchanted object continues to move until it is at least three meters away from the nearest creatures in the area.

After the enchanted object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within one meter of the enchanted object, the enchanted object sprouts appendages and flees. This process continues until the enchantment is negated (dispelled or destroyed in astral space) or the enchanted object is subdued or destroyed.

The enchanted object can sprout feet (actual Quickness: 5; running multiplier: x3), wings (actual Quickness: 5; movement multiplier: x4), or fins (actual Quickness: 5; running multiplier: x3), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. The enchanted object can freely and instantly change appendages as necessary.

The enchanted object will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through the earth. It cannot attack or take any actions other than movement. If surrounded or cornered, the enchanted object moves in random directions until it is restrained or destroyed.

The personal form of this spell has a Drain Code of [(F/2)+2]L

  • Type: Physical
  • Range: Touch
  • Target: Obj. Resistance
  • Duration: Permanent (20 turns)
  • Drain: (F/2)S

115) Zone of Truth (TOM p.62)

This spell prevents creatures within the area of effect (or those who enter it) from speaking any deliberate and known lies. Creatures are allowed a Willpower Resistance Test to avoid the effects; those who fail to roll enough successes are affected fully. Every time a creature wants to tell a lie, another Willpower test must be made.

Affected characters are aware of the enchantment; therefore, they may avoid answering questions to which they would normally respond with a lie or they may be evasive as long as they remain within the boundaries of the truth. When a character leaves the area, he is free to speak as he chooses.

  • Type: Mana
  • Range: LOS
  • Target: Willpower (R)
  • Duration: Sustained
  • Drain: [(F/2)+3]S

116) Choose Future (TOM p.64)

In its action immediately following the casting of this spell, the affected creature is allowed two rolls for any normal attack roll, initiative roll (if the creature has no more actions in the current turn), or Resistance Test. The af fected creature can choose the roll he prefers.

For example, a magician casts Choose Future on a Samurai companion. In his next action, the Samurai fires his gun at an opponent. The Samurai makes two Firearms Success Tests instead of only one, then chooses which roll will determine the outcome of his attack.

  • Type: Mana
  • Range: Touch
  • Type: Mana
  • Range: Touch
  • Target: 6
  • Duration: Instant
  • Drain: [(F/2)-1]S

117) Rigid Thinking (TOM p.70)

Rigid Thinking can be cast only upon a sentient creature (Humans, Orks, Feathered Serpents, etc.). The creature is allowed a Resistance Test to avoid the effects.

The creature affected by Rigid Thinking is incapable of performing any action other than the activity he is involved in when the spell takes effect. The creature’s mind simply cannot decide on another course of action - it becomes frozen into a single thought and cannot change even if new circumstances would suggest otherwise. Thus, a shadowrunner fighting a single security guard will ignore the arrival of an armored car, and a character picking a lock will pay no heed to the arrival of three security guards.

The affected creature does not mechanically repeat the action; he is not an automation. He will not continue to fire his shotgun at a dragon if he runs out of ammo, but will choose another means of attacking the dragon to the exclusion of all other activities.

A magician casting a spell when Rigid Thinking takes effect will attempt to repeat the spell, unless he runs out of fetishes, if it is a fetish-required spell. If this is the case, he will devote his attention to the target of that spell until his goal is met (e.g., if the caster were attacking a creature, he would continue to direct attacks at that creature; if the caster were trying to open a door, he would continue to work on the door until it opens).

The spell expires when the creature accomplishes its goal (e.g., the guard is killed or the lock is opened) or when the caster decides to drop it.

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

118) Chaotic Combat (TOM p.75)

When Chaotic Combat is cast on a character, he is inspired beyond his years of training and is suddenly struck with numerous insights for variations on the standard moves of attack and defense.

Unfortunately, these insights are helpful in only two- thirds of the character’s attacks. In the remaining attacks, the spell actually impairs the character’s standard performance. After the character has declared his action(s), 1D6 is rolled for the affected character. On a roll of 1, 2, 3, or 4, the character gains bonuses: -1 to his Target Number per two successes for attacking an opponent; and +1 Combat Pool per three successes (round down). On a roll of 5 or 6, the character suffers a +1 to his Target Number per two suc cesses; and -1 Combat Pool per three successes (round down). This must be determined at the beginning of each of the character’s Actions so that both the character and his opponents can apply the necessary changes.

