All control manipulations are resisted by the target’s Willpower and have a Threshold (see p. 50) equal to half the target’s Willpower.
Alter Memory
Type: M • Target: W • Duration: P • Drain: D
This spell allows the caster to alter a single memory of the target, even erasing it altogether. The Threshold is half the tar- get’s Willpower. Each time the subject is confronted by the falseness of the memory, another Resistance Test is made against the caster’s original successes. If the subject scores enough successes to overcome the spell, the subject’s true memories return. Successes are not cumulative.
Calm Animal
Type: M • Target: W • Duration: S • Drain: (M) Calm Pack
Type: M • Target: W • Duration: S • Drain: (S)
Calm Animal calms any single creature of animal-level intelligence, making it non-aggressive while the spell is sus- tained. The Threshold is half the target’s Willpower.
Compel Truth
Type: M • Target: W • Duration: S • Drain: +1(M)
This spell forces the target to speak only the truth. The Threshold is half the target’s Willpower. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie.
The UCAS and CAS consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Other nations have been known to use this spell (among others) to get to the truth in legal cases. Control Animal
Type: M • Target: W • Duration: S • Drain: (S) Control Pack
Type: M • Target: W • Duration: S • Drain: (D)
Similar to the Control Thoughts spell (p. 196, SR3), Control Animal only works on nonintelligent animals (as determined by the gamemaster). The Threshold is half the target’s Willpower. Paranormal animals can resist this spell with either Willpower or Essence, whichever is higher.
Mob Mind
Type: M • Target: W • Duration: S • Drain: +1(D)
An area version of Control Thoughts (p. 196, SR3), Mob Mind only targets those within range of the spell. In large crowds, only some parts of the crowd may be affected by the spell. Each person in the crowd resists the spell individually, but the gamemaster may choose to make a single test for a large NPC group; pedestrians are assumed to have Willpower 3. Targets must be controlled en masse; they cannot be given separate actions to undertake. The Threshold is half the target’s Willpower.
Mob Mood
Type: M • Target: W • Duration: S • Drain: +1(S)
An area version of Control Emotion (p. 196, SR3), this spell gives the caster control of a crowd’s mood. Only those within range of the spell will be targeted, so in large crowds only part of the crowd may be affected by the spell. Each person in the crowd resists the spell individually, but the gamemaster may choose to make a single test for a large NPC group; pedestri- ans are assumed to have Willpower 3. The Threshold is half the target’s Willpower.
ELEMENTAL MANIPULATIONS Laser
Type: P • Target: 4 • Duration: I • Drain: +1(Damage Level +1) Nova
Type: P • Target: 4 • Duration: I • Drain: +1(Damage Level +2) The Laser spell fires a beam of coherent light at the target that causes burning damage like a laser with elemental light effects (p. 52). Creatures allergic or vulnerable to sunlight take additional damage from this spell (p. 15,Critters). Nova is an area-effect version of Laser that creates a searing wave of intense light that sweeps over the targets.
Steam
Type: P • Target: 4 • Duration: I • Drain: (Damage Level +1) Smoke Cloud
Type: P • Target: 4 • Duration: I • Drain: (Damage Level +2) Steam creates a blast of hot fumes that are directed at a target, inflicting Stun damage and creating elemental smoke effects (see p. 52). Smoke Cloud is an area-effect version that creates a thick wave of choking smoke over an area. The effects of these spells block vision, adding a +4 perception modifier to Perception Tests. Air filters add half their rating (round down) as armor against this spell.
Thunderbolt
Type: P • Target: 4 • Duration: I • Drain: (Damage Level +1) Thunderclap
Type: P • Target: 4 • Duration: I • Drain: (Damage Level +2) These spells strike the target with an explosion of air, mak- ing a thunderous noise. In addition to causing Stun damage and the elemental effect of blast (see p. 52), the spell deafens the target for 1 Combat Turn for every 2 successes generated by the caster (up to a maximum equal to the spell’s Force).
TELEKINETIC MANIPULATIONS Animate
Type: P • Target: OR • Duration: S • Drain: +1(M)
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a cer- tain amount of flexibility, allowing solid objects such as 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. Maximum movement rate is a number of meters per turn equal to the Magic x successes (up to a maxi- mum equal to the spell’s Force). The gamemaster may reduce this rate at his discretion. Use the caster’s successes for Strength or Quickness if necessary.
