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Message no. 1
From: "Robert A. Hayden" <hayden@*******.MANKATO.MSUS.EDU>
Subject: D-007-a: magic, spell-compendium: Manipulation
Date: Sat, 23 Oct 1993 20:34:58 -0500
The Complete Shadowrun II Manipulation 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.

Control Manipulations

Control Actions Shadowrun II page 156
Like a puppeteer, the magician controls the physical actions of a target. The
victim's consciousness is not affected, but becomes only a pasenger in its own
body. The victim uses any skills possessed at the magician's orders, but with
a +4 at all target numbers. Only one net success on the caster's part is
needed to gain control. [ Not in SRII this spell is listed as having a Threshold
of the Target's Willpower Rating. Thresholds are not used in SRII, so I am
assumming this is an editing error. ]
Type: Mana Range: LOS Target: Willpower [R]
Duration: Sustained Drain: [(F/2)+2]S

Control Animal Grimoire II page 130
Similar to the control thoughts spell, this spell works only on non-sentient
animals. Sentience is determined at the gamemaster's discretion. Paranormal
animals resist this spell with either Willpower or Essence, whichever is higher.
Type: Mana Range: LOS Target: Willpower [R]
Duration: Sustained Drain: [(F/2)+2]D

Control Emotion Shadowrun II page 156
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
something 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 (trying 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 suceed for the action to be taken
Type: Mana Range: LOS Target: Willpower [R]
Duration: Sustained Drain: [(F/2)+2]M

Control Thoughts Shadowrun II page 157
The magician controls the thoughts of the subject. The victim will carry out
orders wholeheartedly as long as the magician sustains the spell. This is the
magical equivalent of deep hypontic 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 magician "is not" present, a single success will do. If the
casting magician "is" present, roll that character's Willpower against a target
number equal to the target's Willpoier. The magician's successes reduce the
target's. One net success on the part of the target is still all that is needed
to resist the heinous command.
Type: Mana Range: Limited Target: Willpower [R]
Duration: Sustained Drain: [(F/2)+2]D

Hibernate Shadowrun II page 157
The magician must touch a voluntary or unconscious subject. The spel puts the
subject in a form of suspended animation. Double the successes form the Spell
Success Test to get the factor by which bodily processes are slowed. If 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 taken an extra box of damage evrey 80 minutes instead of 10 minutes,
as described in _Exceeding the Condition Monitor_, SRII p.111. If the subject
were suffering from a disease that weakened him every hour, it would take 8
hours. If he were sealed into a chamber with only enough air to keep him alive
for 1 day, the air would now last 8 days.
Type: Physical Range: Touch Target: 4
Duration: Sustained Drain: (F/2)S

Influence Grimoire II page 130
Similar to the control thoughts spell, this spell permanently implants a
single suggestion into the victim's mind. He will act out accordingly to this
suggestion or carry out this order as if it were his own idea. Proving the
falseness of the idea to the victim, or forcing the caster to withdraw it, can
overcome the spell.
Type: Mana Range: Limited Target: Willpower [R]
Duration: Permanent (10 turns) Drain: [(F/2)+2]S

Mob Mind Grimoire II page 130
This area-effect spell allows the caster to control the thoughts of all within
its range. For purposes of making a Success Test to gauge the spell's effect,
treat the crowd as a single character. Pedestrians are assumed to have a
Willpower or 3. Major characters, both player and non-player, should defend
against the spell individually, based on the number of successes te caster
generates with his or her single Force Success Test. [ The drain code for this
spell in Grimoire II is errorously set to (F/2)+3 S ]
Type: Mana Range: Limited Target: Willpower [R]
Duration: Sustained Drain: [(F/2)+4]D

Mob Mood Grimoire II page 130
Similar to the mob mind spell above, mob mood affects only the crowd's
emotions. This spell does not give the caster control of a crowd, but allows
him or her to shift a crowd's mood.
Type: Mana Range: Limited Target: Willpower [R]
Duration: Sustained Drain: [(F/2)+2]M

