Topic: Books of Shadows (Magical Grimoires)

Phillip Stanton

Date: 2010-07-28 08:27 EST
This section is dedicated to the magical characters among us and their various gifts, spells, powers, what have you. Any canon or custom spells your characters may have are welcome here - all that is asked is that anything taken from canon material be credited and modified to fit in to a freeform RP setting.

Phillip Stanton

Date: 2010-07-28 08:40 EST
((OOC Note: These spells were taken from the Shadowrun 4th Edition core rule book and Street Magic. Spells have been modified to fit into a freeform RP setting. All material ?2006 WizKids, Inc. All rights reserved. Shadowrun and WK Games is a registered trademark and/or trademark of WizKids, Inc. in the United States and/or other countries. Used without permission.))

The following is Cobra's rather extensive grimoire of spells. As one can perhaps see, his specialty is illusion spells.


Combat Spells:

Clout (Blast): This spell smacks the target(s) with invisible psychokinetic force, similar to a bruising punch, that inflicts Stun damage. (Blast is the area-wide version, affecting multiple targets.)

Manabolt: This spell channels destructive magical power into the target, doing physical damage. As a mana spell, it only affects living and magical targets.

Powerbolt: This spells channels destructive magical power into the target, doing physical damage. Where manabolt only affects living and magical targets, powerbolt affects both living and nonliving targets.

Fireball: This spell creates an explosion of flames that flash into existence over a wide area, scorching multiple targets at once. This spell deals Fire damage. These flames burn out after striking the target, but their secondary effects may ignite flammable materials that will continue to burn after the spell is exhausted.

Lightning Bolt: This spell creates and directs a vicious strike of electricity at a target that causes electrical damage.

Detection Spells:

Analyze Truth: This spell allows Cobra or the person of his choice to be able to tell whether a target?s statements are the truth. Half-truths or falsehoods the target believes to be true are not detected by this spell. The spell does not work on written materials or through any sort of technological medium - he must hear a statement in person (with the target within range) to know whether it is true.

Mind Probe: This spell allows for the telepathic probing of the mind of a specific target within range of the sense (chosen when the spell is cast). The target is aware of the probing, though they may not know the source of the spell.

Translate: This spell sets up a low-level telepathic connection between the subject and a specific target within range of the sense (chosen when the spell is cast), allowing them to understand each other?s speech as if the subject spoke the target?s native language. The spell generally translates intent better 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. Translate may be used to communicate with any sapient species that uses language (such as sasquatch or merrow), but may not be used to communicate with non-sapient animals.

Health Spells:

Antidote: This spell helps a poisoned subject to overcome a toxin. It must be applied before the toxin does damage.

Cure Disease: This spell is used at any point after infection to help a patient overcome illness.

Heal: Heal repairs physical injuries. A target can only be magically healed once for any single set of injuries.

Hibernate: The caster must touch a voluntary or unconscious subject. The spell puts the subject in a form of suspended animation. The subject?s bodily processes are slowed by a factor of the caster's choosing. For example, if the amount is a factor of four, the subject?s metabolism is slowed by a factor of 4. Such a subject sealed into a chamber with enough air to keep it alive for a day would be able to last four days.

Intoxication: This spell causes a state of inebriation identical to if the target had imbibed a large quantity of alcohol.

Crank: This spell alleviates a target's need for sleep. Care should be exercised in not using it to excess, as the target can become addicted to magic-aided sleep deprivation if abused.

Illusion Spells:

Agony (Mass Agony): Agony inflicts an illusion of terrible pain on the target. This is not actual damage, only a mental illusion, able to simulate anything from simple discomfort to being racked with pain, unable to move or act. Agony affects a single target, Mass Agony is area effect.

Bugs (Swarm): These spells make the target believe that small bugs of various persuasions are crawling over their entire body, biting them, scurrying about, and crawling into orifices. The bugs look, feel, smell, and taste real. This illusion is usually enough to make any target who fails to resist freak out and do everything they can to get the insects off. Bugs affects a single target, Swarm is area effect.

Chaos (Chaotic World): These spells produce a storm of conflicting sensations and images to confuse the senses. The illusion is completely chaotic and random and can range in strength from mild (allowing the target to still be able to percieve the world around them while being mildly distracted) to severe (completely blinding the taget to any and everything around them except for the conflicting sensations of the spell). The Chaos spell is a physical spell, so it also affects living as well as technological systems and sensing devices. Chaotic World is an area version of Chaos.