Bind
Type: P • Target: Q • Duration: S • Drain: +2(M) Net
Type: P • Target: Q • Duration: S • Drain: +2(S)
The target of the Bind spell is constricted by invisible bands of magical energy, which wrap around the target and impede the movement of his limbs. The target’s Quickness is used as the caster’s target numbe, and for the target’s Spell Resistance Test. Combat Pool dice may not be used. Targets bound in this manner cannot move normally; they may attempt to crawl, hop or dodge, but reduce their Quickness by the cast- er’s successes (to a maximum equal to Force) for purposes of determining movement rate or Combat Pool.
The target can attempt to break the bands by making a Strength (Force) Test. The target must achieve more successes than the caster achieved in the Sorcery Test to break free.
Both spells may be used against inanimate objects such as sentry guns or drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depend- ing on their method of propulsion.
Catfall
Type: P • Target: 4 • Duration: S • Drain: +1(M)
The Catfall spell slows a subject’s fall and ensures that the subject always lands upright. Multiply the successes by the spell’s Force to determine the maximum distance in meters the subject may fall without danger of injury. If the subject falls a greater distance, subtract the maximum distance of the spell before calculating damage.
Deflect
Type: P • Target: 4 • Duration: S • Drain: +2(M)
The Deflect spell protects the subject by turning aside ranged combat attacks. Every 2 successes give the subject an additional Combat Pool die, up to a maximum number of bonus dice equal to the spell’s Force. These dice can be used only for Dodge and Damage Resistance Tests against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).
Gecko Crawl
Type: P • Target: 4 • Duration: S • Drain: +2(M)
The Gecko Crawl spell allows the subject to walk along vertical or overhead surfaces at a movement rate equal to Magic x successes (maximum equal to Force) in meters per turn. The subject is still affected by gravity and will fall if sepa- rated from the surface. The gamemaster may require Climbing Tests in order for the subject to climb especially slick surfaces. Lock
Type: P • Target: 4 • Duration: S • Drain: +2(M)
This spell telekinetically holds any door, portal, closure, or other similar object closed with a Strength equal to the suc- cesses (up to twice the spell’s Force).
Mana Bind
Type: M • Target: Q • Duration: S • Drain: +1(M) Mana Net
Type: M • Target: Q • Duration: S • Drain: +1(S)
These mana versions of the Bind and Net spells (see p. 145) only work against living or magical targets.
Redirect
Type: P • Target: 4 • Duration: I • Drain: +1(Damage Level) This spell captures the energy of a melee attack (against the caster or anyone within line of sight) and redirects it as tele- kinetic force toward another target as a ranged combat attack. The caster of the spell must have delayed his action (see p. 103, SR3) and must cast Redirect after the melee attack suc- ceeds but before the target resists the damage. If the spell- casting successes do not exceed the melee attack successes, the attack hits as normal. (If the caster was being attacked, he may only resist with Body, not Combat Pool.) If the caster achieves more successes, the attack inertia is instantly redi- rected toward any target within line of sight. At least one net spellcasting success is necessary to succeed in the ranged attack. Extra successes (up to the spell’s Force) improve the attack per the standard rules. The redirected attack has a base damage equal to the melee attack’s damage. The target of the redirected attack may dodge and resist as normal. The Power of the redirected attack cannot exceed the spell’s Force. Shape Earth
Type: P • Target: 4 • Duration: S • Drain: +2(M)
This spell moves and shapes a number of cubic meters of earth equal to the caster’s Magic. The material can be moved and reshaped in any way the caster desires, at a Movement Rate equal to 1 meter per success (up to a maximum equal to the spell’s Force) per Combat Turn. This allows the caster to rapidly dig or fill in holes or tunnels, dig trenches, or push over earthen barricades. The spell only works on soil and rock, not processed mineral materials such as glass, metal, or concrete, and the spell’s Force must at least equal the Barrier Rating of the material affected (1 for loose soil, 2 for packed earth, 4 for grav- el or loose rock and 6 or more for stone). Material reshaped by the caster remains in its current form when the spell ends. If that form cannot be supported by the material, it will collapse.
Shape Water
Type: P • Target: 4 • Duration: S • Drain: +2(M)
This spell works in the same manner as Shape Earth (see above), but it affects water.