Telekinetic Manpulations
Levitation allows a magician to lift an item or person from the ground and
move him or it around. The maximum "distance" that the target can be moved in
meters is the magician's Magic Rating times 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, could move an object 12 meters horizontally, or 12 meters vertically or
any combonation 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 Shadowrun II page 157
The levitate item spell uses the telekinetic manipulation rules to move an
object. Living beings are not affected by this spell.
Type: Physical Range: LOS Target: 4
Duration: Sustained Drain: [(F/2)+1]L

Levitate Person Shadowrun II page 157
The levitate person spell uses the telekinetic manipulation rules to move a
person or living creature. Objects are not affected by this spell.
Type: Physical Range: LOS Target: 4
Duration: Sustained Drain: [(F/2)+1]M

Magic Fingers Shadowrun II page 157
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 of successes becomes the strength and Quickness.
The character can use his own skills with the magic fingers spell, but all
target numbers receive +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 to get a
close-up of the scene, as long as the actual location is within view. The spell
comes in "very" handy for disarming bombs.
Type: Physical Range: LOS Target: 6
Duration: Sustained Drain: [(F/2)+2]M

Use (Skill) Grimoire II page 131
A limited form of the magic fingers spell, this spell allows the caster to
use skill telekinetically. The gamemaster determines which skills may be
used in this manner. Typical examples are Armed Combat, Electronic B/R,
Demolitions, Driving, and so on. Knowledge skills requiring no physical action,
would not be appropriate for this spell. The spell operates in the same way
as the magic fingers spell, except that the caster's actual Skill Rating
determines the spell's effect.
Type: Physical Range: LOS Target: 6
Duration: Sustained Drain: [(F/2)+3]L

Animate Grimoire II page 130
This spell allows the caster to make inanimate objects move. The object moves
according to its structure (balls can rool, rugs may crawl, humaniod statues
can walk, and so on). The spell imparts a certain amount of flexibility,
allowing solid things like statues to move as if they had joints. The caster
can only move the whole object, not just part of it such as computer keys or
vehicle weapons. Movement continues for a number of meters per action equal to
one-half the caster's Magic Attribute Rating (round down).
Type: Physical Range: Limited Target: Object Resistance Table
Duration: Sustained Drain: [(F/2)+2]M

Clout Grimoire II page 130
This telekinetic punch carries a Damage Code of (Caster's Willpower)M Stun.
Normal Ranged Combat rules, successes from the spell's casting may be used to
increase the damage. Impact armor defends against this spell.
Type: Physical Range: LOS Target: 4
Duration: Instant Drain: (F/2)M

Poltergeist Shadowrun II page 157
Within the area of the 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). This spell does Stun damage as whell,
whacking targets with flying debris. Targets within the area use their
Quickness Rating, not Body, for their Resistance Test against damage, with the
Spell Force Rating as the target number. The Damage Category is Light. Impact
armor does provide protection against this damage.
Type: Physical Range: LOS Target: 4 [R]
Duration: Sustained Drain: [(F/2)+1]S

Transformation Manipulations

Elemental Attack spells

Names for these spells vary, but all use the Elemental Effects rules from
Grimoire II. Also not that despite the descriptions for the individual
Elemental Effects all elemental manipulation spells use 1/2 Impact Armor.

Common Surnames for these Elemental Manipulation spells are:
Acid uses Acid.
Blast uses
Fire uses Flame.
Ice uses Ice.
Lightning uses Lightning.
Water uses Water.

