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Magic

Spells Index

Every named spell from the SR2 core book plus supplements that introduce new ones. Sources: Shadowrun, Second Edition Spell Directory (pp. 151–158), Grimoire 2nd Edition (pp. 126–132), Awakenings (pp. 130–141). The regional sourcebooks Aztlan, Tír Tairngire, and Tír na nÓg were surveyed and contain no new spell stat blocks — only metamagic, blood-magic, and path-magic rule subsystems.

// READING A SPELL CARD

Each card lists category (Combat / Detection / Health / Illusion / Manipulation), type (Mana — affects living things only / Physical — affects anything in line of sight), range (LOS / Touch / Area / Self), duration (Instant / Sustained / Permanent), and drain code. Drain notation: [(F/2)+1]M means base drain TN = (Force ÷ 2) + 1, drain damage level = M (Moderate).

Combat spells also show ▸ DAMAGE plus Target and Area in the stats grid. Power = Force; the spell's damage level (L/M/S/D) is listed explicitly — note it is not the same as the drain code's letter. Mana spells affect living targets only and are resisted with Willpower; Physical spells affect anything in LOS and are resisted with Body. Most mana combat bolts (Mana Bolt, etc.) still deal Physical damage; only Stun spells (Sleep, Stun Bolt) deal Stun.

Area spells: base blast radius = the caster's Magic Rating in meters (so a Magic 6 mage's Fireball is a 6 m radius), and it hits friend and foe alike. Shrink it by 1 m per 2 dice withheld from the Success Test, or widen it by 1 m per 1 die withheld (dice removed can't exceed the spell's Force; Magic Pool can backfill). (SR2 p. 130) Each non-core addition carries a coloured source pill.

// FORCE — HOW IT WORKS

The number on a spell card is its drain code, not its Force. Force is something you assign when you learn the spell — at chargen you commit a chunk of your Force-Point pool to each spell, and the number of points you spend is the spell's Force rating.

  • The Force you pick is the ceiling, not a fixed value. Once you know a spell at Force N, you may cast it at any Force from 1 up to N — handy when you want the effect but can't afford the drain that a full-power cast would cost.
  • Chargen cap is Force 6. Higher Force can only be reached later by spending Karma to raise the spell rating, the same way skills grow.
  • Cost = Force. Spending 4 Force Points on Mana Bolt means you know Mana Bolt at Force 4. A Force 6 spell eats 6 of your starting Force Points all by itself.
  • Force feeds the math. The Force you cast at sets the spell's Power (for damage spells), the base drain TN (the F in the drain code), and in some cases the area or duration. Casting under your ceiling reduces all of those in lockstep.

Rule of thumb most tables follow: buy one or two "ceiling" spells at Force ≈ your Willpower (the dice you roll to soak drain), and keep a few low-Force utility spells (Detect Enemies, Mask, Heal at 2–3) where drain isn't a problem. (SR2 p. 46, casting rules in the Magic chapter.)

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