The insight imparted by this spell is lost after the spell expires. The insight is generated by chaos, which is nearly impossible to contain. After the spell expires, the character remembers the battle but not the specifics of his actions. He is unable to duplicate the maneuvers.

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

119) Know Customs (TOM p.67)

This spell allows a caster to gain general knowledge of the customs, laws, and social etiquette of a tribe, village, or other population group. The caster must select a member of the group, who must be in range of the spell, for the spell to have effect. The selected villager must possess the knowledge sought by the caster; for instance, he cannot be an infant, nor can he be mentally unstable or dead (although he can be asleep or unconcious).

The selected villager is allowed a Resistance Test. If the Resistance Test does not generate enough successes, the caster gains a general knowledge of the villager’s local laws and customs, including those that apply to relevant tribal or clan types. Typical knowledge revealed by Know Customs includes common courtesies (outsiders must avert their eyes when addressing local officials), local restrictions (no animals or unaccompanied Elves within the city limits), important festivals, and common passwords that are known by the majority of the citizens (such as the necessary phrase to pass the guards at the main gate). In game terms, the caster gains an Etiquette skill for the village/tribe/population, at a level equal to one-half the number of successes rolled (rounding down), for the duration of the spell.

Knowing the local laws and customs does not guarantee that the caster will conduct himself properly. Know Customs is to be used as a guide; the GM is free to adjust the quality of information provided by a villager.

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

120) Miscast Magic (TOM p.69)

Miscast Magic can be cast only at another magician capable of casting spells; not on characters without a Magic Attribute, not on Physical Adepts, and not on Conjurer Magical Adepts.

Miscast Magic causes the next spell cast by the affected magician to be chosen randomly from the spells he knows. Thus, if a magician affected by Miscast Magic has four spells (Mana Dart, Sleep, Armor, and Mask), and he attempted to cast the Sleep spell, the GM would determine the resulting spell randomly (by rolling a die) from the magician’s four spells. The caster has only a 25% chance of casting the Sleep spell well.

If a magician only knows one spell, the Miscast Magic has no effect and he would cast the spell normally.

the miscast spell operates normally, at the number of successes rolled for the spell the magician actually wanted to cast. If a magician tried to cast a Levitate Person spell on a companion, but a Bind spell resulted, the companion would be trapped by the Bind and subject to all its effects.

The magician who casts the spell performs all actions needed for the spell he wishes to cast; he does not discover the altered results until the wrong spell takes effect. If the spell required an expendable fetish, the magician will also discover that the fetish for the resulting spell has vanished, in addition to any required fetish for the desired spell.

  • Type: Mana
  • Range: LOS
  • Target: Magic (R)
  • Duration: Instant
  • Drain: (F/2)S

121) Compulsive Order (TOM 76)

The victim of Compulsive Order is compelled to place everything he encounters into perfect order. A character under the power of this spell will sweep dirt from building corridors into neat piles, arrange the corpses of defeated enemies according to size and race, and insists that his fellow runners organize themselves alphabetically, then by size, and then by age. While the spell does not affect a character’s abilities, the overwhelming desire for order impairs the character’s usefulness in modt shadowruns.

When a character afflicted by this spell attempts to undertake a new event (begin a battle, haggle with the fixer, etc.), the player must rationalize the action on the basis of his compulsion for order. Thus, the character can not simply attack a Dwarf; he must announce a condition such as attacking the tallest Dwarf and fighting his way down according to size. Once stated, the character must follow through with this plan.

If the player can not conceive a rationale for his character’s behavior, the character is forced to do nothing for 1D6 turns, with the time spent in preparation for the course of action he is going to take. The character spends time arranging fetishes artistically, deciding how to hold his rifle, cleaning his knife, etc.

Anyone affected by Compulsive Order may become violent if he is prevented from being neat. He will do what he must to make the world around him more orderly. If he is allowed to organize his surroundings, he will quickly calm down again. The victim will constantly petition the people around him to be neat and organized.

The victim is allowed a Resistance Test to avoid the effects of the spell. If he does not generate enough successes, the spell takes full effect. Compulsive Order can be dispelled or fought in astral space, but will not end in any other way.