(Elemental) Stream Jason J Carter <Carter@***.EDU>
A powerful bolt of magical energy that causes Physical damage using the
elemental effect of (element). [ Acid version is Acid Stream, Fire version is
Flame Burst ]
Type: Physical Range: LOS Target: 4
Damage Level: S Duration: Instant Drain: [(F/2)+1]D

(Elemental) Spray Jason J Carter <Carter@***.EDU>
A bolt of magical energy that causes Physical damage using the elemental
effect of (element). [ Acid version is just Acid, Fire version is Flamethrower,
Lightning version is Spark ]
Type: Physical Range: LOS Target: 4
Damage Level: M Duration: Instant Drain: [(F/2)+1]S

(Elemental) Strike Jason J Carter <Carter@***.EDU>
A powerful area-effect spell that causes Physical damage using the elemental
effect of (element). [ fire version is Fire Strike ]
Type: Physical Range: LOS Target: 4
Damage Level: S Duration: Instant Drain: [(F/2)+3]D

(Elemental) Bomb Jason J Carter <Carter@***.EDU>
A area-effect spell that causes Physical damage using the elemental effect of
(element). [ Acid version is Acid Bomb, Fire version is Flame Bomb ]
Type: Physical Range: LOS Target: 4
Damage Level: M Duration: Instant Drain: [(F/2)+1]D

Ignite Shadowrun II page 158
The magician accelerates the molecular speed in a target, making it catch
fire. Anything that can burn is subject to this spell. The base time to ignite
is 10 turns, divided by the magician's successes. Once the target ignites, it
is burning until it either burns up or is extinguished by smothering, water, or
a fire extinguisher. The spell must have generated more successes than the
Body Rating of living targets or the base Barrier Rating of inanimate objects.
The ignite spell wraps a being in flames, causing (F)M damage on the first
turn. The Power increases by 1 point per Combat Turn. At the end of each
turn, make a Damage Resistance Test, counting one-half Impact Armor. Ammo or
explosives carried by the victim may go off. If flames are not extinguished,
they burn out in 1d6 Combat Turns.
Type: Physical Range: LOS Target: 4
Duration: Permanent (10 turns) Drain: [(F/2)+2]D

Thunderclap Grimoire II page 132
This spell strikes the target with an explosion of air, making a thunderous
noise. In additon to causing Stun Damage, the spell deafens the target for
1 Combat Turn for every 2 successes generated by the caster.
Type: Physical Range: LOS Target: 4
Damage Level: M Duration: Instant Drain: (F/2)S

Enviromental Spells

Astral Static Grimoire II page 131
This area-effect spell creates a cloud of crackling, swirling mana in astral
space, generating a background count of 1 for every 2 successes the caster
rolls. As with normal background count the rating of the static increases the
target numbers for all Astral Success Test within the area of effect, including
the caster's target numbers.
Type: Mana Range: Limited Target: 6
Duration: Sustained Drain: [(F/2)+1]D

Ice Sheet Shadowrun II page 158
This spell creates a flat sheet of ice that covers a number of square meters
equal to the caster's Magic Rating multiplied by the successes. Characters's
crossing the sheet must make a Quickness Test against a Target Number 3 to avoid
falling prone. Vehicles must make a Handling Test to avoid having to make a
Crash Test. The sheet melts at a rate of 1 square meters per minute.
Type: Physical Range: LOS Target: 4
Duration: Instant Drain: [(F/2)+1]S

Light Shadowrun II page 158
An area-effect spell. This spell creates a mobile point of light that
illuminates an area equal to the magician's Magic Rating times the spell's
successes in meters. The illumination is roughly equal to that from a good
flashlight, but as an area-effect. This spell cannot be used to blind, but does
offset visibility modifiers for darkness; 2 successes counters +1 modifier.
Type: Physical Range: LOS Target: 4
Duration: Sustained Drain: [(F/2)+2]M

Shadow Shadowrun II page 158
An area-effect spell. This spell creates a pool of darkness equal to one-half
the caster's Magic Rating times the spell's successes in meters. The target
number depends on the local conditions: bright midday, 6; day, 5; day, overcast,
4; twilight, 3; street lights or darker, 2. Every 2 successes imposes a +1
target modifier for Combat or Perception Test against target's within the area
of shadow.
Type: Physical Range: LOS Target: See above
Duration: Sustained Drain: [(F/2)+2]M

