Spell Directory


Shadowrun is fairly limited in its magic spells to my general knowledge, I am still looking for newer spell listings so that I can keep this page and thus the characters involved more current. This is what I have so far. Please bear in mind that only shamen and mages have any magical ability.

This directory describes the basic spells players will need to roleplay magic and magicians In the Shadowrun game universe. The spells are presented according to type: combat, detection, health, illusion, and manipulation spells. Each spell listing is accompanied by the following notations:
Type tells the type of spell, whether Physical or Mana.
Range tells the range; Touch, Limited, or Line-of-Sight (LOS).
Target indicates how to calculate the target numbcr for the Spell SuccessTest. A notation of(R) means that the spell Is Resisted and so the target will roil dice to reduce the casting magician's successes. If no (R) Is present, the spell Is Unresisted and only the casting magician rolls dice.
Damage Indicates the base Damage Level; Light, Moderate, Serious, or Deadly, as well as whether or not the spell does Stun darnage.
Duration tells whether the spell has Instant, Sustained, or Permanent duration. if Permanent has an extra notation, such as "Permanent (10 turns)." that Indicates the number of turns the spell must be sustained before it actually becomes permanent.
Drain Indicates the Drain Code of the spell. The (F / 2) or [(F / 2) + xl notation Indicates that the Drain Resistance Test Is made against one-haifthe Force of the spell (round down), orone-halfthe Force plus some number. The second notation Indicates whether the Drain Level is Light, Moderate, Serious or Deadly.
A player can designate a spell as exclusive or fetish-required at the time his character chooses or learns the spell. Spells listed here are not designed with any Force modifiers.

Spell Catagories
Combat SpellsDetection Spells
Health SpellsIllusion Spells
Manipulation Spells

Combat Spells

Things to remember are:
Combat spells can only allect targets the magician can see.
Armor does not help In the Spell Resistance Test.
Mana spells are resisted by Willpower.
And physical spells by Body.

Fireball
An area-effect spell that causes Physical damage. The fireball spell can Ignite combustible materials In its blast area. Carnemaster discretion.
Type: Physical
Range: LOS
Target: Body(R)
Damage Level: S
Duration: Instant
Drain: [(F / 2) + 3] D

Hellblast
An area-effect spell that causes Physical damage. The heliblast spell can Ignite combustible materials In Its blast area. Gamemaster discretion.
Type: Physical
Range: LOS
Target: Body (R)
Damage Level: D
Duration: Instant
Drain: [(F / 2) + 6)D

Mana Bolt
A powerful bolt of magial energy that causes Physical damage.
Type: Mana
Range: LOS
Target: Willpower (R)
Damage Level: S
Duration: Instant
Drain: (F / 2)S

Mana Dart
A small dart of magical power that does Physical damage.
Type: Mana
Range: LOS
Target: Willpower (R)
Damage Level: L
Duration: Instant
Drain: (F / 2)L

Mana Missile
A bolt of magical power that causes Physical damage.
Type: Mana
Range: LOS
Target: Willpower (R)
Damage Level: M
Duration: Instant
Drain: (F / 2)M

Manaball
An area-efiect spell that causes Physical damage. This mana version affects only living targets.
Type: Mana
Range: LOS
Target: Willpower (R)
Damage Level: M
Duration: Instant
Drain: (F / 2)S

Power Bolt
See Mana Bolt.
Type: Physical
Range: LOS
Target: Body(R)
Damage Level: S
Duration: Instant
Drain: [(F /2) +1]S

Power Dart
See Mana Dart.
Type: Physical
Range: LOS
Target: Body(R)
Damage Level: L
Duration: Instant
Drain: [(F / 2) + 1]L

Power Missile
See Mana Missile.
Type: Physical
Range: LOS
Target: Body (R)
Damage Level: M
Duration: Instant
Drain: [(F / 2) + 1]M

Powerball
An area-effect spell. See Manaball.
Type: Physical
Range: LOS
Target: Body (R)
Damage Level: M
Duration: Instant
Drain: [(F / 2) + 1)S

Ram
The ram spell damages inanimate targets. Successes from the casting are added to the spell's Force, which is then compared to the target's Barrier Rating to determine the effact.
Against vehicles. use the same procedure, comparing the results against the vehicle's Body as the Barrier Rating. Each indicated reduction or the Barrier Rating does Li8ht damage to the vehicle, but does not actually reduce the Body Rating. if vehicle armor Is present. it should be added to the vehicle's body to determine the Barrier Rating.
The target number of the spell is found on the Object Resistance Table.
Type: Physical
Range: LOS
Target: Object Resistance Table
Damage Level: S
Duration: Instant
Drain: [(F / 2) + 1]S

