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	<updated>2026-05-01T00:35:17Z</updated>
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	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2500</id>
		<title>Main Page</title>
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		<updated>2016-07-06T22:58:08Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
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&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
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=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
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;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
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		<author><name>Extremis</name></author>
		
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	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Rules&amp;diff=2499</id>
		<title>SR5:Rules</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Rules&amp;diff=2499"/>
		<updated>2016-07-06T22:57:23Z</updated>

		<summary type="html">&lt;p&gt;Extremis: Created page with &amp;quot;{| |Basics |- |Combat |- |Magic |- |Matrix |- |Driving |- |SR5:Charac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|[[SR5:Basic Rules|Basics]]&lt;br /&gt;
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|-&lt;br /&gt;
|[[SR5:Magic Rules|Magic]]&lt;br /&gt;
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|[[SR5:Matrix Rules|Matrix]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Driving Rules|Driving]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Character Creation|Character Creation]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
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	<entry>
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		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2498"/>
		<updated>2016-07-06T22:55:01Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:List Navigation}}&lt;br /&gt;
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=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
;[http://www.shadowruntabletop.com/game-resources/ Official Game Resources]&lt;br /&gt;
;[http://adragon202.deviantart.com/gallery/47605907/Shadowrun Cheat Sheets]&lt;br /&gt;
;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
;[https://github.com/chummer5a/chummer5a Chummer 5E Character Creation Tool]&lt;br /&gt;
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&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
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If you are interested in contributing to this project. Send an email to ithinkwemet@gmail.com&lt;br /&gt;
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All Errata has been applied to these articles. Discrepancies between this site and written books should be checked against the errata before reporting any errors.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
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	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2497</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2497"/>
		<updated>2016-07-06T22:54:27Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:List Navigation}}&lt;br /&gt;
----&lt;br /&gt;
=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
;[http://www.shadowruntabletop.com/game-resources/ Official Game Resources]&lt;br /&gt;
;[http://adragon202.deviantart.com/gallery/47605907/Shadowrun Cheat Sheets]&lt;br /&gt;
;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
;[https://github.com/chummer5a/chummer5a Chummer 5E Character Creation Tool]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
[[SR5:Lists]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are interested in contributing to this project. Send an email to ithinkwemet@gmail.com&lt;br /&gt;
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All Errata has been applied to these articles. Discrepancies between this site and written books should be checked against the errata before reporting any errors.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
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	<entry>
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		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2496"/>
		<updated>2016-07-06T22:50:56Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:List Navigation}}&lt;br /&gt;
----&lt;br /&gt;
=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
;[http://www.shadowruntabletop.com/game-resources/ Official Game Resources]&lt;br /&gt;
;[http://adragon202.deviantart.com/gallery/47605907/Shadowrun Cheat Sheets]&lt;br /&gt;
;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
;[https://github.com/chummer5a/chummer5a Chummer 5E Character Creation Tool]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
&amp;lt;categorytree mode=pages&amp;gt;SR5:Lists&amp;lt;/categorytree&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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If you are interested in contributing to this project. Send an email to ithinkwemet@gmail.com&lt;br /&gt;
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All Errata has been applied to these articles. Discrepancies between this site and written books should be checked against the errata before reporting any errors.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
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	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2495</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2495"/>
		<updated>2016-07-06T22:50:34Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:List Navigation}}&lt;br /&gt;
----&lt;br /&gt;
=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
;[http://www.shadowruntabletop.com/game-resources/ Official Game Resources]&lt;br /&gt;
;[http://adragon202.deviantart.com/gallery/47605907/Shadowrun Cheat Sheets]&lt;br /&gt;
;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
;[https://github.com/chummer5a/chummer5a Chummer 5E Character Creation Tool]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|&amp;lt;categorytree mode=pages&amp;gt;SR5:Lists&amp;lt;/categorytree&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are interested in contributing to this project. Send an email to ithinkwemet@gmail.com&lt;br /&gt;
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All Errata has been applied to these articles. Discrepancies between this site and written books should be checked against the errata before reporting any errors.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
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	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Lists&amp;diff=2494</id>
		<title>SR5:Lists</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Lists&amp;diff=2494"/>
		<updated>2016-07-06T22:48:58Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|[[SR5:Gear List|Gear List]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Magic List|Magic List]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Hacking Lists|Hacking Lists]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Skill List|Skill List]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Qualities List|Qualities List]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Packs List|Packs List]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Creature Lists|Creature Lists]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Lists&amp;diff=2493</id>
		<title>SR5:Lists</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Lists&amp;diff=2493"/>
		<updated>2016-07-06T22:47:12Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|[[SR5:Gear List|Gear List]]!&lt;br /&gt;
|-&lt;br /&gt;
|![[SR5:Magic List|Magic List]]!![[SR5:Hacking Lists|Hacking Lists]]!![[SR5:Skill List|Skill List]]!![[SR5:Qualities List|Qualities List]]!![[SR5:Packs List|Packs List]]!![[SR5:Creature Lists|Creature Lists]]&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Lists&amp;diff=2492</id>
		<title>SR5:Lists</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Lists&amp;diff=2492"/>
		<updated>2016-07-06T22:46:57Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|[[SR5:Gear List|Gear List]]!&lt;br /&gt;
|-&lt;br /&gt;
|![[SR5:Magic List|Magic List]]!![[SR5:Hacking Lists|Hacking Lists]]!![[SR5:Skill List|Skill List]]!![[SR5:Qualities List|Qualities List]]!![[SR5:Packs List|Packs List]]!![[SR5:Creature Lists|Creature Lists]]&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Lists&amp;diff=2491</id>
		<title>SR5:Lists</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Lists&amp;diff=2491"/>
		<updated>2016-07-06T22:46:12Z</updated>

		<summary type="html">&lt;p&gt;Extremis: Created page with &amp;quot;Gear List!!Magic List!!Hacking Lists!!Skill List!!Qualities List!!SR5:Pa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[SR5:Gear List|Gear List]]!![[SR5:Magic List|Magic List]]!![[SR5:Hacking Lists|Hacking Lists]]!![[SR5:Skill List|Skill List]]!![[SR5:Qualities List|Qualities List]]!![[SR5:Packs List|Packs List]]!![[SR5:Creature Lists|Creature Lists]]&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2489</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Main_Page&amp;diff=2489"/>
		<updated>2016-06-23T18:58:18Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:List Navigation}}&lt;br /&gt;
----&lt;br /&gt;
=Welcome to the Shadowrun world, chummer=&lt;br /&gt;
;[http://www.shadowruntabletop.com/game-resources/ Official Game Resources]&lt;br /&gt;
;[http://adragon202.deviantart.com/gallery/47605907/Shadowrun Cheat Sheets]&lt;br /&gt;
;[http://blog.homoeoteleuton.com/things-im-a-fan-of/other-stuff/ Improved Character Sheets]&lt;br /&gt;
;[http://www.extell.us/sr/Extells_Character_Sheets.pdf Extells Character Sheets]&lt;br /&gt;
;[https://github.com/chummer5a/chummer5a Chummer 5E Character Creation Tool]&lt;br /&gt;
----&lt;br /&gt;
If you are interested in contributing to this project. Send an email to ithinkwemet@gmail.com&lt;br /&gt;
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All Errata has been applied to these articles. Discrepancies between this site and written books should be checked against the errata before reporting any errors.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critter_Powers&amp;diff=2488</id>
		<title>SR5:Critter Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Critter_Powers&amp;diff=2488"/>
		<updated>2016-06-23T18:54:33Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Endowment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Creatures Navigation}}&lt;br /&gt;
Whenever a critter flies, rends something with its claws, or paralyzes a target with a mere touch, it’s using a critter power. Powers are the special abilities that a critter possesses. Some critter powers are natural, such as their claws or tough skin. Others, such as a barghest’s Paralyzing Howl, are magical in nature.&lt;br /&gt;
&lt;br /&gt;
In order for a critter to use a power against a target, they have to be in the same state, either astral or physical. Astral forms cannot affect physical targets, and physical forms cannot affect astral targets (see The Astral World, p. 312). An astral critter that can materialize can affect physical targets if they do so, however, and dual-natured critters can interact with the astral plane as easily as the physical one.&lt;br /&gt;
&lt;br /&gt;
Each entry lists several common characteristics of each power:&lt;br /&gt;
&lt;br /&gt;
;Type:Like spells, powers may be either mana (M) or physical (P). Mana powers do not affect nonliving targets, whereas physical powers cannot be used in astral space or to affect astral forms.&lt;br /&gt;
;Action:Most powers require a certain type of action (Simple or Complex) to activate. Some are always on and require no action to activate; these are listed with an Action of “Auto.”&lt;br /&gt;
;Range:All powers have a range; this is listed as Line of Sight (LOS), Touch, or Self (the power affects only the critter itself). The Line of Sight rules for spellcasting (p. 281) also apply to critter powers. Unless otherwise noted, a power may only be used on one target at a time.Duration: This entry indicates how long the power’s effect lasts.Powers that are constantly in effect (those with an Action of Auto) have a duration of Always.&lt;br /&gt;
:Instant powers take effect and vanish in the same action, though they may have lasting effects (damage, for example).&lt;br /&gt;
:Sustained powers may be maintained over time at no effort or cost. Because these powers are innate, the critter is not subject to any strain or modifiers for keeping the effect going the way sustained spells do—although normal sustaining rules apply if the critter casts and maintains a spell through Sorcery. Even taking damage will not distract the critter from its ability to sustain. As with sustained spells, line of sight does not have to be maintained after the power takes hold of its target. Critters may sustain a number of powers (or multiple uses of the same power) at one time equal to their Magic.&lt;br /&gt;
:Permanent powers must be maintained for a specific period of time before the effects become permanent, as noted in the power’s description.&lt;br /&gt;
&lt;br /&gt;
Some powers have a Special duration. The duration of the power’s effect depends on other factors; these are noted in the description.&lt;br /&gt;
&lt;br /&gt;
==Accident==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=Critters with this power can cause seemingly normal accidents to occur. The exact nature of the accident is for the gamemaster to determine, based on what the target is doing and what’s going on around him. This power isn’t, in and of itself, dangerous, but circumstance and environment can come into play to make it so. Tripping on your own feet in front of rush-hour traffic could be hazardous to your health, for instance.&lt;br /&gt;
&lt;br /&gt;
When a critter targets someone with this power, make an Opposed Test, using the critter’s Magic + Willpower against the target’s Reaction + Intuition. If the critter wins, treat it as if the target rolled a glitch on a test. If the critter scores 4 or more net hits, the accident is treated as a critical glitch—it’s not just an embarrassing fumble, it’s a potential catastrophe. A critter can use this power on a number of targets at once equal to its Magic rating.}}&lt;br /&gt;
&lt;br /&gt;
==Animal Control==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=M &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=Some critters can manipulate other critters, particularly (but not always) mundane ones. This power lets the critters control the behavior of an animal or a group of animals. It has to be a normal behavior for the target animal. A flock of birds, for instance, couldn’t steal a motorcycle or fire a pistol, but they could attack someone, follow someone else, or simply be made to fly away. If the target critter leaves the controlling critter’s line of sight, it can’t be commanded any longer, but it will continue to follow any orders they had already been given for the critter’s Charisma in minutes. The critter may control a number of small animals (cats, rats, etc.) equal to its Charisma x 5, or a number of larger animals (wolves, lions, bears, etc.) equal to its Charisma. This power may not be used on any critter with the Sapience power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=Whether it comes in the form of dermal bone deposits, scales, or just a thick hide, a critter with this power has some inherent protection from physical attacks. The critter’s natural Armor rating is cumulative with any armor worn.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Astral Form==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=M &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=A critter with this power only exists in the astral plane. Only astral attacks or mana spells/powers may hurt an astral critter; physical attacks or spells/powers have no effect. The reverse is also true; an astral critter can only affect dual-natured beings or those on the astral plane, whether through astral projection or astral perception.Critters with this power may manifest on the physical plane in the same way as astrally projecting magicians (see p. 313).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Binding==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Special &lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=Whether it’s through webbing, a sticky tongue, or some magical force, the critter with this power can make its target stick to any surface the target happens to be touching (often, but not always, to the critter itself). The target may attempt to break free from this with a Complex Action, rolling Strength + Body against the critter’s Magic + Willpower. If the target prevails, he has escaped. If he fails, he remains immobilized until the next time he can attempt an escape. The range of this power depends on how the critter binds its targets; it may shoot webbing (Range: LOS), have a sticky body (Range: Touch), or just be good at sticking to things (Range: Self).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Compulsion==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=M &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This power enables the critter to compel a target to perform a specific action, even if that action might not be in the target’s best interests. The critter must make an Opposed Test using its Magic + Charisma against the target’s Willpower + Logic; if the target loses, he must immediately carry out the compelled action. The victim immediately recognizes that he was compelled to act after this power is used. This power can’t be used to plant suggestions for future compelled actions; once the power is dropped, the target’s mind is his own once again.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Concealment==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Simple&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=Critters with this power can mystically hide themselves, other people, or things that someone else is seeking. Concealment subtracts a number of dice equal to the critter’s Magic from any Perception Tests to locate the concealed subject.&lt;br /&gt;
&lt;br /&gt;
Concealment can be used simultaneously on a number of metahuman-sized targets equal to the critter’s Magic, or a number of much smaller targets (cats, babies, rats, etc.) equal to the critter’s Magic x 5. Concealed subjects can see each other if the critter allows it. The effect lasts until the target is spotted or the critter stops sustaining the power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Confusion==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=M &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This power renders the target unable to think clearly. He becomes indecisive, forgetful, and befuddled. The critter makes an Opposed Test using its Magic + Willpower against the target’s Willpower + Logic. Any net hits the critter scores become a negative dice pool modifier for any action the target character takes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Corrosive Spit==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Special &lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=The critter’s saliva (or some other chemical it can shoot) is extremely caustic and can be used as a weapon. It’s treated as a standard ranged combat attack, using the critter’s Exotic Ranged Weapon skill + Agility [Physical], with range increments of (Body) meters. The spit causes Acid damage (p. 170), with a DV of (Magic x 2)P and an AP of –(critter’s Magic).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dragonspeech==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=M &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=Draconic physiology is not capable of vocal speech. Dragons (and some other, possibly related, critters) are able to communicate telepathically with other beings through this power—as many as they like within line of sight—no matter what the beings’ own Language skills look like. This telepathic communication can’t be picked up by technological means, so dragons wishing to communicate with dragonspeech through modern technology must employ a metahuman as a “translator.” This power lets the critter project speech, but the target(s) cannot respond the same way without their own telepathic ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dual Natured==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=Dual-natured critters are active in both the astral plane and the physical plane at the same time. They can affect both astral and physical beings. They can perceive and interact with the astral plane like characters using astral perception (see Astral Perception, p. 312). Being dual natured, though, is different from astral perception in that a dual-natured critter always senses both the physical and astral worlds; they don’t have to shift back and forth (and, in fact, cannot do so). Their minds are accustomed to processing both astral and physical sensations, so dual-natured critters don’t suffer the –2 dice pool modifier for interacting with the physical world while astrally perceiving.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Elemental Attack==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Special &lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=Whether it’s a burst of flame or a bolt of lightning, a critter with this power can project a damaging stream of elemental energy. The power has a specific element type—for example, spirits of fire have Elemental Attack (Fire). The power is a ranged attack, with range increments of (Magic) meters, using the critter’s Exotic Ranged Weapon skill + Agility [Physical] to attack. The attack’s DV is (Magic x 2)P with an AP of –(critter’s Magic), plus as the appropriate elemental damage (p. 170), as listed in the critter’s statistics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Energy Aura==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=This critter is surrounded by a field of damaging energy, which can take the form of '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|fire]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|cold]]''', or the like. The power has a specific element type—for example, spirits of fire have Energy Aura (Fire). The critter adds its Magic to the Damage Value of any melee attack it makes. The '''[[SR5:Combat Rules:Elemental Damage|damage may have a specific type]]''' and has an AP of –(critter’s Magic).&lt;br /&gt;
&lt;br /&gt;
Successful melee attacks against a critter with Energy Aura also damage the attacker. The attacker makes a Damage Resistance Test against a DV equal to the critter’s Magic x 2. This attack has an AP of –(critter’s Magic). Unless indicated in the critter’s description, this power is always on and cannot be turned off.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Engulf==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Touch &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This allows a critter to draw a target into itself or the terrain it controls, smothering or otherwise enveloping the target and causing damage. This is a melee attack. If it succeeds, it inflicts damage equal to its Magic x 2 (see below for specific effects by element), and the critter has engulfed its target in its grasp. Net hits on the melee attack increase this damage normally. The target gets a Damage Resistance Test as normal, using Body + Armor; the attack has an AP of –(critter’s Magic).&lt;br /&gt;
&lt;br /&gt;
Once engulfed, a target is trapped and cannot move. &lt;br /&gt;
&lt;br /&gt;
Every time its Action Phase comes up after this, until the target escapes, the critter automatically inflicts damage as above; the target gets to resist each time as above. On the target’s Action Phase, he may use a Complex Action to try to escape. To attempt escape, make an Opposed Test, rolling the target’s Strength + Body against the critter’s Magic + Body. If the target wins, she escapes and takes no more damage from the attack.&lt;br /&gt;
&lt;br /&gt;
Some engulf powers have secondary effects; these are described here.&lt;br /&gt;
&lt;br /&gt;
;Air Engulf:The victim resists Stun as if from an inhalation-vector toxin attack (p. 408). Armor does not protect against this attack, but other protective gear might (Toxin and Drug Protection Table, p. 408). If the victim passes out from Stun damage, she continues to take damage, with the Stun damage overflowing into Physical damage as normal.&lt;br /&gt;
;Earth Engulf:The target resists Physical damage.&lt;br /&gt;
;Fire Engulf:The victim resists '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''.&lt;br /&gt;
;Water Engulf:The victim resists Stun damage. This is rougher than normal drowning, because the critter is capable of exerting great pressure on the victim. Victims who pass out from Stun damage continue to take damage after falling unconscious, with the Stun damage overflowing into Physical damage as normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Enhanced Senses==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=This power includes any improved or augmented senses beyond the normal human range of awareness. This includes low-light and thermographic vision, improved hearing and smell, heat-sensing organs, natural sonar, and so on. The actual enhanced senses are specified it the critter’s description. If the enhanced sense doesn’t already have a specific effect (for example, thermographic vision), this power gives a +2 dice pool modifier to tests made using that enhanced sense, as well as +1 to the appropriate limit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Essence Drain==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Touch &lt;br /&gt;
|Duration=Permanent&lt;br /&gt;
|Description=This power allows a critter to permanently take away another being’s Essence and add it to its own. Essence Drain can only target physical, sapient beings (characters and non-astral critters with the Sapience power). The target must be sapient (or achieve sapience) on its own; attempts to use spirit pacts or other methods to imbue mundane critters with Sapience solely for use as a source of Essence do not work.&lt;br /&gt;
&lt;br /&gt;
Essence can’t be drained while the victim is actively, physically resisting. They must either be willing or subdued (restrained, paralyzed, mentally controlled, etc.). Essence transfer can only take place through a strong emotional connection, whether that emotion is passion, anger, or terror. The emotion must also be focused on the critter using the power. Abstract terror is not enough; the victim must be specifically terrified of his attacker in order for the attacker to drain the victim’s Essence. Though there is often a transfer of living material involved in an Essence Drain attack (a vampire drinking his victim’s blood, for instance), nothing but the emotional connection is actually required for this power to work.Draining a point of Essence takes an Extended Charisma + Magic (10 – target’s Essence, 1 minute) Test. If the critter is disturbed or interrupted before this test ends, the Essence point is not drained. Lost Essence affects a target character’s Magic or Resonance Rating (see Essence, p. 52). If a target character’s Essence is drained to 0, the character dies.&lt;br /&gt;
&lt;br /&gt;
A critter can only increase its Essence to twice its natural maximum. Any Essence drained beyond this point is lost; the critter’s astral form can only hold so much at a time.&lt;br /&gt;
&lt;br /&gt;
The psychic stimulus of the act of draining has the side effect of creating either agony or euphoria in the victim, depending upon the circumstances of the attack. Willing victims are most likely to feel a sensation of ecstasy, which could be addictive. A willing victim being drained must make a psychological Addiction Test (p. 413) with a threshold of 2. &lt;br /&gt;
&lt;br /&gt;
A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a Simple Action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1. Multiple points of Essence can be pumped into a single attribute if so desired, but only one point can be used per Simple Action. While more than one attribute may be boosted at a time (for example, Strength and Intuition can both be boosted at once), only one attribute may be so increased per Simple Action. The maximum boost an attribute can receive in this fashion is +4. This attribute boost wears off after 12 hours, and the Essence points used to fuel the boost are lost.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Fear==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=M &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=This power gives a critter the power to fill its victims with overwhelming terror. The victim flees in panic and doesn’t stop until he is safely away and out of the critter’s sight. The critter makes an Opposed Test using its Willpower + Magic against the target’s Willpower + Logic. The terror lasts for 1 Combat Turn per net hit scored by the critter. Even once the fear fades, the target must succeed in a Willpower + Logic (critter’s net hits) Test to gather the nerve to face the critter again.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Guard==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This power allows the critter to protect against normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. The Guard power can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the critter’s Magic attribute. Each accident averted or glitch prevented counts as a service if this power is used &lt;br /&gt;
by a spirit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Armor==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=There’s Armor, and then there’s Armor. This is the latter. This power provides its rating in Armor, and functions just like the Armor power. It differs from the Armor power as follows.&lt;br /&gt;
&lt;br /&gt;
If the modified Damage Value of an attack is less than the Hardened Armor rating (modified by AP), the attack does no damage. Don’t make a Damage Resistance test for the critter; it might not even notice the attack was made in the first place.&lt;br /&gt;
&lt;br /&gt;
If the modified Damage Value of an attack is greater than the Hardened Armor rating (modified by AP), then perform a Damage Resistance test for the critter as normal. Additionally, half of the Hardened Armor rating (modified by AP, rounded up) counts as automatic extra hits on this test.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE&lt;br /&gt;
Cayman and his team have their hands full with a young dragon that has been sent to keep them from getting home. Cayman starts with his Ingram Smartgun, managing 1 net hit on his attack, which means 9P worth of damage is heading for the dragon. The dragon has Hardened Armor 8, and the Smartgun has no armor piercing, so all points of armor are in play. The incoming damage value is greater than than the armor value, so it needs to be resisted (if the dragon had Hardened Armor 10, the shot would have bounced harmlessly off its hide). The dragon has a Body of 8; added to its Hardened Armor 8, it has 16 dice to roll. The Hardened Armor gives it 4 automatic hits (8 / 2). He then rolls his 16 dice for the Damage Resistance Test and gets 4 more hits, for a total of 8 hits. That means of the 9 hits, 1 got through. The dragon marks 1 box—out of 12—on its Physical Condition Monitor. Cayman’s got plenty of work left to do.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mystic Armor==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=M &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=This power provides protection from attacks on the astral plane. Otherwise, it functions in the same way as Hardened Armor, above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Immunity==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=A critter with Immunity has an enhanced resistance to a certain type of attack or affliction. Effectively, the critter has a Hardened Armor rating equal to twice its Essence against that particular kind of damage (see Hardened Armor, p. 397). This means that if the modified Damage Value of the attack does not exceed the Immunity’s rating, then the attack automatically does no damage. If the modified DV exceeds the Immunity rating, perform a Damage Resistance test as normal, adding the Immunity rating to the dice pool for this test. Additionally, half (rounded up) of the Immunity rating counts as automatic hits on this test.&lt;br /&gt;
&lt;br /&gt;
Some Immunities function slightly differently, because the attack they protect against doesn’t do damage, per se.&lt;br /&gt;
&lt;br /&gt;
Immunity to Age: Some things don’t get old. Literally. Beings with this Immunity neither age nor suffer the effects of aging.&lt;br /&gt;
&lt;br /&gt;
Immunity to Normal Weapons: This applies to all attacks that are not magical in nature; weapon foci, spells, and adept or critter powers function normally. If the critter also has the Allergy weakness, then the Immunity does not apply against non-magical attacks made using the allergen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Touch&lt;br /&gt;
|Duration=Permanent&lt;br /&gt;
|Description=This power is the vector by which the human-metahuman vampiric virus (HMHVV) is transmitted. When a critter with this power uses Essence Drain to reduce the victim’s Essence to 0, this power attempts to pass the critter’s own infection on to the victim. To see if the victim is infected, make an Opposed Test of the critter’s Magic + Charisma against the victim’s Body + Willpower. If the critter wins, the victim is infected and enters a coma-like state as the virus reshapes the victim physically, mentally, and spiritually. Twenty-four hours later, the victim rises as a new Infected critter (as determined by its original metaspecies) with a single point of Essence and an insatiable, bestial hunger for more. The new Infected critter must drain Essence from another being immediately.&lt;br /&gt;
&lt;br /&gt;
Player characters transformed through the Infection power automatically become NPCs upon their “death” and are controlled by the gamemaster from that point forward.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=M &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=This power gives the critter the ability to exert its own will on a target character. It implants a suggestion in the target’s mind. Make an Opposed Test using the critter’s Magic + Charisma against the target’s Willpower + Logic. If the critter succeeds, its target acts on the suggestion as if it was his own idea.&lt;br /&gt;
&lt;br /&gt;
If the target is confronted with the wrongness of the suggestion, the subject can make a Willpower Test to overcome it, the same way that mental manipulation spells can be overcome (p. 292).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Innate Spell==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=As spell&lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=As spell &lt;br /&gt;
|Duration=As spell&lt;br /&gt;
|Description=This power allows the critter to instinctively cast a single, specific spell. To use this power effectively, the critter has to have the Spellcasting skill. Innate Spells are chosen from the list of spells cast by magicians, and magicians can oppose them with the Counterspelling skill as normal. Innate Spells also produce Drain as normal, and suffer a –2 penalty for sustaining. Critters and Spirits resist Drain with either Intuition or Charisma, at the gamemaster’s discretion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Materialization==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=M &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=Magicians and many critters can leave their bodies and project themselves into the astral plane. Likewise, many astral critters can project themselves into the physical world and form a temporary “body” to inhabit while they’re here. This lets them interact with, and affect, physical beings. Additionally, they gain Immunity to Normal Weapons while materialized. Materializing and dematerializing to return to the astral plane both require a Complex Action.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mimicry==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Simple&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This power allows a critter to exactly imitate sounds, including speech and the hunting calls of other creatures to which the mimicking critter has been exposed. If mimicking something from memory instead of recent exposure, the critter needs to roll a Memory Test (p. 152). Noticing that the mimicked sound is false requires a Perception Test; the threshold of this test is determined by the number of hits scored by the critter with a Charisma + Magic Test.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mist Form==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This power allows the critter to transform itself into a cloud of mist. Shifting into or out of mist form is a Complex Action. When shifting into mist form, the critter transforms itself and any bonded foci it is carrying, active or not.&lt;br /&gt;
&lt;br /&gt;
The mist form has a movement rate of 5 meters per Combat Turn; the critter can control some of its movement in this form, though it is susceptible to strong winds. These can push or disrupt the mist, which can temporarily disorient the critter. The mist form can pass through any cracks or crevices that aren’t airtight. Systems that defend against gases, bacteria, or viral infiltration also stop a critter in mist form.&lt;br /&gt;
&lt;br /&gt;
While in mist form, the critter has Immunity to Normal Weapons. If the being is exposed to a substance to which it is allergic, it is immediately forced back into its normal form. While in mist form, the critter can perceive normally but cannot use any of its other powers until it resumes its normal form.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This power allows the critter to speed up or slow down the target’s movement rate. The power only works on things that are predisposed to locomotion: vehicles, characters, or critters. If used on targets other than the critter, it also only functions in terrain that the critter controls. If used only on the critter itself, this power can be used anywhere. The critter can multiply or divide the target’s movement rate by up to its Magic attribute.&lt;br /&gt;
&lt;br /&gt;
Only one instance of this power may be applied to a particular target at any one time. Once the target has left the critter’s terrain/domain, the power ends and the target’s movement is returned to normal.&lt;br /&gt;
&lt;br /&gt;
Using Movement on vehicles is tougher than it is on critters and characters. If the target is a vehicle, the critter makes a Magic + Willpower test with a threshold of half the vehicle’s Body (round up), with a minimum of 2. If the critter meets the threshold in this test, multiply the hits by the vehicle’s Acceleration Rating and add the result to (or subtract it from) the vehicle’s Speed in the next Combat Turn, as if making an Acceleration or Deceleration Test. The critter can continue to make Magic + Willpower Tests to increase or decrease the vehicle’s speed each Combat Turn that it sustains this power and the vehicle remains in its domain/terrain. Based on the situation, these sudden changes in speed may call for Crash Tests (p. 201) for the vehicle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=M &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=This power functions in the same way as Armor, except that it only provides protection from attacks on the astral plane.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Natural Weapon==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Touch &lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=Claws. Sharp, pointy teeth. A spiked tail. Whatever form it takes, the critter possesses some means of inflicting Physical damage. The description of this power describes the nature of the attack, as well as its Damage Value and Armor Penetration modifiers where applicable. Natural weapons may be either melee or ranged attacks, and critters follow standard combat rules when using them. Critters use the Unarmed Combat skill to attack with natural melee weapons, and the Exotic Ranged Weapon skill to attack with natural ranged weapons. Most natural weapons are considered normal weapons for purposes of the Immunity to Normal Weapons power; exceptions are noted in individual critter descriptions.&lt;br /&gt;
&lt;br /&gt;
A dual-natured critter with a melee Natural Weapon can use this power against astral targets that are within its reach. Use the critter’s normal Unarmed Combat skill and physical Damage Value for this attack. Ranged Natural Weapons, like other ranged combat, do not work on the astral plane.&lt;br /&gt;
&lt;br /&gt;
Critters without a Natural Weapon may still make an unarmed attack. As with regular characters, the Damage Value is (STR)S.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Noxious Breath==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Special &lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=A lot of critters have bad breath—this one’s breath is actually toxic. The critter with this power can incapacitate targets with a nauseating stench. This is treated as a ranged attack using the critter’s Exotic Ranged Weapon skill + Agility [Physical]. The damage is a toxin attack with an inhalation vector (Speed: Immediate, Power: critter’s Magic, Effect: Stun damage, nausea; see p. 409). Armor is useless, but respiratory protection will help guard the target (see the Toxin and Drug Protection Table, p. 408).&lt;br /&gt;
&lt;br /&gt;
This blast of breath extends in a cone out to (Body) meters and can catch up to two targets who are within one meter of each other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Paralyzing Howl==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Special &lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=This power affects everyone who hears it, be they friend or foe, within a radius of (Magic x 15) meters. The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects.&lt;br /&gt;
&lt;br /&gt;
If the critter wins, the target’s Reaction and Agility are both reduced by 1 for every net hit the creature scores; the reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Paralyzing Touch==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Touch &lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=This is the Touch-range version of the Paralyzing Howl power. The critter must touch the target; if the target is surprised or otherwise unaware of the critter, this is automatic. If the target is aware of the critter, treat this as a Melee Attack that causes no damage. The Opposed Test to paralyze a target is the critter’s Magic + Agility against the target’s Intuition + Willpower. Otherwise, this power functions the same way as Paralyzing Howl.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Petrification==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=Some critters petrify you with fear. Critters with this power can do it literally. Perform an Opposed Test using the critter’s Magic + Willpower against the target’s Intuition + Willpower. If the target wins, he suffers no ill effects.&lt;br /&gt;
&lt;br /&gt;
If the critter wins, the target’s Agility and Reaction are both reduced by 1 for each net hit the critter scores; this reduction also affects the target’s Initiative and Initiative Score. This effect lasts as long as the critter sustains the power. After this effect ends, the target’s Reaction and Agility return at the rate of 1 point each per minute.&lt;br /&gt;
&lt;br /&gt;
If either Agility or Reaction drop to 0, the target is transformed into a stone statue. He remains a statue for as long as the critter sustains the power; once the power is dropped, the target resumes his normal state and regains Reaction and Agility each at the rate of 1 per minute.&lt;br /&gt;
&lt;br /&gt;
While transformed, the victim is unaware of his surroundings and events happening around him. He has a Barrier Rating equal to the critter’s Magic x 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Psychokinesis==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This power enables a critter to move an object with his mind. It’s similar to the Magic Fingers spell (p. 294), acting as a magical “hand” with Strength and Agility equal to the number of hits scored on a Magic + Willpower Test.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Regeneration==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=This power allows rapid healing of any damage a critter has taken. At the end of each Combat Turn, if the critter has any damage on either of its Condition Monitors, it makes a Magic + Body Test, adds its Body to the number of hits scored, and heals that many boxes of damage, first from Physical overflow, then from the Physical damage monitor, and finally from the Stun damage monitor. If the critter has exceeded its Physical overflow damage, it’s not dead yet. It still gets a Regeneration Test. If, after this test, its Physical overflow still exceeds its Body, then it’s really dead.&lt;br /&gt;