  • Type: Mana
  • Range: LOS
  • Target: Willpower (R)
  • Duration: Permanent (10 turns)
  • Drain: (F/2)D

122) Inverted Ethics (TOM p.80)

This spell reverses the ethics of a person or group of people. While under the influence of this spell, a creature behaves in a manner opposite to the way he would normally behave. Thus, a shopkeeper influenced by Inverted Ethics will think it perfectly normal for someone to pick up an item from his shop and walk out the door without paying for it. If someone tried to pay for an item, he would be insulted, possibly even calling the police. If the spell is cast on a shopper in a store, he would find it natural to steal the item, thinking he is behaving in a proper way. If the spell is cast on a professed thief, he will no longer steal, choosing to pay for his goods instead.

Inverted Ethics does not cause a creature to actively commit evil deeds (or good deeds). Thus, an affected creature will not go on a shoplifting rampage; he will steal only in situations where he would normally pay for the goods.

This is an area-effect spell, affecting all persons who fail to roll enough successes on their Resistance Tests. Affected persons stay affected even if they move out of the area of effect, but the caster must still be able to see them. If he can’t the spell ends for that person.

  • Type: Mana
  • Range: LOS
  • Target: Willpower (R)
  • Duration: Sustained
  • Drain: [(F/2)+1]S

123) Quickmove (Maurice Francke)

This spell allows the caster to move almost instantly to any point within range of the spell. This is not like a Teleport spell; when using a Quickmove spell, the caster is quickly transported to the intended point, and can hit anything that is in between his original position and his intended position (trying to go through a wall is not a bright idea).

This movement is not very accurate. To determine where the caster ends up, he must select a specific point before casting the spell. If this point falls outside the range of the spell, his new position will be a point at the edge of the spell’s range, as close as possible to the intended point.

The actual end point is determined as follows: treat it as a grenade with a scatter distance of 3D6 meters; each success achieved on the Spell Success Test reduces the scatter distance by 3 meters.

If someone or something is standing between the original location and the intended location, the caster must roll a Quickness test with a Target Number of 8. One success is enough to avoid a collision. If he does not get any successes, he hits the person or object standing in between. This does damage with a Power Level equal to the number of meters between the caster’s original position and the position of the person blocking the way, and a Damage Level of S Stun. Impact armor is used, and the caster must roll a Body Resistance test to reduce the damage. He does not travel any further after hitting someone, but instead falls to the ground in that location. The person blocking the way must resist the same damage as the caster, and is also automatically knocked over.

If the caster would go through a wall or other solid object, he hits the wall instead, and takes damage as described above, but with a Damage Level of D Stun. He ends up flat on the ground.

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

124) Rebound Magic

If any damaging magic (Combat or damaging Manipulation spells, or Physical Adept Killing Hands ability) is used against the recipient of this spell, the person casting the damaging magic takes the same damage as the target. The target suffers damage normally, but may roll a number of dice equal to the successes generated by the Success Test for the Rebound Magic spell, in addition to any other dice he rolls to defend against the spell.

The caster of the damaging magic may roll a normal Resistance Test, as if he had his own spell cast against him, at the same Force and the same number of successes as he rolled for his spell. If the attacker was a Physical Adept using the Killing Hands ability, he must resist the same damage as the target, as if he had hit himself with his hands, using the number of successes he had rolled for his attack on his target.

For example, Thunder is the subject of a Rebound Magic, with three successes. A wage-mage casts a Power Missile at him, rolling four successes. Thunder gets to roll his Body dice (4), plus 3 from the Rebound Magic spell, for a total of

  1. He rolls three successes, meaning he takes a Moderate wound from the Power Missile. The wage-mage also gets a Moderate Wound, and rolls Body dice against it as well.

The Personal form of this spell has a Drain Code of [(F/2)+2]L.

  • Type: Mana
  • Range: Limited
  • Target: 5
  • Duration: Sustained
  • Drain: [(F/2)+2]S

125) Rebound Melee

Similar to the above Rebound Magic spell, this spell defends against both armed and unarmed melee attacks, including the Killing Hands ability. It does not defend against ranged attacks of any kind.

The Personal form of this spell has a Drain Code of [(F/2)+2]L

  • Type: Mana
  • Range: Limited
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]S

126) (Skill)

Not to be confused with Use (Skill), above, this spell gives the magician a new skill; to use it he must cast the spell. Using the skill follows all normal rules for using that skill, including the Target Number normally associated with that skill test. However, the magician suffers Drain from casting the spell.