Entertainment (Trid Entertainment): These area spells create obvious, but entertaining, illusions of the caster's choosing. The amount of concentration that is put into the spell determines how entertaining, creative, interesting, and captivating the audience finds the illusion. The caster can reproduce just about anything from their imagination, or re-create something they have experienced. Entertainment affects the minds of the subjects and cannot be detected by non-living sensors. Trid Entertainment is a physical spell, and can be perceived by both living subjects and nonliving sensors.

These spells are used for amusement as well as art. The entertainment industry uses illusionists as literal ?special effects wizards.? Magical designers and artists work to create new and interesting sensations, including sensations that can?t otherwise be experienced in the real world.

Improved Invisibility: This spell creates an actual warping of light around the subject that affects technological sensors as well as living targets, making the subject more difficult to detect by normal visual senses (including low-light, thermographic, and other senses that rely on the visual spectrum). The subject is completely tangible and detectable by the other senses (hearing, smell, touch, etc.). Their aura is still visible to astral perception. Anyone who might perceive the subject must first successfully resist the spell. Even if the spell is resisted, the subject might remain unnoticed if they are very cautious. An invisible character may still be detected by non-visual means, such as hearing or smell.

Physical Mask: The Mask spell requires the caster to touch the subject. The subject assumes a different physical appearance (of the same basic size and shape) chosen by the caster. This alters the subject?s voice, scent, and other physical characteristics as well. Anyone who might see through the disguise must first successfully resist the spell. This spell affects the minds of viewers and technological sensors as well.

Phantasm (Trid Phantasm): These area spells create convincing illusions of any object, creature, or scene the caster desires. They can create an illusion of anything the caster has seen before, from a flower or a credstick to a dragon breathing fire, as long as the illusion is no larger than the spell?s area. Anyone who might pierce the illusion must successfully resist the spell. Phantasm only affects living beings, while Trid Phantasm affects technological sensors as well.

Hush (Silence): These spells create an area that damps sound. Sonic attacks into or out of the field, as well as critter powers using a sonic medium (such as Paralyzing Howl), are reduced or dampened completely, depending on the strength of the spell. Anyone attempting to hear a sound from within or across the silenced area must successfull resist the spell. Hush is a mana spell and so only affects living beings and magic sonic attacks. Silence affects technological devices and is useful for jamming alarms, detection devices, sonar, and tactical communications, as well as technological sonic weapons.

Stealth: Stealth makes the subject less audible to normal hearing (including augmented hearing). The subject moves in silence makes less or no noise. Things not directly touched by the subject can still make noise, so a character under a Stealth spell would make no noise knocking on a door, but the door would make noise hitting the floor or wall if it was kicked in. Anyone who might hear the subject must first successfully resist the spell. Even if the spell is resisted, the subject might remain unnoticed if they are careful.

Doppelganger: This spell creates an exact image of the subject that appears next to him and mimics everything he does. The caster must touch the person who is being ?duplicated.? The caster has limited control of the double and can adjust its movement (to keep it from walking through walls and so forth), though in tight quarters this may be difficult. A character who does not resist the spell will not be able to tell the original and double image apart ? the double sounds, smells, and looks like the original. The double is insubstantial; bullets and melee attacks will go right through it. This spell affects living subjects as well as technological sensors.

Dream: The caster may craft any type of dream sequence (including visuals, sounds, emotions, etc.) and transmit it to a sleeping target. The dreams cannot cause actual harm but may entertain, relax, or frighten. The dream?s vividness and complexity are determined by the caster's focus and the strength of the spell. Targets who have severe nightmares do not recover Stun damage while they persist, and any rest during that time is lost. The target will vividly remember the dream when awakened. The Dream spell is often cast using ritual sorcery (p. 175, SR4) as a means of sending warnings, threats, or torment to an enemy. It is also used in modern psychological and therapeutic counseling involving directed dreaming.

Foreboding: This area spell gives any living beings who enter its range feelings of imminent danger, fear, and unease. Characters will simultaneously feel chilled and nervous; their hackles will rise, and they?ll feel slightly panicked, or may be unable to stay in the area, or may simply curl up into a gibbering ball, depending on the strength of the spell.

Hot Potato: This area-effect spell creates the illusion that all metal within the range is extremely hot to the touch. Characters who do not fully resist the spell will feel like any metal they are in contact with (weapons, armor, implants, piercings, etc.) is burning them.