Sleep
An area-effect spell that causes Stun damage to living targets only.
Type: Mana
Range: LOS
Target: Willpower (R)
Damage Level: M
Duration: Instant
Drain: [(F + 2) - 1]S


Detection Spells

Some detection spells, those called hypersense spells, give a magician new senses for as long as the spell is maintained. To determine the range at which the hypersense operates, the magician rolls Force dice against a Target Number 4. He multiplies the successes by his Magic Rating for the distance in meters at whIch the new sense will work. Such spells are listed as having a Limited range.
Certain detection spells, those called general are not aimed at a specific target or targets, so it is not necessary to make a test for each of the umpty-hundred people in range of, say, a detect life spell. First, the magician declares the nature of the information sought. This sets the target number, which is 4 if the magician Is exploring all targets within sight, 6 for all subjects out of sight. or lOk'r beings In astral space. For subjects whoare outofsi8ht behind a magical barrier, add the Barrier Rating to the target number. The magician then makes a Success Test, rolling Force dice against that target number. See the table below for results.
Detection spells against a specific target use the same table for determining results.
If a magician sustains a general detection spell, new subjects are picked upas they enter the area covered by the spell, The results from the original success test still apply.
Specific hypersense spells are good only against one target within the Limited range of the spell. A general hypersense spell touches on all targets within the limited range.
Spells that require a voluntary subject can be cast on any willing subject.

Analyze Device
A specific hypersense spell requiring a voluntary subject. The magician can analyze the purpose and basic operation of a device or piece of equipment. The magicians previous faimiliarity with the device or similar objects reduces the target number by -2. The base target number for this spell is based on the object's resistance.
Type: Physical
Duration: Sustained
Range: Limited
Target: Object
Drain: [(F / 2) + 1]M

Analyze Truth
A hypersense spell. The magician can tell whether a target's statement is the truth or not. The target makes a Spell Resistance Test using his Willpower Rating against the Force of the spell to reduce the spellcaster's successes. The caster needs at least 1 success to determine validity. The spell does not work on written materials. The magician must hear a statement to know if it is true or not.
Type: Mana
Range: Limited
Target: Willpower (R)
Duration: Sustained
Drain: (F / 2)5

Clairvoyance
A hypersense spell requiring a voluntary subject. The magician can see distant scenes as if present. to the range or the new sense. The magician must concentrate to use this sense, and while using It, cannot use physical vision. A magician cannot cast spells at a target seen using the clairvoyance spell. This spell does not translate sound.
Type: Mana
Range: Limited
Target: 4
Duration: Sustained
Range: Limited
Drain: (F / 2)M

Clairaudience
A hypersense spell. The magician can hear distant sounds as if present. To the range of the new sense. The magician must concentrate to use this sense. and while using it, cannot use physical hearing. This spell does not translate visual images.
Type: Mana
Range: Limited
Target: 4
Duration: Sustained
Drain: (F / 2)M

Combat Sense
A hypersense spell requiring a voluntary subject. The subject becomes able to subconsciously analyze combat or other dangerous situations. The theory is that the spell allows precognition, with the subject sensing events a split second before they occur. Every 2 successes adds to the subject's Combat Pool for the duration of the spell.
Type: Physical
Range: Limited
Target: 4
Duration: Sustained
Drain: (F / 2) + 1]S

Detect Enemies
An area-effect, general hypersense spell requiring a voluntary subject. Within range, detects living beings who have hostile intentions toward the subject of the spell. This spell would not detect a trap (it is not alive) nor a terrorist about to shoot into a crowd at random (the intention is not personal).
Type: Mana
Range: Limited
Target: 4
Duration: Sustained
Drain: [(F / 2) + I ]M

Detect individual
An area-effect, general hypersense spell requiring a voluntary suhject To detect the presence of a particular individual, the magician names the individual when the spell is cast. The target number is 10 minus the Essence of the target, if the target is mundane, or 10 minus the Magic Rating (or either Force or Essence, as appropriate) or the target, If the target is magically active.
Type: Mana
Range: Limited
Target: See above
Duration: Sustained
Drain: (F / 2)L

Detect Life
An area-effect, general hypersense spell. The magician detects all living beings within range and knows their number and position. In a crowded area, the spell is virtually useless, picking up a blurred mass of traces. Requires a voluntary subject.
Type: Mana
Range: Limited
Target: 4
Duration: Sustained
Drain: (F / 2)L

Detect (Life Form)
See Detect (Object)
Type: Mana
Range: Limited
Target: 4
Duration: Sustained
Drain: [(F/ 2) - 1]L

