Detection spells can only be cast on willing subjects. Each spell provides a new or enhanced sense to the subject, which is then directed at tar-
gets, who can resist detection of the sense by making a Spell Resistance Test (p. 183, SR3) using Willpower. The results reduce the caster’s successes.
The range of the sense provided by a detection spell is (Force x Magic) meters. To turn any detection spell in the basic SR3 rules into an Extended Sense (see p. 56) version, increase the Drain Level of the spell by one level. This increases the range of the sense to (Force x Magic x 10) meters.
Most detection spells require the caster to touch the sub- ject of the spell (see Touch Range, pp. 49, 56). To convert touch-range spells into spells that will work on subjects within line of sight, increase the Drain Level by one level.
Analyze Magic
Type: M • Target: F • Duration: S • Drain: (L)
This spell allows the subject to analyze a spell, spirit, or magical item as if assensing it. The Force of the spell, spirit, or focus is the target number. To determine the information the subject acquires, consult the Assensing Table (p. 172, SR3); Aura Reading Skill may not be used as a complement to this spell. The caster must touch the subject of the spell.
Animal (Sense)
Type: M • Target: W • Duration: S • Drain: (M)
Animal Sense enables the subject to borrow a single sense of any non-sentient, non-paranormal animal. Unlike other detec- tion spells, this spell does not provide a new magical sense that targets can resist. Instead, the animal whose sense is borrowed resists the spell. If successful, the subject uses the animal’s sense as if it were his own; anything “sensed” by the animal sense does not make a Resistance Test. Any Perception Tests made using the sense are limited to a maximum number of successes equal to the successes achieved when casting this spell.
The subject uses only the sense of the target animal, not his own. The subject has no control over the animal’s actions and cannot target spells using the animal’s sight. The animal must be within range of the spell. As long as the caster sus- tains the spell, the subject can switch to the sense of any other animal within range as a Simple Action. Each different sense requires a different spell: Animal Sight, Animal Smell, Animal Sonar (only useful on creatures like bats) and so on. The caster must touch the sub- ject of the spell.
Astral Window
Type: M • Target: F • Duration: S • Drain: (L)
This spell allows the sub- ject to see through astral barri- ers (which are normally opaque) on the astral plane. Each net success achieved by
the caster allows the subject to see through 1 Force Point of astral barrier (up to a maximum equal to the Force of the spell). If the caster’s successes do not equal or exceed the Force of the barrier, the barrier remains opaque to the subject. The barrier resists this spell using Force. Only the subject can see through the barrier. Magicians cannot cast spells at targets they see through a barrier using Astral Window. Using this spell does not alert the creator of the barrier. The caster must touch the subject of the spell, and the subject must be astrally active. Catalog
Type: P • Target: 6 • Duration: S • Drain: +1(M)
An area-sense spell, Catalog allows the subject to compile a comprehensive, itemized list of all the non-living items within the area of the spell. If the Sorcery Test is successful, the subject can write or dictate a list of the quantity of all items in range of the sense in a manner similar to automatic writing. Extra successes indicate the level of detail and description the list provides. Once the spell is dropped, the caster will not recall the exact numbers or items. If there are items in the area that the subject would not recognize by sight, they will be listed as “unknown.” The caster must touch the subject of the spell.
This spell is often used to check inventories against theft and offers a means of checking manifests to ensure that no contraband is being smuggled among other items.
Diagnose
Type: M • Target: W • Duration: I • Drain: –1(L)
This spell gives the subject information on the target’s general health and any illnesses, injuries, or other medical problems the target might have. One success tells the subject if the target is healthy or ill and provides a general idea of the target’s Essence (normal or low). Three successes diagnose a specific illness or injury and five successes detect specific virus- es (such as HMHVV) and internal injuries. The maximum suc- cesses allowed equal the Force of the spell. The caster must touch the subject of the spell.
Enhance Aim
Type: M • Target: 6 • Duration: S • Drain: (M)
The subject of this spell can more easily hit targets (who are within range of the sense) with ranged attacks. For every 2 net successes on the Sorcery Test, the subject receives a –1 tar- get number modifier, with a maximum modifier equal to half the spell’s Force. This effect is cumulative with non-cyber tar- geting devices (laser sights, scopes, smartgoggles and so on) and with optical-based cyberware (optical vision magnifica- tion), but not with electronic-based cyberware (smartlinks). The caster must touch the subject of the spell.
Eyes of the Pack
Type: M • Target: 6 • Duration: S • Drain: (M)
This spell allows the subject to use the sight of any volun- tary metahuman targets within range. As long as the caster sustains the spell, the subject can see through the eyes of any member of the “pack” (switching to another target requires a Simple Action). The subject does not have any control over the
target’s actions and cannot cast spells or astrally perceive through the borrowed vision. Successes for any Perception Tests made using the borrowed sight may not exceed the num- ber of successes achieved in casting this spell. Anything seen through the borrowed sight does not resist the spell. The cast- er must touch the subject of the spell.
Night Vision
Type: P • Target: 6 • Duration: S • Drain: +1(L)
This spell grants a voluntary subject low-light vision like that provided by the low-light cybernetic enhancement (p. 300, SR3). The caster must touch the subject of the spell. Translate
Type: M • Target: 4 • Duration: S • Drain: (M)
This spell sets up a low-level telepathic connection between the subject and a voluntary target, allowing them to understand each other’s speech as if the subject spoke the tar- get’s native language. The spell generally translates intent bet- ter than exact phrasing, and so cannot be used for delicate diplomacy where the tact of a skilled translator is needed, but it does find its uses for international corporate and government types. The successes on the Sorcery Test indicate the quality of the translation, up to a maximum number of successes equal to the spell’s Force. The caster must touch the subject of the spell.