Orgasm (Orgy): Orgasm envelops the target in the stimulating throes of sexual climax. A favored weapon in the private arsenal of many magicians? personal lives, this spell is also a great way to distract your enemies without them wanting to kill you in the morning. Orgasm affects a single target, Orgy is area effect.

Removal (Mass Removal): These spells strip the target of a specified sense (sight, hearing, taste, etc.) Each sense requires a separate spell. The target Implants and other technological sensors that use that sense are also affected. Removal affects a single target, Mass Removal is area effect.

Stink (Stench): These spells create an illusion of a sickening, gut-wrenching stench, causing anyone within range to gag and retch,or depending on their reaction to the stench, may be completely incapacitated and pre-occupied with throwing up. Stink affects a single target, Stench is area effect.

Sound Barrier: A variant of the Silence spell, Sound Barrier creates a perimeter of silence around the area of effect (rather than creating a mass area of silence). Those inside cannot hear outside noises but can hear sounds within the globe and vice versa. Only sounds crossing the border are affected, in the same manners as the Silence spell. This spell also affects technological devices, infrasound, and ultrasound.

Vehicle Mask: This version of the Physical Mask spell is specifically used to mask vehicles and drones. The vehicle must be masked to look like another vehicle of roughly the same size. This spell can also affect the vehicle?s sound, smell, and other characteristics. The caster must touch the vehicle being masked.

Manipulation Spells:

Armor: This spell creates a glowing field of magical energy around the subject that protects against Physical damage.

Fling: This spell psychokinetically hurls a single object at a designated target. The size of the object and the strength with which it is thrown are determined by the strength of the spell when it is cast.

Ice Sheet: This spell creates a slippery sheet of ice over the area of effect. The size of the sheet depends on the strength of the spell. The sheet melts at a rate of 1 square meter per minute in normal temperatures.

Ignite: The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Once the target ignites, it burns normally until it is consumed or extinguished. Against living targets, Ignite wraps a living target in heat and flames once it has been made permanent, causing Fire damage Ammo or explosives carried by a victim may go off.

Light: This spell creates a mobile point of light, illuminating a radius around it equal to the spell?s Force in meters. The spell cannot be used to blind, but does offset darkness.

Mana Barrier: Mana Barrier creates an invisible barrier of magical energy. This barrier does not restrict living beings or physical objects, but it does impede spirits, foci, dual beings, and spells. If cast on the astral plane, it also impedes astral forms and restricts visibility.

Physical Barrier: Barrier spells create glowing, translucent force-fields. The caster can form the barrier as dome with a radius and height equal to the spell?s normal radius. The caster can also form a wall with a height and length equal to the strength of the spell. The caster can adjust size of the barrier the same as the radius of an area spell. Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. The barrier does not impede spells. The barrier can be brought down by physical attacks, but as long as it is sustained it regenerates damage quickly. If the barrier is penetrated, however, it collapses and the spell ends. Physical Barrier cannot be used on the astral plane.

Shadow: Shadow creates a globe of darkness with a radius equal to the spell?s strength.

Bind (Net), Mana Bind (Mana Net): The target of the Bind spell is constricted by invisible bands of magical energy that wrap around and impede the movement of their limbs. The target may still defend and dodge against attacks, but suffers from their movement being restricted. The target can attempt to break free of the bindings by using their strength against the force of the spell. Bind works on single targets, Net is area effect. Both spells may be used against inanimate objects such as drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion. Mana Bind only works on a single living or magical target, Mana Net is area-effect against living/magical targets.

Deflection: Deflection protects the target by turning aside ranged combat attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).

Glue (Glue Strip): This spell bonds the target to any one surface to which it is currently in contact. Glue affects a single target, Glue Strip is area effect.

Lock: This spell telekinetically holds any door, portal, hatch, closure, or other similar blockade closed with a Strength equal to the force of the spell. The barrier or door can still be broken into pieces while this spell is being used (i.e. with an axe, explosives, brute force, etc.).

Pulse: Pulse sends out a brief, highly-charged burst of electromagnetic energy. This spell will erase standard RFID tags and may also affect other non-optical and non-hardened electronic circuit systems within the area of effect. Most electronics in 2070 are optical-based, but the spell might affect some archaic devices and power systems. Affected systems may suffer data loss, power outages, or burn out entirely. Pulse will also disrupt wireless reception and radio communication for a brief instant.

Michael Stanton

Date: 2010-07-28 11:53 EST
((OOC Note: Some of these powers are taken from the Shadowrun core rules, some from the expansion books, and a few are taken from other players' original material. All used without permission, modified for use in a free-for setting.))