Detect (Object)
An area-effect, general hypersense spell. The magician detects a specified type of target.. detect ork1 detect dragon1 detect guns1 detect computers, detect cameras, and so forth. Each variation is a separate spell.
Type: Physical
Target: 4
Range: Limited
Duration: Sustained
Drain: [(F / 2) + 1 ]M

Mind Probe
The magican can telepathically probe a subject's mind. The target makes a Resistance Test usiug his Willpower Rating against a target number equal to the Force or the spell. If the target fails to oofset all the successes, the number remaining determines the extent to which the magician can probe the target's mind. One success means that the magician can read surface thoughts. The magican knows what the target is thinking ahout at that instant, but cannot influence the thoughts or draw other information from the target. Two successes allow the magidan to probe for thoughts. The magican can find out anything the subject knows consciously. He can ask any one question, and the target must answer with the truth as he knows it. Three or more successes allow the magican to enter the target's subconscious, and he can obtain the answer to two questions. Additional castings of this spell against the same target within a number of hours equal to the target's Willpower are at a +2 per attempt.
Type: Mana
Range: Touch
Target: 4 (R)
Duration: Sustained
Drain: [(F / 2) + 2]D

Personal Combat Sense
This personal form of the combat sense spell affects only the caster.
Type: Physical
Duration: Sustained
Range: Self
Target: 4
Drain: [(F/2)+ 1]M


Health Spells

Health spells can cure diseases or inflict them, detoxify poisons or drugs, or mimic their effects, and some can temporaily modify Attributes. Many health spells are curative, healing physical damage and diseases. No techniques known to magic can erase fatigue or cure mental conditions, however.

Antidote Toxin
These curative spells act on a toxin (poison or drug) or the disease, not the person effected by them. The Spell Success Test has a target number equal to the Strength (Power) of the infection or toxin.
The antidote spell must be used before the toxin damages the victim. its successes directly reduce the Strength of the toxin at a one-to-one ratio, making it easier for the target to make his own Resistance Tests.
Type: Physical
Range: Touch
Target: Toxin strength
(L) Toxin(M) Toxin(S) Toxin(D) Toxin
Cure Disease
The cure disease spell can be used at any point after intection, killing the germs in the patient's system and elIminating any symptoms at once. but it does not heal damage already done by the disease. That takes a separate healing spell. Successes from the cure spell directly reduce the Virulence (Power) of the disease at a one-to-one ratio, making the target's own Resistance Tests easier. A separate version of the spell exists for each of the Damage.
Levels associated with toxins and diseases.
Type: Physical
Range: Touch
Target: Virulence
(L)Disease(M) Disease(S) Disease(D) Disease
Decrease (Atiribute)
The magican's Target Number is 10, minus the target's Essence. The target resists using the Attribute that is attacked, not necessarily his Body Rating. The success totals of both are cornpared. The magician needs only 1 success to affect the target. If an Attribute Is reduced to 0, the target is helpless. If this is a Physical Attribute, the victim is unconscious or paralyred. When a Mental Attribute is reduced to ' the victim is standing about mindlessly. A separate version of the spell exists for each or the Physical and Mental Attributes, and for Reaction, but the other Special Attributes may not be affected. These are physical spells. but will not affect targets with cyberware modifiers to their Attributes.
Type:Physical
Range: Touch
Target: 10 - Essence (R)
Duration: Sustained
Attribute -1Attribute -2Attribute -3Attribute -4
Detox
Detox relieves tiie effects of a drug or poison. It must overcome the toxin as the antidote spell does, but because relief is symptomatic, the target number for Drain is reduced. Detox does not heal damage from toxins, but it eliminates any other effects they may have on the victim (dizziness, haliucinations, nausea, pain, and so on). Detox is thehangover cure of choic among those who can afford it. Each toxin Damage Level is a separate curative spell.
Type: Physical
Range: Touch
Target: Toxin Strength
(L) Toxin(M) Toxin(S) Toxin(D) Toxin
Increase Attribute
The spell increases a normal Physical or Mental Attribute and Reaction (with special modifications) but not any other Special Attributes. The target number or the Spell Success Test is equal to twice the rating of the Attribute to be increased. A single success is sufficient. This spell does not affect cybernetic features, which require the spell described next. Each Attribute has four specific spell, and so there might be a magician who knows Increase Strength +1 increase Quickness +1, and so on. The increase Reaction version of this spell has a Drain one level higher; L hecomes M, M becomes S, and S become D. There is no Increase Reaction +4 spell. The Increase Reaction spell only Increases the Reaction Rating and gives no other benefits. Note that this spell does not stack on top or other Increase attribute spells of the same type. When cast on characters with an already magically boosted Attribute (such as a physical adept), the target number is increased by +4
Type: Mana
Range: Touch
Target: 2x Affected Attribute
Attribute +1Attribute +2Attribute +3Attibute +4
Increase Cybered Attribute
Like the Increase attribute spell described above, except that these spells Increase Attributes already affected by cybernetics. Increase cybered Reaction +4 has a [(F / 2) + 5]D code.
Type: Physical
Range: Touch
Target: 2 x affected Attribute
Attribute +1Attribute +2Attribute +3Attribute +4
Increase Reflexes
This spell Increases the initiative dice of the voluntary subject by the amount indicated for the spell (+1, +2, or +3). there is no cybered version of this spell. so characters who have received cybernetic enhancements that add Initiative dice (e.g.. wired reflexes) cannot be boosted by this spell.
Type: Mana
Range: Touch
Target: 2 x Reaction
+1 Initiative Die+2 inItiative Dice+3 Initiative Dice
Treat
The treat and heal spells are both curative. Each will heal a number of boxes of damage equal to the successes rolled. The difference is that the treat spell must be applied within one hour of injury. The heal spell may be applied at any time. A character can only be magically treated or healed once for any single set of injuries.
The target number for these spells is 10 or 8 minus the target's Essence. The spell is permanent and must be maintained for the base time indicated on the Healing Table.
Successes from the Spell Success Test can be used to actually heal boxes of damage or used to reduce the iaase time, as indicated on the table. Divide the successes into the base time. The total successes can be split between the two uses (healing and time reduction), as the magician desires.
The Drain Resistance Test target number is equal to one-half the Force of the spell, and the Drain Level is equal to the current Wound Level of the target. Light, Moderate, Serious, or Deadly.
Type: Mana
Range: Touch
Target: 8 - Essence
Duration: Permanent
Drain: (F / 2)(Wound Level)
Heal
See Treat, above.
Type: Mana
Range: Touch
Target: 10 - Essence
Duration: Permanent
Drain: (F / 2)(Wound Level)


