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Message no. 1
From: "Robert A. Hayden" <hayden@*******.MANKATO.MSUS.EDU>
Subject: D-005-a: magic, spell-compendium: health
Date: Sat, 23 Oct 1993 14:32:39 -0500
The Complete Shadowrun II Health Spell List

Note: These spells are not in alphabetical order, but are in an order that
makes sense to three people. The three people being me, myself, and I.

Attribute Health Spells

Decrease (Attribute) Shadowrun II page 154
The magician's Target Number is 10, minus the target's Essence. The target
resist using the Attibute that is attacked, no necessarily his Body Rating.
The success totals of both are compared. 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 paralyzed. When
a Mental Attribute is reduced to 0, the victim is standing about mindlessly.
A separate version of the spell exist for each Physical and Mental Attribute,
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]
Attribute -1
Duration: Sustained Drain: [(F/2)+1]L Reaction Drain: [(F/2)+1]M
Attribute -2
Duration: Sustained Drain: [(F/2)+1]M Reaction Drain: [(F/2)+1]S
Attribute -3
Duration: Sustained Drain: [(F/2)+1]S Reaction Drain: [(F/2)+1]D
Attribute -4
Duration: Sustained Drain: [(F/2)+1]D Reaction Drain: [(F/2)+3]D

Decrease Cyber (Attribute) Grimore II page 129
This spell works in the same manner similar to the decrease attribute spell
except that it affect cybered Attributes.
Type: Physical Range: Touch Target: 10 - Essence [R]
Attribute -1
Duration: Sustained Drain: [(F/2)+3]L Reaction Drain: [(F/2)+3]M
Attribute -2
Duration: Sustained Drain: [(F/2)+3]M Reaction Drain: [(F/2)+3]S
Attribute -3
Duration: Sustained Drain: [(F/2)+3]S Reaction Drain: [(F/2)+3]D
Attribute -4
Duration: Sustained Drain: [(F/2)+3]D Reaction Drain: [(F/2)+5]D

Decrease Reflexes Grimoire II page 129
Similar to the increase reflexes spell this spell reduces the number of
Initiative dice available to the target by the number indicated (-1.-2. or -3).
This will not affect characters with cybernetic Initiative enhancements.
Any character who ends up with no, or a negitive number of Initiative dice
as a result of this spell uses his or her Reaction as Initiative.
[ The target number of this spell was erroriously written to be 2 * Essence. ]
Type: Mana Range: LOS Target: 10 - Essence
-1 Initiative Die
Duration: Sustained Drain: [(F/2)+1]S
-2 Initiative Dice
Duration: Sustained Drain: [(F/2)+1]D
-3 Initiative Dice
Duration: Sustained Drain: [(F/2)+3]D

Increase (Attribute) Shadowrun II page 154
The spell increases a normal Physical or Mental Attribute and Reaction (with
special modifications) but not any other Special Attributes. The target number
for 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 a different spell. Each Attribute has four
specific spells, and so there might be a magician who knows Increase Strength
+2, Increase Quickness +1, and so on.
Note that this spell does not stack on top of 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.
[ This spell is listed as a mana spell in SRII, which is inconsitant with its
Drain Code. SRII also says there is not Increase Reaction +4, but it gives a
Drain Code for Increase Cyber Reaction +4. I therefore decided to include both
spells. ]
Type: Physical Range: Touch Target: 2 * affected Attribute
Attribute +1
Duration: Sustained Drain: [(F/2)+1]L Reaction Drain: [(F/2)+1]M
Attribute +2
Duration: Sustained Drain: [(F/2)+1]M Reaction Drain: [(F/2)+1]S
Attribute +3
Duration: Sustained Drain: [(F/2)+1]S Reaction Drain: [(F/2)+1]D
Attribute +4
Duration: Sustained Drain: [(F/2)+1]D Reaction Drain: [(F/2)+3]D

Increase Cybered (Attribute) Shadowrun II page 155
Like the increase attribute spell described above, except that these spells
increase Attributes already affected by cybernetics.
Type: Physical Range: Touch Target: 2 * affected Attribute
Attribute +1
Duration: Sustained Drain: [(F/2)+3]L Reaction Drain: [(F/2)+3]M
Attribute +2
Duration: Sustained Drain: [(F/2)+3]M Reaction Drain: [(F/2)+3]S
Attribute +3
Duration: Sustained Drain: [(F/2)+3]S Reaction Drain: [(F/2)+3]D
Attribute +4
Duration: Sustained Drain: [(F/2)+3]D Reaction Drain: [(F/2)+5]D

Increase Reflexes Shadowrun II page 155
This spell increase the Initiative dice of the voluntary subject by the amount
indicated for the spell (+1, +2, +3). There is no cybered version of this
spell, so characters who have cybernetic enhancements that add Initiative dice
(e.g., wired reflexes) cannot be boosted by this spell.
Type: Mana Range: Touch Target: 2 * Reaction
+1 Initiative Die
Duration: Sustained Drain: (F/2)M
+2 Initiative Dice
Duration: Sustained Drain: (F/2)S
+3 Initiative Dice
Duration: Sustained Drain: (F/2)D

Curative Health Spells

Antidote Toxin Shadowrun II page 154
These curative spells act on a toxin (poison or drug), not the person
affected by them. The Spell Success Test has a target number equal to the
Strength (Power) of the 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
Light Toxin
Duration: Permanent (5 turns) Drain: (F/2)L
Moderate Toxin
Duration: Permanent (10 turns) Drain: (F/2)M
Serious Toxin
Duration: Permanent (15 turns) Drain: (F/2)S
Deadly Toxin
Duration: Permanent (20 turns) Drain: (F/2)D