To use the skill, the magician declares the Force at which he is going to cast the spell. Then he rolls this many dice (plus Magic Pool dice, if he wants to) instead of rolling a skill test for the skill.

Every time the magician uses the skill, must re-cast the spell. This makes the spell either Instant or Sustained, depending on the situation. For instance, if a magician knows Throwing, he must recast the spell every time he throws an object, but if he knows Electronics and the GM feels a task would take three hours, he must sustain the spell the full time he needs to complete the task.

The GM sets the Target Number, as with normal skill use.

Every skill requires a different spell, so a magician might know Fire-arms, Computer, Bike, and so on.

  • Type: Mana
  • Range: Self
  • Target: special
  • Duration: Instant/Sustained
  • Drain: (F/2)S

127) Wind Wall (AD&D p.154)

This spell brings forth an invisible vertical curtain of wind half a meter thick and of considerable strength - a strong breeze sufficient to blow away any bird smaller than an eagle or to tear papers and like materials from unsuspecting hands. (If in doubt, a Strength test with a Target Number = Force of the spell, determines whether the subject remains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows, bolts, and thrown weapons have the Force of the spell added to their Target Numbers. Gases, Flame Projection, Noxious Breath, and creatures in Mist Form cannot pass this wall, though it is no barrier on the astral plane.

This spell uses the elemental effect of blast. The length of the wall is the magician’s Magic Attribute in meters, while the height in meters is the Force of the spell.

  • Type: Physical
  • Range: Limited
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+4]D

128) Fire Trap (AD&D p.158)

Any closable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a Fire Trap spell. The spell is centered on a point selected by the caster. The item so trapped cannot have a second closure or warding spell placed upon it (if such is attempted, roll 1D6: 1 = first spell fails; 2 = second spell fails; 3-6 = both spells fail). As soon as the offending party enters or touches the item, the trap discharges. Attempting to spot the trap is impossible by normal means; if assensed, it is obvious that the item is under some sort of spell (see p.90, TG). Unsuccessfully dispelling the trap does not detonate the spell. The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the exact method usually involves a keyword).

When the trap is discharged, there is an explosion of 1.5 meters radius from the spell’s center; all creatures within this area take (Force)M damage, using the elemental effect of fire. (Underwater, this ward inflicts only (Force/2)L damage and creates a large cloud of steam). The item trapped is not harmed by this explosion. Upon discharge, the spell is automatically removed.

  • Type: Physical
  • Range: Touch
  • Target: Obj. Resistance
  • Duration: Permanent (10 turns)
  • Drain: (F/2)M

129) Command (AD&D p.199)

This spell enables the caster to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; hence, a command of “Suicide!” is ignored. A command to “Die!” causes the creature to fall in a faint or cataleptic state until the spell expires, but thereafter the creature revives and is alive and well. Typical commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for longer than the duration of the spell.

The spell lasts for a number of turns equal to the Force of the spell plus the number of successes rolled on the part of the caster. The subject is allowed a Willpower Resistance Test, the successes of which directly reduce this time period.

  • Type: Mana
  • Range: Limited
  • Target: Willpower (R)
  • Duration: Instant
  • Drain: [(F/2)+1]L

130) Fiery Constrictor (TOM p.38)

This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril has a length of one-half the caster’s Magic Attribute in meters, and can be attacked by other creatures (see below).

Any creature within reach of the tentacle may be attacked as directed by the caster. The tentacle rolls a number of dice equal to its Force rating, against a Target Number equal to the victim’s Quickness. The victim must roll a Quickness test with a Target Number equal to the spell’s Force (Combat Pool may not be used); if successful, the subject has avoided entanglement, but suffers (Force)L damage from contact with the tentacle. If the Quickness test is failed, the victim is entangled by the flaming serpent and suffers (Force)M damage at the end of each turn until the tendril is destroyed or the spell expires.

Attacking the tentacle is done as follows: a normal attack needs to be made, but weapons or spells doing Stun damage have no effect. The tentacle is destroyed after it takes a number of boxes of damage equal to its Force (a Force 5 tentacle can take 5 points of damage). The tentacle is considered to have Immunity to Normal Weapons and Fire Resistance powers, as well as a Vulnerability (Water). The spell uses the elemental effect of fire.