Barrier Spells

Barrier (AKA Physical Barrier) Shadowrun II page 158
Barrier is an area-effect spell in which the magician forms a force field of
crackling energy. The Spell Success Test has a Target Number 6. The magician
may form the barrier as a normal area spell, which would create a dome of
energy, or he may create a wall. The length of the wall or radius of the dome
is equal to the magician's Magic Rating. This length may be adjusted in the
same way as the radius of an area effect, by withholding dice from the Success
Test. The magician may make the wall into any shape. Anything the size of a
molecule (or less) can pass the barrier, including air and other gases.
Anything bigger treats a physical barrier as having a Barrier Rating equal to
the spell's Force (and is therefore cumulative with armor). Attacks directed
through a barrier spell have a visibility modifier of -1. Physical barriers do
not impede spells, even manipulation spells.
Type: Physical Range: LOS Target: 6
Duration: Sustained Drain: [(F/2)+2]S

Blade Barrier Grimoire II page 131
Similar to the physical barrier spell and bullet barrier spell following,
this spell provides protection against bladed weapons. The barrier's effective
rating equals the spell's Force Rating. The Impact Armor Rating may be added
to the Barrier Rating.
Type: Physical Range: LOS Target: 6
Duration: Sustained Drain: [(F/2)+2]M (Personal is [(F/2)+2]L)

Blast Barrier Grimoire II page 131
Similar to the physical barrier spell, this spell provides protection against
blast from grenades and similar weapons. The barrier's effective Barrier
Rating equals the spell's Force Rating. The Impact Armor Rating may be added
to the Barrier Rating.
Type: Physical Range: LOS Target: 6
Duration: Sustained Drain: [(F/2)+2]M (Personal is [(F/2)+2]L)

Bullet Barrier Grimoire II page 131
Similar to the physical barrier spell, the bullet barrier spell provides
protection against bullets and other ballistic weapons. The barrier's effective
Barrier Rating equals the spell's Force Rating. The Ballistic Armor Rating can
be added to the Barrier Rating.
Type: Physical Range: LOS Target: 6
Duration: Sustained Drain: [(F/2)+2]M (Personal is [(F/2)+2]L)

Mana Barrier Shadowrun II page 158
Mana Barriers do not stop physical weapons, but they do block movement by
living beings. Unliving things (like bullets) pass right through. Passengers
inside of closed vehicles are not affected by a mana barrier spell, but it would
knock the rider off a motorcycle. A mana barrier spell also acts as defense
against spells. Add one-half the spell's Force (the Barrier's Rating) to target
numbers of all magicians casting spells across the barrier. It is also an
astral barrier.
Type: Mana Range: LOS Target: 6
Duration: Sustained Drain: [(F/2)+1]S

Spell Barrier Grimoire II page 132
Similar to the mana barrier spell, the spell barrier spell provides protection
against spells. [ Drain Code errorously set to (F/2)+2 ]
Type: Mana Range: LOS Target: 6
Duration: Sustained Drain: [(F/2)+1]M (Personal is [(F/2)+1]L)

Other Spells

Armor Shadowrun II page 158
A voluntary subject is required. The magician gives the subject built-in
armor, knitting his tissues into thougher compounds. Treat one-half the
successes made in the Spell Success Test as the Dermal Armor Rating (add to
Body) for as long as the spell is maintained.
Type: Physical Range: Limited Target: 4
Duration: Sustained Drain: [(F/2)+2]M

Runner's Speed Jason J Carter <Carter@***.EDU>
This spell increases the movement speed of a touched voluntary subject. For
every two successes on the Spell Success Test the subject's Quickness is
increased by one for calculating movement distances only.
Type: Physical Range: Touch Target: 4
Duration: Sustained Drain: [(F/2)+1]M