&lt;br /&gt;
Regeneration can’t heal everything. Damage to the brain or spinal cord (for example, a called shot to the head) can’t be healed this way. Magical damage from weapon foci, combat spells, most critter or adept powers, or Drain likewise can’t be healed by Regeneration. If the critter is damaged by something it has an Allergy to, it can heal that damage with Regeneration, but can’t make the Regeneration Test as long as it’s in contact with the allergen.&lt;br /&gt;
&lt;br /&gt;
Regeneration is incompatible with augmentations. Critters with Regeneration cannot receive augmentations; surgical incisions close too quickly to perform the implantation. Critters with augmentations who gain this power will reject their augmentations as the power repairs the existing genetic template.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sapience==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=Sapient critters are self-aware, capable of making their own choices, and are generally at or above the level of Homo sapiens. While most critters are considered '''[[SR5:Skill List|Unaware]]''' of any skill they don’t possess, sapient critters are merely '''[[SR5:Skill List|Untrained]]''' and can default normally. They are also capable of learning new skills if they so choose.&lt;br /&gt;
&lt;br /&gt;
Most sapient critters are mundane, but they are capable of Awakening and possessing a Magic attribute. Awakened sapient critters are capable of learning any magical task they set their minds to, and follow the same rules for magic as normal characters. While no sapient critters are known to have Emerged as technomancers, the appearance of “technocritters” has led many scientists to believe that it’s only a matter of time—if it hasn’t already happened.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Search==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Special &lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=Seek, and ye shall find, but it goes a lot faster with this power. To find a target, the critter makes a Magic + Intuition (5, 10 minutes) Extended Test. Lots of things can make this harder; apply the appropriate modifiers from the Search Modifiers Table.&lt;br /&gt;
&lt;br /&gt;
The critter must have seen the thing it’s searching for at some time before the search begins. Spirits may search for anything for which their summoner can provide them a mental image. Critters who can enter astral space may use this power there and do not have to materialize while searching, even if the target is in the physical world.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SITUATION&lt;br /&gt;
Target is more than a kilometer away&lt;br /&gt;
Target is a nonliving object or place&lt;br /&gt;
&lt;br /&gt;
SEARCH MODIFIERS TABLE&lt;br /&gt;
THRESHOLD &lt;br /&gt;
MODIFIERS&lt;br /&gt;
+kilometers&lt;br /&gt;
+5&lt;br /&gt;
DICE POOL &lt;br /&gt;
MODIFIERS&lt;br /&gt;
–concealer’s Magic&lt;br /&gt;
–barrier Force&lt;br /&gt;
&lt;br /&gt;
SITUATION&lt;br /&gt;
Target hidden by Concealment power&lt;br /&gt;
Target hidden behind mana barrier&lt;br /&gt;
&lt;br /&gt;
==Venom==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Touch&lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=The critter secretes a toxin (see p. 408) that is dangerous and harmful to others. Typically, the attributes for this poison are Vector: Injection, Speed: 1 Combat Turn, Penetration: 0, Power: Magic, Effect: Physical damage. Some critters may have venoms with different attributes—these will be noted in their individual descriptions.&lt;br /&gt;
}}&lt;br /&gt;
`&lt;br /&gt;
==Weather Control==&lt;br /&gt;
{{SR5:Critter Powers Template|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This allows a critter to manipulate, within reason, certain local weather conditions. The desired weather must be realistically possible in the environment, which means no snow storms in equatorial Africa, for instance. It builds up over time, reaching its peak when the critter completes a Magic + Willpower (10, 30 minutes) Extended Test. In spite of the power’s name, the critter doesn’t actually control the weather; it only summons it and pushes it in the desired direction. A critter can summon a thunderstorm, for instance, but can’t aim the lightning bolts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Spirit Powers=&lt;br /&gt;
==Anaphylaxis==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:35%&amp;quot;&lt;br /&gt;
!Vector&lt;br /&gt;
|Inhalation&lt;br /&gt;
|-&lt;br /&gt;
!Speed&lt;br /&gt;
|Immediate&lt;br /&gt;
|-&lt;br /&gt;
!Penetration&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Power&lt;br /&gt;
|Force&lt;br /&gt;
|-&lt;br /&gt;
!Effect&lt;br /&gt;
|Physical damage, anaphylactic shockAnaphylactic Shock: If the damage is not completely resisted, the victim enters anaphylactic shock, resulting in muscle spasms and systemic failure, and eventually death if the problem is not addressed or treated. The victim takes 1 box of damage each Combat Turn until he dies from cardiovascular breakdown, unless he is treated with a First Aid + Logic [Mental] (2) Test with appropriate drugs (such as from a medkit) or an Antidote, Detox, or Heal spell.&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Anaphylaxis&lt;br /&gt;
|Type=P  &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Touch &lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=Anaphylaxis is a massive systemic reaction induced by a concentrated burst of pollutants from a toxic spirit. Treat this as a toxin attack with the following ratings:&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Astral Gateway==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Astral Gateway&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS (A)&lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=The spirit can open an astral rift (p. 28), which forces all nearby objects to become dual-natured and allows even mundanes to astrally project. An astral rift can open to any metaplane the spirit can visit.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Aura Masking==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Aura Masking&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Free&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=Sometimes a spir it doesn’ t want someone to assense its natural aura. This power functions like Masking (p. 326, SR5) and Extended Masking metamagics. &lt;br /&gt;
&lt;br /&gt;
Use the spir it’s Edge in place of its initiate grade. The spir it can also hide its own use of powers on itself within the mask; only a magician who pierces this mask can see the spir it using such powers. A spir it can mask itself to look like another astral being, but it cannot tr y to pass itself of f as a mundane being unless it is attached to a physical body or has the Realistic Form power (p. 198).&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Banishing Resistance==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Banishing Resistance&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=When resisting a Banishing attempt (p. 301, SR5), treat the spirit as if it owes a number of services equal to its Edge; these refresh every sunrise and sunset and are cumulative with any services the spirit may actually owe a conjurer.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Desire Reflection==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Desire Reflection&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=Desire Reflection finds the greatest desire of a single target within line of sight and evokes a full-sensory illusion keyed to the desire in the target’s mind. Certain spirits use this power to draw in potential victims. The spirit itself can appear as a harmless or pleasing aspect of the illusion at will. To use this power the critter must succeed in an Opposed Test pitting its Magic + Intuition against the target’s Willpower + Intuition. If it scores any net hits, the victim falls for the illusion. Otherwise the power fails to affect the victim. &lt;br /&gt;
&lt;br /&gt;
Left to their own devices, victims act as if their desire were real and right in front of them. If the victim is attacked, injured, slapped, and so on, he may make another Opposed Test to resist the illusion; if the attack or what have you comes directly from a component of the illusion, add +2 to the dice pool. Each hit reduces the spirit’s net hits on the original Opposed Test. If the spirit’s net hits are reduced to 0, the victim breaks free of the illusion. Those who fail are lost and entranced, caught up in the fulfillment of their desire.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Deathly Aura==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Deathly Aura&lt;br /&gt;
|Type=P &lt;br /&gt;
|Action=Simple&lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=The spirit radiates an aura of fear and decay, which taints the surrounding environment. For an area with a radius of (Force) meters around the spir it, the temperature drops by (Force x 2)°C. Also, organic mater ial in this radius decays at a faster rate, aging by a factor equal to the spir it’s Force. This ef fect is not fast enough to noticeably damage metahumans and other large cr itters, but the aura withers plants and kills small creatures such as insects or mice. This aura fills living creatures with unreasoning terror. Someone who wishes to voluntar ily enter an af fected area must succeed in an Opposed Test between their Char isma + Willpower and the spir it’s Force x 2 or else they are compelled to flee until they are out of sight of whatever caused the aura.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Devouring==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Devouring&lt;br /&gt;
|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Touch &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=Insect spirits use the Devouring power to consume all biomaterial (e.g., crops, wood, vegetation) and most non-living objects. Some flesh-form and hybrid-form spirits seem to derive sustenance from this consumption, whereas others regurgitate the material for constructing parts of their hive. The spirit makes an Opposed Test, using the spirit’s Force x 2 against the Object Resistance (p. 295, SR5) of all possible materials/objects within (Magic) meters (to save time, the gamemaster may choose to roll once for the spirit and then roll Object Resistance for each object or object type). If the spirit gets any net hits against a particular object, that object is devoured. While this power is sustained, barriers lose 1 point of Structure Rating and vehicles take 1 box of damage per Combat Turn. Living critters and characters are unaffected.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Divining==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Divining&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Special&lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=This power functions like the Divination metamagic (p. 147), except the spirit uses Magic + Intuition to divine meaning instead of Arcana + Logic.&lt;br /&gt;
&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Elemental Attack (pollutant)==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:35%&amp;quot;&lt;br /&gt;
!Vector&lt;br /&gt;
|Contact, Inhalation, Ingestion&lt;br /&gt;
|-&lt;br /&gt;
!Speed&lt;br /&gt;
|12 hours&lt;br /&gt;
|-&lt;br /&gt;
!Penetration&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Power&lt;br /&gt;
|critter’s Magic x 2&lt;br /&gt;
|-&lt;br /&gt;
!Effect&lt;br /&gt;
|Stun damage, disorientation, nausea&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Elemental Attack (pollutant)&lt;br /&gt;
|Type=P &lt;br /&gt;
|Action=Complex &lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=This attack follows the rules for Elemental Attack (p. 396, SR5) but with the following modifications.&lt;br /&gt;
&lt;br /&gt;
Pollutants can take many forms, including biological waste, industrial runoff, biohazardous materials, and so on. Pollutant attacks have a DV of (Magic x 2)S with an AP of –(critter’s Magic). Additionally, once the pollutant has worked its way into the character’s system (that is, after the interval determined by the toxin’s Speed), he must resist a toxin with the following stats:&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Elemental Attack (radiation)==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Elemental Attack (radiation)&lt;br /&gt;
|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=This attack follows the rules for Elemental Attack (p. 396, SR5) but causes radiation elemental damage, which results in radiation burns, radiation poisoning, and other serious side effects.&lt;br /&gt;
&lt;br /&gt;
Radiation damage is treated as Physical damage and ignores Armor; however, the affected character may add the rating of a hazmat suit or other radiation-resistant gear when making a Damage Resistance Test against radiation damage. Radiation poisoning may also cause nausea (p. 409, SR5), headaches, blindness, or other central nervous system impairments (per gamemaster’s discretion).&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Endowment==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Endowment&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Touch &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=The spirit grants the use of one of its powers to the target. The spirit may still use the power while the target uses it, and the spirit can grant a power to a number of targets equal to its Magic. No character may gain more than one power from a spirit at a time.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Energy Drain==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Energy Drain&lt;br /&gt;
|Type=M &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Touch or LOS&lt;br /&gt;
|Duration=Permanent&lt;br /&gt;
|Description=The Energy Drain power is used by a number of dangerous critters and spirits in different ways. Each version of this power is slightly different, depending on the entity using it. Similar to the Essence Drain power (p. 396, SR5), Energy Drain allows the creature to suck life energy from a victim, be it Karma, Force, Magic, or Essence. For some creatures, such as blood spirits, shedim, or insect spirits, this power is Touch range, so a resisting victim must be subdued first or drained unwittingly. Other beings, such as shadow spirits, merely require line of sight for this power, allowing the critter to feed off its victims from afar.&lt;br /&gt;
&lt;br /&gt;
Draining a point of Karma, Force, Magic, or Essence requires a Willpower + Magic [Mental] (10 – target’s Essence/Force, 1 minute) Extended Test. If the critter is disturbed or interrupted before this test ends, the point is not drained. If the Extended Test is completed, the critter drains one point of the specified energy, adding to its own or converting the energy to an appropriate rating point at a 1:1 ratio. Some critters, such as astral bacteria or insect spirits, use the drained energy to reproduce, as noted in their individual descriptions. Drained points are permanently lost.&lt;br /&gt;
&lt;br /&gt;
In addition to the drain, victims suffer 1 box of damage for each point drained. Depending on the critter, this may be Stun damage (shadow spirits, astral bacteria) or Physical damage (blood spirits, shedim). Victims who take Physical damage appear drained, withered, and hollow, and are sometimes marked permanently (white hair, hair loss, wrinkles, premature aging, or other strange markings).&lt;br /&gt;
&lt;br /&gt;
If a character’s Magic is reduced to 0, he burns out and becomes mundane. If a critter’s Magic is reduced to 0, it dies. If a spirit, sustained/anchored/quickened spell, focus, or mana barrier’s Force is reduced to 0, it is destroyed. If a victim’s Essence is reduced to 0, they die.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Hive Mind==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Hive Mind&lt;br /&gt;
|Type=M&lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=All insect spirits of a given species controlled by a shaman or a queen/mother possess a constant telepathic bond with one another. Insect spirits may send a telepathic message to one or more spirits in the hive and/or the shaman as a Free Action. The shaman or queen/mother can also use this link to experience any of the hive’s insect spirits (or switch to another spirit) with a Simple Action, similar to the Sense Link power (p. 198) but without range limitations.&lt;br /&gt;
&lt;br /&gt;
The constant buzz of insect spirits in an insect shaman’s mind can be distracting, especially if the hive is agitated. When this occurs, the shaman must succeed in a Magic + Willpower [Mental] (2) Test in order to suppress the background hum and concentrate on something, such as fighting or spellcasting.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Inhabitation==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Inhabitation&lt;br /&gt;
|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self&lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=Most spirits can only affect the physical world by materializing or possessing a vessel. A spirit with Inhabitation exists on the physical plane continuously after it has merged with a prepared vessel. The spirit cannot be separated with Banishing, and the spirit cannot voluntarily leave the vessel. An inhabiting spirit is only disrupted when its vessel is either destroyed or killed from Physical damage overflow (p. 209, SR5). If the inhabited vessel is living, the spirit gains complete control of the body and access to some or all of the vessel’s memories. During merging, the vessel’s original spirit is consumed (if present) and that character is lost (though gamemasters may decide otherwise, if appropriate to their stories).&lt;br /&gt;
&lt;br /&gt;
To inhabit a vessel, a spirit requires a prepared vessel (p. 135) in a magical lodge with a Force at least equal to the spirit’s Force. Once the vessel has been enchanted, the spirit may use Inhabitation on it. The Inhabitation process takes a number of days equal to the spirit’s Force. At the end of that period, the spirit makes an Opposed Test using its Force x 2 against the vessel’s Willpower + Intuition. The spirit’s conjurer (if any) may influence the result by adding his Binding skill to either dice pool. If the spirit is attempting to inhabit a nonliving vessel, the spirit rolls Force x 2 against the vessel’s Object Resistance dice pool (p. 295, SR5). The number of net hits determines the resulting form. If the spirit gets a critical glitch, the merge is unsuccessful, and the vessel is immune to further inhabitation attempts by that spirit.&lt;br /&gt;
&lt;br /&gt;
The Inhabitation process is trying for both spirit and vessel. If the vessel is removed from the magical lodge before the merge is complete, the spirit and host generally die (though the gamemaster is entitled to make exceptions for hosts). At the end of the inhabitation period, the spirit takes full control over the host; the type of form depends on the Opposed Test results, as follows:&lt;br /&gt;
;True form: A true form results when the spirit rolls 2 or more net hits or the vessel gets a critical glitch. The vessel is irrevocably destroyed or consumed during the process. The spirit takes form on the astral plane and gains the powers of Astral Form and Materialization (p. 394 and 398, SR5). The true form bears no resemblance to the vessel and retains only the knowledge, skills, and attributes of the spirit alone. A true form can persist on the astral or physical planes indefinitely without being tied to a conjurer or a spirit formula. Once disrupted, the spirit can only return by inhabiting a new vessel.&lt;br /&gt;
;Hybrid form: A hybrid form results when neither spirit nor vessel roll 2 or more net hits. Both vessel and spirit become a single, dual-natured entity (p. 395, SR5). The hybrid form’s physical attributes are enhanced by the spirit’s Force. The spirit retains all of the host’s natural abilities but only some of its memories and none of its skills (the spirit retains its own skills, however). A hybrid gains Immunity to Normal Weapons (p. 397, SR5) but loses the ability to assume an Astral Form (p. 394, SR5). The inhabited body exhibits signs of the takeover, as the merge warps the vessel with signs of the spirit’s nature (see Spotting Spirits in Vessels, p. 192). The spirit is under no obligation to return to its native metaplane if its services are banished away, and it may persist indefinitely as an uncontrolled spirit. Unlike Possession spirits, hybrid forms can operate a direct neural interface, and the vessel’s cyberware (if any) continues to function for the spirit.&lt;br /&gt;
;Flesh form: A flesh form results when the vessel rolls 2+ net hits. A perfect combination between spirit and vessel, the flesh form retains all of the vessel’s abilities, knowledge, and skills (except Conjuring skills), and its appearance is virtually indistinguishable from the original vessel. A flesh form gains the following powers: Aura Masking (p. 194), Dual-Natured (p. 395, SR5), Immunity to Normal Weapons (p. 397, SR5), and Realistic Form (p. 198).&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Magical Guard==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Magical Guard&lt;br /&gt;
|Type=M&lt;br /&gt;
|Action=Free&lt;br /&gt;
|Range=LOS&lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=A critter with the Magical Guard power can use the Counterspelling skill and provide spell defense and dispel spells the same as a magician’s ability (p. 294, SR5).&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Mind Link==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Mind Link&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Simple&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=A critter with the Mind Link power can open and maintain telepathic communication with another sapient creature. The spirit can maintain a number of simultaneous mental links equal to its Magic attribute. If multiple sapients are engaged via Mind Link with the same spirit, they may communicate freely with each other as well as with the original spirit.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Mutagen==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Mutagen&lt;br /&gt;
|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Self&lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=A being can use the Mutagen power to magically enhance its physical body at the expense of its mental abilities. While using the power, it can shift a maximum of (Magic) attribute points from Mental to Physical attributes. This power can be used by possessing spirits, shifting Mental attribute points from the spirit to the vessel’s Physical attributes. Shifting in or out of mutated form requires a Complex Action. Instead of shifting attribute points, a gamemaster may choose to use this power to generate a new physical feature, like a tail, claw, or new eye.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Pestilence==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Vector&lt;br /&gt;
|Contact&lt;br /&gt;
|-&lt;br /&gt;
!Speed&lt;br /&gt;
|1 day&lt;br /&gt;
|-&lt;br /&gt;
!Penetration&lt;br /&gt;
|–2&lt;br /&gt;
|-&lt;br /&gt;
!Power&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Effect&lt;br /&gt;
|Stun damage, disorientation, nausea. Disease &lt;br /&gt;
effects last 1 full day. Each day the disease Power increas&lt;br /&gt;
es by 2 and the character must make another Toxin Resis&lt;br /&gt;
tance Test, until the disease’s Power is reduced to 0.&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Pestilence&lt;br /&gt;
|Type=P&lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Touch&lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=The critter carries non-magical, contagious infection that may infect characters that come in contact with it (or its secretions). Treat this disease as a toxin (p. 408, SR5) with the following attributes:&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Possession==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Possession&lt;br /&gt;
|Type=P&lt;br /&gt;
|Action=Complex &lt;br /&gt;
|Range=Touch&lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=Some spirits are incapable of materializing, so they must possess vessels in order to interact with meat space. During a possession attempt, the spirit uses the vessel’s aura as a temporary conduit to the physical plane. The spirit makes an Opposed Test by rolling its Force x 2 against the vessel’s Intuition + Willpower for living vessels or the Object Resistance dice pool of an inanimate vessel. A prepared vessel (p. 135) gives the spirit a +6 dice pool modifier. If the spirit fails, it is forced back to the astral plane. If the spirit succeeds, both spirit and vessel are considered a single dual-natured entity (p. 395, SR5) for the possession’s duration.&lt;br /&gt;
&lt;br /&gt;
A possessing spirit may be forced back to the astral plane with a Banishing Test (p. 301, SR5). If the possession attempt fails or the spirit is banished, that spirit cannot attempt to possess that vessel again until the next sunrise or sunset.&lt;br /&gt;
&lt;br /&gt;
The following rules govern Possession spirits:&lt;br /&gt;
;Living Vessels: While possessing a living vessel, the spirit allows the vessel to reduce the Wound Modifier (p. 169, SR5) by 1 die for every point of the spirit’s Force, to a maximum Wound Modifier of 0. Also, for any Physical attributes where the spirit’s Force is higher than the vessel’s Physical attributes, the vessel’s Physical attributes are increased by half the spirit’s Force (rounded down). While possessed, the spirit’s Mental and Special attributes are used (which means a possessed technomancer cannot access Resonance), with Initiative modified accordingly (use the spirit’s Initiative Dice). The spirit also uses its skills, as it cannot access the knowledge and skills of the host. Possession does not allow the spirit to operate AR or cybernetic interfaces, and the spirit cannot gain benefits from any augmentations that would require active control.&lt;br /&gt;
;Dead/Inanimate Vessels: While possessing a nonliving vessel, the spirit adds half of its Force to the vessel’s Structure and Armor Ratings (p. 197, SR5), Object Resistance dice pool (p. 295, SR5), or Physical attributes, depending on the situation and/or vessel type. The combined entity uses its enhanced attributes (or the spirit’s, if the vessel lacks attributes) to calculate Initiative, and it uses the spirit’s Initiative dice. The spirit can use any of its powers through the vessel itself, but it can only move the vessel in ways the vessel can normally perform. For example, a spirit possessing a gun can fire the gun but cannot move the gun or access any smartgun functions. Generally, spirits can only control mechanical functions, not anything that requires complex electronic, DNI, or wireless control.• Possession and Services: Like Materialization, Possession itself doesn’t use any of the services a spirit owes its conjurer, but once the spirit completes its services, it abandons the vessel and returns to astral space. The vessel reverts to its prior state but keeps any damage incurred. The spirit also abandons the vessel and returns to astral space on the summoner’s command, even if the spirit still owes services.&lt;br /&gt;
;Roleplaying Possession: A magician possessed by a spirit she conjured is fully aware of what the spirit is doing and is still able to give it commands and direction. To prevent a player feeling sidelined, gamemasters are encouraged to allow a player of a possessed magician to roleplay the spirit that she commands and is controlling her body. Gamemasters may also consider extending this to characters who are possessed by a “friendly” spirit. This still does not give the spirit direct access to the host’s knowledge or skills.&lt;br /&gt;
;Damage: If the spirit or the vessel has already sustained damage, that damage sticks around upon successful possession, but only the greater set of the combined Wound Modifiers applies (modified by the spirit’s Force, for living vessels). Physical damage incurred during possession is recorded as a single track, and both vessel and spirit retain the full amount of this damage when possession ends, which is cumulative with any previous damage. When possession ends, the vessel’s Physical attributes return to normal while the damage stays in place, so this damage can have potentially lethal side effects.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Quake==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+QUAKE TABLE&lt;br /&gt;
|-&lt;br /&gt;
!HITS!!EFFECTS&lt;br /&gt;
|-&lt;br /&gt;
|1||Motion detectors useless for the duration; sleeping people awaken. &lt;br /&gt;
|-&lt;br /&gt;
|2||Top-heavy objects fall; unlatched doors and windows swing open or shut. &lt;br /&gt;
|-&lt;br /&gt;
|3||Furniture shifts; objects fall off shelves in bulk; drivers of land vehicles must make Vehicle Tests. &lt;br /&gt;
|-&lt;br /&gt;
|4||Ordinary buildings damaged; doors jam; minefields detonate. &lt;br /&gt;
|-&lt;br /&gt;
|5||Furniture overturns; windows break; entire area considered difficult ground. &lt;br /&gt;
|-&lt;br /&gt;
|5||Freestanding fences, walls, and trees sag or fall over; gas lines are unsafe. &lt;br /&gt;
|-&lt;br /&gt;
|6||Roadways become impassable; some buildings collapse. &lt;br /&gt;
|-&lt;br /&gt;
|7||Many buildings collapse, crevasses appear in pavement and open ground. &lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Quake&lt;br /&gt;
|Type=P&lt;br /&gt;
|Action=Complex &lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=The spirit can create earthquakes with potentially devastating effects. The quake affects an area with a radius of (Force) kilometers, and the shaking persists intermittently for (Force) minutes. Areas especially vulnerable to earthquakes are usually not areas that receive them frequently, as people in vulnerable areas tend to build dwellings with earthquakes in mind. The spirit makes a Magic + Willpower Test and the number of hits represents the magnitude of the quake, as noted on the Quake Table.&lt;br /&gt;
&lt;br /&gt;
While the effects of an individual quake are highly dependent upon the conditions of surrounding soil, the quality of engineering, and the preparedness of the surrounding citizenry, the following guidelines can be used (generally, a quake includes the effects on the line for its number of hits as well as all the other effects for a smaller number of hits):&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Realistic Form==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Realistic Form&lt;br /&gt;
|Type=P &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self&lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=A spirit with Realistic Form can be mistaken for a normal physical creature or object when it materializes, or it appears unremarkable when joined to a vessel. A spirit that appears as a metahuman would have a heartbeat and a regular breathing rate. A spirit that appeared as an object mimics the object’s normal functionality; for example, a toaster could be plugged into the wall to toast bread (though it would have no Matrix link, making it an antique toaster). The spirit is in no way disguised from the astral plane, but to physical observation appears to any senses to be a natural part of the physical world.&lt;br /&gt;
&lt;br /&gt;
Note that spir its with the Mater ialization power normally only have one mater ialized form. Mater ializing spir its with this power can choose to appear using Realistic Form or their normal mater ialized form. A fire elemental can still appear as a column of angr y flames but might also be able to appear as a beautiful woman.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Reinforcement==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Reinforcement&lt;br /&gt;
|Type=P&lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Touch&lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=This power strengthens the resistance of natural and constructed materials. To fortify materials, the spirit must take a Force x 2 [Force] (square meters, 1 hour) Extended Text. If successful, the spirit’s Force is added to the Structure and Armor Ratings. Multiple applications of Reinforcement are not cumulative, and only the highest effect counts.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Sense Link==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Sense Link&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Simple&lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=A critter with the Sense Link power can share sensory data with its summoner (and vice versa). The summoner experiences the critter’s emotions (at a low level) and can send simple commands, which the critter may not understand or follow, especially if the command places them in danger. An Intuition + Charisma Test, opposed by the critter’s Willpower + Intuition, may be used to persuade the critter to obey. In addition, the summoner can experience one of the critter’s senses with a Simple Action; with each Simple Action expended, the summoner can choose which sense to experience. Augmented senses (whether they are magically augmented or otherwise) in the summoner do not work through the critter. The range of this power is equal to (Magic x 50 meters). If the critter is hurt while the link is intact, the summoner must resist Stun damage equal to the damage inflicted on the critter with a Willpower + Magic Test.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Cloak==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Shadow Cloak&lt;br /&gt;
|Type=P&lt;br /&gt;
|Action=Free&lt;br /&gt;
|Range=Self&lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This power allows a creature to envelop itself in utter darkness, making it appear to be a shadow. Shadow Cloak is useless in full daylight and unnecessary in complete darkness; other lighting conditions make it difficult to see the creature using this power. Apply a –2 dice pool modifier to Perception Tests for detecting the creature in Normal Light, –4 dice pool modifier in Partial Light, and a +1 dice pool modifier in Glare conditions.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Silence==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Silence&lt;br /&gt;
|Type=P&lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=A creature with this power can surround itself in a sphere of silence with a radius equal to the creature’s Magic in meters. Sounds from within the area are muffled, and sounds entering the area are harder to hear by the creature or anyone else. Sound-based Perception Tests and the Damage Value of sound-based attacks are reduced by the spirit’s Magic.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Sonic Projection==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Sonic Projection&lt;br /&gt;
|Type=P&lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=This power affects everyone within earshot—except for spirits of the same type—and creates a deafening and distracting buzz. The spirit makes an Opposed Test using its Force x 2 against each target’s Willpower. Sound dampers and spells like Hush/Silence provide additional dice to the defender equal to their Rating or the hits the caster scored. Each of the spirit’s net hits provides a negative dice pool modifier on all tests for as long as the buzzing is sustained. &lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Storm==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Storm&lt;br /&gt;
|Type=P &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=A spirit with this power can send a massive, destructive elemental storm against a targeted area. Icy rain, bolts of lightning, gale-force winds, and more strike the area. The affected area’s radius equals the spirit’s Magic x 100 meters. The spirit makes a single Unarmed Combat + Magic [Force] Test, and all characters, creatures, and objects in the area are considered subject to Suppressive Fire (p. 179, SR5). The storm’s base Damage Value is (Force)P.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
=Free Spirit Powers=&lt;br /&gt;
The following powers are only available to free spirits.&lt;br /&gt;
&lt;br /&gt;
==Astral Projection==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Astral Projection&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=The spirit can astrally project, just like a magician (p. 313, SR5). This power is only available to spirits with the Inhabitation power. A spirit that does not return to its body after (Force x 2) hours is disrupted.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Mutable Form==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Mutable Form&lt;br /&gt;
|Type=P  &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=Spirits normally materialize with the same form every time, but Mutable Form allows the spirit to appear differently each time. The spirit’s aura is unchanged, however. If the spirit also has the Realistic Form power (p. 198), add the spirit’s Force to any Disguise Tests (p. 133, 136, SR5) it makes to impersonate someone. This power is only available to spirits with Materialization.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Personal Domain==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Personal Domain&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Sustained&lt;br /&gt;
|Description=The spirit leaves its personal mark over an area of astral space, up to 10,000 square meters per point of Force. Over time this area accumulates a background count aspected toward the tradition the spirit represents (p. 30). The gamemaster determines how quickly the background accumulates, but the process should take months or longer, and the background count should not exceed the spirit’s Force / 2.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Regeneration==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Regeneration&lt;br /&gt;
|Type=P  &lt;br /&gt;
|Action=Auto&lt;br /&gt;
|Range=Self &lt;br /&gt;
|Duration=Always&lt;br /&gt;
|Description=Similar to the critter power of Regeneration (p. 400, SR5), this power only applies to the spirit’s materialized, possessed, or inhabited form. If the spirit possesses or inhabits a formerly living vessel, the vessel slowly regenerates back to its living form. For example, a wooden homunculus begins to grow new leaves, and a corpse regains a semblance of life.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Spirit Pact==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Spirit Pact&lt;br /&gt;
|Type=M  &lt;br /&gt;
|Action=Special&lt;br /&gt;
|Range=Special&lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=A spirit with this power can enter into one or more spirit pacts (p. 137). The gamemaster has the final say on what pacts a spirit can enter into. For rules about conducting a spirit pact, see Spirit Pact (Contractual), p. 136.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
=Greater Spirit Powers=&lt;br /&gt;
Greater powers are so dramatic, unusual, or powerful that they can often define an entire encounter with a spirit. Gamemasters should keep these powers rare and limit a spirit to only one of them.&lt;br /&gt;
&lt;br /&gt;
==Hidden Life==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Hidden Life&lt;br /&gt;
|Type=P  &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Touch &lt;br /&gt;
|Duration=Permanent&lt;br /&gt;
|Description=The spirit uses this power to permanently place its life force in a creature, place, or object. As long as the hiding place remains safe, the spirit cannot be permanently banished or destroyed by any means. The spirit is able to return after a year and a day if banished with its spirit formula, but a character holding the spirit formula may call the spirit sooner.&lt;br /&gt;
&lt;br /&gt;
The hiding place gains Immunity to Normal Weapons with a Magic equal to the spirit’s and Immunity to Age (p. 397, SR5). If the hidden life holder is destroyed, the life force returns to the spirit, and the spirit is treated normally.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Energy Drain (karma)==&lt;br /&gt;
Energy Drain (karma)&lt;br /&gt;
&lt;br /&gt;
Source=SR5:SG&lt;br /&gt;
&lt;br /&gt;
==Vessel Trading==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Vessel Trading&lt;br /&gt;
|Type=P  &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=Touch &lt;br /&gt;
|Duration=Instant&lt;br /&gt;
|Description=A spirit with Possession may choose to evict the life force of a living vessel, either by ejecting the victim’s life force as an astrally projecting creature or putting the victim’s life force in the spirit’s old vessel. If the old vessel already contains a life force that was subdued by Possession, the victim is forced to astrally project instead. Follow the standard rules for the Possession power (p. 197). Victims placed into a living or nonliving vessel cannot control the vessel like a possessing spirit and are trapped there. The only possible methods of escape is if a free spirit with this power switches them back, the victim can astrally project, or the vessel is exposed to an astral rift or an entity with the Astral Gateway power (p. 194). A victim trapped in an inanimate vessel or astral space will feel his life force ebbing away, and he will die after (Magic or Essence) x 2 hours.&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
{{SR5:Critter Powers Template|Name=Wealth&lt;br /&gt;
|Type=P  &lt;br /&gt;
|Action=Complex&lt;br /&gt;
|Range=LOS &lt;br /&gt;
|Duration=Special&lt;br /&gt;
|Description=A spirit with this power can generate precious metals, jewels, and other rare items of great value. Where these items come from is a question no spirit has answered. Once per month, the spirit may make a Magic + Edge [Force] Test. Every hit generates 10,000 nuyen worth of mineral alchemical reagents, usually precious metals or gems. These permanent creations indefinitely carry the spirit’s astral signature. The markets being what they are, characters may find it difficult to sell magical gems.A spirit with this power may also create a similar amount of temporary wealth each day, but the next time the suns sets or rises, these valuable items vanish or transform into dirt or other worthless substances. Because of this, savvy businessmen are reluctant to purchase magical gold.&lt;br /&gt;
|Source=SR5:SG}}&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2487</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2487"/>
		<updated>2016-06-23T18:53:12Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Living Focus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers|Name=Adrenaline Boost&lt;br /&gt;
|Cost=0.25 pp per level&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Duration=1 Combat Turn&lt;br /&gt;
|Special=;Initiative Score:+2 Per Level&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Analytics&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repair ing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers|Name=Animal Empathy&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Astral Perception&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Attribute Boost (Attribute)&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=2xBoost Hits&lt;br /&gt;
|Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers|Name=Authoritative Tone&lt;br /&gt;
|Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserker’s Rage&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Prerequisite=Berserk&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers|Name=Blind Fighting&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cloak&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cool Resolve&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills. &lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Combat Sense&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers|Name=Commanding Voice&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SS}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Counterstrike&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Critical Strike (Skill)&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Danger Sense&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Body&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Prerequisite=Elemental Strike&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect. &lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Weapon&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Weapon Foci&lt;br /&gt;
|Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
:Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
;Deactivate Elemental Effect:Free Action&lt;br /&gt;
;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Empathic Healing&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=See Text&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way. &lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process. &lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Perception&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Accuracy (Skill)&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers|Name=Facial Sculpt&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours. &lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers|Name=Flexibility&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers|Name=Freefall&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers|Name=Hang Time&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=See Description&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Ability (Skill)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Skill Rating:+1 Per Level&lt;br /&gt;
;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Physical Attribute&lt;br /&gt;
|Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Potential (Limit)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit. &lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+IMPROVED REFLEXES TABLE&lt;br /&gt;
!PP COST!!LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|1.5||Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2.5||Level 2&lt;br /&gt;
|-&lt;br /&gt;
|3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Reflexes&lt;br /&gt;
|Cost=Variable, see table&lt;br /&gt;
|Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Sense&lt;br /&gt;
|Cost=0.25 PP each&lt;br /&gt;
|Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
:Perception+Intuition(2) Test&lt;br /&gt;
;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
|Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Inertia Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Keratin Control&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept has the the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers|Name=Killing Hands&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
;Judge Intentions:+1 DP to Resist&lt;br /&gt;
|Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics Mastery&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Prerequisite=Kinesics&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers|Name=Living Focus &lt;br /&gt;
|Cost=1 PP per level&lt;br /&gt;
|Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is  handled with Dispelling (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Light Body &lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+LINGUISTICS TABLE&lt;br /&gt;
!LANGUAGE!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Common (English, Japanese, Spanish)||1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
|-&lt;br /&gt;
|Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Linguistics&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Magic Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Melanin Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Metabolic Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5). &lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Mastery&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Parry&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
|Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+MOTION SENSE TABLE&lt;br /&gt;
!MOVING THING IS!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than dog/cat||3&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than average metahuman (dwarf)||2&lt;br /&gt;
|-&lt;br /&gt;
|Average metahuman (human, ork, elf)||1&lt;br /&gt;
|-&lt;br /&gt;
|Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Motion Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers|Name=Mystic Armor&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Armor:+1 Per Level&lt;br /&gt;
;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers|Name=Natural Immunity&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nerve Strike&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nimble Fingers&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Relief&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Penetrating Strike&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers|Name=Plague Cloud&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Draw&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action. &lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Healing&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
:+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers|Name=Riposte&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed &lt;br /&gt;
melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers|Name=Skate&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers|Name=Smashing Blow&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spell Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Claw&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Ram&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers|Name=Stillness&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Sustenance&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Temperature Tolerance&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5). &lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
!THRESHOLD!!TIME PASSED&lt;br /&gt;
|-&lt;br /&gt;
|1||24 hours&lt;br /&gt;
|-&lt;br /&gt;
|2||1 week&lt;br /&gt;
|-&lt;br /&gt;
|3||1 month &lt;br /&gt;
|-&lt;br /&gt;
|4||1 year&lt;br /&gt;
|-&lt;br /&gt;
|5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Three-dimensional Memory&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Toxic Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Traceless Walk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
|Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Voice Control&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
:Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers|Name=Wall Running&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=Single Action Phase&lt;br /&gt;
|Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
:Hits indicate meters&lt;br /&gt;
:Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2486</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2486"/>
		<updated>2016-06-23T18:51:22Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Keratin Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers|Name=Adrenaline Boost&lt;br /&gt;
|Cost=0.25 pp per level&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Duration=1 Combat Turn&lt;br /&gt;
|Special=;Initiative Score:+2 Per Level&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Analytics&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repair ing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers|Name=Animal Empathy&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Astral Perception&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Attribute Boost (Attribute)&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=2xBoost Hits&lt;br /&gt;
|Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers|Name=Authoritative Tone&lt;br /&gt;
|Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserker’s Rage&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Prerequisite=Berserk&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers|Name=Blind Fighting&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cloak&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cool Resolve&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills. &lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Combat Sense&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers|Name=Commanding Voice&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SS}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Counterstrike&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Critical Strike (Skill)&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Danger Sense&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Body&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Prerequisite=Elemental Strike&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect. &lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Weapon&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Weapon Foci&lt;br /&gt;
|Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
:Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
;Deactivate Elemental Effect:Free Action&lt;br /&gt;
;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Empathic Healing&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=See Text&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way. &lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process. &lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Perception&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Accuracy (Skill)&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers|Name=Facial Sculpt&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours. &lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers|Name=Flexibility&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers|Name=Freefall&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers|Name=Hang Time&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=See Description&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Ability (Skill)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Skill Rating:+1 Per Level&lt;br /&gt;
;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Physical Attribute&lt;br /&gt;
|Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Potential (Limit)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit. &lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+IMPROVED REFLEXES TABLE&lt;br /&gt;
!PP COST!!LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|1.5||Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2.5||Level 2&lt;br /&gt;
|-&lt;br /&gt;
|3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Reflexes&lt;br /&gt;
|Cost=Variable, see table&lt;br /&gt;
|Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Sense&lt;br /&gt;
|Cost=0.25 PP each&lt;br /&gt;
|Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
:Perception+Intuition(2) Test&lt;br /&gt;
;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
|Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Inertia Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Keratin Control&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept has the the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers|Name=Killing Hands&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
;Judge Intentions:+1 DP to Resist&lt;br /&gt;
|Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics Mastery&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Prerequisite=Kinesics&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers|Name=Living Focus &lt;br /&gt;
|Cost=1 PP per level&lt;br /&gt;
|Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept  ith a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is  handled with Dispelling (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Light Body &lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+LINGUISTICS TABLE&lt;br /&gt;
!LANGUAGE!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Common (English, Japanese, Spanish)||1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
|-&lt;br /&gt;
|Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Linguistics&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Magic Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Melanin Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Metabolic Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5). &lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Mastery&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Parry&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
|Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+MOTION SENSE TABLE&lt;br /&gt;
!MOVING THING IS!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than dog/cat||3&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than average metahuman (dwarf)||2&lt;br /&gt;
|-&lt;br /&gt;
|Average metahuman (human, ork, elf)||1&lt;br /&gt;
|-&lt;br /&gt;
|Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Motion Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers|Name=Mystic Armor&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Armor:+1 Per Level&lt;br /&gt;
;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers|Name=Natural Immunity&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nerve Strike&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nimble Fingers&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Relief&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Penetrating Strike&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers|Name=Plague Cloud&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Draw&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action. &lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Healing&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
:+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers|Name=Riposte&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed &lt;br /&gt;
melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers|Name=Skate&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers|Name=Smashing Blow&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spell Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Claw&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Ram&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers|Name=Stillness&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Sustenance&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Temperature Tolerance&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5). &lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
!THRESHOLD!!TIME PASSED&lt;br /&gt;
|-&lt;br /&gt;
|1||24 hours&lt;br /&gt;
|-&lt;br /&gt;
|2||1 week&lt;br /&gt;
|-&lt;br /&gt;
|3||1 month &lt;br /&gt;
|-&lt;br /&gt;
|4||1 year&lt;br /&gt;
|-&lt;br /&gt;
|5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Three-dimensional Memory&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Toxic Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Traceless Walk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
|Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Voice Control&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
:Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers|Name=Wall Running&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=Single Action Phase&lt;br /&gt;
|Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
:Hits indicate meters&lt;br /&gt;
:Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2485</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2485"/>
		<updated>2016-06-23T18:51:03Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers|Name=Adrenaline Boost&lt;br /&gt;
|Cost=0.25 pp per level&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Duration=1 Combat Turn&lt;br /&gt;
|Special=;Initiative Score:+2 Per Level&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Analytics&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repair ing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers|Name=Animal Empathy&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Astral Perception&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Attribute Boost (Attribute)&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=2xBoost Hits&lt;br /&gt;
|Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers|Name=Authoritative Tone&lt;br /&gt;
|Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserker’s Rage&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Prerequisite=Berserk&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers|Name=Blind Fighting&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cloak&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cool Resolve&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills. &lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Combat Sense&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers|Name=Commanding Voice&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SS}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Counterstrike&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Critical Strike (Skill)&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Danger Sense&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Body&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Prerequisite=Elemental Strike&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect. &lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Weapon&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Weapon Foci&lt;br /&gt;
|Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
:Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
;Deactivate Elemental Effect:Free Action&lt;br /&gt;
;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Empathic Healing&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=See Text&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way. &lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process. &lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Perception&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Accuracy (Skill)&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers|Name=Facial Sculpt&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours. &lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers|Name=Flexibility&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers|Name=Freefall&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers|Name=Hang Time&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=See Description&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Ability (Skill)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Skill Rating:+1 Per Level&lt;br /&gt;
;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Physical Attribute&lt;br /&gt;
|Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Potential (Limit)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit. &lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+IMPROVED REFLEXES TABLE&lt;br /&gt;
!PP COST!!LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|1.5||Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2.5||Level 2&lt;br /&gt;
|-&lt;br /&gt;
|3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Reflexes&lt;br /&gt;
|Cost=Variable, see table&lt;br /&gt;
|Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Sense&lt;br /&gt;
|Cost=0.25 PP each&lt;br /&gt;
|Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
:Perception+Intuition(2) Test&lt;br /&gt;
;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
|Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Inertia Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Keratin Control&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept has the the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.)&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers|Name=Killing Hands&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
;Judge Intentions:+1 DP to Resist&lt;br /&gt;
|Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics Mastery&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Prerequisite=Kinesics&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers|Name=Living Focus &lt;br /&gt;
|Cost=1 PP per level&lt;br /&gt;
|Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept  ith a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is  handled with Dispelling (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Light Body &lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+LINGUISTICS TABLE&lt;br /&gt;
!LANGUAGE!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Common (English, Japanese, Spanish)||1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
|-&lt;br /&gt;
|Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Linguistics&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Magic Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Melanin Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Metabolic Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5). &lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Mastery&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Parry&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
|Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+MOTION SENSE TABLE&lt;br /&gt;
!MOVING THING IS!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than dog/cat||3&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than average metahuman (dwarf)||2&lt;br /&gt;
|-&lt;br /&gt;
|Average metahuman (human, ork, elf)||1&lt;br /&gt;
|-&lt;br /&gt;
|Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Motion Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers|Name=Mystic Armor&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Armor:+1 Per Level&lt;br /&gt;
;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers|Name=Natural Immunity&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nerve Strike&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nimble Fingers&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Relief&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Penetrating Strike&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers|Name=Plague Cloud&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Draw&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action. &lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Healing&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
:+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers|Name=Riposte&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed &lt;br /&gt;
melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers|Name=Skate&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers|Name=Smashing Blow&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spell Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Claw&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Ram&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers|Name=Stillness&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Sustenance&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Temperature Tolerance&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5). &lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
!THRESHOLD!!TIME PASSED&lt;br /&gt;
|-&lt;br /&gt;
|1||24 hours&lt;br /&gt;
|-&lt;br /&gt;
|2||1 week&lt;br /&gt;
|-&lt;br /&gt;
|3||1 month &lt;br /&gt;
|-&lt;br /&gt;
|4||1 year&lt;br /&gt;
|-&lt;br /&gt;
|5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Three-dimensional Memory&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Toxic Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Traceless Walk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
|Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Voice Control&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
:Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers|Name=Wall Running&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=Single Action Phase&lt;br /&gt;
|Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
:Hits indicate meters&lt;br /&gt;
:Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2484</id>
		<title>SR5:Adept Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2484"/>
		<updated>2016-06-23T18:46:10Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you're an adept, you get a free Power Point whenever you increase your Magic attribute (though this doesn't apply to mystic adepts). You can also gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Power!!Prerequisite!!Activation!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Adrenaline Boost&lt;br /&gt;
|Activation=Free Action|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Analytics&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Animal Empathy&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Astral Perception&lt;br /&gt;
|Activation=Simple Action|Cost=1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Attribute Boost (Attribute)&lt;br /&gt;
|Activation=Simple Action|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Berserk&lt;br /&gt;
|Cost=1|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Berserker's Rage&lt;br /&gt;
|Prereq=Berserk|Cost=1|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Blind Fighting&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Cloak&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Cool Resolve&lt;br /&gt;
|Cost=1|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Combat Sense&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Commanding Voice&lt;br /&gt;
|Cost=0.25|CostNote=per level (Max 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Counterstrike&lt;br /&gt;
|Cost=1|CostNote=per level|Activation=Interrupt (-5 Initiative)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Critical Strike (Skill)&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Danger Sense&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Elemental Body&lt;br /&gt;
|Cost=1|Activation=Complex Action|Prereq=Elemental Strike&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Elemental Strike&lt;br /&gt;
|Cost=0.5|Activation=Simple Action|Prereq=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Elemental Weapon&lt;br /&gt;
|Cost=0.5|Activation=Simple Action|Prereq=Weapon Foci&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Empathic Healing&lt;br /&gt;
|Cost=0.5|Activation=2 turns per box&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Enhanced Perception&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Enhanced Accuracy (Skill)&lt;br /&gt;
|Cost=0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Facial Sculpt&lt;br /&gt;
|Cost=0.25|Activation=Complex Action|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Flexibility&lt;br /&gt;
|Cost=0.25|CostNote=per level (Max 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Freefall&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Hang Time&lt;br /&gt;
|Cost=0.25|CostNote=per level|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Improved Ability (Skill)&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Improved Physical Attribute&lt;br /&gt;
|Cost=1|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Improved Potential (Limit)&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Improved Reflexes&lt;br /&gt;
|Cost=0.5|CostNote=+ level (Max 3)&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Improved Sense&lt;br /&gt;
|Cost=0.25|CostNote=each&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Inertia Strike&lt;br /&gt;
|Cost=0.5|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Keratin Control&lt;br /&gt;
|Cost=0.5|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Killing Hands&lt;br /&gt;
|Cost=0.5|Activation=Free Action&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Kinesics&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Kinesics Mastery&lt;br /&gt;
|Cost=0.5|Prereq=Kinesics&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Light Body&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Linguistics&lt;br /&gt;
|Cost=0.25&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Living Focus&lt;br /&gt;
|Cost=1|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Magic Sense&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Melanin Control&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Metabolic Control&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Missile Mastery&lt;br /&gt;
|Cost=1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Missile Parry&lt;br /&gt;
|Cost=0.25|CostNote=per level|Activation=Interrupt (-5 Initiative)&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Motion Sense&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Mystic Armor&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Natural Immunity&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Nerve Strike&lt;br /&gt;
|Cost=1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Nimble Fingers&lt;br /&gt;
|Cost=0.25|&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Pain Relief&lt;br /&gt;
|Cost=1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Pain Resistance&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Penetrating Strike&lt;br /&gt;
|Cost=0.25|CostNote=per level (Max 4)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Plague Cloud&lt;br /&gt;
|Cost=0.5|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Rapid Draw&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Rapid Healing&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Riposte&lt;br /&gt;
|Cost=0.5|CostNote=per level|Activation=Interrupt (-5 Initiative)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Skate&lt;br /&gt;
|Cost=1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Smashing Blow&lt;br /&gt;
|Cost=1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Spell Resistance&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Spirit Claw&lt;br /&gt;
|Cost=0.25|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Spirit Ram&lt;br /&gt;
|Cost=0.5|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Stillness&lt;br /&gt;
|Cost=0.25|CostNote=per level (Max 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Sustenance&lt;br /&gt;
|Cost=0.25&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Temperature Tolerance&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Three-Dimensional Memory&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Toxic Strike&lt;br /&gt;
|Cost=0.5|Activation=Simple Action|Prereq=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Traceless Walk&lt;br /&gt;
|Cost=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Voice Control&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Wall Running&lt;br /&gt;
|Cost=0.5|Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2483</id>
		<title>SR5:Adept Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2483"/>
		<updated>2016-06-23T18:45:22Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you're an adept, you get a free Power Point whenever you increase your Magic attribute (though this doesn't apply to mystic adepts). You can also gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Power!!Prerequisite!!Activation!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Adrenaline Boost&lt;br /&gt;
|Activation=Free Action|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Analytics&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Animal Empathy&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Astral Perception&lt;br /&gt;
|Activation=Simple Action|Cost=1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Attribute Boost (Attribute)&lt;br /&gt;
|Activation=Simple Action|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Berserk&lt;br /&gt;
|Cost=1|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Berserker's Rage&lt;br /&gt;
|Prereq=Berserk|Cost=1|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Blind Fighting&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Cloak&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Cool Resolve&lt;br /&gt;
|Cost=1|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Combat Sense&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Commanding Voice&lt;br /&gt;
|Cost=0.25|CostNote=per level (Max 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Counterstrike&lt;br /&gt;
|Cost=1|CostNote=per level|Activation=Interrupt (-5 Initiative)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Critical Strike (Skill)&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Danger Sense&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Elemental Body&lt;br /&gt;
|Cost=1|Activation=Complex Action|Prereq=Elemental Strike&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Elemental Strike&lt;br /&gt;
|Cost=0.5|Activation=Simple Action|Prereq=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Elemental Weapon&lt;br /&gt;
|Cost=0.5|Activation=Simple Action|Prereq=Weapon Foci&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Empathic Healing&lt;br /&gt;
|Cost=0.5|Activation=2 turns per box&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Enhanced Perception&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Enhanced Accuracy (Skill)&lt;br /&gt;
|Cost=0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Facial Sculpt&lt;br /&gt;
|Cost=0.25|Activation=Complex Action|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Flexibility&lt;br /&gt;
|Cost=0.25|CostNote=per level (Max 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Freefall&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Hang Time&lt;br /&gt;
|Cost=0.25|CostNote=per level|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Improved Ability (Skill)&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Improved Physical Attribute&lt;br /&gt;
|Cost=1|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Improved Potential (Limit)&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Improved Reflexes&lt;br /&gt;
|Cost=0.5|CostNote=+ level (Max 3)&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Improved Sense&lt;br /&gt;
|Cost=0.25|CostNote=each&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Inertia Strike&lt;br /&gt;
|Cost=0.5|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Keratin Control&lt;br /&gt;
|Cost=0.5|Activation=Free Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Killing Hands&lt;br /&gt;
|Cost=0.5|Activation=Free Action&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Kinesics&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Kinesics Mastery&lt;br /&gt;
|Cost=0.5|Prereq=Kinesics&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Light Body&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Linguistics&lt;br /&gt;
|Cost=0.25&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Living Focus&lt;br /&gt;
|Cost=1|Activation=Free Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Magic Sense&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Melanin Control&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Metabolic Control&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Missile Mastery&lt;br /&gt;
|Cost=1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Missile Parry&lt;br /&gt;
|Cost=0.25|CostNote=per level|Activation=Interrupt (-5 Initiative)&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Motion Sense&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Mystic Armor&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Natural Immunity&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Nerve Strike&lt;br /&gt;
|Cost=1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Nimble Fingers&lt;br /&gt;
|Cost=0.25|&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Pain Relief&lt;br /&gt;
|Cost=1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Pain Resistance&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Penetrating Strike&lt;br /&gt;
|Cost=0.25|CostNote=per level (Max 4)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Plague Cloud&lt;br /&gt;
|Cost=0.5|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Rapid Draw&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Rapid Healing&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Riposte&lt;br /&gt;
|Cost=0.5|CostNote=per level|Activation=Interrupt (-5 Initiative)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Skate&lt;br /&gt;
|Cost=1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Smashing Blow&lt;br /&gt;
|Cost=1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Spell Resistance&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Spirit Claw&lt;br /&gt;
|Cost=0.25|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Spirit Ram&lt;br /&gt;
|Cost=0.5|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Stillness&lt;br /&gt;
|Cost=0.25|CostNote=per level (Max 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Sustenance&lt;br /&gt;
|Cost=0.25&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Temperature Tolerance&lt;br /&gt;
|Cost=0.25|CostNote=per level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Three-Dimensional Memory&lt;br /&gt;
|Cost=0.5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Toxic Strike&lt;br /&gt;
|Cost=0.5|Activation=Simple Action|Prereq=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Adept Power Row|Power=Traceless Walk&lt;br /&gt;
|Cost=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Voice Control&lt;br /&gt;
|Cost=0.5|CostNote=per level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Adept Power Row|Power=Wall Running&lt;br /&gt;
|Cost=0.5|Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2482</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2482"/>
		<updated>2016-06-23T18:07:36Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Inertia Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers|Name=Adrenaline Boost&lt;br /&gt;
|Cost=0.25 pp per level&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Duration=1 Combat Turn&lt;br /&gt;
|Special=;Initiative Score:+2 Per Level&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Analytics&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repair ing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers|Name=Animal Empathy&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Astral Perception&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Attribute Boost (Attribute)&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=2xBoost Hits&lt;br /&gt;
|Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers|Name=Authoritative Tone&lt;br /&gt;
|Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserker’s Rage&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Prerequisite=Berserk&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers|Name=Blind Fighting&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cloak&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cool Resolve&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills. &lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Combat Sense&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers|Name=Commanding Voice&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SS}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Counterstrike&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Critical Strike (Skill)&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Danger Sense&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Body&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Prerequisite=Elemental Strike&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect. &lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Weapon&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Weapon Foci&lt;br /&gt;
|Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
:Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
;Deactivate Elemental Effect:Free Action&lt;br /&gt;
;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Empathic Healing&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=See Text&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way. &lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process. &lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Perception&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Accuracy (Skill)&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers|Name=Facial Sculpt&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours. &lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers|Name=Flexibility&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers|Name=Freefall&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers|Name=Hang Time&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=See Description&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Ability (Skill)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Skill Rating:+1 Per Level&lt;br /&gt;
;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Physical Attribute&lt;br /&gt;
|Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Potential (Limit)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit. &lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+IMPROVED REFLEXES TABLE&lt;br /&gt;
!PP COST!!LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|1.5||Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2.5||Level 2&lt;br /&gt;
|-&lt;br /&gt;
|3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Reflexes&lt;br /&gt;
|Cost=Variable, see table&lt;br /&gt;
|Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Sense&lt;br /&gt;
|Cost=0.25 PP each&lt;br /&gt;
|Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
:Perception+Intuition(2) Test&lt;br /&gt;
;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
|Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Inertia Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers|Name=Killing Hands&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
;Judge Intentions:+1 DP to Resist&lt;br /&gt;
|Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics Mastery&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Prerequisite=Kinesics&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Light Body &lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+LINGUISTICS TABLE&lt;br /&gt;
!LANGUAGE!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Common (English, Japanese, Spanish)||1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
|-&lt;br /&gt;
|Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Linguistics&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Magic Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Melanin Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Metabolic Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5). &lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Mastery&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Parry&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
|Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+MOTION SENSE TABLE&lt;br /&gt;
!MOVING THING IS!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than dog/cat||3&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than average metahuman (dwarf)||2&lt;br /&gt;
|-&lt;br /&gt;
|Average metahuman (human, ork, elf)||1&lt;br /&gt;
|-&lt;br /&gt;
|Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Motion Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers|Name=Mystic Armor&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Armor:+1 Per Level&lt;br /&gt;
;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers|Name=Natural Immunity&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nerve Strike&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nimble Fingers&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Relief&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Penetrating Strike&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers|Name=Plague Cloud&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Draw&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action. &lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Healing&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
:+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers|Name=Riposte&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed &lt;br /&gt;
melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers|Name=Skate&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers|Name=Smashing Blow&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spell Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Claw&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Ram&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers|Name=Stillness&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Sustenance&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Temperature Tolerance&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5). &lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
!THRESHOLD!!TIME PASSED&lt;br /&gt;
|-&lt;br /&gt;
|1||24 hours&lt;br /&gt;
|-&lt;br /&gt;
|2||1 week&lt;br /&gt;
|-&lt;br /&gt;
|3||1 month &lt;br /&gt;
|-&lt;br /&gt;
|4||1 year&lt;br /&gt;
|-&lt;br /&gt;
|5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Three-dimensional Memory&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Toxic Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Traceless Walk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
|Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Voice Control&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
:Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers|Name=Wall Running&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=Single Action Phase&lt;br /&gt;
|Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
:Hits indicate meters&lt;br /&gt;
:Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2481</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2481"/>
		<updated>2016-06-23T18:04:49Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers|Name=Adrenaline Boost&lt;br /&gt;
