Spell Moves

All Spell Moves require the Magic stat.

Astral Barrier
You create a ward that prevents astral travel and magical perception. The ward is effectively a sphere centered on you with a radius of three meters per +1 Magic stat. This ward works both ways; no one can project or cast sensory spells into it, but you cannot cast or project out. A sufficiently powerful NPC mage may be able to break down your barrier, but not without you knowing about it. This spell does not block combat spells.
The ward does not move when cast, and lasts until you dispel it.

When you Dominate a living or magical NPC, roll +Magic. On a 10+, hold 3. On a 7-9, hold 2. Usual spellcasting rules also apply for partials & misses. At any time, spend your hold 1 for 1 to:

  • Make them fight on your behalf for one tick.
  • Make them defend you. They take all harm from attacks meant for you for one tick.
  • Make them speak a few words of your choice.
  • Make them truthfully answer a question.

Note: In many nations, use of this spell in any case other than clear self-defense carries penalties as harsh as rape or attempted murder (“And if you’re such a powerful mage, how is it that you don’t know better spells for self-defense?”).

PCs will not be affected by the Dominate spells of another PC; they’ll always resist, because they’re exactly that awesome. The Dominate spells of NPCs are another matter, of course…

Magical Dabbler
You aren’t a full-blown mage or shaman, but you possess enough magical talent to cast a few spells. Choose a single type of spell (combat, detection, health, or illusion). Gain 2 spells of that type; combat spells do a maximum of 2-harm. You may purchase spells of that type as if you were a hermetic mage. You may also purchase minor manipulation spells.

Like all magic users, you are susceptible to Drain when casting spells. Draw an additional clock (like the Harm clock) on your character sheet to record Drain suffered by your character.

Personal Shields
When you go into battle, roll +Magic. On a 10+, gain 2 shields. On a 7-9, gain 1 shield. Usual spellcasting rules also apply for partials & misses. Shields give ablative protection. Each level of shields is spent one-for-one to negate a level of incoming harm before armor is applied.

Spell Moves

Shadowrun: Apocalypse elaewin