Magical Information
Spell Targeting
Sight is the key factor when choosing a target (particularly combat spells) so visibility mods have to be applied and anything else that might cause distraction to the spell caster (eg sustaining another spell, being in melee combat etc..). Target number of inanimate objects depends on the object.
Base Spell Target Number Table
Spell Type/Condition Base Target Number
Mana spell Target's willpower
Physical spell Target's body
Physical illusion spell Target's intelligence
Manipulation spell 4
Creating a barrier 6
Fine manipulation 6
Spell is:
Affecting an inanimate object See object resistance table
General
(ie area-effect detection spell) 4
Counteracting specific effects
(ie disease, toxin) Equal to power rating
Affecting magic Sorcery skill rating of caster
Benefitting an attribute 2 x attribute
Affecting an attribute adversely 10 - target's essence
Affecting target's bodily functions,
adversely or beneficially 10 - target's essence
Spell Range Modifiers Table - Optional
Range to target Modifier
in meters
0-150 None
151-300 +2
301-600 +4
601-1 250 +6
1 251-2 500 +9
2 501-5 000 +10
5 000+ Target not visible
Noticing Spell Casting
Use a target number equal to the magicians (magic attribute - force of the spell) x 2 as a number for perception tests.
Object Resistance Table
Category Target Number
Natural objects
(trees, unprocessed water ..) 3
Manufactured low-tech items
(brick, leather, simple plastics) 5
Manufactured high tech items
(advanced plastics, alloys,
electronics) 8
Highly processed objects
(computers, complex toxic wastes) 10 or more
Material Link Table
Target Location Target Number
City or county known 5
State, province, or country known 7
Continent known 9
Unknown 11
Modifiers (optional modifiers for no DNA link are asterisked)
Target is a spirit +2
Target is protected by a mana barrier + Barrier's rating
Target within a hermetic circle or
medicine lodge + Rating
Tissue is not fresh
(within target's essence in hours,
also check for viability) +4
*Favoured Object +4
*Often-Handled Object +6
*Recently-Handled Object +8
*Symbolic Representation +12
Sending Table
Target Type Target Number
Specific place 6
Human or metahuman 6
Specific object 8
Spirit 8
Modifications
Target is moving faster than running+2
Spell is an area effect spell -1
Ritual Sorcery
-
Collect a team, combine the magic pool and decide on the force of the spell.
-
Form a material link, takes a number of hours equal to the force of the spell. At the end a test is made using magic pool dice against a TN based on the link and the distance to the target. If an astral spotter has the target in sight this stage is skipped.
-
Sending, takes a number of hours equal to the force of the spell. Use dice from the magic pool against a TN based on the nature and situation of the target. The sending can be spotted and followed through astral space.
-
Determine effect, as in a normal spell except the common magic pool is used.
-
Resist drain, the magic pool is divided amongst each member.
Conjuring
For nature spirits or elementals the target number is the force of the spirit desired. Conjuring skill is used to summon and charisma is used to resist drain. For every 1 success 1 service is gained. At the end of the summoning drain is resisted against a TN = force of the spirit.
Symbolic Representations
To create a symbolic representation a art test is made against a TN of 4 modified according to the artist’s relationship with the target.
Representation Modifiers Table
Condition Modifier
Is familiar with the target +0
Has met the target +2
Has only seen the target +4
Saw the target more than 1 month ago +6
Has assensed the target -2
The target is in view during the
artist's efforts or for a period of
time equal to the artist's willpower
in minutes -1
Conjuring Drain Table
Spirit's force rating Drain Level
Less than 1/2 charisma (L) Stun
Magician's charisma or less (M) Stun
Greater than Charisma (S) Physical
Greater than twice Charisma (D) Physical
Watchers and Astral Tracking
To find a person or magical item (provided the summoner has assensed it) a force test is made against a TN of 9 - summoner’s intelligence + target’s grade (if an initiate and it is not the watchers summoner).
Divide successes into 120 mins for a person, 240 mins for a magical object and 360 mins for a place.
To track it’s own summoner a force test is made against a TN of 6 - summoner’s magic attribute rating, successes divided into 120 mins.
Astral Examination
Auras reveal general state of health, wounds, diseases, drugs in the system etc. Also essence, magic rating (can be masked). They also show true characters, ie shapeshifters, characters under disguising spells. Foci are also visible (unless masked).
To gain extra info make a sorcery test against the rating of the thing to be assensed, ie magic rating, force of the spell. Additional attempts add a +2 up to a limit of 1/2 the assensing magician’s intelligence. Aura reading uses intelligence instead of sorcery and has a base target number of 4 modified by the background count.
Aura Reading
Successes Information
1 Basic information, only
useful if the target is less
than 1 meter away from
other living beings.
2-3 Basic emotions or attitudes
can be discerned. It is
possible to tell wether
someone is physically ill,
addicted to drugs or BTL's
and so on.
4+ Specific emotional detail,
can also detect what
attributes have been
modified by cyberware.
Astral Examination Table
Successes Result
0 No result, nothing learned.
1-2 The general class is learned
(fire elemental, manipulation
spell etc)
3 Exact spell, spirit's force
rating or focus rating higher
or lower than magician's
magic rating.
4+ Spell, spirit's force rating or
focus rating learned.
Astral Attack Table
For astral attack sorcery can be used or conjuring if fighting a spirit. Magicians get +15 initiative and spirits get +20.
Attack Type Damage Code
Unarmed human magician (Astral strength)L
Armed attack (w/weapon focus) (Astral strength + Focus Rating/2)M
Dual-natured beings Special per critter
Spells (Force)Drain Level
Spirit (Force)M
Barriers (Rating)L
Astral Perception Modifiers
Situation Modifier
Shallow water (50 meters or less) +1
Deep water (51-300 meters) +2
Deeper water (more than 200 meters) +3
Open flame +2
Intense flame (eg, blast furnace) +3
Background count <optional rule> + level
Astral Patrolling
Each spirit can generally patrol 10 000 square meters. Use a base TN of 2 for force perception tests.
Situation Modifier
Patrol area is:
Less than 2000 square meters +0
2001 to 5000 square meters +1
5001 to 10000 square meters +2
10001 to 20000 square meters +4
20001 to 40000 square meters +6
40001 to 80000 square meters +8
Patrol area is:
Open terrain (open, flat countryside) -4
Normal Terrain (typical countryside) -2
Restricted terrain
(light woods, suburban streets) +0
Tight terrain (urban mazes, dense woods) +2
Complex terrain (building interiors) +4
Background count +Level
Intruder(s) has active magic items/spells -1 per 2 rating points
Intruder(s) present astrally
Intruder(s) include or are spirits -1 per 2 magic attribute
Nature spirit has search power -2
Additional spirits patrolling the same area -1 per spirit