HEALTH SPELLS
All health spells require the caster to touch the target. To convert these spells to line-of-sight range, increase the spell’s Drain Level by one level.
Alleviate Allergy
Type: P • Target: 10 – Essence • Duration: S • Drain: (Allergy Level)
This spell allows the caster to block or reduce an allergy’s effects on the target. Every 2 successes reduce the allergy’s severity by one level, with a maximum number of successes equal to the spell’s Force. The spell does not remove the aller- gy, only alleviates its effects. The spell does not aid against Vulnerabilities (p. 265, SR3). For example, if a vampire is exposed to sunlight while under the effects of Alleviate Allergy, the subject is protected from the harmful effects of the sunlight. Alleviate Allergy does not protect the vampire from the addi- tional damage caused if he is attacked with a wooden weapon. This spell only alleviates the effect of one allergy at a time.
Allergies have four severity levels (see p. 15, Critters), which equate to the four Damage Levels for purposes of determining Drain: Nuisance (L), Mild (M), Moderate (S) and Severe (D). Awaken
Type: M • Target: 4 • Duration: I • Drain: –2(Stun Damage Level) A single success when casting the Awaken spell causes an unconscious target to become immediately awake and alert. The target remains conscious for a number of minutes equal to the spell’s Force times the caster’s successes. At the end of that period, the character relapses into unconsciousness. This spell does not cure Stun damage—it only temporarily mitigates its
effects. A character brought to consciousness using this spell still suffers half their Stun damage modifiers.
Cause Allergy
Type: P • Target: 10 – Essence • Duration: S • Drain: +2(Allergy Level +1)
This spell can cause the target to suffer from an allergic reaction chosen by the caster of the spell. The caster chooses a severity level and the specific material the target will react to, at the gamemaster’s discretion (see the description of the crit- ter weakness Allergy, p. 15, Critters). The target resists the spell using Body. If the spell is successful, the subject suffers the effects of the allergy. Every 2 additional successes stage the severity level up one level, to a maximum of Severe. Severe allergies to some substances (such as sunlight or iron) can be fatal if sustained long enough. For as long as it is sustained, the Alleviate Allergy spell cancels the effects of this spell.
Allergies have four severity levels, which equate to the four Damage Levels for purposes of determining Drain: Nuisance (L), Mild (M), Moderate (S) and Severe (D).
Cripple Limb
Type: P • Target: B • Duration: S • Drain: +1(S)
This spell can cripple any organic limb (arm, leg, tail, fin, wing) the caster touches. It has a Threshold (see p. 50) equal to half the subject’s Body and is resisted using Body. If the spell succeeds, the affected limb becomes difficult to use while the spell is sustained. For any tests made using the limb, add a tar- get number modifier equal to the Force of the spell plus any successes above the Threshold.
Decrease Reaction
Type: M • Target: 10 – Essence • Duration: S • Drain: +1(D) Decrease Cybered Reaction
Type: P • Target: 10 – Essence • Duration: S • Drain: +2(D) Decrease Reaction decreases the Reaction Attribute of the target. The target resists using Reaction. Every 2 net successes reduce the target’s Reaction by 1, to a maximum reduction equal to the Force of the spell. Targets whose Reaction is reduced to 0 still roll Initiative dice, but they automatically fail Surprise Tests. This spell will not affect targets whose Reaction is boosted by cyberware.
Decrease Cybered Reaction works the same as above but also affects targets whose Reaction is cyber-enhanced. Decrease Reflexes –1
Type: P • Target: 10 – Essence • Duration: S • Drain: +2(D) Decrease Reflexes –2
Type: P • Target: 10 – Essence • Duration: S • Drain: +4(D) Decrease Reflexes –3
Type: P • Target: 10 – Essence • Duration: S • Drain: +6(D) Decrease Reflexes reduces the number of Initiative dice available to the target up to the number indicated (–1, –2, or –3). Every 2 net successes on the Sorcery Test remove one Initiative die. The target resists the spell using Reaction. Any character who loses all his Initiative dice as a result of this spell uses Reaction for Initiative.
Fast
Type: M • Target: 4 • Duration: P • Drain: –2(M)
This spell allows the target to ignore feelings of hunger or thirst for (Force + successes) x 12 hours after the spell becomes permanent. This does not alleviate the need for food or water, only the desire for them and the symptoms of going without. Wealthy people often use Fast as a “diet spell.”
Intoxication
Type: P • Target: B • Duration: P • Drain: +1(D)
This spell causes inebriation. Add the rating of blood filters to the target’s Body for the Spell Resistance Test. The target suffers a +1 target number modifier for each net success on the Sorcery Test, up to the Force of the spell. Antidote and Detox can negate the effects of this spell, using the spell’s Force as the toxin’s Strength. Otherwise, the target recovers complete- ly from the spell’s effects after Force ÷ 2 hours.
Nutrition
Type: P • Target: 4 • Duration: P • Drain: +1(M)
The Nutrition spell provides a target with nourishment, allowing them to live off pure mana for (Force + successes) x 12 hours. The spell prevents starvation and dehydration, but it does not satisfy feelings of hunger or thirst.
Preserve
Type: P • Target: 4 • Duration: P • Drain: +1(M)
Preserve prevents inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (see Ritual Sorcery, p. 34). The material remains preserved for (Force + successes) x 12 hours after the spell is made permanent.