Bind Grimoire II page 131
This spell entraps and holds the target in bands of mystical energy. The
magician makes a Spell Success Test using the target's Quickness Attribute
Rating as the target number. The target resists by making a Quickness Success
Test against a target number equal to the Force Rating of the spell. Net
successes in the caster's favor provide the effective Barrier Rating of the
mystic Energy.
The character can attempt to escape by breaking the bands. In this situation,
compare the character's Strength Rating to the Barrier Rating, per those rules.
The character must make a Strength Success Test against a target number equal
to the Force Rating of the spell in order to exert more pressure against the
bonds. Every 2 successes the character rolls allows him to increase his
effective Strength Rating by 1 for this purpose. Upon breaking free, he must
make a Body Success Test to resist (Character's Strength)L Stun damage,
representing the fatigue caused by his efforets.
Type: Physical Range: LOS Target: Quickness [R]
Duration: Sustained Drain: [(F/2)+2]S

(Critter) Form Grimoire II page 131
Similar to the shapechange spell listed later in this section, this spell
allows the magician to change to the subject into a specific, non-paranormal
animal. This spell requires a voluntary subject.
Type: Physical Range: Limited Target: Willpower
Duration: Sustained Drain: [(F/2)+2]M

Doppleganger Jason J Carter <Carter@***.EDU>
The doppleganger spell transforms a voluntary subject into a metahuman race.
Only one success is needed for the spell to succeed. To determine the Physical
Attributes of the new form, subtract the character's physical racial modifiers
and add those of the race he has been changed into.
Type: Physical Range: Limited Target: Willpower
Duration: Sustained Drain: [(F/2)+2]M

Shapechange Grimoire II page 132
This spell transforms a voluntary subject into a normal critter, though the
subject retains human consciousness. To determine the shapechanged critter's
Physical Attributes, consult the Critter Statistics Table, adding 1 to the
critter's Base Ratings for every 2 successes the caster generates. Also,
increase the critter's reaction by the subject's Intelligence Rating, to reflect
the human mind controlling the animal form. Mental Attributes remain the
subject's own. This spell does not transform clothing and equipment. Magicians
under this spell can cast spells, but cannot fulfill geasa or use Centering
Skills requiring activities that the animal shape cannot perform, such as
speech.
Type: Physical Range: Limited Target: Willpower
Duration: Sustained Drain: [(F/2)+2]S

Transform Grimoire II page 132
This spell changes the subject into a normal critter. A transformed being has
no awareness of its former state, and has only animal intelligence. The spell
will not transform clothing and equipment.
Type: Physical Range: Limited Target: Willpower [R]
Duration: Sustained Drain: [(F/2)+2]S

Fashion Grimoire II page 131
This spell instantly tailors clothing, transforming the target's garments
into any fashion the caster wishes. The fashion spell requires a voluntary
subject. The caster's extra successes measure the degree of style in the
tailoring. The spell cannot change the clothing's protective value, only its
cut, color, and fit.
Type: Physical Range: LOS Target: 4
Duration: Permanent (10 turns) Drain: [(F/2)+2]M

Makeover Grimoire II page 132
This spell creates a complete makeover on a voluntary subject, including
costmetics, hair, clothes, and so on. It even polishes teeth and eliminates
plaque. Changes wrought under the spell are as permanent as those made in a
real beauty salon. The number of successes generated by the magician measures
the degree of style in the makeover. Note that nothing actually changes; the
subject is only cleaned and spruced up.
Type: Physical Range: LOS Target: 4
Duration: Permanent (10 turns) Drain: [(F/2)+2]M

Lock Grimoire II page 132
This spell holds any door, portal, closure, and other similar barriers
magically closed as long as the caster sustains the spell. Because the lock has
the same strength as the materials of the door, opening it would require
breaking or blasting throught it.
Type: Physical Range: LOS Target: Object Resistance Table
Duration: Sustained Drain: [(F/2)+2]M

Seal Grimoire II page 132
Similar to the lock spell, this spell reinforces a locked doorway. Every 2
successes the caster generates increase the door's Barrier Rating by 1.
Type: Physical Range: LOS Target: Object Resistance Table
Duration: Sustained Drain: [(F/2)+2]S


{[> Robert A. Hayden ____ <[} Hatred is NOT a family value
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