Use (Skill)
Type: P • Target: 6 • Duration: S • Drain: +2(L)
Use Skill is a limited form of the Magic Fingers spell (p. 197, SR3), allowing the caster to use a single skill telekinetical- ly. The successes determine the maximum rating at which the skill may be used (up to Force). The caster must know the skill. Separate spells exist for each skill. The gamemaster determines which skills may be used in this manner. Typical examples include Use Unarmed Combat, Use Electronics, Use Demolitions and so on. Only skills that require a physical action can be used with this spell.
TRANSFORMATION MANIPULATIONS Alter Temperature
Type: P • Target: 4 • Duration: S • Drain: +2(M)
This spell can change the ambient temperature in an area, increasing or decreasing it by 5 degrees centigrade for every 2 successes, with a maximum change equal to the spell’s Force times 5 degrees (for example, a Force 4 spell could alter the temperature no more than plus or minus 20 degrees centi- grade). The gamemaster may judge any effects of extreme tem- perature on the area affected, but usually sufficiently high or low temperatures will cause characters without proper protection to suffer 4L Stun damage each minute of exposure. The tempera- ture may also interfere with the operation of some machines. Astral Armor
Type: M • Target: 6 • Duration: S • Drain: +1(M)
This is an astral version of the Armor spell (p. 198, SR3). It protects a single subject from astral combat attacks and only works in astral space. One success surrounds the character with a magical field that provides an Armor Rating equal to the Force of the spell. Extra successes do not add additional armor. This spell does not protect the subject from the effects of back- ground count or mana warps.
Clean (Element)
Type: P • Target: 6 • Duration: P • Drain: +1(S)
This area spell clears all impurities out of a volume of air, earth, or water, leaving it completely clean. Each element requires a separate spell. For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. Successes determine how thoroughly the element is cleaned; muddy water would require only 1 or 2 successes to clean, but contaminated runoff could require as many as 5 successes to make it drinkable.
Control Fire
Type: P • Target: See text • Duration: S • Drain: +2(M)
This area-effect spell controls normal flames within line of sight. The target number is the Power Rating of the flames. The
caster can cause the flames to move up to 1 meter per success, provided there is fuel for them to burn. The caster can also cause the flames to flare or die out, increasing or decreasing the Power Rating by 1 for every 2 successes (with a maximum change in Power equal to Force). This spell cannot affect mag- ical fire (such as fire elementals) but can affect flames created by the effects of spells such as Ignite or those created by ele- mental effect (fire) spells.
Small campfires typically have a Power of 3 or 4, but a burning building or forest fire may have a Power as high as 15 or 20.
Create Food
Type: P • Target: 4 • Duration: P • Drain: +1(S)
This spell produces food out of thin air. The number of suc- cesses (to a maximum of the spell’s Force) equals the number of adult humans the food will serve. Created food is plain but filling. With the gamemaster’s permission, extra successes can be used to improve the quality of the food.
Fashion
Type: P • Target: 6 • Duration: P • Drain: +1(L)
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The successes measure the degree of style in the tailoring. The spell cannot change cloth- ing’s protective value, only its cut, color and fit. The weight of the clothing does not change, and it must cover approximate- ly the same amount of area (a jump suit can’t be converted into a bikini). This spell cannot change clothing with a total Armor Rating (ballistic and impact) higher than Force (+1 per 2 suc- cesses). The caster must touch the clothing.
Firewall
Type: P • Target: 4 • Duration: S • Drain: +2(S)
Creates a wall of flames with a height equal to half the spell’s Force in meters and a length or radius equal to half the caster’s Magic. The flames do (Force)M damage to anything coming in contact with them and provide Partial Cover for anyone behind the wall (p. 112, SR3). A Firewall is not solid and does not block attacks, though it may ignite objects that pass through it with a successful elemental secondary effects roll (p. 52).
Fix
Type: P • Target: OR • Duration: P • Drain: (S)
The Fix spell repairs damage to non-living materials, includ- ing vehicles. The caster must touch the object. Fix can repair any item with a weight equal to the caster’s Magic in kilograms or less. It can only repair broken items when all the pieces are present. Each success repairs 1 point of Barrier Rating (or box of damage), up to a maximum equal to the Force of the spell. The Fix spell can only be used once to repair any set of damage.
Flame Aura
Type: P • Target: 4 • Duration: S • Drain: +2(M)
The Flame Aura spell creates a rippling aura of flames around a subject’s body, extending out a number of centime- ters equal to the spell’s successes.