Illusion Spells

No matter how realistic are illusion spells, they cannot permanentiy harm a character, mentally or physically. They can cause distractions, loss of balance or orientation, and even symptoms like nausea or pain. Such symptoms vanish as soon as the magician drops the illusion.
Obvious lillusions are usually no more than entertainments. but a magician can use the more powerful ones to at least distract enemies, even when the opponents are aware of the Illusion. Single-sense illusions seem real to only one physical sense. Full-sensory illusions seem completely real to the targets.
An illusion spell that is Resisted has an (R) added to the target number. In these cases, the target gets a Spell Resistance Test, rolling the dice indicated by the Target notation against a target number equal to the Spell Force Rating. The target's successes reduce the magician's successes, and thereby the effect of the spell.Mana-based illusion spells are completely ineffective across technological remote-viewing systems like security cameras A physical-based illusion spell actually bends and shapes light, and so will he efiective across such systems.

Chaos
A target who fails to resist a chaos spell is subject to massive distractions. The spell consumes all senses in a cloud of blinding sights, fierce odors, and tickling sensations. A major distraction (+1 to all target numbers) is suffered for every extra success the spell has after being reduced by the Spell Resistance Test. This spell can also deceive technological sensing devices in addition to the target's own senses.
Type: Physical
Range: LOS
Target: Intelligence (R)
Duration: Sustained
Drain: [(F / 2) + 2]M

Chaotic World
This is an area-effect version of the chaos spell.
Type: Physical
Range: LOS
Target: Intelligence (R)
Duration: Sustained
Drain: [(F / 2) + 2]S

Confusion
This is an area-effect spell similar to the chaos spell. except that the confusion spell does not affect technological systems. Visual illusions fill the affected area, making it a place of shifting forms, dazzling lights, and pools of shadow. Those who fail to resist such a distraction (+1 to all target numbers) for every two successes remaining after reductions from the Spell Resistance Test.
Type: Mana
Range: LOS
Target: Willpower (R)
Duration: Sustained
Drain: (F / 2)S

Entertainment
This area-effect spell requires voluntary subjects. It creates obvious, but entertaining, illusions for all who wish to watch. The number of successes measures how entertaining the audience finds the illusion.
Type: Mana
Range: LOS
Target: 4
Duration: Sustained
Drain: [(F / 2) + 1lL

Improved Invisibility
Like the invisibility spell, below, except that this spell altects technological sensing devices
Type: Physical
Range: Touch
Target: 4
Duration: Sustained
Drain: [(F / 2) + 1]M