Cure Disease Shadowrun II page 154
The cure diesease spell can be used at any time after infection, killing the
germs in the patient's system and eliminating any symptons at once, but it does
not heal damage already done by the disease. That takes a separate healing
spell. Successes form the cure spell directly reduce the Virulence (Power) of
the disease at a one-to-one ratio, making the target's own Resistance Test
easier.
A separate version of the spell exist form each of the Damage Levels
associated with diseases.
Type: Physical Range: Touch Target: Virulence
Light Disease
Duration: Permanent (5 turns) Drain: (F/2)L
Moderate Disease
Duration: Permanent (10 turns) Drain: (F/2)M
Serious Disease
Duration: Permanent (15 turns) Drain: (F/2)S
Deadly Disease
Duration: Permanent (20 turns) Drain: (F/2)D

Detox Shadowrun II page 154
Detox relieves the 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 for toxins, but it elimnates
any other effects they may have on the victim (dizziness, hallucinations,
nausea, pain, and so on). Detox is the hangover cure of choice among those who
can afford it. Each toxin Damage Level is a separate curitive spell.
Type: Physical Range: Touch Target: Toxin Strength
Light Toxin
Duration: Permanent (5 turns) Drain: [(F/2)-2]L
Moderate Toxin
Duration: Permanent (10 turns) Drain: [(F/2)-2]M
Serious Toxin
Duration: Permanent (15 turns) Drain: [(F/2)-2]S
Deadly Toxin
Duration: Permanent (20 turns) Drain: [(F/2)-2]D

Heal/Treat Shadowrun II page 129
The treat and heal spells are 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 the spell is 10 or 8 minus the target's Essense. The
spell is permanent and must be maintained for the base time indicated on the
Healing Table [ D 20 turns, S 15 turns, M 10 turns, L 5 turns ].
Successes from the Spell Success Test can be used to actually heal boxes of
damage or used to reduce the base time, as indicated on the table. Divide the
number of 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-hal the force of the
spell, and the Drain Level is equal to the current Wound Level of the target,
Light, Moderate, Serious, or Deadly.
Heal
Type: Mana Range: Touch Target: 10 - Essence
Duration: Sustained Drain: (F/2)(Wound Level)
Treat
Type: Mana Range: Touch Target: 8 - Essence
Duration: Sustained Drain: (F/2)(Wound Level)

Resist Pain Grimoire II page 129
This spell reduces the penalties suffered because of Physical damage (_not_
Stun damage). Though this spell does not heal or treat damage, it offsets the
injury modifiers (to the target number and Initiative) the character must use to
reflect the damage. Magical assistance to resist pain requires a different
spell for (L)ight, (M)oderate, and (S)erious Condition Levels. A resist pain
spell cannot be used to couteract the pain of Deadly damage, because any
character with a (D)eadly injury is unconsious and must be healed.
The spell is "permanent" in that the boost to the patient's endorphin levels
does not wear off. If the subject's damage rises above the Condition Level at
which the patient is resisting pain, or the wounds heal, then the spell
dissipates.
Type:Mana Range: Limited Target: 4
Light
Duration: Permanent (5 turns) Drain: (F/2)M
Moderate
Duration: Permanent (10 turns) Drain: (F/2)S
Serious
Duration: Permanent (15 turns) Drain: (F/2)D

Stabilize Grimoire II page 129
When applied to a character with Deadly Physical damage, this spell stablizes
his condition so that he does not die. The magician must add the number of
minutes elasped since the character took damage to his or her target number
for the Spell Success Test.
Type: Physical Range: LOS Target: 4 + Minutes Elapsed
Duration: Permanent (20 turns) Drain: (F/2)S

Other Health Spells

Healthy Glow Grimoire II page 129
This spell brightens eyes and hair, sloughs off dead skin cells, improves
circulation, and promotes general well-being. A cosmetic spell, the rich use
the healthy glow spell as a status symbol and pick-me-up. Though "permanent"
in the sense that it does not require magical sustaining, the spell will wear
off in time, based on the subject's lifestyle, diet, vices, and so on.
Type: Physical Range: Touch Target: 4
Duration: Permanent (5 turns) Drain: (F/2)L

Oxygenate Grimoire II page 129
This spell, requiring a voluntary subject, oxygenates his or her blood, giving
him or her extra Body dice (1 die for every 2 successes) to resist suffocation,
strangulation, the effects of inhaled gas, or any other effect of oxygen
deprivation. The spell also allows the subject to breath water.
Type: Physical Range: Limited Target: 4
Duration: Sustained Drain: [(F/2)+2]M

Perserve Grimoire II page 129
This spell prevents dead organic matter from drying out, decaying, or
putrefying. The magician must roll a single success to cast the spell. The
perserve spell can be used on food, but is most often used by forensic magicians
to protect cadavers from decay before autopsy, or to preserve small organic
samples taken from a crime scene for later use as a material link. Often,
this spell is applied with a spell lock.
Type: Physical Range: Limited Target: Object Resistance Table
Duration: Sustained Drain: [(F/2)+1]M

Prophylaxis Grimoire II page 129
This spell, requiring a voluntary subject, gives his or her extra Body dice
(1 die for every 2 successes) to resist infection, drugs, or toxins. The
subject also resist beneficial medicines.
Type: Physical Range: Limited Target: 4
Light Pathogen
Duration: Sustained Drain: [(F/2)+2]L
Moderate Pathogen
Duration: Sustained Drain: [(F/2)+2]M
Serious Pathogen
Duration: Sustained Drain: [(F/2)+2]S
Deadly Pathogen
Duration: Sustained Drain: [(F/2)+2]D


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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.