Anyone attacking the subject in melee combat must resist (Force)M damage. Impact Armor protects against this damage if the gamemaster decides the attacker struck with an armored portion of his or her body. Any successful melee attack made by a being surrounded by a flame aura increases the Power of its Damage Code by +2.
Freeze Water
Type: P • Target: 4 • Duration: I • Drain: +1(M)
This area-effect spell turns water into ice. It does not affect living beings (including spirits). If the spell is used in a large body of water, it freezes all water in its range. Water freezing in containers or pipes may cause them to burst. The ice created by the spell melts normally according to the ambient temper- ature. Increase the target number of this spell if cast on espe- cially polluted water. The number of successes (up to a maxi- mum equal to Force) determines the degree to which the water is frozen. For example, if cast during a rainstorm, 1 suc- cess would create sleet in an area, 3 successes would create snow, and 5 hail.
Glue
Type: P • Target: 4 • Duration: S • Drain: +2(M) Glue Strip
Type: P • Target: 4 • Duration: S • Drain: +2(S)
This spell bonds the target to one surface with which it is currently in contact, with a Strength equal to the Force of the spell. Pulling the two surfaces apart requires a successful Strength (Force) Test with a number of successes greater than the successes achieved on the Sorcery Test. If either surface has a Barrier Rating lower than the strength of the bond, that sur- face will be torn apart in the process of being separated (living subjects take Moderate damage, staged down by extra suc- cesses from the Strength Test).
Limited Armor
Type: P • Target: 6 • Duration: S • Drain: +2(L)
This version of the Armor spell (p. 198, SR3) only offers protection from a specific type of damage. Each type of dam- age is a different spell. Types of limited armor include: Blade (all bladed weapons), Blast (grenades and other explosives), Bullet (bullets and other ballistic weapons), Cold (all cold and ice elemental effects), Heat (heat and fire, including elemental fire spells), and any others approved by the gamemaster. Limited Physical Barrier
Type: P • Target: 6 • Duration: S • Drain: +2(M)
This version of the Physical Barrier spell (p. 198, SR3) only offers protection from a specific type of damage. Each type of damage is a different spell. See Limited Armor for types of lim- ited physical barriers.
Makeover
Type: P • Target: 6 • Duration: P • Drain: +1(M)
This spell creates a complete makeover for a voluntary sub- ject, including cosmetics, hair and clothes. It even polishes teeth and eliminates plaque. Changes are as permanent as those
made in a beauty salon. The number of successes measures the degree of style in the makeover.
Mana Static
Type: M • Target: 4 • Duration: P • Drain: (D)
This area-effect spell creates a background count of 1 for every 2 successes the caster rolls (up to a maximum background count equal to the Force of the spell or 5, whichever is lower). As with normal background count (p. 83), the static increases the target numbers of all magical tests made in the area, includ- ing the caster’s. Once the spell is made permanent, the back- ground count begins to recede at a rate of 1 point per hour. Mist
Type: P • Target: 4 • Duration: I • Drain: +1(M)
Creates a thick fog that fills an area with a radius equal to the caster’s Magic in meters. The fog is dense and difficult to see through, imposing a +1 vision penalty for every 2 success- es (up to a maximum modifier of the spell’s Force or +8, whichever is less). The mist dissipates quickly, based on the surrounding temperature and winds; reduce the vision modifi- er by –2 per Combat Turn.
Reinforce
Type: P • Target: OR • Duration: S • Drain: +1(M)
This spell increases the Barrier Rating of an object no larg- er than the caster’s Magic in square meters. Every 2 successes increase the Barrier Rating by +1, with a maximum increase equal to the Force of the spell.
Shapechange
Type: P • Target: B • Duration: S • Drain: +1(M) Transform
Type: P • Target: B • Duration: S • Drain: +1(S)
Shapechange changes a voluntary target into a normal crit- ter, chosen by the caster. The Threshold is equal to half the target’s Body plus the difference between the critter’s and the target’s unaugmented Body Attributes. (This difference cannot exceed the spell’s Force.) For example, shapechanging a Body 3 human into a Body 8 tiger requires the spellcaster to beat a Threshold of 6 [(3 ÷ 2) = 1, 1 + (8 – 3). Use the critter statistics given on p. 19 of Critters. If the critter form being taken has an Armor Rating, add the armor to Body for determining the Threshold.
A shapechanged character uses the critter’s physical Attributes and their own mental Attributes, calculating Reaction and Combat Pool normally. Shapechanged characters