Being a very powerful adept, Wraith has learned many powers over the years as he's advanced magically. While he usually does more fixing than running these days, don't make the mistake he's let any of his skills fall off even a little.

Arrow Cutting

The Adept with this skill can consciously affect the speed of missiles approaching him, slowing them down to such an extent that he can easily knock them aside with his hands or weapons. If the Adept is feeling especially cocky he can catch the missile in midflight. Using this power, an Adept can deflect knives, shuriken and even arrows, although he can't deflect bullets (bullets travel too fast to be appreciably affected by this power).

Astral Perception

The adept has the ability to see into the astral plane via Astral Perception, but cannot use astral projection. This enables the adept to perform astral combat, but the adept cannot cast spells.

Body Control

The physical adept using body control has such control over his/her body that he/she can resist the effects of gases, drugs, and poisons.

Combat Sense

The adept with combat sense power has an almost sixth-sense about an area and any threats around him/her.

Distance Strike

By focusing the magical energies at his command, the adept can send a bolt of magical energy at his target when making an unarmed attack from a distance.
Note that this sort of attack cannot be defended against by normal means of dodging or blocking, as it is not an actual physical attack, but a magical one.

Empathy

The adept with the empathy power is able to pick up on the moods and emotional states of other people within their line of sight. By focusing, if the person in question is in physical contact with the adept, those emotions can be altered.

High Jumps

By focusing power into making the body lighter and the leg muscles tight like springs, the adept can launch him/her/herself large distances. Use of this power allows the adept to jump vertically up to six times normal vertical jump, or jump horizontally up to six times normal horizontal jump.

Improved Ability
(Sword Combat/Katana, Unarmed Combat, Throwing Weapons, Stealth, Bow)

The physical adept is able to, by focusing and applying his powers, magically enhance his abilities in a specific skill, or in this case, skills.

Improved Physical Attributes
(Increased Quickness x3, Increased Strength x3, Increased Toughness x2)

With this ability, the physical adept can raise a Physical Attribute (only Body, Strength, or Quickness), but not a Mental Attribute.

Improved Physical Senses
(Thermographic vision, high/low frequency hearing, enhanced smell, enhanced touch, flare compensation, sound dampening)

These improvements include low-light or thermographic vision, high-frequency/low-frequency hearing, enhanced smell or taste, and so on. Unless an improvement involves radio or similar technological phenomena, anything that can be improved by cyberware can be improved by this power.

Increased Reflexes x3

Self-explanatory. The adept is able to act and react faster than the average, unenhanced human, in this case three times faster.

Killing Hands

The physical adept may use his magical force to turn his Unarmed Combat attacks from Stun to Physical damage. When using Unarmed Combat, an adept with Killing Hands may choose to do either the normal Stun damage or the improved Physical damage. In short, the damage done, rather than simply stunning an opponent, will cause actual physical damage.
If this power is used in conjunction with the Distance Strike ability, the magical energy will inflict physical damage rather than stunning damage.
Not that this power is not truly a physical attack in either the ranged or melee forms, and so cannot be defended against by normal means, as the damage caused is not truly a physical attack, the adept?s hands serving as channels for the magical energy.

Magic Resistance

The adept with this power has a strong unconscious resistance to sorcery and other targeted spells, resulting in his ability to shrug off magical damages. Unfortunately, it also makes him resistant to the effects of magical healing and other beneficial spells.

Missile Mastery

The adept with this power has such a developed talent for throwing weapons that normally harmless items such as pens, playing cards or paper clips can be turned into deadly weapons.

Rapid Healing x6

The adept recovers more quickly than normal from all forms of injury, using magical energy to boost the normal healing process.

Rooting

This power allows the adept to extend the force of his aura to "root" to the ground with the expenditure of a moment's concentration, becoming a literal immovable object, able to strongly resist being knocked down, thrown, levitated or otherwise moved against his will.

Sonic Scream

This power allows the physical adept to create a yell/scream that can be heard from a great distance. The force of this scream is so great that it can shatter glass, deafen people, or even knock people out.

Traceless Walk

This power gives the adept to walk over surfaces which would normally leave evidence of her passing (such as snow, sand, mud, or thin paper) without leaving a trace. The adept makes no noise from contact with the ground, although gear or clothing may still make noise. This power is only active when the adept is actively trying to be stealthy, and does not let the adept walk over liquid surfaces.