Invisibility
The spellcaster must touch the subject, who becomes invisible to normal light. Thermographic vision can still detect body heat, and the subject is completely tangible and detectable to the senses of hearing, smell, and so forth. Double the number of successes to get the target number for an observer's Perception Test. A successful Perception Test means that the invisible person or thing has been noticed. The spell does not affect technological sensing systems (not induding cybereyes which are considered natural because of the Essence Cost paid).
Type: Mana
Duration: Sustained
Range: Touch
Target: 4
Drain: (F / 2)M

Mask
This spell requires that the magician touch a voluntary subject The subject assumes some physical appearance (same basic size and shape) chosen by the caster. The number of successes becomes the target number for Perception Tests by observers. This spell does not work through technological devices.
Type: Mana
Range: Touch
Target: 4
Duration: Sustained
Drain: (F / 2)L

Stimulation
The voluntary subject experiences a full sensory illusion of whatever type the spelicaster desires. This is usually a luxury spell bought by the rich and jaded, seeking sensations they cannot flnd In the real world. Successes measure the pleasure of the subject.
Type: Mana
Range: LOS
Target: 4
Duration: Sustained
Drain: [(F / 2) + 1lL

Stink
This area spell stimulates the sense of smell. Subjects within the area df eftect make normal Spell Resistance Tests to reduce the magician's successes. Each remaining success increases all of the victims' target numbers by +1 because of the sickening eflect of the smell's stench.
Type: Mana
Range: LOS
Target: willpower (R)
Duration: Sustained
Drain: [(F / 2) + 1]S


Manipulation Spells

Manipulation spells are, potentially, thc most powerful class of spells in Shadowrun, and thousands of variations are possible. Control spells can transform or control matter and energy. Control spells can also affect the actions and the thoughts or living beings. Transformation spells change the material structure of a target. Telekinetic spells are various forms of mind over matter. from wild poltergeist phenomena to subtle work-controlling machinery.
Manipulation spells that affect characters contrary to their wishes must be resisted. Willpower is used, and the casting magician must generate an equal or greater number of successes than the target for the spell to succeed.

Control Manipulations

Control Actions
Like a puppeteer, the magician controls the physical actions of a target. The victim's consciousness is not affected, but becomes only a passenger in its own body. The victim uses any skills possessed at the magician's orders, but with +4 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

Control Emotion
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 calculating scores or numbers. The spell's victims believe the emotion wholeheartedly but not mindlessly. As a rule of thumb, no penalties apply if a character is doing somerhing 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 target numbers). If the character tries to go directly against the emotion (tying 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 ControI Thoughts
The magician controls the thoughts of the subject. The victim will carry out orders wholeheartedly as long as the magican 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 magidan is not present, a single success will do if the castlng 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 net 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

Hibernate
The magician must touch a voluntary or unconscious subject. The spell puts the subject in a form of suspended animation. Double the successes from the Spell Success Test to get the factor by which bodily processes are slowed. 1f 4 successes are scored, the hibernate spell slows the subject's metabolism by a factor of 8, if the subject has exceeded his Condition Monitor, he or she, or it would take an extra box of damage every 80 minutes instead of 10 minutes. If the sublect were suffering from a disease that weakened him every hour, it would now take 8 hours. If he were sealed into a chamber with only enough air to keep him alive for I day, the air would now last 8 days.
Type: Physical
Range: Touch
Target: 4
Duration: Sustained
Drain: (F + 2)5

Teleiknetic Manipulations

Levitation allows a magidan to lift an item or person from the gound and move him or it around. The maximum "distance" that the target can be moveel in meters is the magician's Magic Rating time the number of successes. This 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 example, ccoul move an object 12 meters horizontally, or 12 meters vertically or any combination of the two, as long as the total distance (horizontal plus vertical) equalled 12. This means that 10 horizontal and 2 vertical is fine (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 figured from the starting point of the target.
The magician's target number for the Spell Success Test is increased by +1 for every 100 kilograms of mass the object has. (Figure a living being has 50 kilograms per point of body, and a vehicle 1,000 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" within one Action Phase.
If the spellcaster is attempting to levitate an item attached or held by a living being, that being is allowed to make a Strength Test against a target number equal to the Force of the spell. 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.

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

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

Magic Fingers
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 6. The number tof 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 within his view. The spell comes in very handy for disarming bombs.
Type: Physical
Range: LOS
Target: 6
Duration: Sustained
Drain: [(F / 2) + 2]M

Poltergeist
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 Rating 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

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