If the fire source from which the tentacle emanates is extinguished, the spell ends immediately.

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

131) Windstop

This spell makes wind speeds less in the area of effect. Every success reduces the wind’s speed by a number of kilometers per hour equal to the caster’s Magic Attribute (3 successes for a caster with a Magic Attribute of 6 makes the wind speed 18 km/h less). If the wind speed drops below 0 km/h, there is no more wind in the area. Sounds can move through the area normally.

  • Type: Physical
  • Range: LOS
  • Target: 6
  • Duration: Sustained
  • Drain: [(F/2)+2]D

132) Suggestion (AD&D p.153)

When this spell is cast by the magician, he influences the actions of the chosen recipient by the utterance of a few words - phrases or a sentence or two - suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the magician’s suggestion - it must be spoken in a language that the spell recipient understands.

The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself in front of a speeding car, immolate itself, or some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a dragon to stop attacking the magician’s party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell’s power.

The course of action of a suggestion can continue in effect for a considerable duration (even after the caster drops the spell), such as in the case of the dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, then the action will not be performed. If the target removes all of the caster’s successes on an Intelligence Resistance Test, the spell has no effect. Note that a very reasonable suggestion causes the Resistance Test to be made with a penalty (such as +1, +2, etc.) at the discretion of the gamesmaster.

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

133) Screw-Up

This spell causes all nuts, bolts, and screws in the area of effect to be unscrewed (Restricted Target: non-living object with nuts, bolts, and/or screws). The object will fall apart because of this; if the target is a vehicle, treat the spell as if the spell has a Damage Code of (Force)L, staged normally according to the successes rolled by the caster. Any target other than a vehicle will cease functioning, or at least will need fixing before it functions normally (GM’s discretion).

The Target Number is the Object Resistance Rating for normal objects, or the Body Rating if the target is a vehicle. A normal resistance test is made for the object; vehicles roll a Body test instead.

The spell’s effects are permanent, in that the screws do not automatically re-tighten themselves when the spell has been cast. They must be screwed in again by hand.

  • Type: Physical
  • Range: LOS
  • Target: special
  • Duration: Permanent (5 turns)
  • Drain: [(F/2)+1]M

134) Memory Wrack (TOM p.93)

This nasty spell “disconnects” the subject’s short-term and long-term memory. While the spell is in effect, the subject is incapable of storing information in long-term memory. Every moment is virtually an independant event for the subject; he or she can remember recent events, thoughts, and sensations for no more than a few seconds (the amount of time they remain in short-term memory).

Memories of events that happened before the onset of the spell are not affected at all; these are safely stored in long- term memory. This means that the subject can cast spells, but he is likely to have difficulty casting the spell as described below.

The subject of this spell has limited ability to act. He is restricted to one action at a time and must concentrate mightily to keep the situation and any planned actions in short-term memory. As long as the subject is able to maintain concentration, he may act normally within these limits. To maintain concentration, a Willpower(4) test is needed, applying injury modifiers as applicable. The character needs a number of successes equal to the successes rolled on the Spell Success Test.

If the subject is distracted (he is struck in combat, affected by a spell, startled, surprised, or a similar event occurs), he forgets everything that occured from the onset of the spell to the moment of distraction if he fails the Willpower test described above. The subject must re-evaluate the situation as if it had just come to pass.

Consider the following example. The subject of the spell is a corporate employee assigned to guard the entrance to a building. The magician arrives and casts Memory Wrack on the guard. The guard has no problem remembering his orders, since he received them before the onset of the spell. He also remembers the arrival of the magician. The magician now tries to convince the guard that he is authorized to enter the building. The guard refuses him entry. The magician now picks up a rock and throws it at the guard, striking him and distracting him. The guard fails his Willpower test and forgets everything that happened between the onset of the spell and the moment the rock struck. He forgets that the magician already tried to con him and that he threw a rock at him. He must re-evaluate the situation as though the magician had just arrived. The magician is free to make another attempt at entering the building.

When the spell ends, the subject remembers nothing that happened while the spell was in effect, possibly leading to ammusing consequences (“By God, how did I get here?”).

  • Type: Mana
  • Range: Limited
  • Target: Willpower (R)
  • Duration: Sustained
  • Drain: [(F/2)+3]S