|Cost=0.25 pp per level&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Duration=1 Combat Turn&lt;br /&gt;
|Special=;Initiative Score:+2 Per Level&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Analytics&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repair ing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers|Name=Animal Empathy&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Astral Perception&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Attribute Boost (Attribute)&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=2xBoost Hits&lt;br /&gt;
|Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers|Name=Authoritative Tone&lt;br /&gt;
|Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserker’s Rage&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Prerequisite=Berserk&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers|Name=Blind Fighting&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cloak&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cool Resolve&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills. &lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Combat Sense&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers|Name=Commanding Voice&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SS}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Counterstrike&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Critical Strike (Skill)&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Danger Sense&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Body&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Prerequisite=Elemental Strike&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect. &lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Weapon&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Weapon Foci&lt;br /&gt;
|Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
:Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
;Deactivate Elemental Effect:Free Action&lt;br /&gt;
;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Empathic Healing&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=See Text&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way. &lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process. &lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Perception&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Accuracy (Skill)&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers|Name=Facial Sculpt&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours. &lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers|Name=Flexibility&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers|Name=Freefall&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers|Name=Hang Time&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=See Description&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Ability (Skill)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Skill Rating:+1 Per Level&lt;br /&gt;
;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Physical Attribute&lt;br /&gt;
|Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Potential (Limit)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit. &lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+IMPROVED REFLEXES TABLE&lt;br /&gt;
!PP COST!!LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|1.5||Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2.5||Level 2&lt;br /&gt;
|-&lt;br /&gt;
|3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Reflexes&lt;br /&gt;
|Cost=Variable, see table&lt;br /&gt;
|Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Sense&lt;br /&gt;
|Cost=0.25 PP each&lt;br /&gt;
|Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
:Perception+Intuition(2) Test&lt;br /&gt;
;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
|Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Inertia Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Strength to determine if a knockdown occurs (p. 194, SR5). Inertia Strike does not deal damage. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers|Name=Killing Hands&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
;Judge Intentions:+1 DP to Resist&lt;br /&gt;
|Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics Mastery&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Prerequisite=Kinesics&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Light Body &lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+LINGUISTICS TABLE&lt;br /&gt;
!LANGUAGE!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Common (English, Japanese, Spanish)||1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
|-&lt;br /&gt;
|Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Linguistics&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Magic Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Melanin Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Metabolic Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5). &lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Mastery&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Parry&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
|Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+MOTION SENSE TABLE&lt;br /&gt;
!MOVING THING IS!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than dog/cat||3&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than average metahuman (dwarf)||2&lt;br /&gt;
|-&lt;br /&gt;
|Average metahuman (human, ork, elf)||1&lt;br /&gt;
|-&lt;br /&gt;
|Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Motion Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers|Name=Mystic Armor&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Armor:+1 Per Level&lt;br /&gt;
;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers|Name=Natural Immunity&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nerve Strike&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nimble Fingers&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Relief&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Penetrating Strike&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers|Name=Plague Cloud&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Draw&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action. &lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Healing&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
:+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers|Name=Riposte&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed &lt;br /&gt;
melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers|Name=Skate&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers|Name=Smashing Blow&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spell Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Claw&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Ram&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers|Name=Stillness&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Sustenance&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Temperature Tolerance&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5). &lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
!THRESHOLD!!TIME PASSED&lt;br /&gt;
|-&lt;br /&gt;
|1||24 hours&lt;br /&gt;
|-&lt;br /&gt;
|2||1 week&lt;br /&gt;
|-&lt;br /&gt;
|3||1 month &lt;br /&gt;
|-&lt;br /&gt;
|4||1 year&lt;br /&gt;
|-&lt;br /&gt;
|5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Three-dimensional Memory&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Toxic Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Traceless Walk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
|Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Voice Control&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
:Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers|Name=Wall Running&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=Single Action Phase&lt;br /&gt;
|Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
:Hits indicate meters&lt;br /&gt;
:Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2480</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2480"/>
		<updated>2016-06-23T18:01:10Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Commanding Voice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers|Name=Adrenaline Boost&lt;br /&gt;
|Cost=0.25 pp per level&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Duration=1 Combat Turn&lt;br /&gt;
|Special=;Initiative Score:+2 Per Level&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Analytics&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repair ing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers|Name=Animal Empathy&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Astral Perception&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Attribute Boost (Attribute)&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=2xBoost Hits&lt;br /&gt;
|Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers|Name=Berserker’s Rage&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Prerequisite=Berserk&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers|Name=Blind Fighting&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cloak&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers|Name=Cool Resolve&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills. &lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Combat Sense&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers|Name=Commanding Voice&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SS}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Counterstrike&lt;br /&gt;
|Cost=1.0 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Critical Strike (Skill)&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Danger Sense&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Body&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Prerequisite=Elemental Strike&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect. &lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers|Name=Elemental Weapon&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Weapon Foci&lt;br /&gt;
|Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
:Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
;Deactivate Elemental Effect:Free Action&lt;br /&gt;
;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Empathic Healing&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=See Text&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way. &lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process. &lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Perception&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Enhanced Accuracy (Skill)&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers|Name=Facial Sculpt&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=Complex Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours. &lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers|Name=Flexibility&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers|Name=Freefall&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers|Name=Hang Time&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Activation=See Description&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Ability (Skill)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Skill Rating:+1 Per Level&lt;br /&gt;
;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Physical Attribute&lt;br /&gt;
|Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Potential (Limit)&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit. &lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+IMPROVED REFLEXES TABLE&lt;br /&gt;
!PP COST!!LEVEL&lt;br /&gt;
|-&lt;br /&gt;
|1.5||Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2.5||Level 2&lt;br /&gt;
|-&lt;br /&gt;
|3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Reflexes&lt;br /&gt;
|Cost=Variable, see table&lt;br /&gt;
|Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Improved Sense&lt;br /&gt;
|Cost=0.25 PP each&lt;br /&gt;
|Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
:Perception+Intuition(2) Test&lt;br /&gt;
;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
|Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Inertia Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Strength to determine if a knockdown occurs (p. 194, SR5). Inertia Strike does not deal damage. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers|Name=Killing Hands&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
;Judge Intentions:+1 DP to Resist&lt;br /&gt;
|Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Kinesics Mastery&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Prerequisite=Kinesics&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers|Name=Light Body &lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+LINGUISTICS TABLE&lt;br /&gt;
!LANGUAGE!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Common (English, Japanese, Spanish)||1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
|-&lt;br /&gt;
|Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Linguistics&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers|Name=Magic Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Melanin Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Metabolic Control&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5). &lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Mastery&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers|Name=Missile Parry&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
|Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+MOTION SENSE TABLE&lt;br /&gt;
!MOVING THING IS!!THRESHOLD&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than dog/cat||3&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than average metahuman (dwarf)||2&lt;br /&gt;
|-&lt;br /&gt;
|Average metahuman (human, ork, elf)||1&lt;br /&gt;
|-&lt;br /&gt;
|Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Motion Sense&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers|Name=Mystic Armor&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Armor:+1 Per Level&lt;br /&gt;
;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers|Name=Natural Immunity&lt;br /&gt;
|Cost=0.25 PP per level&lt;br /&gt;
|Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nerve Strike&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers|Name=Nimble Fingers&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Relief&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Pain Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Penetrating Strike&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers|Name=Plague Cloud&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Draw&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action. &lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers|Name=Rapid Healing&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
:+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers|Name=Riposte&lt;br /&gt;
|Cost=0.5 PP Per Level&lt;br /&gt;
|Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed &lt;br /&gt;
melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers|Name=Skate&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers|Name=Smashing Blow&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spell Resistance&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Claw&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Activation=Free Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers|Name=Spirit Ram&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers|Name=Stillness&lt;br /&gt;
|Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Sustenance&lt;br /&gt;
|Cost=0.25 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers|Name=Temperature Tolerance&lt;br /&gt;
|Cost=0.25 PP Per Level&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5). &lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
!THRESHOLD!!TIME PASSED&lt;br /&gt;
|-&lt;br /&gt;
|1||24 hours&lt;br /&gt;
|-&lt;br /&gt;
|2||1 week&lt;br /&gt;
|-&lt;br /&gt;
|3||1 month &lt;br /&gt;
|-&lt;br /&gt;
|4||1 year&lt;br /&gt;
|-&lt;br /&gt;
|5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers|Name=Three-dimensional Memory&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers|Name=Toxic Strike&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Prerequisite=Killing Hands&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers|Name=Traceless Walk&lt;br /&gt;
|Cost=1 PP&lt;br /&gt;
|Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
|Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers|Name=Voice Control&lt;br /&gt;
|Cost=0.5 PP per level&lt;br /&gt;
|Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
:Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers|Name=Wall Running&lt;br /&gt;
|Cost=0.5 PP&lt;br /&gt;
|Activation=Simple Action&lt;br /&gt;
|Duration=Single Action Phase&lt;br /&gt;
|Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
:Hits indicate meters&lt;br /&gt;
:Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:MetaMagics_List&amp;diff=2479</id>
		<title>SR5:MetaMagics List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:MetaMagics_List&amp;diff=2479"/>
		<updated>2016-06-23T17:52:20Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Digital Celerity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Adept Centering (Adepts Only)==&lt;br /&gt;
Adept Centering allows you to reduce negative dice pool modifiers to Physical and Combat skills (such as modifiers from adverse conditions) by performing some mundane action at the same time. This action is something you use to focus on what you’re doing (you center yourself), for example chanting, singing, shouting—it can be just about anything as long as it’s not subtle. Reduce negative dice pool modifiers by your initiate grade as long as you can perform your chosen method of centering, which is a Free Action you take during your Action Phase.&lt;br /&gt;
&lt;br /&gt;
==Centering==&lt;br /&gt;
A magician who learns to center has an easier time resisting Drain. By using a mundane activity appropriate to your tradition to quiet your mind and block out distractions, you add a number of dice equal to your grade to all your Drain Resistance Tests. Centering is a Free Action. The actual activity for your technique is something you choose for yourself (appropriate to your tradition, of course), and could be something like chanting in Latin, playing a musical instrument, dancing, singing, making arcane gestures, screaming the names of ancient gods—just about anything that isn’t subtle. If you’re prevented from performing your centering technique of choice, you can’t use it.&lt;br /&gt;
&lt;br /&gt;
==Fixation==&lt;br /&gt;
You magically infuse an alchemical preparation with Karma, extending its shelf life. When you create the preparation, spend at least 1 Karma (up to the Force of the preparation). When the preparation’s Potency starts to decay, instead of losing 1 Potency every hour it loses 1 every day. It also gets a dice pool bonus against Disjoining (p. 307) equal to the amount of Karma you spent on it.&lt;br /&gt;
&lt;br /&gt;
==Flexible Signature==&lt;br /&gt;
You can alter your astral signature (p. 312) at will. You can disguise your aura so that it can’t be used to identify you, or forge the astral signature of another magician you’ve assensed, or simply reduce the amount of time your astral signature lasts. When someone attempts to assense your faked signature, add your initiate grade to the Assensing Test threshold—if a Grade 2 initiate leaves a forged astral signature, another magician could read the signature with 3 hits as usual, but at 5 hits would realize the signature is fake and spot the true signature underneath. You can only forge astral signatures you’ve read through assensing (your gamemaster may ask for a Memory Test). You can also reduce the longevity of the astral signatures you leave behind by your grade in hours—so that Grade 2 initiate can choose to leave no signature at all on effects that are Force 2 or less, and the signature of a Force 5 effect would last only 3 hours.&lt;br /&gt;
&lt;br /&gt;
==Masking==&lt;br /&gt;
You learn to change the appearance of your aura (and astral form). You can make it look mundane, or make your Magic Rating look higher or lower by up to your grade. When someone tries to read your masked aura, the Assensing Test becomes opposed by your Magic + initiate grade—if they get any net hits, they see both your mask and your real aura. If you can use astral perception, you can even make your aura look like a different type (like a spirit or a focus—great for astral costume parties). You can also use this metamagic to mask the auras of as many of your bonded foci as your initiate grade.&lt;br /&gt;
&lt;br /&gt;
==Power Point (Adepts Only)==&lt;br /&gt;
If you’re an adept, you gain a Power Point instead of a metamagic. You can take this as many times as you like.&lt;br /&gt;
&lt;br /&gt;
==Quickening==&lt;br /&gt;
You can manipulate your sustained spells into a sort of loop, so that they sustain themselves instead of relying on you to do it for them. To quicken a spell, take a Complex Action and spend karma while you’re sustaining the spell. You must spend at least 1 Karma but may spend up to the Force of the spell. The spell becomes permanent and gets a dice pool bonus against dispelling (p. 295) equal to the amount of Karma you spent on it.&lt;br /&gt;
&lt;br /&gt;
==Spell Shaping==&lt;br /&gt;
You can reshape your area spells at the cost of making casting them harder. For every –1 dice pool penalty you take to your Spellcasting Test, you may either increase an area spell’s radius by 1 meter, decrease it by 1 meter, or create a 1-meter-radius spherical “bubble” within the area of your spell that remains unaffected by it. You must declare the use of this metamagic when you cast the area spell. You may not take more dice worth of penalty than your Magic Rating.&lt;br /&gt;
&lt;br /&gt;
==Shielding==&lt;br /&gt;
A character with the shielding metamagic learns to better protect herself and others against hostile spells as they are cast. When the magician declares spell defense, they can add additional dice to the spell defense pool equal to his initiate grade. These additional dice cannot be used for any other use of Counterspelling, including dispelling.&lt;br /&gt;
&lt;br /&gt;
==Sympathetic Linking==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
For all links, the object must be small and easily carried by the magician. While a rigger’s favorite car could be considered as a sympathetic link, it is too large to carry. Just take the driver’s seat cushion. Using sympathetic or symbolic links in a ritual that normally contains the Material Link keyword is more difficult to successfully complete. When using a sympathetic link, add 2 to the Force of the spell for the opposing test in Step 7: Seal the Ritual (p. 296, SR5). With a symbolic link, add 4.&lt;br /&gt;
&lt;br /&gt;
==Psychometry==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+PSYCHOMETRY TABLE&lt;br /&gt;
!SITUATION!!MODIFIERS&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|TIME SINCE IMPRESSION*&lt;br /&gt;
|-&lt;br /&gt;
|1 Day||+0&lt;br /&gt;
|-&lt;br /&gt;
|1 Week||–2&lt;br /&gt;
|-&lt;br /&gt;
|1 Month||–4&lt;br /&gt;
|-&lt;br /&gt;
|1 Year||–6&lt;br /&gt;
|-&lt;br /&gt;
|1 Decade||–8&lt;br /&gt;
|-&lt;br /&gt;
|Each Additional Decade||–2&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|NATURE OF ITEM&lt;br /&gt;
|-&lt;br /&gt;
|Nature of item has a strong connection to the impression (wedding ring, beloved toy, etc.)||+2&lt;br /&gt;
|-&lt;br /&gt;
|Initiate had a strong connection to item when impression was formed (friend’s toy, school building, etc.)||+2&lt;br /&gt;
|-&lt;br /&gt;
|Impression recorded violence or powerful emotions||+3&lt;br /&gt;
|-&lt;br /&gt;
|Impression recorded violent death||+4&lt;br /&gt;
|-&lt;br /&gt;
|Item is a bonded focus||+ (Rating)**&lt;br /&gt;
|-&lt;br /&gt;
|Item is a place of more than 500 square kilometers||–2&lt;br /&gt;
|-&lt;br /&gt;
|Item carries more than one significant impression –1 for each Astral signature has been erased (p. 312, SR5)||–1&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing metamagic has been used (Smudging, p. 136)||–Force&lt;br /&gt;
|-&lt;br /&gt;
|Each subsequent attempt to read the item||–2&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|INFORMATION&lt;br /&gt;
|-&lt;br /&gt;
!INFO GAINED!!HITS&lt;br /&gt;
|-&lt;br /&gt;
|None||0&lt;br /&gt;
|-&lt;br /&gt;
|Flashes of insight, superficial and disjointed impressions||1&lt;br /&gt;
|-&lt;br /&gt;
|Longer and deeper insights, though visions are still disjointed||2&lt;br /&gt;
|-&lt;br /&gt;
|Greater details, multiple sensory feedback, more coherence||3&lt;br /&gt;
|-&lt;br /&gt;
|Lengthy sequences, multiple senses, coherent visions, significant information||4+&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*Items isolated from other auras or from being disturbed (tombs, basements, abandoned towns) can keep their impression for much longer. It is suggested that items within the Gaiasphere—i.e., underground—retain such impressions longer. The gamemaster can reduce the time modifier to that of a week, month, or year for these kinds of items.&lt;br /&gt;
** Modifier only applies to impressions related to the person to whom the focus is bonded. Stacked foci only grant the highest rating as a bonus.&lt;br /&gt;
|}&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Psychometry is like experiencing flashbacks, a flood of senses and emotions that can be uncontrollable. Once the magician develops this skill, the door can be difficult to close. Everything the magician touches generates this kind of feedback. Do you really need to know the life story behind every shot glass and barstool? The magician learns to put up mental shields to filter out distractions from all the input he would get from astral imprints. The magician needs only a few moments to raise or lower his shields to attempt reading an object. To read an object, the magician makes an Assensing + Intuition + initiate grade [Astral] Test; see the Psychometry table for modifiers and results. When reading an object, the magician has a –2 dice pool penalty to all other actions. Unfortunately, while reading the object, the magician has no control over how long the reading takes, and she cannot stop until the reading is done. It can take 1 minute, 5 minutes, or longer. The gamemaster can roll 1D6 to choose the duration, or he can decide the duration based on the psychometric experience.&lt;br /&gt;
&lt;br /&gt;
==Magicians And Their Material Link==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Some people fear magicians because of what they believe magic can do, right? Well, magicians fear other magicians, especially if the latter have a material link that can be used in ritual magic. Trids and mythology push this paranoia of stolen locks of hair or drops of blood by evil wizards, and they’re not off base in doing this. The vodou tradition specifically focuses on indirect ritual magic. Because of this, certain cleaning drones and services designed around the quick disposal of any organic material left behind are labeled as “mage sensitive.” Shadow versions of this kind of service even take care of cleaning bloodstains, no questions asked. The Jolly Barber in San Diego, for example, has a dragon- shaped brazier homunculus that eats the sweepings after each haircut. Note that this is different from mana- sensitive services, which are drones and gear that filter pollution or uses less-harsh chemicals to prevent disturbing the magician’s feng shui.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
A magician can attune himself to a higher awareness of the path he takes in life. This hyperawareness lets the magician sense danger before it occurs. This ability is the same as the adept power of the same name, but substitute the power’s levels with magician’s initiate grade. The metamagic and the adept power cannot be combined, so a character with both only applies the higher of the two.&lt;br /&gt;
&lt;br /&gt;
==Channeling==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
When a magician summons a spirit, she may choose to allow the spirit to possess her instead of allowing the spirit to exist in the astral plane to either manifest (p. 314, SR5) or materialize (p. 398, SR5). This must be decided at the time of summoning. Treat channeling the same as if the spirit has the Possession power (p. 197), with a few exceptions:&lt;br /&gt;
*The magician can use her own skills and has motor control over her body.&lt;br /&gt;
*She may relinquish control of her body to the spirit, but at the cost of a service.&lt;br /&gt;
*The magician can use the powers of the spirit, but at the cost of a service.&lt;br /&gt;
*Because two minds inhabit this same body, Mana spells or powers are resisted by the lowest Mental attribute of the two. Damage from Mana spells or powers is applied to both (no free rides).&lt;br /&gt;
*The spirit cannot leave the magician’s body until either the services are up, the magician dismisses it, or time expires as per the rules of summoned spirits.&lt;br /&gt;
&lt;br /&gt;
==Exorcism==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Exorcism is a unique form of spirit combat where the magician pulls the spirit from its vessel. The ability requires physical contact with the vessel. A magic user makes an Opposed Test pitting Willpower + Charisma against twice the spirit’s Force. A magician with the Banishing skill may add his Willpower to the normal Banishing skill test.&lt;br /&gt;
&lt;br /&gt;
Successfully forcing the spirit from its vessel requires an accumulated total of net hits equal to the spirit’s Force. Each exorcism attempt is very taxing: the exorcist suffers Drain equal to twice the number of hits (not net hits) that the spirit achieves in each attempt. Magicians resist this Drain as per their tradition; adepts resist with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
If the exorcism is successful, the spirit loses its corporeal connection and is pushed into astral space. Once in astral space it begins to suffer from Evanescence. Exorcism can only be used against channeled spirits, spirits with the Possession power, or true-form spirits (p. 195) with the Inhabitation power.&lt;br /&gt;
&lt;br /&gt;
==Extended Masking==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Masking&lt;br /&gt;
Extended masking extends your masking to include anchored, sustained, or quickened spells; imbued or attuned items; or alchemical preparations that are in the magician’s possession. The magician may mask a number of items up to his initiate grade (this is in addition to bonded foci). Each item masked in this way must have a Force less than the magician’s Magic attribute. As per the masking rules, an Opposed Assensing test is required to view such items. If the observer fails to gain any net hits, the masked items appear to the observer as normal fluctuations in the background count.&lt;br /&gt;
&lt;br /&gt;
==Astral Bluff==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
When a magician uses Assensing on an initiate possessing this technique, astral bluff allows the targeted character to spend a Simple Action to adjust his aura to give a temporary false impression. These are small adjustments (emotional state, health, etc.), but this change can add weight to a character’s disguise or other such falsehoods. The character makes a Con + Magic [Social] (3) Test; if they succeed, they’ve managed to give the right impression and keep targets from examining their aura too closely. This affect is brief; if the magician’s aura stays in visible range of someone who would be inclined to give a closer investigation for longer than five minutes, the jig is up. The target decides that bluff or no, the aura should be inspected, so they take a closer look that is enough to see past any astral bluffs. At this point, if the magician wants to convincingly disguise his aura, he will need to use masking metamagic. The astral bluff metamagic can be used in conjunction with a Con or Disguise test as per teamwork rules (p. 49, SR5)&lt;br /&gt;
&lt;br /&gt;
==Flux==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
With flux, the magician can set his aura in constant flux. While doing so makes his shifting aura stand out in the astral plane, it also temporarily scrambles the mystic link between himself and potential ritual links (material, sympathetic, or symbolic), bonded foci, attuned animals/ items, summoned/bound spirits, mana barriers, active spells (sustained, quickened, or anchored), and alchemical preparations (active or command triggered). If the magician casts spells with his aura in flux, the astral signature is also mixed and cannot be read. Any ritual magic that targets a magician in a state of flux has its effective Force increased by 4 + initiate grade for the opposed test in the final step (p. 296, SR5). Any attempt to track the target meets a similar problem, increasing in threshold by 4 + initiate grade (p. 315, SR5).&lt;br /&gt;
&lt;br /&gt;
A magician with his aura in flux can also attempt to bypass wards (p. 297, SR5). Additionally, alchemical preparations with a contact trigger might not activate if touched by a target with his aura in flux. When the magician makes contact with a preparation with a contact trigger, he makes an Opposed Test pitting his Magic + initiate grade against the Force of the preparation; if the magician is successful, the preparation will not activate while the aura is in flux.&lt;br /&gt;
&lt;br /&gt;
The magician can safely keep his aura in flux for (Magic) hours per twenty-four-hour period. While the aura is in flux, the magician cannot command any spirits or watchers that he would normally control, activate foci, or activate any preparations with the command trigger. Excessive use of flux starts to permanently affect the magician. Any use beyond (Magic) in hours in a twenty-four-hour hour period but less than twice (Magic) in hours, unattunes items (foci, fetishes, etc.), which then must be reattuned before they can be used again. Summoned and bound spirits are automatically dismissed. After twice (Magic) in hours, mystic links to items have a fifty percent chance to be permanently broken. This means that foci have to be rebound, magical group bonds have to be redone, etc. An aura in flux for more than eighteen hours in a twenty-four-hour period can cause more permanent problems. These problems are left up to the imagination the gamemaster, but not limited to permanent magic loss or negative magical qualities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Absorption==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Absorption allows the magician to siphon some of the mana away from a spell used against her. This includes triggered preparations and some ritual spells whose ritual includes the spell keyword. With an Interrupt Action, the magician rolls Magic + Counterspelling [Force], where the Force is equal to the spell the magician is defending against. Each success does two things:&lt;br /&gt;
&lt;br /&gt;
*Reduces the Force of the spell by 1.&lt;br /&gt;
*Creates a “mana charge” in the magician’s aura that the magician can use. The magician can retain this mana charge for 1 + initiate grade Combat Turns and can only retain up to (Magic) in charges.&lt;br /&gt;
&lt;br /&gt;
These temporary charges dissipate when the magician casts a spell. Each mana charge in the magician’s aura reduces the Drain Value of the spell he casts by 1 per charge (though the minimum Drain Value of 2 still applies), and then the mana charges are gone. The magician cannot divide the charges among different spells; all stored charges go toward the next spell he casts. If the magician absorbs a number of mana charges greater than the magician’s Magic rating, the magician suffers 1 box of Physical damage per mana charge (meaning all stored mana charge, not just the excess), and all stored charges immediately dissipate. Also, if the magician doesn’t cast a spell before the mana charges expire, the magician suffers Drain with a Drain Value equal to the remaining mana charges, as they dissipate on their own. The Drain may be resisted as normal.&lt;br /&gt;
;Prerequisite: Shielding&lt;br /&gt;
;Absorption and the Spell Defense Pool:If a magician maintains active spell defense while attempting the absorption technique, the number of hits scored on an absorption roll reduces her spell defense pool by that amount for the rest of that Combat Turn. Resisting damage and spell defense rules occur as normal.&lt;br /&gt;
&lt;br /&gt;
==Reflection==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Shielding&lt;br /&gt;
Reflection is an advanced understanding of shielding metamagic, allowing the magician to turn a defensive ability into an offensive action. If an astrally perceiving magician sees that he or those he’s protecting with spell defense are the target of a spell (and note that astral perception is a necessity, not just the knowledge that a spell is being cast), he can access three additional Interrupt Actions that can protect the group instead of using spell defense dice (p. 294, SR5). With each Interrupt Action, the magician uses up 1 die from the spell defense dice pool. If no more defensive dice remain, then the Interrupt Action cannot be taken. The three actions possible are: Reflect Spell, Deflect spell, and Greater Reflection.&lt;br /&gt;
&lt;br /&gt;
==Reflect Spell==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;INTERRUPT ACTION&lt;br /&gt;
;(–7 INITIATIVE SCORE)&lt;br /&gt;
;Prerequisite: Reflection&lt;br /&gt;
With this action, the magician can use Counterspelling + Magic [Astral] versus the caster’s Spellcasting Test. If the reflecting magician scores more hits than the caster, the spell is redirected at the caster at half the spell’s Force, and the original target takes no damage. The reflecting magician suffers Drain as if he had used a Reckless Spellcasting action to cast it (increasing the customary Drain by 3). This reflected spell only affects the caster, regardless of whether it was an area-effect spell. Treat the net hits in reflecting as spellcasting hits, as if the magician had actually cast it. This would add to any net hits from the original Spellcasting Test. If the magician does not get more hits than the caster, then the spell hits as if the magician didn’t attempt to defend against it.&lt;br /&gt;
&lt;br /&gt;
==Deflect Spell==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;INTERRUPT ACTION&lt;br /&gt;
;(–5 INITIATIVE SCORE, –1 EDGE)&lt;br /&gt;
;Prerequisite: Reflection&lt;br /&gt;
For any indirect spell targeting those the magician is protecting with spell defense, the magician makes a Counterspelling + Magic [Astral] Test against the opponent’s Spellcasting Test. Each net hit on the test adds one scatter die to the attack, and the gamemaster determines scatter (p.181, SR5). If the magician does not get more net hits than the caster, then the spell hits as if the magician didn’t attempt to defend against it.&lt;br /&gt;
&lt;br /&gt;
==Greater Reflection==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;INTERRUPT ACTION&lt;br /&gt;
;(–10 INITIATIVE SCORE, –1 EDGE)&lt;br /&gt;
;Prerequisite: Reflection&lt;br /&gt;
This works the same as Reflect Spell but with the option of either sending the spell’s full Force back at the caster or as the same version (i.e., if the reflected spell was an Area spell, then the area of effect would be centered on the caster). If the magician does not get more hits than the caster, then the spell hits as if the magician didn’t attempt to defend against it. Regardless of success, the magician attempting this action must resist Drain as if he cast the spell himself.&lt;br /&gt;
&lt;br /&gt;
==Anchoring==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Quickening&lt;br /&gt;
Anchoring metamagic is similar to alchemy but is tied to the foundation rules of a quickened spell. The quickened spell can be attached to a temporary astral construct. This anchor later releases the quickened spell based on a pre-specified trigger. A spell with any duration type can be anchored, and the spell can be triggered by any type of preparation trigger (p. 305, SR5), including the background count and Detection spell triggers (p. 219). The trigger’s conditions must be defined before the anchored spell is cast.&lt;br /&gt;
&lt;br /&gt;
Once the trigger and its conditions are defined, the magician casts the spell into the anchor and records the number of hits for later reference. The magician must then resist Drain with the added Drain Value cost for the specific trigger.&lt;br /&gt;
&lt;br /&gt;
Because the anchored spell is not tied to a physical lynchpin like an alchemical preparation, creating the spell’s anchor requires something a little extra from the magician. To complete the anchor, the magician pays Karma equal to the anchored spell’s Force. Anchored spells should be treated the same as quickened spells (p. 326, SR5) with regard to astral intersections (p. 316, SR5), astral combat, and dispelling attempts. Anchored spells retain the spellcaster’s astral signature and thus may be used for astral tracking (p. 315, SR5) or as a sympathetic link (p. 146).&lt;br /&gt;
&lt;br /&gt;
When the trigger condition is met, the anchor collapses and the spell is released as if the magician just cast it, using the recorded hits achieved. Sustained spells will remain sustained in the same manner as quickened spells. Permanent spells will remain sustained until the effects become permanent, and then the spells end. An anchor may be designed with multiple triggers, if so desired. Triggers may be set to only activate if another trigger condition is met. For example, a contact trigger could be set to activate only when a Detection spell is activated first, so the anchor would be safe to touch until the Detection spell gets a hit. When using multiple triggers, add up all the Drain costs for all of the trigger conditions before casting the anchored spell.&lt;br /&gt;
&lt;br /&gt;
At any given time, an initiate may have a maximum number of anchors active equal to her initiate grade. The magician can end one of her active anchors as a Free Action, letting the spell dissipate without effect.&lt;br /&gt;
&lt;br /&gt;
See p. 219 for all available triggers.&lt;br /&gt;
&lt;br /&gt;
==Advanced Alchemy==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Fixation&lt;br /&gt;
With advanced alchemy, the magician can prepare magical compounds (p. 218) that can imbue the user with extraordinary powers … or curse them. The magician can also tailor more specific triggers with preparations (see Advanced Alchemy, p. 218).&lt;br /&gt;
&lt;br /&gt;
==Efficient Ritual==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Why sacrifice a whole day standing over a bonfire when twelve hours could do? Magicians who advance their study into rituals can learn to complete a magical ritual faster. Reduce the time to complete a ritual by half for any ritual that the magician is the leader of. The cost of the time reduction is +2 to the Drain Value at the completion step the ritual (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Greater Ritual==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Greater ritual allows the magician to participate in a ritual without adding dice to it. Instead, the magician amplifies the ritual by adding her Magic rating to the ritual’s Force for determining its limit, size, and effect. This addition is not included in the completion step of the ritual (p. 296, SR5). The magician takes Drain as if she actively participated in the ritual. The magician can be the leader of the ritual and still use greater ritual metamagic, but this adds +2 to the Drain Value when the ritual completes.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Spell==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
With this metamagic, the magician can choose to increase a Combat spell’s AP at a cost of reduced damage before casting the spell. Reduce the DV by 1 for every point of AP increased, up to the Force of the spell. Minimum damage is 1. Drain Value increases by 1 for every point of AP increased. For example, a Force 5 Fireball spell (normally with a DV of 5P and AP –5) is modified to have a DV of 3P and AP –7 before the spell is cast; since the AP was increased by 2, the normal Drain Value is then increased by 2. Net hits are then applied to either increase the Damage Value or reduce scatter, as normal (p. 283, SR5).&lt;br /&gt;
&lt;br /&gt;
==Cleansing==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
This technique allows the magician to temporarily reduce background count. Cleansing only affects positive background counts such as from a domain (p. 25) or aspected mana. The magician uses a Complex Action and makes an Opposed Test pitting Counterspelling + Magic + initiate grade [Astral] against a dice pool equal to the background count. Each net hit can either reduce the background count by 1 or extend the duration of a previously achieved background reduction by 1 Combat Turn. This background count reduction is temporary and only affects the cleansing magician for (Magic) Combat Turn(s). After the test, the magician suffers Drain with a Drain Value equal to the natural background count. If the background count exceeds the magician’s Magic, Drain is Physical. If the background count is greater than twice the magician’s Magic, then the magician cannot perform a cleansing action. This action can be done each Combat Turn to further reduce or extend the temporary background count reduction, but the magician suffers Drain equal to the natural background count prior to a second attempt to cleanse the same area.&lt;br /&gt;
&lt;br /&gt;
==Sensing==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The magician can use the Observe in Detail action (p. 165, SR5) to learn details of the surrounding area—such as background count, how the background count is aspected, and if background count changes—without having to astrally perceive or project. The magician can also feel a negative background count based on mana ebbs and voids (p. 32) but is more sensitive to them: add +2 when determining the effect of background count. The magician cannot use this ability to sense astral forms, spells, mana barriers, spirits, or foci. Gamemasters may also give the character a chance to sense some unusual change nearby even if they are not actively using sensing; in this case, the gamemaster should make the Observe in Detail Perception Test in secret to not give anything away. This phenomenon includes noticing alchera (p. 29), mana storms, warps, or surges (p. 34).&lt;br /&gt;
&lt;br /&gt;
==Infusion==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;ACTIVATION COST: COMPLEX ACTION&lt;br /&gt;
;Prerequisite: Adept Centering&lt;br /&gt;
When focused, an adept can pull energy from the cosmos and channel it into one of his existing powers. For each level of initiate grade, the adept can add 0.5 PP to an adept power. The total levels of a power enhanced this way cannot exceed the adept’s Magic rating. The enhancement will last for (Magic) Combat Turns. Once the power boost ends, the adept immediately suffers Stun damage from this stretch of qi. The Damage Value equals four times the total power point cost of the enhanced power (not just the power point boost). In addition to this damage, the adept suffers a temporary loss of a number of power points equal to the power point boost for (Magic) minutes. The gamemaster selects what powers are affected, and the adept should not know a power is inaccessible until he tries to use it.&lt;br /&gt;
&lt;br /&gt;
==Qi Sculpt==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;ACTIVATION COST: COMPLEX ACTION&lt;br /&gt;
;Prerequisite: Adept Centering&lt;br /&gt;
An adept at peace with herself can adjust her qi like wet clay. Qi sculpt allows the adept to remove qi from one power and temporarily add it to another power in which they already have invested power points. For each level of initiate grade, the adept can shift 0.25 PP of one adept power to another power. The enhanced power cannot have more levels than the adept’s Magic rating. This shift of power lasts for (Magic) minutes. Once the shift ends, the adept suffers Stun damage with a Damage Value equal to the four times the power point boost. &lt;br /&gt;
&lt;br /&gt;
==Air Walking==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Light Body&lt;br /&gt;
The adept can briefly step on air as he would a stone. Add the adept’s initiate grade when calculating the maximum jumping distance (p. 134, SR5). &lt;br /&gt;
&lt;br /&gt;
==Supernatural Prowess==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
For any physical action, the adept can substitute a physical attribute for Magic + initiate grade for that test. If done during combat, the substitution affects all physical actions associated to that attribute within a Combat Turn. This metamagic cannot be combined with Attribute Boost. This can be done 1 + initiate grade times per day. Dice pools and Physical limits temporarily change with this action.&lt;br /&gt;
&lt;br /&gt;
==Pied Piper==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The adept’s mastery of the artistic skill becomes anincredible work. His performance of the skill not onlymesmerizes the audience, it attracts them. Those whosee or hear the performance enter a mild trance. Theadept can target a person or a group of people to donothing else but experience the performance. The adeptmust have line of sight to the target(s). The adeptmakes an Opposed Test pitting Performance + Charisma[Magic] against Willpower + Charisma. If multipleindividuals are targeted, use the largest dice poolamong the defenders and add +1 die per additionaltarget (maximum +5). If the test is successful, the target(s) follow the adept as he performs for (Charisma x10) minutes. Subjects entranced this way can still havethe trance interrupted by significant distractions, suchas loud noises or a hard shove.&lt;br /&gt;
&lt;br /&gt;
==Skin Artist==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Melanin Control&lt;br /&gt;
With this enhancement, an artist’s body is her own canvas. The adept possesses even finer control over her skin pigmentation, including formation of more colors (black, red, and blue) from her body. The adept can create a variety of tattoo markings anywhere on her body or change her whole skin tone to an unnatural hue. &lt;br /&gt;
&lt;br /&gt;
==Hot Qi==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Living Focus&lt;br /&gt;
As the adept burns out, he normally becomes unable to use some foci because his Magic rating is too low. With the hot qi technique, the adept can still use a qi focus, but he takes unresisted Stun damage equal to the difference between the focus’s Force and his Magic rating. If the Force of the focus exceeds twice the adept’s Magic rating, the damage is Physical. The focus’s Force cannot exceed 12.&lt;br /&gt;
&lt;br /&gt;
==Shadow Touch==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Traceless Walk&lt;br /&gt;
Adepts following the Invisible Way can learn to avoid leaving fingerprints on items they touch. This ability can also be used to avoid triggering alchemical preparations that use a contact trigger. The latter ability requires a successful Opposed Test between the adept’s Magic rating and the current Potency of the preparation.&lt;br /&gt;
&lt;br /&gt;
==Stillness Of The Void==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
An adept who meditates can steel his mind against Detection spells and ritual magic and become as nothing. To enter this state, the adept must remain still and concentrate only on managing his breathing for five minutes; he also cannot speak, gesture, or move. Performing any action, such as being moved or taking any damage, will break the adept’s concentration, and he will have to start again. While resisting Detection spells, add 1 + initiate grade to the Opposed test. Items in the adept’s possession are also resisted by the adept in this manner to prevent detection (e.g., a Detect Guns spell). Astrally tracking the adept also becomes difficult, adding 1 + initiate grade to the threshold of the Assensing Test for astral tracking (p. 315, SR5). The adept can stay in this mental state for eight hours.&lt;br /&gt;
&lt;br /&gt;
==Digital Celerity==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Nimble Fingers&lt;br /&gt;
This power allows the adept greater control in the palming or pickpocketing of an object and preventing anyone from noticing the act. This is true sleight of hand that mundane magicians attempt to attain. It imposes an additional –1 Perception modifier per initiate grade to anyone observing or being targeted by the adept.&lt;br /&gt;
&lt;br /&gt;
==Master Of The Nine Chakras==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Nerve Strike&lt;br /&gt;
The adept has a better understanding of how magic flows with a person’s vital energy. With this power, the adept can strike specific spots of energy concentration, causing a disruption of this flow and temporarily reducing the target’s Magic attribute. Refer to Nerve Strike (p. 173), but the attack reduces Magic instead. Magic lost this way has an effect similar to a background count, as the target accumulates dice pool penalties for casting spells or using Magical skills. If the subject’s Magic is reduced to 0, the target cannot use any magically related skill or adept power until the attribute recovers.&lt;br /&gt;
&lt;br /&gt;
==Domain Of The Spiritual==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The background caused by domains of religious significance, such as churches, cemeteries, and so forth, doesn’t affect those on this path as much as other adepts. Reduce background count penalties by 1 + initiate grade if the background count is aspected toward a religion or spiritual significance.&lt;br /&gt;
&lt;br /&gt;
==Fae-touched==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Those on this path gain a hauntingly beautiful appearance. An adept may pit his Magic + Intuition + initiate grade against the target’s Willpower + Intuition in an Opposed Test. If the opponent fails, then the target believes in an idealized mana-based illusion of the adept. The adept can then substitute Magic + initiate grade for Charisma for all Charisma tests against those who believe the illusion. If the Opposed Test was successful, the illusion lasts twenty-four hours. This can be done 1 + initiate grade times a day. Drain from each attempt equals the target’s hits in resisting the attempt (minimum 2).&lt;br /&gt;
&lt;br /&gt;
==Silver-tongued Devil==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Commanding Voice&lt;br /&gt;
An adept of the Speaker’s Way can create a longer-lasting impression on subjects when using Commanding Voice (p. 170). If the adept wins the Opposed Test, the target continues to carry out the action for one minute before realizing what they’re doing. The Silver-Tongued Devil’s verboseness makes it unusable in combat situations. This power comes at a price of mental stress. When using the power, the adept suffers Stun damage equal to the hits (not net hits) from the target’s Opposed Test. Damage is resisted by Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The presence of a follower of the Speaker’s Way is very palpable, sometimes even visible, when the adept speaks. An adept with this metamagic can add her initiate grade in dice to all tests for one social skill, which is chosen when the metamagic is selected. The metamagic cannot be selected multiple times. The bonus also only applies when the adept is using her skill on others, not when she is resisting social skills of others.&lt;br /&gt;
&lt;br /&gt;
==Barrage==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite:Missile Mastery&lt;br /&gt;
A single improvised weapon in the hands of an adept is deadly; a handful is even worse. An adept mastering the Barrage technique can loose a handful of readied, improvised throwing weapons at a target(s). When making the throwing weapon attack, the adept can use the rules for narrow or medium spreads (p. 180, SR5). The adept must have either two or more throwing weapons or a gamemaster-approved handful of improvised weapons readied to use this technique. &lt;br /&gt;
&lt;br /&gt;
==Domain Of The Warrior==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Those on this path are not as affected by the background taint of violence and war as other adepts. Reduce background count penalties by 1+ initiate grade if the background is aspected to violence and war.&lt;br /&gt;
&lt;br /&gt;
==Master Of Taijiquan==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Counterstrike&lt;br /&gt;
While people around the world practice taijiquan—a.k.a. t’ai chi—for its defense-training and health benefits, an adept mastering taijiquan flows like a river in combat, especially with multiple melee combatants. He uses the various attackers’ strengths to maneuver their strikes against each other. When the adept successfully blocks a melee attack from one attacker with Counterstrike, he may choose instead to redirect that attack against a second attacker. The second attacker would have to defend against the first attack with the number of hits equal to the adept’s Counterstrike test. The base Damage Value is equal to the melee attack from the first attacker. This mastery of kinetic energy only works in combat against multiple melee opponents. You can’t make an attacker hit himself, though you can taunt him with the promise to do so. &lt;br /&gt;
&lt;br /&gt;
=Toxic Metamagic=&lt;br /&gt;
==Corruption==&lt;br /&gt;
Corruption is a metamagic technique that allows a magician to twist a spirit into a toxic version of itself. This is done by making a standard Banishing Test (p. 301, SR5). The toxic magician may add his initiate grade as a dice pool bonus to the test. If the toxic magician succeeds in a Summoning Test after reducing the spirit’s services to 0, the spirit immediately turns into a toxic version of itself (see Toxic Spirits, p. 87).&lt;br /&gt;
&lt;br /&gt;
==Taint==&lt;br /&gt;
Taint is a metamagic technique that increases the background count of an area. It uses all the same rules as Cleansing metamagic (see Cleansing, p. 122), with the sole exception of increasing the background count instead of decreasing it. In all other ways it follows the rules for Cleansing.&lt;br /&gt;
&lt;br /&gt;
=Blood Metamagic=&lt;br /&gt;
==Sacrifice==&lt;br /&gt;
Sacrifice is the metamagic technique that defines a magician as following the path of Blood. In essence, it is the ability to draw magical power from the act of inflicting harm on another living being, with sentient beings generating the most amount of power. Blood magic in all its forms is universally derided by other practitioners of magic. Sacrifice is an exclusive metamagic technique that can only be learned from another magician of the same tradition who already knows it, or from a spirit that knows it. It can never be self-taught.In order to use Sacrifice, the magician must inflict Physical damage on another living thing, using a melee weapon that draws blood. The drawing of living blood is the powerful symbol that generates raw magical power referred to as Blood Magic Points. To do this the magician makes a standard melee attack using the weapon. If the target is able to defend themselves they may do so, but if they cannot resist (due to being restrained, for example) then the attack is unopposed. Additionally, if the victim is restrained and unable to defend themselves, the magician receives a +4 dice pool bonus on their attack.While any living creature can be used, the magic is more powerful when harm is inflicted on sapient creatures, especially the unwilling. If damage is inflicted on a living creature without the Sapience power or the victim is willing (such as the magician themselves), then every 3 boxes of Physical damage inflicted generates one Blood Magic Point. If damage is inflicted on a Sapient critter or unwilling metahuman victim, then every 1 box of Physical damage generates one Blood Magic Point. Spirits can never be used as victims, even if they possess a living body.&lt;br /&gt;
&lt;br /&gt;
If not used, Blood Magic Points are lost after the following Combat Turn. Blood Magic Points generated by the act of Sacrifice can then be used in any of the following ways, in any combination:&lt;br /&gt;
*Increase the Force of a spell being cast by one per Point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
*Increase the caster’s Magic Rating for the purposes of determining if the spell’s drain is Physical or Stun, by one per Point.&lt;br /&gt;
*Reduce the amount of Drain the spell inflicts by one per Point, to a minimum of 0.&lt;br /&gt;
*Store any number of Points in an athame focus (see Athame, p. 90).&lt;br /&gt;
*Summon a Blood Spirit (see Blood Spirits, p. 91).&lt;br /&gt;
&lt;br /&gt;
==Cannibalize==&lt;br /&gt;
(ADEPTS ONLY)&lt;br /&gt;
&lt;br /&gt;
Adepts and mystic adepts who follow the path of blood may learn a unique metamagic technique related to Sacrifice. When using Cannibalize, the adept draws blood from a victim and then consumes it to gain a measure of power. In game terms, the adept inflicts physical damage on a willing or unwilling victim exactly as per the Sacrifice metamagic to generate Blood Magic Points. The adept can then increase a physical attribute by 1 for every 3 Blood Magic Points they spend, up to the individual’s augmented maximum in that attribute. The same or different attributes may be increased in any combination with one Simple Action. This increase lasts (Magic x initiate grade) Combat Turns, but if the adept immediately spends Karma equal to the total number of attribute points increased, the duration is increased to (Magic x initiate grade) days.&lt;br /&gt;
&lt;br /&gt;
==Power Bleed==&lt;br /&gt;
(ADEPTS ONLY)&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Cannibalize&lt;br /&gt;
&lt;br /&gt;
Power Bleed is an advanced metamagic technique that builds upon the Cannibalize power. Power Bleed functions the same as Cannibalize, except that instead of generating 3 Blood Magic Points, the adept can siphon one critter or adept power possessed by the victim (if they have one), and may then use this power as if it were their own. The effect lasts for (Magic x initiate grade) Combat Turns, but the adept may immediately spend 3 Karma to extend the duration to (Magic x initiate grade) days.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2478</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2478"/>
		<updated>2016-06-23T17:46:58Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Sterilize */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance Test (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. For every net hit scored, the caster may decrease the Speed Attribute for the targeted vehicle by one. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' Test and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. The caster may increase any base critter Physical Attribute one point for each net hit scored. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (dog form, shark Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2477</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2477"/>
		<updated>2016-06-23T17:46:30Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Shapechange, Critter Form */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance Test (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. For every net hit scored, the caster may decrease the Speed Attribute for the targeted vehicle by one. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' Test and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. The caster may increase any base critter Physical Attribute one point for each net hit scored. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (dog form, shark Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2476</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2476"/>
		<updated>2016-06-23T17:45:44Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Shapechange, Critter Form */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance Test (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. For every net hit scored, the caster may decrease the Speed Attribute for the targeted vehicle by one. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' Test and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. The caster may increase any base critter Physical Attribute one point for each net hit scored. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2475</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2475"/>
		<updated>2016-06-23T17:43:38Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Slow Vehicle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance Test (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. For every net hit scored, the caster may decrease the Speed Attribute for the targeted vehicle by one. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' Test and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2474</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2474"/>
		<updated>2016-06-23T17:42:03Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Shape Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance Test (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' Test and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2473</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2473"/>
		<updated>2016-06-23T17:41:32Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Slow Vehicle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance Test (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2472</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2472"/>
		<updated>2016-06-23T17:40:22Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Pulse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2471</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2471"/>
		<updated>2016-06-23T17:39:20Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Pulse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2470</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2470"/>
		<updated>2016-06-23T17:38:46Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Protect Vehicle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2469</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2469"/>
		<updated>2016-06-23T17:38:19Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Lock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2468</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2468"/>
		<updated>2016-06-23T17:36:29Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Interference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force. &lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2467</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2467"/>
		<updated>2016-06-23T17:33:43Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Glue, Glue Strip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference creates a barrage of static in the electromagnetic spectrum jamming radio and wireless signals.  This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force. &lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2466</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2466"/>
		<updated>2016-06-23T17:31:37Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Increase/Decrease Gear Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference creates a barrage of static in the electromagnetic spectrum jamming radio and wireless signals.  This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force. &lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2465</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2465"/>
		<updated>2016-06-23T17:30:56Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Incr==Increase/Decrease Noise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference creates a barrage of static in the electromagnetic spectrum jamming radio and wireless signals.  This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force. &lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2464</id>
		<title>SR5:Spells:Manipulation</title>
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		<updated>2016-06-23T17:30:39Z</updated>

		<summary type="html">&lt;p&gt;Extremis: Undo revision 2463 by Extremis (talk)&lt;/p&gt;
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&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
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==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
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==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
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==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
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==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
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==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
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==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
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==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
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==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
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==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
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==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
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==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
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==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
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==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
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==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
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==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
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Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
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Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
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==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
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==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
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==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
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==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Incr==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference creates a barrage of static in the electromagnetic spectrum jamming radio and wireless signals.  This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force. &lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2463</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2463"/>
		<updated>2016-06-23T17:29:06Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Increase/Decrease Gear Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Incr==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference creates a barrage of static in the electromagnetic spectrum jamming radio and wireless signals.  This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force. &lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2462</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2462"/>
		<updated>2016-06-23T17:26:42Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Increase/Decrease Noise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Incr==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference creates a barrage of static in the electromagnetic spectrum jamming radio and wireless signals.  This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force. &lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2461</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2461"/>
		<updated>2016-06-23T16:41:05Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Element Wall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). Every point of Force of this spell above 3 adds one to a hacker’s Overwatch Score each minute.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference creates a barrage of static in the electromagnetic spectrum jamming radio and wireless signals.  This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force. &lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2460</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2460"/>
		<updated>2016-06-23T16:38:10Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Bind, Net Bind, Mana Bind, Mana Net */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.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 wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These 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. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. In addition, the caster may adjust this size as he would adjust any area effect radius (see p. 282, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Drain equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). Every point of Force of this spell above 3 adds one to a hacker’s Overwatch Score each minute.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference creates a barrage of static in the electromagnetic spectrum jamming radio and wireless signals.  This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force. &lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance threshold by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance threshold (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance threshold (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. This causes a good deal of extra Drain, but for every hit scored, the caster may decrease the Speed Attribute by one for the targeted vehicle. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' threshold and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. Add 1 to the critter’s Base attribute Ratings for every hit the caster generates. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (Hellhound Form, Devil Rat Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Illusion&amp;diff=2459</id>
		<title>SR5:Spells:Illusion</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Illusion&amp;diff=2459"/>
		<updated>2016-06-23T16:36:51Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Camouflage Check, Physical Camouflage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
No matter how realistic they are, illusions cannot directly cause physical harm. They can cause distractions, loss of balance or orientation, and even symptoms like nausea or pain. All such effects vanish, though, as soon as the magician drops the illusion. Illusions can certainly cause harm by manipulating the senses so a victim walks into traffic or off a high building, for example, but they cannot directly cause damage.&lt;br /&gt;
&lt;br /&gt;
Illusions fall into the following categories:&lt;br /&gt;
:'''Obvious illusions''' are used solely for entertainment and cannot fool subjects into believing they are real.&lt;br /&gt;
:'''Realistic illusions''' seem completely real.&lt;br /&gt;
:'''Single-sense illusions''' affect only one sense.&lt;br /&gt;
:'''Multi-sense illusions''' affect all senses.&lt;br /&gt;
&lt;br /&gt;
;Mana Illusions:Mana-based Illusion spells affect the mind and are ineffective against technological viewing systems like cameras. Mana illusions are resisted by Logic + Willpower. Some mana illusions affect the target’s senses directly; others affect the senses of anyone perceiving the subject of the spell (though you’re never affected by your own illusion spell). Though mana-based illusions can be created on the astral plane, their magical auras give them away as illusions to anyone who makes a successful Assensing Test—illusions can’t fool Assensing and cannot be used to disguise or create auras.&lt;br /&gt;
&lt;br /&gt;
;Physical Illusions:Physical illusion spells create actual images or alter physical properties, such as light or sound. Physical illusions can be used on both living and technological systems. They are resisted by Intuition + Logic; non-living devices resist with their Object Resistance. The magician must generate more hits than the observer for the illusion to be considered real. If the spell is not completely resisted, the target is fully affected by the illusion.&lt;br /&gt;
&lt;br /&gt;
==Agony, Mass Agony==&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=AGONY &lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS AGONY &lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A favorite of mages going through bad break-ups, Agony inflicts an illusion of terrible pain on the target. Each net hit scored by the magician temporarily inflicts 1 box of Physical and 1 box of Stun damage on the target. It is not actual damage, only a measure of the effect of the spell. The target is affected the same as if the damage were real, with the usual injury penalties. If the target’s damage boxes are completely filled, he is racked with pain, unable to move or act. Once the spell is ended, the pain and damage boxes immediately go away.&lt;br /&gt;
&lt;br /&gt;
Agony affects a single target, while Mass Agony is an area spell. &lt;br /&gt;
&lt;br /&gt;
==Bugs, Swarm==&lt;br /&gt;
{{SR5:Spell Template|Name=BUGS &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=SWARM &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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 assorted orifices. The bugs look, feel, smell, and even taste real. The illusion is usually enough to make any target who fails to resist freak out. For each net hit you get, the target loses 2 from their Initiative Score. If you sustain the spell, they lose the same amount from their Initiative Score at the beginning of each Combat Turn.&lt;br /&gt;
Bugs affects a single target, Swarm is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Confusion, Mass Confusion, Chaos, Chaotic World==&lt;br /&gt;
{{SR5:Spell Template|Name=CONFUSION &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS CONFUSION &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=CHAOS &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=CHAOTIC WORLD &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These spells produce a storm of conflicting sensations and images to confuse the senses. For each net hit on the Spellcasting Test, the target suffers a –1 dice pool modifier to all tests due to the distraction.Confusion affects a single target. Mass Confusion is an area spell. The Chaos spell is a physical version of Confusion (above), so it also affects technological systems and sensing devices. Chaotic World is an area version of Chaos.&lt;br /&gt;
&lt;br /&gt;
==Entertainment, Trid Entertainment==&lt;br /&gt;
{{SR5:Spell Template|Name=ENTERTAINMENT &lt;br /&gt;
|Effects=(OBVIOUS, MULTI-SENSE, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=TRID ENTERTAINMENT &lt;br /&gt;
|Effects=(OBVIOUS, MULTI-SENSE, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These area spells create obvious, but entertaining, illusions. Hits on the Spellcasting Test measure how detailed, interesting, and captivating the audience finds the illusion. The magician can reproduce just about anything from her imagination, or re-create something she has experienced.&lt;br /&gt;
&lt;br /&gt;
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 non-living sensors.&lt;br /&gt;
&lt;br /&gt;
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. Only the wealthy can afford the unique experiences offered by such magicians firsthand.&lt;br /&gt;
&lt;br /&gt;
==Invisibility, Improved Invisibility==&lt;br /&gt;
{{SR5:Spell Template|Name=INVISIBILITY &lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=IMPROVED INVISIBILITY &lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell makes 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, and even taste, if it somehow comes to that). Her aura is still visible to astral perception.&lt;br /&gt;
&lt;br /&gt;
Anyone who might be in a position to perceive the subject must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Even if the spell is resisted, the subject might remain undetected if she’s good enough with her Sneaking Test. An invisible character may still be detected by non-visual means, such as hearing or smell. Attacks against invisible targets suffer the Blind Fire modifier if the attacker is unable to see or otherwise sense the subject of the spell.&lt;br /&gt;
&lt;br /&gt;
Invisibility affects the minds of viewers. Improved Invisibility mimics the subject’s surroundings from all angles and affects technological sensors as well.&lt;br /&gt;
&lt;br /&gt;
==Mask, Physical Mask==&lt;br /&gt;
{{SR5:Spell Template|Name=MASK &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL MASK &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Mask spell requires the magician to touch the subject. The subject assumes a different physical appearance (of the same basic size and shape as her natural form) chosen by the magician. This spell can alter the subject’s voice, scent, and other physical characteristics as well.&lt;br /&gt;
&lt;br /&gt;
Anyone who might see through the disguise must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Mask affects the minds of viewers. Physical Mask creates an illusion that affects technological sensors as well.&lt;br /&gt;
&lt;br /&gt;
==Phantasm, Trid Phantasm==&lt;br /&gt;
{{SR5:Spell Template|Name=PHANTASM &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=TRID PHANTASM &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These area spells create convincing illusions of any object, creature, or scene the magician desires. They can create an illusion of anything the magician 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 of effect.&lt;br /&gt;
&lt;br /&gt;
Anyone who might pierce the illusion must successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone attempting to resist at a later point.&lt;br /&gt;
&lt;br /&gt;
Phantasm only affects living beings, while Trid Phantasm affects technological sensors as well.&lt;br /&gt;
&lt;br /&gt;
==Hush, Silence==&lt;br /&gt;
{{SR5:Spell Template|Name=HUSH &lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=SILENCE &lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These spells create an area that dampens sound. Sonic attacks into or out of the field, as well as critter powers using a sonic medium (such as Paralyzing Howl), are reduced by –1 per hit on the Spellcasting Test. Anyone attempting to hear a sound from within or across the silenced area must successfully 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.&lt;br /&gt;
&lt;br /&gt;
==Stealth==&lt;br /&gt;
{{SR5:Spell Template|Name=STEALTH &lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Stealth makes the subject less audible to normal and augmented hearing. The subject moves in silence, making 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.&lt;br /&gt;
&lt;br /&gt;
Anyone who might hear the subject must first successfully resist the spell. Make a single Spellcasting Test and use the hits scored as the threshold for anyone who resists at a later point. Even if the spell is resisted, the subject might remain unnoticed if her Sneaking Tests are up to par.&lt;br /&gt;
&lt;br /&gt;
==Camouflage Check, Physical Camouflage==&lt;br /&gt;
{{SR5:Spell Template|Name=CAMOUFLAGE CHECK&lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL CAMOUFLAGE&lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells colors the subject in a camouflage pattern that matches her surroundings and provides 1 die per hit to resist attempts to spot their physical body. Camouflage works only against living viewers, while Physical Camouflage works against living viewers and technological sensors.&lt;br /&gt;
&lt;br /&gt;
==Decoy, Chaff==&lt;br /&gt;
{{SR5:Spell Template|Name=DECOY&lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CHAFF&lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE, AREA)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Decoy is a variant of the spell Chaos (p. 290, SR5) that only affects non-living sensor devices. The sensor is bombarded with a storm of input that confuses its targeting program. For each hit scored over the Object Resistance threshold, the sensor’s rating is reduced by 1. Decoy affects a single target; Chaff is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Double Image==&lt;br /&gt;
{{SR5:Spell Template|Name=DOUBLE IMAGE &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F –1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Double Image allows the spellcaster to create an illusionary doppelganger of the subject that is an identical image of the subject and mimics everything he does. He has limited control of the duplicate and can adjust its movement (to keep it from walking through walls and so forth), though in tight quarters this may be difficult. Making the duplicate take a distinct action requires a Simple Action by the caster. The spellcaster must touch the subject to activate the spell, and the duplicate exists as long as the spell is sustained. Casters may only have one duplicate of a single individual at a time, though they may cast the spell multiple times to duplicate multiple people.Targets who fail to resist the spell cannot tell the original and double image apart as the double sounds, smells, and looks like the original. The double is insubstantial; bullets and melee attacks go right through it. It can neither make attacks nor cast spells. Double Image affects both physical beings and technological sensors.&lt;br /&gt;
&lt;br /&gt;
==Dream==&lt;br /&gt;
{{SR5:Spell Template|Name=DREAM &lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Dream allows a spellcaster to craft a dream sequence (including visuals, sounds, emotions, etc.) and transmit it to a sleeping target. Manufactured dreams cannot cause actual harm to the target. However, if the spellcaster is wily, the manufactured dreams may soothe or frighten the target and alter his actions in the waking world.&lt;br /&gt;
&lt;br /&gt;
The spellcaster’s net hits determine the dream’s vividness and complexity. Targets who have severe nightmares (requires at least 5 net hits) do not recover Stun damage while they persist, and any rest during that time is lost. The target will vividly remember the dream when they wake up but will not necessarily know that the dream was mystically altered. The Dream spell is often cast using ritual spellcasting (p. 295, SR5) 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.&lt;br /&gt;
&lt;br /&gt;
==Euphoria, Opium Den==&lt;br /&gt;
{{SR5:Spell Template|Name=EUPHORIA&lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=OPIUM DEN&lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells provides the spellcaster with an unusual set of non-lethal tools to distract his enemies by forcing great pleasure upon them. Euphoria envelops the target in the stimulating throes of a great high comparable to an empathogenic drug high or sexual climax. Many magicians utilize this spell in their private lives, granting willing targets a thrilling ecstasy. However, using this spell on unwilling subjects is considered a criminal act by law enforcement officers in many jurisdiction. Spellcasters known to excessively cast this set of spells may gain an unsavory reputation.&lt;br /&gt;
&lt;br /&gt;
Each net hit scored by the spellcaster applies a –1 dice pool modifier to all of the targets’ actions as they are distracted by the sensation. At the gamemaster’s discretion, a character who suffers a dice pool modifier higher than his Willpower is completely incapacitated and preoccupied. Euphoria affects a single target; Opium Den is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Foreboding==&lt;br /&gt;
{{SR5:Spell Template|Name=FOREBODING&lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Foreboding is an area spell that mystically broadcasts feelings of imminent danger, fear, and unease to any living being who enters the spell’s range. Targets simultaneously feel chilled and nervous. Their hackles rise, and they feel slightly panicked. Characters that fail to resist the spell suffer a –1 dice pool modifier to all actions for each net hit scored by the spellcaster, representing their shaking, fear, and nervousness for as long as they remain in the area of effect. At the gamemaster’s discretion, characters who suffer a dice pool modifier greater than their Willpower may be compelled to flee the area, or they may simply curl up into a gibbering ball. The drawback to this spell is that the spellcaster can not limit or control who is targeted by this spell, and it effects enemies and allies alike.&lt;br /&gt;
&lt;br /&gt;
==Hot Potato==&lt;br /&gt;
{{SR5:Spell Template|Name=HOT POTATO&lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Hot Potato is an area-effect spell that allows the spellcaster to create the illusion that all metal within the range is extremely hot to the touch. Characters who fail to resist feel as though any metal they are in contact with (weapons, armor, implants, piercings, etc.) is burning them. If the character does not drop, remove, or otherwise disengage contact from the metal, they will a dice pool modifier equal to the caster’s net hits to all actions as they are distracted by the burning sensation. Once they lose contact with any metal, the distraction is over. The drawback to this spell is that the spellcaster cannot limit or control who is targeted by this spell, as it effects enemies and allies alike.&lt;br /&gt;
&lt;br /&gt;
==Sense Removal, Mass Sense Removal==&lt;br /&gt;
{{SR5:Spell Template|Name=[SENSE] REMOVAL&lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MASS [SENSE] REMOVAL&lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE, AREA)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells allow the spellcaster to mystically strip the target of a specified sense (sight, hearing, taste, etc.) Each sense requires a separate spell. The target suffers a –1 dice pool modifier to all Perception Tests involving that sense for every net hit scored by the caster. Implants and other technological sensors that use that sense are also affected. The drawback to this spell is that the spellcaster cannot limit or control who is targeted by this spell—it affects enemies and allies alike. &lt;br /&gt;
&lt;br /&gt;
[Sense] Removal affects a single target, while Mass [Sense] Removal is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Stink, Stench==&lt;br /&gt;
{{SR5:Spell Template|Name=STINK&lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=STENCH&lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE, AREA)&lt;br /&gt;
|Range=LOS(A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells provides the spellcaster an obnoxious tool to distract her enemies by creating an illusion of a sickening, gut-wrenching stench. Every net hit scored by the caster applies a –1 dice pool modifier to all of the target’s actions as they gag and retch. At the gamemaster’s discretion, a character who suffers a dice pool modifier higher than his Willpower is completely incapacitated and pre-occupied with throwing up. Thankfully, the spellcaster is immune to the effects of this spell. Stink affects a single target, Stench is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Sound Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=SOUND BARRIER&lt;br /&gt;
|Effects=(REALISTIC, SINGLE-SENSE, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Sound Barrier is a variant of the Silence spell (p. 291, SR5) that allows the spellcaster to create a perimeter of silence around the area of effect (rather than creating a mass area of silence). Those inside the sound barrier 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.  Sound Barrier also affects technological devices, infrasound, and ultrasound.&lt;br /&gt;
&lt;br /&gt;
==Switch Vehicle Signature==&lt;br /&gt;
{{SR5:Spell Template|Name=SWITCH VEHICLE SIGNATURE&lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=Special|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Switch Vehicle Signature is a variant of Physical Mask (p. 291, SR5) designed to switch the electronic signal unique to a vehicle (or a drone) with another vehicle of roughly the same size for a limited time. Electronic sensors (such as those from other vehicles or drones) will read the vehicle signature of one of the affected vehicles as though it were the other targeted vehicle. This spell does not grant additional verification codes that paranoid security systems might require to grant access to secure areas, but it will help a vehicle sneak past casual security monitoring. This deception is only effective as long as the two targeted vehicles are within a five kilometers of each other. Once the targeted vehicles exceed the range, the vehicle signatures snap back to normal. This sudden switch will trigger an alert by most security systems looking for abnormalities. In addition, should one of the vehicles be destroyed, the effects of this spell are automatically canceled. &lt;br /&gt;
&lt;br /&gt;
The spell’s duration is ten minutes plus an additional ten minutes for each net hit scored by the caster. &lt;br /&gt;
&lt;br /&gt;
==Vehicle Mask==&lt;br /&gt;
{{SR5:Spell Template|Name=VEHICLE MASK&lt;br /&gt;
|Effects=(REALISTIC, MULTI-SENSE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Vehicle Mask is a variant of Physical Mask (p. 291, SR5) designed to mask the identities of vehicles and drones. By touching the targeted vehicle, the spellcaster creates an illusion that masks it to appear to be a completely different vehicle of roughly the same size. In addition to the visual mask, this spell affects the vehicle’s sound, smell, and other identifiable characteristics. Vehicle Mask can also modify a vehicle’s Signature (p. 184, SR5); each net hit scored by the caster can be used to raise or lower the vehicle’s Signature modifier by 1. The caster must be actively touching the vehicle being masked to sustain the spell.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Health&amp;diff=2458</id>
		<title>SR5:Spells:Health</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Health&amp;diff=2458"/>
		<updated>2016-06-23T16:35:57Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Increase/Decrease Inherent Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Health spells can heal physical injury, cure diseases (or inflict symptoms), detoxify poisons or drugs (or mimic their effects), and modify attributes. No techniques currently known to magic can erase Stun damage or cure psychological conditions. All health spells require the magician to physically touch the subject of the spell—this “laying on of hands” is traditional in magical healing lore the world over.&lt;br /&gt;
&lt;br /&gt;
Most health spells are cast with a simple Spellcasting + Magic [Force] Test. Exceptions are listed in the spell descriptions.&lt;br /&gt;
&lt;br /&gt;
;Essence:Low-Essence characters are more difficult to affect with some health spells. It’s hard to put the body back into its natural state when that state has been unnaturally altered. In game terms, this means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Antidote==&lt;br /&gt;
{{SR5:Spell Template|Name=ANTIDOTE&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
This spell helps a poisoned subject overcome a toxin. Casters use it after the target has been poisoned, but before the target needs to make her Toxin Resistance Test, based on the Speed of the toxin. Add the hits from this spell directly to the hits from the Toxin Resistance Test.&lt;br /&gt;
&lt;br /&gt;
==Cure Disease==&lt;br /&gt;
{{SR5:Spell Template|Name=CURE DISEASE &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
This spell is used at any point after infection to help a patient overcome illness. The infected character receives a number of additional dice on her Disease Resistance Test equal to the spell’s net hits until the patient recovers (or dies). It does not heal any damage already inflicted by the disease (that requires a separate Healing spell).&lt;br /&gt;
&lt;br /&gt;
==Decrease Attribute==&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE [ATTRIBUTE] &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
This spell weakens the target by decreasing a designated Attribute. A version of this spell exists for each Physical and Mental attribute, but not for Special attributes (Initiative, Edge, Essence, Magic, or Resonance). It affects both natural and augmented Attributes.This spell is cast with an Opposed Spellcasting + Magic [Force] v. (targeted Attribute) + Willpower Test. If the magician wins, the Attribute is reduced by the spell’s net hits. If a Physical Attribute is reduced to 0, the victim is incapacitated and paralyzed. If a Mental Attribute is reduced to 0, the victim stands still, mindlessly confused. Decreasing an Attribute also affects any other derived statistics that use it (for example, if Reaction or Intuition is lowered, Initiative is lowered as well) as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Detox==&lt;br /&gt;
{{SR5:Spell Template|Name=DETOX&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
Detox relieves the side effects of a drug or poison. The Force of the spell must equal or exceed the toxin’s base DV. A single hit is sufficient to eliminate all symptoms. Detox does not heal or prevent damage done by toxins, but it eliminates any side effects they may have on the victim (dizziness, hallucinations, nausea, pain, and so forth). Detox is the hangover cure of choice among those who can afford it.&lt;br /&gt;
&lt;br /&gt;
==Heal==&lt;br /&gt;
{{SR5:Spell Template|Name=HEAL &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell’s hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (you can split hits between healing and reducing time).&lt;br /&gt;
&lt;br /&gt;
Any boxes of Physical damage your target still has after any boxes are healed magically can only be healed by time and rest.&lt;br /&gt;
&lt;br /&gt;
==Increase Attribute==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE [ATTRIBUTE] &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
This spell increases an Attribute (natural or augmented) on a voluntary subject. A version of this spell exists for each Physical and Mental attribute, but not for Special Attributes (Initiative, Edge, Essence, Magic, or Resonance). The Force of the spell must equal or exceed the (augmented) value of the Attribute being affected. The Attribute is increased by an amount equal to the hits scored, up to the target’s augmented maximum (any hits that would increase the Attribute beyond its augmented maximum are ignored). Each Attribute can only be affected by a single Increase Attribute spell at a time.&lt;br /&gt;
&lt;br /&gt;
Note that increasing an Attribute may affect other derived statistics (Increase Reaction also affects Initiative, for example, while Increase Body adds extra boxes to the character’s Physical Condition Monitor for as long as the spell lasts).&lt;br /&gt;
&lt;br /&gt;
==Increase Reflexes==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE REFLEXES &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
This spell increases the initiative of a subject. Each hit rolled on the Spellcasting Test adds +1 to the target’s Initiative, and every two hits adds one Initiative Die. A character can only be affected by a single Increase Reflexes spell at a time, and the maximum Initiative Dice anyone can have is +5D6.&lt;br /&gt;
&lt;br /&gt;
==Oxygenate==&lt;br /&gt;
{{SR5:Spell Template|Name=OXYGENATE&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 5&lt;br /&gt;
}}&lt;br /&gt;
This spell oxygenates the blood of a voluntary subject, providing extra Body dice (1 die for every hit) to resist suffocation, strangulation, the effects of inhaled gas, or any other effect of oxygen deprivation. The spell also allows the subject to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==Prophylaxis==&lt;br /&gt;
{{SR5:Spell Template|Name=PROPHYLAXIS&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
This spell provides an extra die per hit for a subject to resist infection, drugs, or toxins. The spell does not discriminate between harmful and beneficial drugs, so the subject also resists medicines and other helpful drugs while under its effects. Reduce the bonuses of a beneficial drug by 1 for every hit rolled in the casting; three or more hits block effects that do not have a bonus or penalty associated with them.&lt;br /&gt;
&lt;br /&gt;
==Resist Pain==&lt;br /&gt;
{{SR5:Spell Template|Name=RESIST PAIN&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
Resist Pain allows the subject to ignore the pain of injuries, reducing penalties from Physical or Stun damage. Each hit on the Spellcasting Test removes the effect of one box of damage from each of the subject’s Condition Monitor tracks. It does not remove the damage itself; it only eliminates the modifiers. If all of the boxes on the track are filled, the character still falls unconscious.&lt;br /&gt;
&lt;br /&gt;
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 level at which the patient is resisting pain or if the existing injuries heal, the spell dissipates. A person can only be under the effects of one Resist Pain spell at a time (the one with the most hits).&lt;br /&gt;
&lt;br /&gt;
==Stabilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STABILIZE&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
When applied to a character with a filled Physical damage track, this spell stabilizes all vital functions and prevents the character from dying. The spell’s Force must equal or exceed the overflow damage already taken when the spell starts. The full time must be taken for the spell to become permanent before the character is truly stabilized; hits reduce the time it takes by 1 Combat Turn each. If successful, the spell prevents the character from taking further damage from Physical Damage Overflow (p. 209).&lt;br /&gt;
&lt;br /&gt;
==Ambidexterity==&lt;br /&gt;
{{SR5:Spell Template|Name=AMBIDEXTERITY&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Ambidexterity allows the spellcaster to temporarily grant the Ambidextrous quality (p. 172, SR5) onto a willing subject. The effect lasts 1 Combat Turn for every hit on the Spellcasting Test. The spellcaster must touch the subject to activate the spell.&lt;br /&gt;
&lt;br /&gt;
==Alleviate Addiction==&lt;br /&gt;
{{SR5:Spell Template|Name=ALLEVIATE ADDICTION&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Alleviate Addiction temporarily reduces the effects of addiction on the subject’s body and mind (p. 77, SR5). Every net hit reduces the addiction level by one (from Severe to Moderate, for example). This spell does not remove the addiction; it only alleviates its effects, and it can only address the effects of one addiction at a time. This cure only last while the spell is powered and then the Addiction returns at full force. Note that this spell does not work against the effects of Focus Addiction (p. 319, SR5).&lt;br /&gt;
&lt;br /&gt;
==Alleviate Allergy==&lt;br /&gt;
{{SR5:Spell Template|Name=ALLEVIATE [ALLERGY]&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Alleviate Allergy temporarily blocks or reduces the effects of an allergy on the target’s body and mind (p. 78, SR5). Every net hit reduces the allergy level by one (from Moderate to Mild, for example). This spell does not remove the allergy, only alleviates its effects, and it only alleviates the effects of one allergy at a time. The Allergy returns at full force once the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Awaken==&lt;br /&gt;
{{SR5:Spell Template|Name=AWAKEN&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Awaken allows the spellcaster to immediately wake an unconscious target and instantly bring them to full alertness, temporarily alleviating the effects of Stun, including modifiers from damage. This spells works on a subject that is unconscious due to an external cause such as injury, medication, or chemicals. &lt;br /&gt;
&lt;br /&gt;
The caster must achieve a threshold equal to the Stun modifiers (or 1 for targets simply asleep) the subject currently experiences. The subject remains conscious as long as the spell is sustained. At the end of that period, the character relapses into unconsciousness. Afterwards, the subject must endure all the Stun damage (this includes any new Stun damage accumulated while awake) at twice the typical duration. This effect lasts until all Stun damage is healed. Sadly, the caster may not cast this spell on herself. &lt;br /&gt;
&lt;br /&gt;
==Crank==&lt;br /&gt;
{{SR5:Spell Template|Name=CRANK&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Crank alleviates a voluntary subject’s physical need for sleep. Every hit scored approximates one hour of sleep for purposes of resisting Fatigue (p. 172, SR5). Popular among student magicians, Crank has a significant downside. At the gamemaster’s discretion, a character who abuses Crank to avoid actual sleep for long periods may find themselves addicted to magically aided sleep deprivation (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Decrease Reflexes==&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE REFLEXES&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Decrease Reflexes allows the spellcaster to decrease the reflexes (as represented by Initiative Score) of a target. The target resists with Reaction + Counterspelling. The Force of the spell must equal or exceed the target’s Reaction. Every net hit achieved reduces the target’s Initiative Score by 1.&lt;br /&gt;
&lt;br /&gt;
==Enabler==&lt;br /&gt;
{{SR5:Spell Template|Name=ENABLER &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Enabler is the opposite of the spell Antidote (p. 288, SR5). This spell increases the target’s susceptibility to drugs or toxins. Naturally, Enabler is popular with wiz-gangers to help themselves and other druggies get a better high.   The target resists with Body + Counterspelling. Each net hit scored reduces the target’s dice pool by 1 for the Toxin Resistance Test. Enabler must be sustained until the toxin effect kicks in, otherwise it does not affect the Resistance Test.&lt;br /&gt;
&lt;br /&gt;
==Fast==&lt;br /&gt;
{{SR5:Spell Template|Name=FAST&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Fast grants a voluntary subject the ability to supplant feelings of hunger or thirst for as long as the spell is sustained. Each hit allows the target to ignore the symptoms of one skipped meal. Fast does not alleviate the biological need for food or water. Once the spell ends, the subject immediately suffers any effects of from dehydration or starvation. The wealthy sometimes use Fast as a painless “diet spell.” Hunger pangs and the effects of not eating and drinking immediately return to the subject. &lt;br /&gt;
&lt;br /&gt;
Subjects under the effects of this spell for more than seventy-two hours risk permanent damage. The gamemaster should apply Fatigue damage and the Disorientation effect (p. 409, SR5) as appropriate to any subject that uses Fast excessively. &lt;br /&gt;
&lt;br /&gt;
==Forced Defense==&lt;br /&gt;
{{SR5:Spell Template|Name=FORCED DEFENSE&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A trained runner learns to control and master her survival instincts to take calculated risks. Forced Defense triggers these primal urges to survive at all costs. The spellcaster must succeed in a Magic + Spellcasting Test opposed by the target’s Body (+ Counterspelling). The target of this spell is forced to interrupt her current action to go on Full Defense (p. 191, SR5). The number of hits scored by the caster determines the number of Combat Turns that the target is forced to remain at Full Defense. This spell does not force the target to remain in the area or the combat. For more information on Active Defenses, see p. 190, SR5.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Inherent Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE INHERENT LIMITS&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE INHERENT LIMITS&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Every character has three inherent limits (Physical, Mental, and Social) that determine how many of the hits from your initial roll you can actually use to determine the result of the test (p. 47, SR5). This set of spells allows a spellcaster to temporarily help a subject overcome these limits for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must touch the subject to activate the spell and then select a single inherent limit to affect with this spell. Only one inherent limit may be altered at a time. Recasting the spell on a subject wipes away the previous alteration. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Just so we’re clear: Increase Inherent Limits increases the limit of a subject while Decrease Inherent Limits decreases the limits of a target.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Health&amp;diff=2457</id>
		<title>SR5:Spells:Health</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Health&amp;diff=2457"/>
		<updated>2016-06-23T16:35:41Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Enabler */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Health spells can heal physical injury, cure diseases (or inflict symptoms), detoxify poisons or drugs (or mimic their effects), and modify attributes. No techniques currently known to magic can erase Stun damage or cure psychological conditions. All health spells require the magician to physically touch the subject of the spell—this “laying on of hands” is traditional in magical healing lore the world over.&lt;br /&gt;
&lt;br /&gt;
Most health spells are cast with a simple Spellcasting + Magic [Force] Test. Exceptions are listed in the spell descriptions.&lt;br /&gt;
&lt;br /&gt;
;Essence:Low-Essence characters are more difficult to affect with some health spells. It’s hard to put the body back into its natural state when that state has been unnaturally altered. In game terms, this means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Antidote==&lt;br /&gt;
{{SR5:Spell Template|Name=ANTIDOTE&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
This spell helps a poisoned subject overcome a toxin. Casters use it after the target has been poisoned, but before the target needs to make her Toxin Resistance Test, based on the Speed of the toxin. Add the hits from this spell directly to the hits from the Toxin Resistance Test.&lt;br /&gt;
&lt;br /&gt;
==Cure Disease==&lt;br /&gt;
{{SR5:Spell Template|Name=CURE DISEASE &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
This spell is used at any point after infection to help a patient overcome illness. The infected character receives a number of additional dice on her Disease Resistance Test equal to the spell’s net hits until the patient recovers (or dies). It does not heal any damage already inflicted by the disease (that requires a separate Healing spell).&lt;br /&gt;
&lt;br /&gt;
==Decrease Attribute==&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE [ATTRIBUTE] &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
This spell weakens the target by decreasing a designated Attribute. A version of this spell exists for each Physical and Mental attribute, but not for Special attributes (Initiative, Edge, Essence, Magic, or Resonance). It affects both natural and augmented Attributes.This spell is cast with an Opposed Spellcasting + Magic [Force] v. (targeted Attribute) + Willpower Test. If the magician wins, the Attribute is reduced by the spell’s net hits. If a Physical Attribute is reduced to 0, the victim is incapacitated and paralyzed. If a Mental Attribute is reduced to 0, the victim stands still, mindlessly confused. Decreasing an Attribute also affects any other derived statistics that use it (for example, if Reaction or Intuition is lowered, Initiative is lowered as well) as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Detox==&lt;br /&gt;
{{SR5:Spell Template|Name=DETOX&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
Detox relieves the side effects of a drug or poison. The Force of the spell must equal or exceed the toxin’s base DV. A single hit is sufficient to eliminate all symptoms. Detox does not heal or prevent damage done by toxins, but it eliminates any side effects they may have on the victim (dizziness, hallucinations, nausea, pain, and so forth). Detox is the hangover cure of choice among those who can afford it.&lt;br /&gt;
&lt;br /&gt;
==Heal==&lt;br /&gt;
{{SR5:Spell Template|Name=HEAL &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell’s hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (you can split hits between healing and reducing time).&lt;br /&gt;
&lt;br /&gt;
Any boxes of Physical damage your target still has after any boxes are healed magically can only be healed by time and rest.&lt;br /&gt;
&lt;br /&gt;
==Increase Attribute==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE [ATTRIBUTE] &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
This spell increases an Attribute (natural or augmented) on a voluntary subject. A version of this spell exists for each Physical and Mental attribute, but not for Special Attributes (Initiative, Edge, Essence, Magic, or Resonance). The Force of the spell must equal or exceed the (augmented) value of the Attribute being affected. The Attribute is increased by an amount equal to the hits scored, up to the target’s augmented maximum (any hits that would increase the Attribute beyond its augmented maximum are ignored). Each Attribute can only be affected by a single Increase Attribute spell at a time.&lt;br /&gt;
&lt;br /&gt;
Note that increasing an Attribute may affect other derived statistics (Increase Reaction also affects Initiative, for example, while Increase Body adds extra boxes to the character’s Physical Condition Monitor for as long as the spell lasts).&lt;br /&gt;
&lt;br /&gt;
==Increase Reflexes==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE REFLEXES &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
This spell increases the initiative of a subject. Each hit rolled on the Spellcasting Test adds +1 to the target’s Initiative, and every two hits adds one Initiative Die. A character can only be affected by a single Increase Reflexes spell at a time, and the maximum Initiative Dice anyone can have is +5D6.&lt;br /&gt;
&lt;br /&gt;
==Oxygenate==&lt;br /&gt;
{{SR5:Spell Template|Name=OXYGENATE&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 5&lt;br /&gt;
}}&lt;br /&gt;
This spell oxygenates the blood of a voluntary subject, providing extra Body dice (1 die for every hit) to resist suffocation, strangulation, the effects of inhaled gas, or any other effect of oxygen deprivation. The spell also allows the subject to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==Prophylaxis==&lt;br /&gt;
{{SR5:Spell Template|Name=PROPHYLAXIS&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
This spell provides an extra die per hit for a subject to resist infection, drugs, or toxins. The spell does not discriminate between harmful and beneficial drugs, so the subject also resists medicines and other helpful drugs while under its effects. Reduce the bonuses of a beneficial drug by 1 for every hit rolled in the casting; three or more hits block effects that do not have a bonus or penalty associated with them.&lt;br /&gt;
&lt;br /&gt;
==Resist Pain==&lt;br /&gt;
{{SR5:Spell Template|Name=RESIST PAIN&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
Resist Pain allows the subject to ignore the pain of injuries, reducing penalties from Physical or Stun damage. Each hit on the Spellcasting Test removes the effect of one box of damage from each of the subject’s Condition Monitor tracks. It does not remove the damage itself; it only eliminates the modifiers. If all of the boxes on the track are filled, the character still falls unconscious.&lt;br /&gt;
&lt;br /&gt;
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 level at which the patient is resisting pain or if the existing injuries heal, the spell dissipates. A person can only be under the effects of one Resist Pain spell at a time (the one with the most hits).&lt;br /&gt;
&lt;br /&gt;
==Stabilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STABILIZE&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
When applied to a character with a filled Physical damage track, this spell stabilizes all vital functions and prevents the character from dying. The spell’s Force must equal or exceed the overflow damage already taken when the spell starts. The full time must be taken for the spell to become permanent before the character is truly stabilized; hits reduce the time it takes by 1 Combat Turn each. If successful, the spell prevents the character from taking further damage from Physical Damage Overflow (p. 209).&lt;br /&gt;
&lt;br /&gt;
==Ambidexterity==&lt;br /&gt;
{{SR5:Spell Template|Name=AMBIDEXTERITY&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Ambidexterity allows the spellcaster to temporarily grant the Ambidextrous quality (p. 172, SR5) onto a willing subject. The effect lasts 1 Combat Turn for every hit on the Spellcasting Test. The spellcaster must touch the subject to activate the spell.&lt;br /&gt;
&lt;br /&gt;
==Alleviate Addiction==&lt;br /&gt;
{{SR5:Spell Template|Name=ALLEVIATE ADDICTION&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Alleviate Addiction temporarily reduces the effects of addiction on the subject’s body and mind (p. 77, SR5). Every net hit reduces the addiction level by one (from Severe to Moderate, for example). This spell does not remove the addiction; it only alleviates its effects, and it can only address the effects of one addiction at a time. This cure only last while the spell is powered and then the Addiction returns at full force. Note that this spell does not work against the effects of Focus Addiction (p. 319, SR5).&lt;br /&gt;
&lt;br /&gt;
==Alleviate Allergy==&lt;br /&gt;
{{SR5:Spell Template|Name=ALLEVIATE [ALLERGY]&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Alleviate Allergy temporarily blocks or reduces the effects of an allergy on the target’s body and mind (p. 78, SR5). Every net hit reduces the allergy level by one (from Moderate to Mild, for example). This spell does not remove the allergy, only alleviates its effects, and it only alleviates the effects of one allergy at a time. The Allergy returns at full force once the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Awaken==&lt;br /&gt;
{{SR5:Spell Template|Name=AWAKEN&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Awaken allows the spellcaster to immediately wake an unconscious target and instantly bring them to full alertness, temporarily alleviating the effects of Stun, including modifiers from damage. This spells works on a subject that is unconscious due to an external cause such as injury, medication, or chemicals. &lt;br /&gt;
&lt;br /&gt;
The caster must achieve a threshold equal to the Stun modifiers (or 1 for targets simply asleep) the subject currently experiences. The subject remains conscious as long as the spell is sustained. At the end of that period, the character relapses into unconsciousness. Afterwards, the subject must endure all the Stun damage (this includes any new Stun damage accumulated while awake) at twice the typical duration. This effect lasts until all Stun damage is healed. Sadly, the caster may not cast this spell on herself. &lt;br /&gt;
&lt;br /&gt;
==Crank==&lt;br /&gt;
{{SR5:Spell Template|Name=CRANK&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Crank alleviates a voluntary subject’s physical need for sleep. Every hit scored approximates one hour of sleep for purposes of resisting Fatigue (p. 172, SR5). Popular among student magicians, Crank has a significant downside. At the gamemaster’s discretion, a character who abuses Crank to avoid actual sleep for long periods may find themselves addicted to magically aided sleep deprivation (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Decrease Reflexes==&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE REFLEXES&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Decrease Reflexes allows the spellcaster to decrease the reflexes (as represented by Initiative Score) of a target. The target resists with Reaction + Counterspelling. The Force of the spell must equal or exceed the target’s Reaction. Every net hit achieved reduces the target’s Initiative Score by 1.&lt;br /&gt;
&lt;br /&gt;
==Enabler==&lt;br /&gt;
{{SR5:Spell Template|Name=ENABLER &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Enabler is the opposite of the spell Antidote (p. 288, SR5). This spell increases the target’s susceptibility to drugs or toxins. Naturally, Enabler is popular with wiz-gangers to help themselves and other druggies get a better high.   The target resists with Body + Counterspelling. Each net hit scored reduces the target’s dice pool by 1 for the Toxin Resistance Test. Enabler must be sustained until the toxin effect kicks in, otherwise it does not affect the Resistance Test.&lt;br /&gt;
&lt;br /&gt;
==Fast==&lt;br /&gt;
{{SR5:Spell Template|Name=FAST&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Fast grants a voluntary subject the ability to supplant feelings of hunger or thirst for as long as the spell is sustained. Each hit allows the target to ignore the symptoms of one skipped meal. Fast does not alleviate the biological need for food or water. Once the spell ends, the subject immediately suffers any effects of from dehydration or starvation. The wealthy sometimes use Fast as a painless “diet spell.” Hunger pangs and the effects of not eating and drinking immediately return to the subject. &lt;br /&gt;
&lt;br /&gt;
Subjects under the effects of this spell for more than seventy-two hours risk permanent damage. The gamemaster should apply Fatigue damage and the Disorientation effect (p. 409, SR5) as appropriate to any subject that uses Fast excessively. &lt;br /&gt;
&lt;br /&gt;
==Forced Defense==&lt;br /&gt;
{{SR5:Spell Template|Name=FORCED DEFENSE&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A trained runner learns to control and master her survival instincts to take calculated risks. Forced Defense triggers these primal urges to survive at all costs. The spellcaster must succeed in a Magic + Spellcasting Test opposed by the target’s Body (+ Counterspelling). The target of this spell is forced to interrupt her current action to go on Full Defense (p. 191, SR5). The number of hits scored by the caster determines the number of Combat Turns that the target is forced to remain at Full Defense. This spell does not force the target to remain in the area or the combat. For more information on Active Defenses, see p. 190, SR5.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Inherent Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE INHERENT LIMITS&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE INHERENT LIMITS&lt;br /&gt;
|Effects=(NEGATIVE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Every character has three inherent limits (Physical, Mental, and Social) that determine how many of the hits from your initial roll you can actually use to determine the result of the test (p. 47, SR5). This set of spells allows a spellcaster to temporarily help a subject overcome these limits for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must touch the subject to activate the spell and then select a single inherent limit to affect with this spell. Only one inherent limit may be altered at a time. Recasting the spell on a subject wipes away the previous alteration. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Just so we’re clear: Increase Inherent Limits increases the limit of a subject while Decrease Inherent Limits decreases the limits of a target.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Health&amp;diff=2456</id>
		<title>SR5:Spells:Health</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Health&amp;diff=2456"/>
		<updated>2016-06-23T16:35:30Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Decrease Reflexes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Health spells can heal physical injury, cure diseases (or inflict symptoms), detoxify poisons or drugs (or mimic their effects), and modify attributes. No techniques currently known to magic can erase Stun damage or cure psychological conditions. All health spells require the magician to physically touch the subject of the spell—this “laying on of hands” is traditional in magical healing lore the world over.&lt;br /&gt;
&lt;br /&gt;
Most health spells are cast with a simple Spellcasting + Magic [Force] Test. Exceptions are listed in the spell descriptions.&lt;br /&gt;
&lt;br /&gt;
;Essence:Low-Essence characters are more difficult to affect with some health spells. It’s hard to put the body back into its natural state when that state has been unnaturally altered. In game terms, this means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Antidote==&lt;br /&gt;
{{SR5:Spell Template|Name=ANTIDOTE&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
This spell helps a poisoned subject overcome a toxin. Casters use it after the target has been poisoned, but before the target needs to make her Toxin Resistance Test, based on the Speed of the toxin. Add the hits from this spell directly to the hits from the Toxin Resistance Test.&lt;br /&gt;
&lt;br /&gt;
==Cure Disease==&lt;br /&gt;
{{SR5:Spell Template|Name=CURE DISEASE &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
This spell is used at any point after infection to help a patient overcome illness. The infected character receives a number of additional dice on her Disease Resistance Test equal to the spell’s net hits until the patient recovers (or dies). It does not heal any damage already inflicted by the disease (that requires a separate Healing spell).&lt;br /&gt;
&lt;br /&gt;
==Decrease Attribute==&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE [ATTRIBUTE] &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
This spell weakens the target by decreasing a designated Attribute. A version of this spell exists for each Physical and Mental attribute, but not for Special attributes (Initiative, Edge, Essence, Magic, or Resonance). It affects both natural and augmented Attributes.This spell is cast with an Opposed Spellcasting + Magic [Force] v. (targeted Attribute) + Willpower Test. If the magician wins, the Attribute is reduced by the spell’s net hits. If a Physical Attribute is reduced to 0, the victim is incapacitated and paralyzed. If a Mental Attribute is reduced to 0, the victim stands still, mindlessly confused. Decreasing an Attribute also affects any other derived statistics that use it (for example, if Reaction or Intuition is lowered, Initiative is lowered as well) as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Detox==&lt;br /&gt;
{{SR5:Spell Template|Name=DETOX&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
Detox relieves the side effects of a drug or poison. The Force of the spell must equal or exceed the toxin’s base DV. A single hit is sufficient to eliminate all symptoms. Detox does not heal or prevent damage done by toxins, but it eliminates any side effects they may have on the victim (dizziness, hallucinations, nausea, pain, and so forth). Detox is the hangover cure of choice among those who can afford it.&lt;br /&gt;
&lt;br /&gt;
==Heal==&lt;br /&gt;
{{SR5:Spell Template|Name=HEAL &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell’s hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (you can split hits between healing and reducing time).&lt;br /&gt;
&lt;br /&gt;
Any boxes of Physical damage your target still has after any boxes are healed magically can only be healed by time and rest.&lt;br /&gt;
&lt;br /&gt;
==Increase Attribute==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE [ATTRIBUTE] &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
This spell increases an Attribute (natural or augmented) on a voluntary subject. A version of this spell exists for each Physical and Mental attribute, but not for Special Attributes (Initiative, Edge, Essence, Magic, or Resonance). The Force of the spell must equal or exceed the (augmented) value of the Attribute being affected. The Attribute is increased by an amount equal to the hits scored, up to the target’s augmented maximum (any hits that would increase the Attribute beyond its augmented maximum are ignored). Each Attribute can only be affected by a single Increase Attribute spell at a time.&lt;br /&gt;
&lt;br /&gt;
Note that increasing an Attribute may affect other derived statistics (Increase Reaction also affects Initiative, for example, while Increase Body adds extra boxes to the character’s Physical Condition Monitor for as long as the spell lasts).&lt;br /&gt;
&lt;br /&gt;
==Increase Reflexes==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE REFLEXES &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
This spell increases the initiative of a subject. Each hit rolled on the Spellcasting Test adds +1 to the target’s Initiative, and every two hits adds one Initiative Die. A character can only be affected by a single Increase Reflexes spell at a time, and the maximum Initiative Dice anyone can have is +5D6.&lt;br /&gt;
&lt;br /&gt;
==Oxygenate==&lt;br /&gt;
{{SR5:Spell Template|Name=OXYGENATE&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 5&lt;br /&gt;
}}&lt;br /&gt;
This spell oxygenates the blood of a voluntary subject, providing extra Body dice (1 die for every hit) to resist suffocation, strangulation, the effects of inhaled gas, or any other effect of oxygen deprivation. The spell also allows the subject to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==Prophylaxis==&lt;br /&gt;
{{SR5:Spell Template|Name=PROPHYLAXIS&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
This spell provides an extra die per hit for a subject to resist infection, drugs, or toxins. The spell does not discriminate between harmful and beneficial drugs, so the subject also resists medicines and other helpful drugs while under its effects. Reduce the bonuses of a beneficial drug by 1 for every hit rolled in the casting; three or more hits block effects that do not have a bonus or penalty associated with them.&lt;br /&gt;
&lt;br /&gt;
==Resist Pain==&lt;br /&gt;
{{SR5:Spell Template|Name=RESIST PAIN&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
Resist Pain allows the subject to ignore the pain of injuries, reducing penalties from Physical or Stun damage. Each hit on the Spellcasting Test removes the effect of one box of damage from each of the subject’s Condition Monitor tracks. It does not remove the damage itself; it only eliminates the modifiers. If all of the boxes on the track are filled, the character still falls unconscious.&lt;br /&gt;
&lt;br /&gt;
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 level at which the patient is resisting pain or if the existing injuries heal, the spell dissipates. A person can only be under the effects of one Resist Pain spell at a time (the one with the most hits).&lt;br /&gt;
&lt;br /&gt;
==Stabilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STABILIZE&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
When applied to a character with a filled Physical damage track, this spell stabilizes all vital functions and prevents the character from dying. The spell’s Force must equal or exceed the overflow damage already taken when the spell starts. The full time must be taken for the spell to become permanent before the character is truly stabilized; hits reduce the time it takes by 1 Combat Turn each. If successful, the spell prevents the character from taking further damage from Physical Damage Overflow (p. 209).&lt;br /&gt;
&lt;br /&gt;
==Ambidexterity==&lt;br /&gt;
{{SR5:Spell Template|Name=AMBIDEXTERITY&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Ambidexterity allows the spellcaster to temporarily grant the Ambidextrous quality (p. 172, SR5) onto a willing subject. The effect lasts 1 Combat Turn for every hit on the Spellcasting Test. The spellcaster must touch the subject to activate the spell.&lt;br /&gt;
&lt;br /&gt;
==Alleviate Addiction==&lt;br /&gt;
{{SR5:Spell Template|Name=ALLEVIATE ADDICTION&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Alleviate Addiction temporarily reduces the effects of addiction on the subject’s body and mind (p. 77, SR5). Every net hit reduces the addiction level by one (from Severe to Moderate, for example). This spell does not remove the addiction; it only alleviates its effects, and it can only address the effects of one addiction at a time. This cure only last while the spell is powered and then the Addiction returns at full force. Note that this spell does not work against the effects of Focus Addiction (p. 319, SR5).&lt;br /&gt;
&lt;br /&gt;
==Alleviate Allergy==&lt;br /&gt;
{{SR5:Spell Template|Name=ALLEVIATE [ALLERGY]&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Alleviate Allergy temporarily blocks or reduces the effects of an allergy on the target’s body and mind (p. 78, SR5). Every net hit reduces the allergy level by one (from Moderate to Mild, for example). This spell does not remove the allergy, only alleviates its effects, and it only alleviates the effects of one allergy at a time. The Allergy returns at full force once the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Awaken==&lt;br /&gt;
{{SR5:Spell Template|Name=AWAKEN&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Awaken allows the spellcaster to immediately wake an unconscious target and instantly bring them to full alertness, temporarily alleviating the effects of Stun, including modifiers from damage. This spells works on a subject that is unconscious due to an external cause such as injury, medication, or chemicals. &lt;br /&gt;
&lt;br /&gt;
The caster must achieve a threshold equal to the Stun modifiers (or 1 for targets simply asleep) the subject currently experiences. The subject remains conscious as long as the spell is sustained. At the end of that period, the character relapses into unconsciousness. Afterwards, the subject must endure all the Stun damage (this includes any new Stun damage accumulated while awake) at twice the typical duration. This effect lasts until all Stun damage is healed. Sadly, the caster may not cast this spell on herself. &lt;br /&gt;
&lt;br /&gt;
==Crank==&lt;br /&gt;
{{SR5:Spell Template|Name=CRANK&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Crank alleviates a voluntary subject’s physical need for sleep. Every hit scored approximates one hour of sleep for purposes of resisting Fatigue (p. 172, SR5). Popular among student magicians, Crank has a significant downside. At the gamemaster’s discretion, a character who abuses Crank to avoid actual sleep for long periods may find themselves addicted to magically aided sleep deprivation (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Decrease Reflexes==&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE REFLEXES&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Decrease Reflexes allows the spellcaster to decrease the reflexes (as represented by Initiative Score) of a target. The target resists with Reaction + Counterspelling. The Force of the spell must equal or exceed the target’s Reaction. Every net hit achieved reduces the target’s Initiative Score by 1.&lt;br /&gt;
&lt;br /&gt;
==Enabler==&lt;br /&gt;
{{SR5:Spell Template|Name=ENABLER &lt;br /&gt;
|Effects=(NEGATIVE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Enabler is the opposite of the spell Antidote (p. 288, SR5). This spell increases the target’s susceptibility to drugs or toxins. Naturally, Enabler is popular with wiz-gangers to help themselves and other druggies get a better high.   The target resists with Body + Counterspelling. Each net hit scored reduces the target’s dice pool by 1 for the Toxin Resistance Test. Enabler must be sustained until the toxin effect kicks in, otherwise it does not affect the Resistance Test.&lt;br /&gt;
&lt;br /&gt;
==Fast==&lt;br /&gt;
{{SR5:Spell Template|Name=FAST&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Fast grants a voluntary subject the ability to supplant feelings of hunger or thirst for as long as the spell is sustained. Each hit allows the target to ignore the symptoms of one skipped meal. Fast does not alleviate the biological need for food or water. Once the spell ends, the subject immediately suffers any effects of from dehydration or starvation. The wealthy sometimes use Fast as a painless “diet spell.” Hunger pangs and the effects of not eating and drinking immediately return to the subject. &lt;br /&gt;
&lt;br /&gt;
Subjects under the effects of this spell for more than seventy-two hours risk permanent damage. The gamemaster should apply Fatigue damage and the Disorientation effect (p. 409, SR5) as appropriate to any subject that uses Fast excessively. &lt;br /&gt;
&lt;br /&gt;
==Forced Defense==&lt;br /&gt;
{{SR5:Spell Template|Name=FORCED DEFENSE&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A trained runner learns to control and master her survival instincts to take calculated risks. Forced Defense triggers these primal urges to survive at all costs. The spellcaster must succeed in a Magic + Spellcasting Test opposed by the target’s Body (+ Counterspelling). The target of this spell is forced to interrupt her current action to go on Full Defense (p. 191, SR5). The number of hits scored by the caster determines the number of Combat Turns that the target is forced to remain at Full Defense. This spell does not force the target to remain in the area or the combat. For more information on Active Defenses, see p. 190, SR5.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Inherent Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE INHERENT LIMITS&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE INHERENT LIMITS&lt;br /&gt;
|Effects=(NEGATIVE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Every character has three inherent limits (Physical, Mental, and Social) that determine how many of the hits from your initial roll you can actually use to determine the result of the test (p. 47, SR5). This set of spells allows a spellcaster to temporarily help a subject overcome these limits for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must touch the subject to activate the spell and then select a single inherent limit to affect with this spell. Only one inherent limit may be altered at a time. Recasting the spell on a subject wipes away the previous alteration. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Just so we’re clear: Increase Inherent Limits increases the limit of a subject while Decrease Inherent Limits decreases the limits of a target.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Health&amp;diff=2455</id>
		<title>SR5:Spells:Health</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Health&amp;diff=2455"/>
		<updated>2016-06-23T16:34:52Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Ambidexterity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Health spells can heal physical injury, cure diseases (or inflict symptoms), detoxify poisons or drugs (or mimic their effects), and modify attributes. No techniques currently known to magic can erase Stun damage or cure psychological conditions. All health spells require the magician to physically touch the subject of the spell—this “laying on of hands” is traditional in magical healing lore the world over.&lt;br /&gt;
&lt;br /&gt;
Most health spells are cast with a simple Spellcasting + Magic [Force] Test. Exceptions are listed in the spell descriptions.&lt;br /&gt;
&lt;br /&gt;
;Essence:Low-Essence characters are more difficult to affect with some health spells. It’s hard to put the body back into its natural state when that state has been unnaturally altered. In game terms, this means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Antidote==&lt;br /&gt;
{{SR5:Spell Template|Name=ANTIDOTE&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
This spell helps a poisoned subject overcome a toxin. Casters use it after the target has been poisoned, but before the target needs to make her Toxin Resistance Test, based on the Speed of the toxin. Add the hits from this spell directly to the hits from the Toxin Resistance Test.&lt;br /&gt;
&lt;br /&gt;
==Cure Disease==&lt;br /&gt;
{{SR5:Spell Template|Name=CURE DISEASE &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
This spell is used at any point after infection to help a patient overcome illness. The infected character receives a number of additional dice on her Disease Resistance Test equal to the spell’s net hits until the patient recovers (or dies). It does not heal any damage already inflicted by the disease (that requires a separate Healing spell).&lt;br /&gt;
&lt;br /&gt;
==Decrease Attribute==&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE [ATTRIBUTE] &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
This spell weakens the target by decreasing a designated Attribute. A version of this spell exists for each Physical and Mental attribute, but not for Special attributes (Initiative, Edge, Essence, Magic, or Resonance). It affects both natural and augmented Attributes.This spell is cast with an Opposed Spellcasting + Magic [Force] v. (targeted Attribute) + Willpower Test. If the magician wins, the Attribute is reduced by the spell’s net hits. If a Physical Attribute is reduced to 0, the victim is incapacitated and paralyzed. If a Mental Attribute is reduced to 0, the victim stands still, mindlessly confused. Decreasing an Attribute also affects any other derived statistics that use it (for example, if Reaction or Intuition is lowered, Initiative is lowered as well) as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Detox==&lt;br /&gt;
{{SR5:Spell Template|Name=DETOX&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
Detox relieves the side effects of a drug or poison. The Force of the spell must equal or exceed the toxin’s base DV. A single hit is sufficient to eliminate all symptoms. Detox does not heal or prevent damage done by toxins, but it eliminates any side effects they may have on the victim (dizziness, hallucinations, nausea, pain, and so forth). Detox is the hangover cure of choice among those who can afford it.&lt;br /&gt;
&lt;br /&gt;
==Heal==&lt;br /&gt;
{{SR5:Spell Template|Name=HEAL &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell’s hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (you can split hits between healing and reducing time).&lt;br /&gt;
&lt;br /&gt;
Any boxes of Physical damage your target still has after any boxes are healed magically can only be healed by time and rest.&lt;br /&gt;
&lt;br /&gt;
==Increase Attribute==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE [ATTRIBUTE] &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
This spell increases an Attribute (natural or augmented) on a voluntary subject. A version of this spell exists for each Physical and Mental attribute, but not for Special Attributes (Initiative, Edge, Essence, Magic, or Resonance). The Force of the spell must equal or exceed the (augmented) value of the Attribute being affected. The Attribute is increased by an amount equal to the hits scored, up to the target’s augmented maximum (any hits that would increase the Attribute beyond its augmented maximum are ignored). Each Attribute can only be affected by a single Increase Attribute spell at a time.&lt;br /&gt;
&lt;br /&gt;
Note that increasing an Attribute may affect other derived statistics (Increase Reaction also affects Initiative, for example, while Increase Body adds extra boxes to the character’s Physical Condition Monitor for as long as the spell lasts).&lt;br /&gt;
&lt;br /&gt;
==Increase Reflexes==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE REFLEXES &lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
This spell increases the initiative of a subject. Each hit rolled on the Spellcasting Test adds +1 to the target’s Initiative, and every two hits adds one Initiative Die. A character can only be affected by a single Increase Reflexes spell at a time, and the maximum Initiative Dice anyone can have is +5D6.&lt;br /&gt;
&lt;br /&gt;
==Oxygenate==&lt;br /&gt;
{{SR5:Spell Template|Name=OXYGENATE&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 5&lt;br /&gt;
}}&lt;br /&gt;
This spell oxygenates the blood of a voluntary subject, providing extra Body dice (1 die for every hit) to resist suffocation, strangulation, the effects of inhaled gas, or any other effect of oxygen deprivation. The spell also allows the subject to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
==Prophylaxis==&lt;br /&gt;
{{SR5:Spell Template|Name=PROPHYLAXIS&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
This spell provides an extra die per hit for a subject to resist infection, drugs, or toxins. The spell does not discriminate between harmful and beneficial drugs, so the subject also resists medicines and other helpful drugs while under its effects. Reduce the bonuses of a beneficial drug by 1 for every hit rolled in the casting; three or more hits block effects that do not have a bonus or penalty associated with them.&lt;br /&gt;
&lt;br /&gt;
==Resist Pain==&lt;br /&gt;
{{SR5:Spell Template|Name=RESIST PAIN&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
Resist Pain allows the subject to ignore the pain of injuries, reducing penalties from Physical or Stun damage. Each hit on the Spellcasting Test removes the effect of one box of damage from each of the subject’s Condition Monitor tracks. It does not remove the damage itself; it only eliminates the modifiers. If all of the boxes on the track are filled, the character still falls unconscious.&lt;br /&gt;
&lt;br /&gt;
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 level at which the patient is resisting pain or if the existing injuries heal, the spell dissipates. A person can only be under the effects of one Resist Pain spell at a time (the one with the most hits).&lt;br /&gt;
&lt;br /&gt;
==Stabilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STABILIZE&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=P|Drain=F – 4&lt;br /&gt;
}}&lt;br /&gt;
When applied to a character with a filled Physical damage track, this spell stabilizes all vital functions and prevents the character from dying. The spell’s Force must equal or exceed the overflow damage already taken when the spell starts. The full time must be taken for the spell to become permanent before the character is truly stabilized; hits reduce the time it takes by 1 Combat Turn each. If successful, the spell prevents the character from taking further damage from Physical Damage Overflow (p. 209).&lt;br /&gt;
&lt;br /&gt;
==Ambidexterity==&lt;br /&gt;
{{SR5:Spell Template|Name=AMBIDEXTERITY&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Ambidexterity allows the spellcaster to temporarily grant the Ambidextrous quality (p. 172, SR5) onto a willing subject. The effect lasts 1 Combat Turn for every hit on the Spellcasting Test. The spellcaster must touch the subject to activate the spell.&lt;br /&gt;
&lt;br /&gt;
==Alleviate Addiction==&lt;br /&gt;
{{SR5:Spell Template|Name=ALLEVIATE ADDICTION&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Alleviate Addiction temporarily reduces the effects of addiction on the subject’s body and mind (p. 77, SR5). Every net hit reduces the addiction level by one (from Severe to Moderate, for example). This spell does not remove the addiction; it only alleviates its effects, and it can only address the effects of one addiction at a time. This cure only last while the spell is powered and then the Addiction returns at full force. Note that this spell does not work against the effects of Focus Addiction (p. 319, SR5).&lt;br /&gt;
&lt;br /&gt;
==Alleviate Allergy==&lt;br /&gt;
{{SR5:Spell Template|Name=ALLEVIATE [ALLERGY]&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Alleviate Allergy temporarily blocks or reduces the effects of an allergy on the target’s body and mind (p. 78, SR5). Every net hit reduces the allergy level by one (from Moderate to Mild, for example). This spell does not remove the allergy, only alleviates its effects, and it only alleviates the effects of one allergy at a time. The Allergy returns at full force once the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Awaken==&lt;br /&gt;
{{SR5:Spell Template|Name=AWAKEN&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Awaken allows the spellcaster to immediately wake an unconscious target and instantly bring them to full alertness, temporarily alleviating the effects of Stun, including modifiers from damage. This spells works on a subject that is unconscious due to an external cause such as injury, medication, or chemicals. &lt;br /&gt;
&lt;br /&gt;
The caster must achieve a threshold equal to the Stun modifiers (or 1 for targets simply asleep) the subject currently experiences. The subject remains conscious as long as the spell is sustained. At the end of that period, the character relapses into unconsciousness. Afterwards, the subject must endure all the Stun damage (this includes any new Stun damage accumulated while awake) at twice the typical duration. This effect lasts until all Stun damage is healed. Sadly, the caster may not cast this spell on herself. &lt;br /&gt;
&lt;br /&gt;
==Crank==&lt;br /&gt;
{{SR5:Spell Template|Name=CRANK&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Crank alleviates a voluntary subject’s physical need for sleep. Every hit scored approximates one hour of sleep for purposes of resisting Fatigue (p. 172, SR5). Popular among student magicians, Crank has a significant downside. At the gamemaster’s discretion, a character who abuses Crank to avoid actual sleep for long periods may find themselves addicted to magically aided sleep deprivation (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Decrease Reflexes==&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE REFLEXES&lt;br /&gt;
|Effects=(NEGATIVE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Decrease Reflexes allows the spellcaster to decrease the reflexes (as represented by Initiative Score) of a target. The target resists with Reaction + Counterspelling. The Force of the spell must equal or exceed the target’s Reaction. Every net hit achieved reduces the target’s Initiative Score by 1.&lt;br /&gt;
&lt;br /&gt;
==Enabler==&lt;br /&gt;
{{SR5:Spell Template|Name=ENABLER &lt;br /&gt;
|Effects=(NEGATIVE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Enabler is the opposite of the spell Antidote (p. 288, SR5). This spell increases the target’s susceptibility to drugs or toxins. Naturally, Enabler is popular with wiz-gangers to help themselves and other druggies get a better high.   The target resists with Body + Counterspelling. Each net hit scored reduces the target’s dice pool by 1 for the Toxin Resistance Test. Enabler must be sustained until the toxin effect kicks in, otherwise it does not affect the Resistance Test.&lt;br /&gt;
&lt;br /&gt;
==Fast==&lt;br /&gt;
{{SR5:Spell Template|Name=FAST&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Fast grants a voluntary subject the ability to supplant feelings of hunger or thirst for as long as the spell is sustained. Each hit allows the target to ignore the symptoms of one skipped meal. Fast does not alleviate the biological need for food or water. Once the spell ends, the subject immediately suffers any effects of from dehydration or starvation. The wealthy sometimes use Fast as a painless “diet spell.” Hunger pangs and the effects of not eating and drinking immediately return to the subject. &lt;br /&gt;
&lt;br /&gt;
Subjects under the effects of this spell for more than seventy-two hours risk permanent damage. The gamemaster should apply Fatigue damage and the Disorientation effect (p. 409, SR5) as appropriate to any subject that uses Fast excessively. &lt;br /&gt;
&lt;br /&gt;
==Forced Defense==&lt;br /&gt;
{{SR5:Spell Template|Name=FORCED DEFENSE&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A trained runner learns to control and master her survival instincts to take calculated risks. Forced Defense triggers these primal urges to survive at all costs. The spellcaster must succeed in a Magic + Spellcasting Test opposed by the target’s Body (+ Counterspelling). The target of this spell is forced to interrupt her current action to go on Full Defense (p. 191, SR5). The number of hits scored by the caster determines the number of Combat Turns that the target is forced to remain at Full Defense. This spell does not force the target to remain in the area or the combat. For more information on Active Defenses, see p. 190, SR5.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Inherent Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE INHERENT LIMITS&lt;br /&gt;
|Effects=(ESSENCE)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE INHERENT LIMITS&lt;br /&gt;
|Effects=(NEGATIVE)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Every character has three inherent limits (Physical, Mental, and Social) that determine how many of the hits from your initial roll you can actually use to determine the result of the test (p. 47, SR5). This set of spells allows a spellcaster to temporarily help a subject overcome these limits for the duration of the spell. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must touch the subject to activate the spell and then select a single inherent limit to affect with this spell. Only one inherent limit may be altered at a time. Recasting the spell on a subject wipes away the previous alteration. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Just so we’re clear: Increase Inherent Limits increases the limit of a subject while Decrease Inherent Limits decreases the limits of a target.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Combat&amp;diff=2454</id>
		<title>SR5:Spells:Combat</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Combat&amp;diff=2454"/>
		<updated>2016-06-23T16:31:45Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Pollutant Stream, Pollutant Wave */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Combat Spells use Mana to create damaging effects, either by direct or indirect means. They're a mana-slinger's guns, and are treated that way by law enforcement.&lt;br /&gt;
;Direct:When your direct combat spell is successfully cast, it inflicts a number of boxes of damage equal to your net hits on the opposed test. The opposed test generally pits your '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] against either '''[[SR5:Attributes#Body|Body]]''' (for physical spells) or '''[[SR5:Attributes#Willpower|Willpower]]''' (for mana spells). The target does not get to resist the damage, only the '''[[SR5:Skills#Spellcasting|Spellcasting test]]'''.&lt;br /&gt;
&lt;br /&gt;
;Indirect:All indirect combat spells originate near the magician’s body (most magicians use their hands or eyes, but some use their feet for “power kicks” or emanate power from the entire body for a kind of an aura-throwing effect). The spell then is launched with an Opposed Test that pits the magician’s '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] versus the target’s '''[[SR5:Attributes#Reaction|Reaction]]''' + '''[[SR5:Attributes#Intuition|Intuition]]''', kind of like shooting a gun (in this case with bullets made of acid, or fire, or something equally unpleasant to be hit by). So you don’t really need to be able to see the target—you can cast these spells blindfolded or with artificial image enhancement—as long as you’ve got a clear line of fire. The Damage Value of a successful indirect combat spell is '''[[SR5:Skills#Spellcasting|Force]]''' + net hits, with an AP equal to –('''[[SR5:Skills#Spellcasting|Force]]'''). Damage from an indirect combat spell is resisted with '''[[SR5:Attributes#Body|Body]]''' + Armor (adjusted for the spell’s AP).&lt;br /&gt;
&lt;br /&gt;
;Indirect Area: Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for '''[[SR5:Combat#Grenades|grenades]]''': a '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] (3) Test with scatter of 2D6 meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit.&lt;br /&gt;
&lt;br /&gt;
;Elemental:These spells cause extra damage ('''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Special Damage Types]]'''). The specific type is listed in the spell description.&lt;br /&gt;
&lt;br /&gt;
==Acid Stream, Toxic Wave==&lt;br /&gt;
{{SR5:Spell Template|Name=ACID STREAM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F-3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=TOXIC WAVE&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F-1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These spells create a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material—treat it as '''[[SR5:Combat Rules:Elemental Damage#Acid Damage|Acid Damage]]''', with appropriate effects on the affected area and any objects therein. The acid quickly evaporates, but the damage it inflicts remains. Acid Stream is a single-target spell, Toxic Wave is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Punch, Clout, Blast==&lt;br /&gt;
{{SR5:Spell Template|Name=PUNCH&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=T|Damage=S&lt;br /&gt;
|Duration=I|Drain=F-6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=CLOUT&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=LOS|Damage=S&lt;br /&gt;
|Duration=I|Drain=F-3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=BLAST&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=S&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells smack the target(s) with invisible psychokinetic force, similar to a bruising punch, that inflicts Stun damage. Punch requires you to touch the target. Clout affects a single target, while Blast is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Death Touch, Manabolt, Manaball==&lt;br /&gt;
{{SR5:Spell Template|Name=DEATH TOUCH&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANABOLT&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MANABALL&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS (A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
Death Touch, Manabolt, and Manaball all channel destructive magical power into the target, doing Physical damage. The damage inflicted is similar to massive cellular die off from radiation or necrotizing fasciitis, but without the continuing effects. But still, ick. Since they are mana spells, spells in this group only affect living and magical targets and are resisted with Willpower. Death Touch requires the magician to touch the target. Manabolt affects a single target, Manaball is an area-effect spell.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower, Fireball==&lt;br /&gt;
{{SR5:Spell Template|Name=FLAMETHROWER&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P&lt;br /&gt;
|Range=LOS|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=FIREBALL&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P&lt;br /&gt;
|Range=LOS A)&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
These spells create an explosion of flames that flash into existence and scorch the target(s), giving them the double benefit of causing pain and being intimidating as hell. These spells deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''.These flames burn out after striking the target, but their secondary effects may ignite flammable materials that continue to burn af ter the spell is exhausted. Flamethrower is a single-target spell, while Fireball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Lightning Bolt, Ball Lightning==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHTNING BOLT&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Damage=P|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=BALL LIGHTNING &lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Damage=P|Duration=I|Drain=F – 1&lt;br /&gt;
}}These spells create and direct vicious strikes of electricity that cause '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. Lightning Bolt is a single target spell. Ball Lightning is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Shatter, Powerbolt, Powerball==&lt;br /&gt;
{{SR5:Spell Template|Name=SHATTER &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=T &lt;br /&gt;
|Damage=P|Duration=I |Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBOLT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=LOS &lt;br /&gt;
|Damage=P|Duration=I |Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBALL &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=LOS (A) &lt;br /&gt;
|Damage=P|Duration=I |Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells channel destructive magical power into the targets causing Physical damage. The target is cooked from the inside, like magically microwaving a hot dog. As physical energies, they can affect both living and non-living targets and are resisted by the target’s Body. Shatter requires you to touch the target, Powerbolt affects a single target, and Powerball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Knockout, Stunbolt, Stunball==&lt;br /&gt;
{{SR5:Spell Template|Name=KNOCKOUT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Damage=S|Duration=I|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=STUNBOLT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Damage=S|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=STUNBALL &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Damage=S|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells channel magical energy directly into the target, causing Stun damage. They are sometimes referred to as “sleep” spells because they can render targets unconscious but keep them alive, in the cases where you’d prefer more polite violence. Knockout requires the magician to touch the target, Stunbolt affects a single target, and Stunball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Corrode Object, Melt Object, Sludge Object==&lt;br /&gt;
{{SR5:Spell Template|Name=CORRODE [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, TOUCH, ELEMENTAL)&lt;br /&gt;
|Range=T|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MELT [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLUDGE [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, AREA, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells conjure a sizzling blast of corrosive spray that inflicts '''[[SR5:Combat Rules:Elemental Damage#Acid Damage|Acid damage]]''' upon their targets similar to '''[[#Acid Stream, Toxic Wave|Acid Stream and Toxic Wave]]'''. The corrosive nature of these blasts only affects the specified object for which the spell was created to harm. All other objects remain unharmed. Different objects require separate spells, such as Corrode Wall, Melt Electronics, Sludge Armor, and so on.&lt;br /&gt;
&lt;br /&gt;
==Disrupt Focus==&lt;br /&gt;
{{SR5:Spell Template|Name=DISRUPT [FOCUS]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Damage=Special|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Disrupt [Focus] channels and then diverts mana into disrupting a specific active magical focus dealing temporary damage to its astral form. A focus that receives damage equal to its Force from this spell is disrupted and becomes inactive. The magician bonded to the focus can’t gain dice bonuses or any other benefit from the focus until it’s reactivated. A number of boxes of temporary damage equal to the Force of the focus are “healed” at the beginning of the next Combat Turn. The owner may spend a Simple Action to reactivate the focus when all damage is healed. Disrupting a sustaining focus also disrupts the spell it is sustaining. Astrally projecting magicians whose foci become disrupted cannot reactivate them until their astral form gets back into their physical body.&lt;br /&gt;
&lt;br /&gt;
==Destroy Free Spirit==&lt;br /&gt;
{{SR5:Spell Template|Name=DESTROY [FREE SPIRIT]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Damage=P|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Destroy [Free Spirit] is a very specialized variant of Slay (p. 104) designed to take out a specific free spirit. Each unique spirit requires a different version of this spell, which must incorporate the target’s spirit formula. This spell doesn’t affect other spirits, even one of same type as the free spirit. The spell formula counts as a copy of the spirit formula for all purposes.&lt;br /&gt;
&lt;br /&gt;
==Destroy Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=DESTROY [VEHICLE]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Want to rule the waves, roads, or skies? This one’s for you. Destroy [Vehicle] is a variant of Slay (p. 104) designed to target a type of vehicle (or drone). Each type of vehicle (e.g., aircraft, watercraft, groundcraft)  requires a different version of this spell, such as Destroy Aircraft. This spell has no effect on other vehicles.&lt;br /&gt;
&lt;br /&gt;
==Firewater, Napalm==&lt;br /&gt;
{{SR5:Spell Template|Name=FIREWATER&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NAPALM&lt;br /&gt;
|Effects=(INDIRECT, AREA, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells do a hell of a lot more than defoliate. They combine two elements, fire and water, to create a terrifying and devastating effect. Flaming Water causes Physical damage that is considered to be both '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]''' and '''[[SR5:Combat Rules:Elemental Damage#Water Damage|Water damage]]'''. Armor with specific modifications, such as '''[[SR5:Armor Mod|Fire resistance, Chemical Seal, and Chemical protection]]''') may protect target from the damage. &lt;br /&gt;
&lt;br /&gt;
Firewater is a single-target spell, while Napalm is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Insecticide Insect Spirit==&lt;br /&gt;
{{SR5:Spell Template|Name=INSECTICIDE [INSECT SPIRIT]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Range=LOS(A)|Damage=P|Type=M&lt;br /&gt;
|Duration=I|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Insect spirits are exceptionally dangerous to magicians. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. Insecticide is a specialized variant of '''[[#One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species|Slay]]''' designed to target a specific type of insect spirit. Each unique type of insect spirit requires different version of this spell, such as Insecticide Ant Spirits or Insecticide Roach Spirits.&lt;br /&gt;
&lt;br /&gt;
==Ice Spear, Ice Storm==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SPEAR&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=ICE STORM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Spellcasters that weld this set of spells can attack their enemies with shards of ice of frightening potency that cause '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold damage]]'''. This may cause unusual damage to certain critters and damage armor or gear. Armor with specific modifications, such as '''[[SR5:Armor Mod|Cold resistance, Chemical Seal, and Chemical protection]]''') may protect target from the damage. &lt;br /&gt;
&lt;br /&gt;
Ice Spear is a single-target spell, while Ice Storm is an area spell. Ice Storm also acts as an '''[[SR5:Spells:Manipulation#Ice Sheet|Ice Sheet]]''' spell over the affected area &lt;br /&gt;
&lt;br /&gt;
==One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species==&lt;br /&gt;
{{SR5:Spell Template|Name=ONE LESS [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Range=T|Type=M|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLAY [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLAUGHTER [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These are variations of the '''[[#Death Touch, Manabolt, Manaball|Death Touch, Manabolt, and Manaball]]''' spells. They’re specialized, designed to target a particular species or metaType(One Less Naga, Slay Ork, Slaughter Dwarfs, and so on). The target of each spell is designated by the spell formula. These spells only discriminate based on biological species, not social status or any other quality.&lt;br /&gt;
&lt;br /&gt;
One Less requires the caster to touch the target. Slay affects a single target. Slaughter is an area effect spell.&lt;br /&gt;
&lt;br /&gt;
==Ram Object, Wreck Object, Demolish Object==&lt;br /&gt;
{{SR5:Spell Template|Name=RAM [OBJECT]&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Type=P|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=WRECK [OBJECT] &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I&lt;br /&gt;
|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DEMOLISH [OBJECT]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of '''[[#Shatter, Powerbolt, Powerball|Shatter/Powerbolt/Powerball]]''' that only affect a specific type of inanimate object. Different types of objects require a separate spell such as Ram Door, Wreck Furniture, Demolish Gun, and so on. This spell cannot be used against vehicles. Objects resist this spell with their Barrier Rating (in the case of doors and walls); other items resist with their object resistance (p. 295, SR5). Partial damage reduces the effectiveness of the item similar to the way damage affects a metahumans. For every three points of damage the item suffers, there is a –1 modifier to any tests using the item. Body Wreck affects only a single target while Demolish is an area spell. Ram requires the caster to touch the target.&lt;br /&gt;
&lt;br /&gt;
==Radiation Beam, Radiation Burst==&lt;br /&gt;
{{SR5:Spell Template|Name=RADIATION BEAM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=RADIATION BURST&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells channel and unleash the vicious and invisible power of radiation on their target, causing '''[[SR5:Combat Rules:Elemental Damage#Radiation Damage|Radiation damage]]'''. Radiation Beam is a single target spell. Radiation Burst is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.&lt;br /&gt;
&lt;br /&gt;
==Pollutant Stream, Pollutant Wave==&lt;br /&gt;
{{SR5:Spell Template|Name=POLLUTANT STREAM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=POLLUTANT WAVE&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Oozing green chemicals, sulfurous brown smoke, and more—these spells release a pure form of nature-abhorring chemicals, causing '''[[SR5:Combat Rules:Elemental Damage#Pollutant Damage|Pollutant damage]]''' to their target. Pollutant Stream is a single target spell. Pollutant Wave is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.&lt;br /&gt;
&lt;br /&gt;
==Shattershield==&lt;br /&gt;
{{SR5:Spell Template|Name=SHATTERSHIELD&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Type=M|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shattershield is a variant of '''[[#Death Touch, Manabolt, Manaball|Death Touch]]''' designed to splinter manna barriers (see p. 315, SR5) in a very satisfying way. The caster must touch the mana barrier’s physical component or astral form. The barrier resists with Force (its Structure rating) + Counterspelling (if anyone happens to be protecting it).&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Detection&amp;diff=2453</id>
		<title>SR5:Spells:Detection</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Detection&amp;diff=2453"/>
		<updated>2016-06-23T16:31:17Z</updated>

		<summary type="html">&lt;p&gt;Extremis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Detection spells give the subject a new sense (beyond the normal five) or improve a sense the subject already has, for as long as they are sustained. Detection spells may be cast upon yourself or on another subject within touch range. The standard range of the sense a Detection spell grants is the spell’s Force x caster’s Magic in meters as a radius from the target of the spell. Extended-range detection spells have a Force x Magic x 10 meter range. The more net hits you get when casting the spell, the more detailed information you receive.Using the extra or enhanced sense may require the subject to Observe in Detail as a Simple Action. Detection spells are either directional (like normal sight), area effect (work in all directions at once, like hearing), or psychic (providing some other special sense such as telepathy or precognition).&lt;br /&gt;
&lt;br /&gt;
The sense is either active, requiring special efforts or actions to use, or passive, meaning it enhances the abilities of those affected without them having to take separate actions.&lt;br /&gt;
&lt;br /&gt;
;Active&lt;br /&gt;
:Active detection spells involve an Opposed Test between the caster’s Spellcasting + Magic [Force] and either Willpower + Logic (+ Counterspelling if available) [Mental] for living things with auras, (Force x 2) for magical objects, or the object resistance for mundane objects (p. 295). Counterspelling may be used to defend against active detection spells, even if the target is unaware of them being cast (for example, if they walk within range of an active Detect Enemies spell).&lt;br /&gt;
:When a spell affects multiple targets, either because it has an area effect or because it is sustained and may be encountered by multiple people, you should only make a single Spellcasting Test. Every potential target then makes an individual Spell Resistance Test and compares their result to yours. New targets may be detected as they enter the range of the spell, and they must make a Spell Resistance Test against your original Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
;Passive&lt;br /&gt;
:A passive sense is simply “on” and feeds sensory input to the subject’s brain like other senses—no interpretation necessary. While the spell is sustained, Perception Tests using this sense have a limit equal to the net successes from casting of the spell instead of the subject’s Mental limit. Counterspelling cannot be used to defend against a passive sense, but once an opposing spellcaster realizes there is an active sustained spell, she can try dispelling it (see Dispelling, p. 295).&lt;br /&gt;
&lt;br /&gt;
;Glitches&lt;br /&gt;
:A glitch on a Detection Spellcasting Test may result in false or misleading information. Likewise, a critical glitch may inflict extra Drain (e.g., +2 Drain Value), translate any Drain damage suffered into Physical Damage, temporarily strip the subject of a sense, or inexplicably apply the intended sense to others (particularly opponents) in range—hopefully they’ll remember to thank you for your help in spotting you and your team.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+DETECTION SPELL RESULTS&lt;br /&gt;
!NET HITS!!RESULTS&lt;br /&gt;
|-&lt;br /&gt;
|1||Only general knowledge, no details&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Detect Life example:''' A group of metahumans.&lt;br /&gt;
|-&lt;br /&gt;
|2||Major details only, no minor details&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Detect Life example:''' A dwarf, a troll, and an ork walk into a bar. Stop me if you heard this one.&lt;br /&gt;
|-&lt;br /&gt;
|3||Major and minor details, with some minor details obscured or missing&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Detect Life example:''' The three individuals listed above are all armed, and their weapons are out. The troll is leading.&lt;br /&gt;
|-&lt;br /&gt;
|4||Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Detect Life example:''' The troll is your contact, Moira; you don’t believe you’ve ever met the other two.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Analyze Device==&lt;br /&gt;
{{SR5:Spell Template|Name=ANALYZE DEVICE &lt;br /&gt;
|Effects=(ACTIVE, DIRECTIONAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
This spell allows the subject to analyze the purpose and operation of a device or piece of equipment within range of the sense. The casting of the spell is opposed by the object’s resistance (p. 295). Each net hit can be used to provide a piece of information about the device that would not be readily apparent (for example, it would not give the information that it is a Renraku-manufactured device if the thing is emblazoned with a huge Renraku logo, but it might say what the basic function of the thing is). Each net hit also gives the subject a bonus die while operating the device and allows the subject to ignore any skill-defaulting modifiers for using it as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Analyze Magic==&lt;br /&gt;
{{SR5:Spell Template|Name=ANALYZE MAGIC &lt;br /&gt;
|Effects=(ACTIVE, DIRECTIONAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
This spell allows the subject to analyze the purpose of a magical object (e.g., foci, alchemical preparations, magical lodges, active rituals). Treat the net hits from the Spellcasting Test as hits on the Assensing Table (p. 313), except the subject isn’t required to be perceiving astrally.&lt;br /&gt;
&lt;br /&gt;
==Analyze Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=ANALYZE TRUTH &lt;br /&gt;
|Effects=(ACTIVE, DIRECTIONAL)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
The subject can tell whether a target’s statements are the truth (or at least if the subject honestly believes them to be true).The spell needs at least 1 net hit to determine validity of a selected statement. The spell does not work on written materials or items recorded through any sort of technological medium. The subject must hear a statement in person (with the target within range) to be able to judge its truth.&lt;br /&gt;
&lt;br /&gt;
==Clairaudience==&lt;br /&gt;
{{SR5:Spell Template|Name=CLAIRAUDIENCE &lt;br /&gt;
|Effects=(PASSIVE, DIRECTIONAL)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
The subject can hear distant sounds as if physically present at a chosen point within the sensory range of the spell. The listening point may be moved to any other point within range of the spell as a Complex Action. While using Clairaudience, the subject cannot use her normal hearing. This spell doesn’t translate visual images, only sounds (and only sounds within the subject’s natural range of hearing; augmented hearing does not apply).&lt;br /&gt;
&lt;br /&gt;
==Clairvoyance==&lt;br /&gt;
{{SR5:Spell Template|Name=CLAIRVOYANCE &lt;br /&gt;
|Effects=(PASSIVE, DIRECTIONAL)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
The subject can see distant scenes as if physically present at a chosen point within the sensory range of the spell. The visual point may be moved to any other point within range of the spell as a Complex Action. The subject can’t use normal vision or astral perception while using Clairvoyance. This spell doesn’t translate sound, only vision, and it doesn’t work with augmented vision. You can’t target spells through Clairvoyance.&lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Spell Template|Name=COMBAT SENSE &lt;br /&gt;
|Effects=(PASSIVE, PSYCHIC)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}The subject can subconsciously analyze combat and other dangerous situations within range, sensing events a split-second before they happen. Every hit on the Spellcasting Test adds 1 die for Reaction on Surprise Tests, and also to rolls made when defending against ranged and melee attacks as long as the spell remains in effect.&lt;br /&gt;
&lt;br /&gt;
==Detect Enemies, Detect Enemies Extended==&lt;br /&gt;
{{SR5:Spell Template|Name=DETECT ENEMIES &lt;br /&gt;
|Effects=(ACTIVE, AREA)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=DETECT ENEMIES, EXTENDED &lt;br /&gt;
|Effects=(ACTIVE, EXTENDED AREA)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
The subject can detect living targets within range who have hostile intentions toward him. The spell does not detect traps (since they aren’t alive), nor can it detect someone about to shoot into a crowd at random (since the hostility is not directed at the subject of the spell). The spell can detect targets preparing an ambush or other surprise attack directed at the subject.&lt;br /&gt;
&lt;br /&gt;
==Detect Individual==&lt;br /&gt;
{{SR5:Spell Template|Name=DETECT INDIVIDUAL &lt;br /&gt;
|Effects=(ACTIVE, AREA)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
The subject can detect the presence of a particular individual anywhere within range of the sense. You need to specify the individual during casting, someone you know or at least have met in the past. &lt;br /&gt;
&lt;br /&gt;
==Detect Life, Detect Life Extended==&lt;br /&gt;
{{SR5:Spell Template|Name=DETECT LIFE &lt;br /&gt;
|Effects=(ACTIVE, AREA)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=DETECT LIFE, EXTENDED &lt;br /&gt;
|Effects=(ACTIVE, EXTENDED AREA)&lt;br /&gt;
|Type=M|Range=&lt;br /&gt;
|Drain=F – 1|Duration=S &lt;br /&gt;
}}&lt;br /&gt;
The subject detects all living beings (but not spirits) within range of the sense and knows their number and relative location. In a crowded area, the spell is virtually useless, picking up a blurred mass of traces of life.&lt;br /&gt;
&lt;br /&gt;
==Detect Life Form, Detect Life Form Extended==&lt;br /&gt;
{{SR5:Spell Template|Name=DETECT [LIFE FORM] &lt;br /&gt;
|Effects=(ACTIVE, AREA)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=DETECT [LIFE FORM], EXTENDED &lt;br /&gt;
|Effects=(ACTIVE, EXTENDED AREA)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
The subject detects all of a specified type of life form within the range of the sense and knows their number and relative location. This is actually several different spells that must be learned separately, one for each type of life form that a caster might like to detect (Detect Orks, Detect Elves, Detect Dragons, and so forth), which are learned separately.&lt;br /&gt;
&lt;br /&gt;
==Detect Magic, Detect Magic Extended==&lt;br /&gt;
{{SR5:Spell Template|Name=DETECT MAGIC &lt;br /&gt;
|Effects=(ACTIVE, AREA)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=DETECT MAGIC, EXTENDED &lt;br /&gt;
|Effects=(ACTIVE, EXTENDED AREA)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
The subject can detect the presence of all foci, spells, wards, magical lodges, alchemical preparations, active rituals, and spirits within range of the sense. It does not detect Awakened characters or critters, astral signatures, alchemical preparations that that have expired or already triggered, or the effects of permanent spells once they have become permanent.&lt;br /&gt;
&lt;br /&gt;
==Detect Object==&lt;br /&gt;
{{SR5:Spell Template|Name=DETECT [OBJECT] &lt;br /&gt;
|Effects=(ACTIVE, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
The subject detects all of a specified type of object within range of the sense and knows their number and relative location. Each type of object requires a separate spell (Detect Guns, Detect Computers, Detect Explosives, and so forth). These spells must all be learned and cast separately.&lt;br /&gt;
&lt;br /&gt;
==Mindlink==&lt;br /&gt;
{{SR5:Spell Template|Name=MINDLINK &lt;br /&gt;
|Effects=(ACTIVE, PSYCHIC)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
Mindlink allows the magician and one voluntary subject to communicate mentally, exchanging conversation, emotions, and mental images. One hit on the Spellcasting Test is enough to establish the link. The subject must remain within range of the magician for the Mindlink to work.&lt;br /&gt;
&lt;br /&gt;
==Mind Probe==&lt;br /&gt;
{{SR5:Spell Template|Name=MIND PROBE &lt;br /&gt;
|Effects=(ACTIVE, DIRECTIONAL)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
This spell allows the subject to telepathically probe 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. The number of net hits you get on the spell determines what kind of information the subject can read, given on the table. The subject may probe for one piece of information per Complex Action while the spell is sustained. Additional uses of Mind Probe against the same target within a number of hours equal to the target’s Willpower inflict a –2 dice pool modifier on the Spellcasting attempt.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+MIND PROBE TABLE&lt;br /&gt;
!NET HITS!!RESULTS&lt;br /&gt;
|-&lt;br /&gt;
|1–2||The subject can read the target’s surface thoughts only.&lt;br /&gt;
|-&lt;br /&gt;
|3–4||The subject can find out anything the target consciously knows and view the target’s recent memories (up to 72 hours).&lt;br /&gt;
|-&lt;br /&gt;
|5+||The subject can probe the target’s subconscious, gaining information the target may not even be consciously aware of, like psychological quirks, deep fears, or hidden memories.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Astral Message==&lt;br /&gt;
{{SR5:Spell Template|Name=ASTRAL MESSAGE&lt;br /&gt;
|Effects=(PASSIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Astral Message used the principles of Astral Projection (p. 313, SR5) to send short verbal messages (one hundred words or less) through the astral plane without creating a watcher. The spellcaster must have personal experience with the target’s astral form or possess a material link (p. 296, SR5). The message will seek out the target and be delivered to her the next time she is present in the astral plane or if she summons a watcher (p. 313, SR5).&lt;br /&gt;
&lt;br /&gt;
The message only lasts for a limited time. The minimum duration is twenty-four hours; this is extended by an extra twenty-four hours for each hit on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Astral Clairvoyance==&lt;br /&gt;
{{SR5:Spell Template|Name=ASTRAL CLAIRVOYANCE&lt;br /&gt;
|Effects=(PASSIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Astral Clairvoyance is a variant of the Clairvoyance spell (p. 286, SR5) designed to work in the astral plane. The subject may project her assensing ability as though she were astrally present at a chosen point within the sensory range of the spell. This “visual point” may be moved to any other location within the sensory range of the spell at will. During the spell, the subject’s normal assensing is overlaid with the insight gained from this spell. This has the unfortunate side effect of blocking out her natural physical senses. &lt;br /&gt;
&lt;br /&gt;
Magicians cannot use Astral Clairvoyance to target others with spells.&lt;br /&gt;
&lt;br /&gt;
==Borrow Sense, Animal Sense, Eyes of the Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=BORROW SENSE&lt;br /&gt;
|Effects=(ACTIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMAL SENSE&lt;br /&gt;
|Effects=(ACTIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=EYES OF THE PACK&lt;br /&gt;
|Effects=(ACTIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This collection of spells allows the spellcaster to tap into the senses of her target. &lt;br /&gt;
&lt;br /&gt;
Borrow Sense enables the subject to borrow a single sense from a chosen target within range of the spell. If the target fails to resist the spell, the subject perceives with the target’s sense as if it were his own. Any Perception Tests made by the subject using the target’s sense use the caster’s net hits on the Spellcasting Test as the limit. Note that anything sensed by the target does not make a Spell Resistance Test. The caster must touch the subject while casting the spell. The target of Borrow Sense remains in control of his own actions and senses; the subject is merely along for the ride. The subject cannot communicate with the target or direct her to focus on anything specific. Nor may the subject leverage his own augmented senses (including astral sight) through the target’s senses. The subject cannot target spells through the target’s senses. As long as the caster sustains the spell, the subject can switch from one of the target’s senses to another with a Simple Action. Senses that the subject does not normally have can be borrowed (such as bat sonar). Note that a target’s astral sight is considered a separate sense for purposes of this spell (i.e., the subject can borrow sight or astral sight, but not both at the same time).&lt;br /&gt;
&lt;br /&gt;
Animal Sense is a restricted version of Borrow Sense that can only be used to borrow a sense from a non-sapient, non-paranormal animal. &lt;br /&gt;
&lt;br /&gt;
Eyes of the Pack is a variant of Borrow Sense that only works with voluntary targets and only allows the sense of sight to be borrowed. Switching from the sight of one member of “the pack” to another requires a Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Catalog==&lt;br /&gt;
{{SR5:Spell Template|Name=CATALOG&lt;br /&gt;
|Effects=(ACTIVE, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
By casting Catalog, the spellcaster mystically empowers the subject to compile a comprehensive, itemized list of all the non-living items within the area of the spell. The subject can write or dictate a list of the quantity of all items in range of the spell as long as the caster beats an item’s Object Resistance threshold (p. 295, SR5). Net hits obtained in the spellcasting indicate the level of detail and description the list provides.Items in the area that the subject would not recognize by sight are listed as “unknown.” The caster must touch the area targeted by the spell.&lt;br /&gt;
&lt;br /&gt;
==Diagnose==&lt;br /&gt;
{{SR5:Spell Template|Name=DIAGNOSE&lt;br /&gt;
|Effects=(ACTIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Diagnose grants the subject information on the target’s general health and any illnesses, injuries, or other mundane medical problems the target might possesses. The net hits determine the detailed level of the information provided, as noted on the Detection Spell Results table (p. 286, SR5). It provide more details than Assensing would at comparable hit levels. The caster must touch the subject to trigger the spell.&lt;br /&gt;
&lt;br /&gt;
==Dragon Astral Signature==&lt;br /&gt;
{{SR5:Spell Template|Name=DRAGON ASTRAL SIGNATURE&lt;br /&gt;
|Effects=(ACTIVE, PSYCHIC, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Rumors suggest that this spell was developed by an S-K Prime operation monitoring dragon-hunter groups operating in Europe and Asia, and it has been leaked into the underground to test how the dragons will respond to this new threat. The caster gains the ability to assense the astral signatures of her local astral environment to determine if a dragon is present or if there is a touch of dragon magic on anything in the area (assuming the aura has not yet faded due to the passage of time). &lt;br /&gt;
&lt;br /&gt;
==Enhance Aim==&lt;br /&gt;
{{SR5:Spell Template|Name=ENHANCE AIM&lt;br /&gt;
|Effects=(PASSIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Enhance Aim magically improves a voluntary target’s natural ability to aim by reducing range modifiers against targets (similar to using image magnification; see p. 178, SR5). Each hit scored by the caster reduces the effective range for the shooter for the purpose of calculating Range modifiers by 10 meters. Unlike image magnification, the target does not need a Take Aim action to lock onto a target, as the spell does that auto-magically. The effect of Enhance Aim is cumulative with other targeting devices, implants, and abilities (laser sights, scopes, smartlinks, Improved Ability adept power, etc.). The caster must touch the subject to trigger the spell. &lt;br /&gt;
&lt;br /&gt;
==Hawkeye==&lt;br /&gt;
{{SR5:Spell Template|Name=HAWKEYE&lt;br /&gt;
|Effects=(PASSIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Hawkeye improves a voluntary subject’s visual acuity. Each hit scored by the caster provides a +1 dice pool modifier for visual Perception Tests. This effect is cumulative with other perception aids, implants, and abilities (vision enhancement, adept powers, etc.). The caster must touch the subject to trigger the spell.&lt;br /&gt;
&lt;br /&gt;
==Mana Window, Astral Window==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA WINDOW&lt;br /&gt;
|Effects=(ACTIVE, DIRECTIONAL)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=ASTRAL WINDOW&lt;br /&gt;
|Effects=(ACTIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells are advanced versions of Clairvoyance (p. 286, SR5) and Astral Clairvoyance (p. 106) that allow the caster to grant a subject the ability to see or assense through mana barriers (which normally stop Clairvoyance and are opaque on the astral). If the barrier does not resist the spell with its Force, the subject can see/assense distant scenes through the barrier as if physically or astrally present within the sensory range of the spell. Magicians cannot cast spells at targets they see using these spells. Casting these spells does not alert the creator of the mana barrier. &lt;br /&gt;
&lt;br /&gt;
Mana Window bypasses mana barriers on the physical plane with its clairvoyant physical sight. Astral Window bypasses astral mana barriers with its clairvoyant assensing. The caster must touch the subject of the spell, and for Astral Window the subject must be astrally active.&lt;br /&gt;
&lt;br /&gt;
==Mindnet, Mindnet Extended==&lt;br /&gt;
{{SR5:Spell Template|Name=MINDNET&lt;br /&gt;
|Effects=(ACTIVE, PSYCHIC, AREA)&lt;br /&gt;
|Range=T (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MINDNET EXTENDED&lt;br /&gt;
|Effects=(ACTIVE, PSYCHIC, EXTENDED AREA)&lt;br /&gt;
|Type=M|Range=T (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mindnet is a variation of the Mindlink spell (p. 287, SR5) designed to allow telepathic communication between a group of voluntary people. Everyone in the group can freely talk, exchange images, and emote as long as they remain within range of the target of the spell (the person touched when the spell is cast). The number of people participating in the group (excluding the target) serves as the threshold for the Spellcasting Test. Once any participants have left the range of the spell, it must be recast for them to once again to gain the benefits of Mindnet, though the other participants may continue to participate in the link as long as they remain in range and the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
Mindnet is an area spell, while Mindlink Extended is an extended area spell.&lt;br /&gt;
&lt;br /&gt;
==Night Vision==&lt;br /&gt;
{{SR5:Spell Template|Name=NIGHT VISION&lt;br /&gt;
|Effects=(PASSIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Night Vision grants a voluntary subject low-light vision like that provided by the low-light vision cybernetic eyeware enhancement (p. 444, SR5).&lt;br /&gt;
&lt;br /&gt;
==Sense Cryptesthesia==&lt;br /&gt;
{{SR5:Spell Template|Name=[SENSE] CRYPTESTHESIA&lt;br /&gt;
|Effects=(PASSIVE, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Sense Cryptesthesia (“paranormal perception”) is an advanced form of Clairvoyance (p. 286, SR5) and Clairaudience (p. 286, SR5). Each Cryptesthesia spell allows the subject to utilize a different augmented sense such as low-light vision, thermographic vision, enhanced smell, or ultrasound at a chosen point within the spell’s range. These senses mimic the effects of headware cybernetic enhancements (p.451, SR5). The subject need not possess the sense to utilize it while the spell is powered. However, each sense requires a different spell (for example, Sonar Cryptesthesia or Enhanced Vision Cryptesthesia). &lt;br /&gt;
&lt;br /&gt;
Magicians cannot use senses granted by Cryptesthesia to target others with spells.   The caster must touch the subject to trigger the spell.&lt;br /&gt;
&lt;br /&gt;
==Spatial Sense, Spatial Sense Extended==&lt;br /&gt;
{{SR5:Spell Template|Name=SPATIAL SENSE&lt;br /&gt;
|Effects=(PASSIVE, AREA)&lt;br /&gt;
|Range=T(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPATIAL SENSE, EXTENDED&lt;br /&gt;
|Effects=(PASSIVE, EXTENDED AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Spatial Sense grants the subject an innate awareness and knowledge of his physical surroundings within range of the spell in terms of landscape, geography, and architecture. The layout knowledge lasts as only long as the spell is sustained and is not retained when the spell ends (though the subject can make a map or recite directions before ending the spell).  The net hits scored on the Detection Spell Results table (p. 286, SR5) determine how much detail the spell provides, progressing from a general idea of what’s where, to a rough map of the area, to knowing each exit and how secure they are. The spell works in all directions (three-dimensional) and may uncover hidden layout features such as ventilation shafts, secret rooms, and sewer tunnels. It will not detect security features or living things. Areas that are protected by a mana barrier are experienced as “blank spots.”&lt;br /&gt;
&lt;br /&gt;
==Thought Recognition, Area Thought Recognition==&lt;br /&gt;
{{SR5:Spell Template|Name=THOUGHT RECOGNITION&lt;br /&gt;
|Effects=(ACTIVE, PSYCHIC, DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=AREA THOUGHT RECOGNITION&lt;br /&gt;
|Effects=(ACTIVE, PSYCHIC, AREA)&lt;br /&gt;
|Range=LOS(A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a less intrusive form of Mind Probe (p. 287, SR5). The caster grants the subject the ability to scan the target’s surface thoughts for a particular word, phrase, sound, or image chosen when the spell is cast. This spell does not dig through the target’s brain for information; it merely verifies if a target is actively thinking about a particular person, place, event, or thing. Investigators use this spell to determine if a target has knowledge of something (such as a murder weapon) that they otherwise wouldn’t to determine if they are involved with a crime. Spies use this spell to determine if someone is tailing or looking for them.&lt;br /&gt;
&lt;br /&gt;
Thought Recognition is used on one particular target, while Area Thought Recognition scans the minds of everyone within the area.&lt;br /&gt;
&lt;br /&gt;
==Translate==&lt;br /&gt;
{{SR5:Spell Template|Name=TRANSLATE&lt;br /&gt;
|Effects=(ACTIVE, PSYCHIC/DIRECTIONAL)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Translate creates a low-level telepathic connection between the subject and a specific target within range of the sense (chosen when the spell is cast). This allows the subject and target to understand each other’s speech as if the subject spoke the target’s native language. The spell translates general intent rather than exact phrasing. This is useful for simple conversations, but not delicate diplomacy where the tact of a skilled translator is needed. This spell is often used for international corporate and government conversations. 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. The hits from the Spellcasting Test determine the quality of the translation.  The caster must touch the subject to trigger the spell.&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Combat&amp;diff=2452</id>
		<title>SR5:Spells:Combat</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Combat&amp;diff=2452"/>
		<updated>2016-06-23T16:28:34Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Radiation Beam, Radiation Burst */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Combat Spells use Mana to create damaging effects, either by direct or indirect means. They're a mana-slinger's guns, and are treated that way by law enforcement.&lt;br /&gt;
;Direct:When your direct combat spell is successfully cast, it inflicts a number of boxes of damage equal to your net hits on the opposed test. The opposed test generally pits your '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] against either '''[[SR5:Attributes#Body|Body]]''' (for physical spells) or '''[[SR5:Attributes#Willpower|Willpower]]''' (for mana spells). The target does not get to resist the damage, only the '''[[SR5:Skills#Spellcasting|Spellcasting test]]'''.&lt;br /&gt;
&lt;br /&gt;
;Indirect:All indirect combat spells originate near the magician’s body (most magicians use their hands or eyes, but some use their feet for “power kicks” or emanate power from the entire body for a kind of an aura-throwing effect). The spell then is launched with an Opposed Test that pits the magician’s '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] versus the target’s '''[[SR5:Attributes#Reaction|Reaction]]''' + '''[[SR5:Attributes#Intuition|Intuition]]''', kind of like shooting a gun (in this case with bullets made of acid, or fire, or something equally unpleasant to be hit by). So you don’t really need to be able to see the target—you can cast these spells blindfolded or with artificial image enhancement—as long as you’ve got a clear line of fire. The Damage Value of a successful indirect combat spell is '''[[SR5:Skills#Spellcasting|Force]]''' + net hits, with an AP equal to –('''[[SR5:Skills#Spellcasting|Force]]'''). Damage from an indirect combat spell is resisted with '''[[SR5:Attributes#Body|Body]]''' + Armor (adjusted for the spell’s AP).&lt;br /&gt;
&lt;br /&gt;
;Indirect Area: Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for '''[[SR5:Combat#Grenades|grenades]]''': a '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] (3) Test with scatter of 2D6 meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit.&lt;br /&gt;
&lt;br /&gt;
;Elemental:These spells cause extra damage ('''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Special Damage Types]]'''). The specific type is listed in the spell description.&lt;br /&gt;
&lt;br /&gt;
==Acid Stream, Toxic Wave==&lt;br /&gt;
{{SR5:Spell Template|Name=ACID STREAM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F-3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=TOXIC WAVE&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F-1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These spells create a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material—treat it as '''[[SR5:Combat Rules:Elemental Damage#Acid Damage|Acid Damage]]''', with appropriate effects on the affected area and any objects therein. The acid quickly evaporates, but the damage it inflicts remains. Acid Stream is a single-target spell, Toxic Wave is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Punch, Clout, Blast==&lt;br /&gt;
{{SR5:Spell Template|Name=PUNCH&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=T|Damage=S&lt;br /&gt;
|Duration=I|Drain=F-6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=CLOUT&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=LOS|Damage=S&lt;br /&gt;
|Duration=I|Drain=F-3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=BLAST&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=S&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells smack the target(s) with invisible psychokinetic force, similar to a bruising punch, that inflicts Stun damage. Punch requires you to touch the target. Clout affects a single target, while Blast is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Death Touch, Manabolt, Manaball==&lt;br /&gt;
{{SR5:Spell Template|Name=DEATH TOUCH&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANABOLT&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MANABALL&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS (A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
Death Touch, Manabolt, and Manaball all channel destructive magical power into the target, doing Physical damage. The damage inflicted is similar to massive cellular die off from radiation or necrotizing fasciitis, but without the continuing effects. But still, ick. Since they are mana spells, spells in this group only affect living and magical targets and are resisted with Willpower. Death Touch requires the magician to touch the target. Manabolt affects a single target, Manaball is an area-effect spell.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower, Fireball==&lt;br /&gt;
{{SR5:Spell Template|Name=FLAMETHROWER&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P&lt;br /&gt;
|Range=LOS|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=FIREBALL&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P&lt;br /&gt;
|Range=LOS A)&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
These spells create an explosion of flames that flash into existence and scorch the target(s), giving them the double benefit of causing pain and being intimidating as hell. These spells deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''.These flames burn out after striking the target, but their secondary effects may ignite flammable materials that continue to burn af ter the spell is exhausted. Flamethrower is a single-target spell, while Fireball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Lightning Bolt, Ball Lightning==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHTNING BOLT&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Damage=P|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=BALL LIGHTNING &lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Damage=P|Duration=I|Drain=F – 1&lt;br /&gt;
}}These spells create and direct vicious strikes of electricity that cause '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. Lightning Bolt is a single target spell. Ball Lightning is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Shatter, Powerbolt, Powerball==&lt;br /&gt;
{{SR5:Spell Template|Name=SHATTER &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=T &lt;br /&gt;
|Damage=P|Duration=I |Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBOLT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=LOS &lt;br /&gt;
|Damage=P|Duration=I |Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBALL &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=LOS (A) &lt;br /&gt;
|Damage=P|Duration=I |Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells channel destructive magical power into the targets causing Physical damage. The target is cooked from the inside, like magically microwaving a hot dog. As physical energies, they can affect both living and non-living targets and are resisted by the target’s Body. Shatter requires you to touch the target, Powerbolt affects a single target, and Powerball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Knockout, Stunbolt, Stunball==&lt;br /&gt;
{{SR5:Spell Template|Name=KNOCKOUT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Damage=S|Duration=I|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=STUNBOLT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Damage=S|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=STUNBALL &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Damage=S|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells channel magical energy directly into the target, causing Stun damage. They are sometimes referred to as “sleep” spells because they can render targets unconscious but keep them alive, in the cases where you’d prefer more polite violence. Knockout requires the magician to touch the target, Stunbolt affects a single target, and Stunball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Corrode Object, Melt Object, Sludge Object==&lt;br /&gt;
{{SR5:Spell Template|Name=CORRODE [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, TOUCH, ELEMENTAL)&lt;br /&gt;
|Range=T|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MELT [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLUDGE [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, AREA, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells conjure a sizzling blast of corrosive spray that inflicts '''[[SR5:Combat Rules:Elemental Damage#Acid Damage|Acid damage]]''' upon their targets similar to '''[[#Acid Stream, Toxic Wave|Acid Stream and Toxic Wave]]'''. The corrosive nature of these blasts only affects the specified object for which the spell was created to harm. All other objects remain unharmed. Different objects require separate spells, such as Corrode Wall, Melt Electronics, Sludge Armor, and so on.&lt;br /&gt;
&lt;br /&gt;
==Disrupt Focus==&lt;br /&gt;
{{SR5:Spell Template|Name=DISRUPT [FOCUS]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Damage=Special|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Disrupt [Focus] channels and then diverts mana into disrupting a specific active magical focus dealing temporary damage to its astral form. A focus that receives damage equal to its Force from this spell is disrupted and becomes inactive. The magician bonded to the focus can’t gain dice bonuses or any other benefit from the focus until it’s reactivated. A number of boxes of temporary damage equal to the Force of the focus are “healed” at the beginning of the next Combat Turn. The owner may spend a Simple Action to reactivate the focus when all damage is healed. Disrupting a sustaining focus also disrupts the spell it is sustaining. Astrally projecting magicians whose foci become disrupted cannot reactivate them until their astral form gets back into their physical body.&lt;br /&gt;
&lt;br /&gt;
==Destroy Free Spirit==&lt;br /&gt;
{{SR5:Spell Template|Name=DESTROY [FREE SPIRIT]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Damage=P|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Destroy [Free Spirit] is a very specialized variant of Slay (p. 104) designed to take out a specific free spirit. Each unique spirit requires a different version of this spell, which must incorporate the target’s spirit formula. This spell doesn’t affect other spirits, even one of same type as the free spirit. The spell formula counts as a copy of the spirit formula for all purposes.&lt;br /&gt;
&lt;br /&gt;
==Destroy Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=DESTROY [VEHICLE]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Want to rule the waves, roads, or skies? This one’s for you. Destroy [Vehicle] is a variant of Slay (p. 104) designed to target a type of vehicle (or drone). Each type of vehicle (e.g., aircraft, watercraft, groundcraft)  requires a different version of this spell, such as Destroy Aircraft. This spell has no effect on other vehicles.&lt;br /&gt;
&lt;br /&gt;
==Firewater, Napalm==&lt;br /&gt;
{{SR5:Spell Template|Name=FIREWATER&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NAPALM&lt;br /&gt;
|Effects=(INDIRECT, AREA, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells do a hell of a lot more than defoliate. They combine two elements, fire and water, to create a terrifying and devastating effect. Flaming Water causes Physical damage that is considered to be both '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]''' and '''[[SR5:Combat Rules:Elemental Damage#Water Damage|Water damage]]'''. Armor with specific modifications, such as '''[[SR5:Armor Mod|Fire resistance, Chemical Seal, and Chemical protection]]''') may protect target from the damage. &lt;br /&gt;
&lt;br /&gt;
Firewater is a single-target spell, while Napalm is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Insecticide Insect Spirit==&lt;br /&gt;
{{SR5:Spell Template|Name=INSECTICIDE [INSECT SPIRIT]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Range=LOS(A)|Damage=P|Type=M&lt;br /&gt;
|Duration=I|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Insect spirits are exceptionally dangerous to magicians. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. Insecticide is a specialized variant of '''[[#One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species|Slay]]''' designed to target a specific type of insect spirit. Each unique type of insect spirit requires different version of this spell, such as Insecticide Ant Spirits or Insecticide Roach Spirits.&lt;br /&gt;
&lt;br /&gt;
==Ice Spear, Ice Storm==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SPEAR&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=ICE STORM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Spellcasters that weld this set of spells can attack their enemies with shards of ice of frightening potency that cause '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold damage]]'''. This may cause unusual damage to certain critters and damage armor or gear. Armor with specific modifications, such as '''[[SR5:Armor Mod|Cold resistance, Chemical Seal, and Chemical protection]]''') may protect target from the damage. &lt;br /&gt;
&lt;br /&gt;
Ice Spear is a single-target spell, while Ice Storm is an area spell. Ice Storm also acts as an '''[[SR5:Spells:Manipulation#Ice Sheet|Ice Sheet]]''' spell over the affected area &lt;br /&gt;
&lt;br /&gt;
==One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species==&lt;br /&gt;
{{SR5:Spell Template|Name=ONE LESS [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Range=T|Type=M|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLAY [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLAUGHTER [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These are variations of the '''[[#Death Touch, Manabolt, Manaball|Death Touch, Manabolt, and Manaball]]''' spells. They’re specialized, designed to target a particular species or metaType(One Less Naga, Slay Ork, Slaughter Dwarfs, and so on). The target of each spell is designated by the spell formula. These spells only discriminate based on biological species, not social status or any other quality.&lt;br /&gt;
&lt;br /&gt;
One Less requires the caster to touch the target. Slay affects a single target. Slaughter is an area effect spell.&lt;br /&gt;
&lt;br /&gt;
==Ram Object, Wreck Object, Demolish Object==&lt;br /&gt;
{{SR5:Spell Template|Name=RAM [OBJECT]&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Type=P|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=WRECK [OBJECT] &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I&lt;br /&gt;
|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DEMOLISH [OBJECT]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of '''[[#Shatter, Powerbolt, Powerball|Shatter/Powerbolt/Powerball]]''' that only affect a specific type of inanimate object. Different types of objects require a separate spell such as Ram Door, Wreck Furniture, Demolish Gun, and so on. This spell cannot be used against vehicles. Objects resist this spell with their Barrier Rating (in the case of doors and walls); other items resist with their object resistance (p. 295, SR5). Partial damage reduces the effectiveness of the item similar to the way damage affects a metahumans. For every three points of damage the item suffers, there is a –1 modifier to any tests using the item. Body Wreck affects only a single target while Demolish is an area spell. Ram requires the caster to touch the target.&lt;br /&gt;
&lt;br /&gt;
==Radiation Beam, Radiation Burst==&lt;br /&gt;
{{SR5:Spell Template|Name=RADIATION BEAM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=RADIATION BURST&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells channel and unleash the vicious and invisible power of radiation on their target, causing '''[[SR5:Combat Rules:Elemental Damage#Radiation Damage|Radiation damage]]'''. Radiation Beam is a single target spell. Radiation Burst is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.&lt;br /&gt;
&lt;br /&gt;
==Pollutant Stream, Pollutant Wave==&lt;br /&gt;
{{SR5:Spell Template|Name=POLLUTANT STREAM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=POLLUTANT WAVE&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Oozing green chemicals, sulfurous brown smoke, and more—these spells release a pure form of nature-abhorring chemicals, causing '''[[SR5:Combat Rules:Elemental Damage#Pollutant Damage|Pollutant damage]]''' to their target. Pollutant Stream is a single target spell. Pollutant Wave is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.&lt;br /&gt;
&lt;br /&gt;
==Shattershield==&lt;br /&gt;
{{SR5:Spell Template|Name=SHATTERSHIELD&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Type=M|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shattershield is a variant of '''[[#Death Touch, Manabolt, Manaball|Death Touch]]''' designed to splinter manna barriers (see p. 315, SR5) in a very satisfying way. The caster must touch the mana barrier’s physical component or astral form. The barrier resists with Force (its Structure rating) + Counterspelling (if anyone happens to be protecting it).&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Combat&amp;diff=2451</id>
		<title>SR5:Spells:Combat</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Combat&amp;diff=2451"/>
		<updated>2016-06-23T16:26:59Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Destroy Vehicle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Combat Spells use Mana to create damaging effects, either by direct or indirect means. They're a mana-slinger's guns, and are treated that way by law enforcement.&lt;br /&gt;
;Direct:When your direct combat spell is successfully cast, it inflicts a number of boxes of damage equal to your net hits on the opposed test. The opposed test generally pits your '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] against either '''[[SR5:Attributes#Body|Body]]''' (for physical spells) or '''[[SR5:Attributes#Willpower|Willpower]]''' (for mana spells). The target does not get to resist the damage, only the '''[[SR5:Skills#Spellcasting|Spellcasting test]]'''.&lt;br /&gt;
&lt;br /&gt;
;Indirect:All indirect combat spells originate near the magician’s body (most magicians use their hands or eyes, but some use their feet for “power kicks” or emanate power from the entire body for a kind of an aura-throwing effect). The spell then is launched with an Opposed Test that pits the magician’s '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] versus the target’s '''[[SR5:Attributes#Reaction|Reaction]]''' + '''[[SR5:Attributes#Intuition|Intuition]]''', kind of like shooting a gun (in this case with bullets made of acid, or fire, or something equally unpleasant to be hit by). So you don’t really need to be able to see the target—you can cast these spells blindfolded or with artificial image enhancement—as long as you’ve got a clear line of fire. The Damage Value of a successful indirect combat spell is '''[[SR5:Skills#Spellcasting|Force]]''' + net hits, with an AP equal to –('''[[SR5:Skills#Spellcasting|Force]]'''). Damage from an indirect combat spell is resisted with '''[[SR5:Attributes#Body|Body]]''' + Armor (adjusted for the spell’s AP).&lt;br /&gt;
&lt;br /&gt;
;Indirect Area: Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for '''[[SR5:Combat#Grenades|grenades]]''': a '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] (3) Test with scatter of 2D6 meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit.&lt;br /&gt;
&lt;br /&gt;
;Elemental:These spells cause extra damage ('''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Special Damage Types]]'''). The specific type is listed in the spell description.&lt;br /&gt;
&lt;br /&gt;
==Acid Stream, Toxic Wave==&lt;br /&gt;
{{SR5:Spell Template|Name=ACID STREAM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F-3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=TOXIC WAVE&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F-1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These spells create a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material—treat it as '''[[SR5:Combat Rules:Elemental Damage#Acid Damage|Acid Damage]]''', with appropriate effects on the affected area and any objects therein. The acid quickly evaporates, but the damage it inflicts remains. Acid Stream is a single-target spell, Toxic Wave is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Punch, Clout, Blast==&lt;br /&gt;
{{SR5:Spell Template|Name=PUNCH&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=T|Damage=S&lt;br /&gt;
|Duration=I|Drain=F-6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=CLOUT&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=LOS|Damage=S&lt;br /&gt;
|Duration=I|Drain=F-3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=BLAST&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=S&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells smack the target(s) with invisible psychokinetic force, similar to a bruising punch, that inflicts Stun damage. Punch requires you to touch the target. Clout affects a single target, while Blast is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Death Touch, Manabolt, Manaball==&lt;br /&gt;
{{SR5:Spell Template|Name=DEATH TOUCH&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANABOLT&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MANABALL&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS (A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
Death Touch, Manabolt, and Manaball all channel destructive magical power into the target, doing Physical damage. The damage inflicted is similar to massive cellular die off from radiation or necrotizing fasciitis, but without the continuing effects. But still, ick. Since they are mana spells, spells in this group only affect living and magical targets and are resisted with Willpower. Death Touch requires the magician to touch the target. Manabolt affects a single target, Manaball is an area-effect spell.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower, Fireball==&lt;br /&gt;
{{SR5:Spell Template|Name=FLAMETHROWER&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P&lt;br /&gt;
|Range=LOS|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=FIREBALL&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P&lt;br /&gt;
|Range=LOS A)&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
These spells create an explosion of flames that flash into existence and scorch the target(s), giving them the double benefit of causing pain and being intimidating as hell. These spells deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''.These flames burn out after striking the target, but their secondary effects may ignite flammable materials that continue to burn af ter the spell is exhausted. Flamethrower is a single-target spell, while Fireball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Lightning Bolt, Ball Lightning==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHTNING BOLT&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Damage=P|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=BALL LIGHTNING &lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Damage=P|Duration=I|Drain=F – 1&lt;br /&gt;
}}These spells create and direct vicious strikes of electricity that cause '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. Lightning Bolt is a single target spell. Ball Lightning is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Shatter, Powerbolt, Powerball==&lt;br /&gt;
{{SR5:Spell Template|Name=SHATTER &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=T &lt;br /&gt;
|Damage=P|Duration=I |Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBOLT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=LOS &lt;br /&gt;
|Damage=P|Duration=I |Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBALL &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=LOS (A) &lt;br /&gt;
|Damage=P|Duration=I |Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells channel destructive magical power into the targets causing Physical damage. The target is cooked from the inside, like magically microwaving a hot dog. As physical energies, they can affect both living and non-living targets and are resisted by the target’s Body. Shatter requires you to touch the target, Powerbolt affects a single target, and Powerball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Knockout, Stunbolt, Stunball==&lt;br /&gt;
{{SR5:Spell Template|Name=KNOCKOUT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Damage=S|Duration=I|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=STUNBOLT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Damage=S|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=STUNBALL &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Damage=S|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells channel magical energy directly into the target, causing Stun damage. They are sometimes referred to as “sleep” spells because they can render targets unconscious but keep them alive, in the cases where you’d prefer more polite violence. Knockout requires the magician to touch the target, Stunbolt affects a single target, and Stunball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Corrode Object, Melt Object, Sludge Object==&lt;br /&gt;
{{SR5:Spell Template|Name=CORRODE [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, TOUCH, ELEMENTAL)&lt;br /&gt;
|Range=T|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MELT [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLUDGE [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, AREA, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells conjure a sizzling blast of corrosive spray that inflicts '''[[SR5:Combat Rules:Elemental Damage#Acid Damage|Acid damage]]''' upon their targets similar to '''[[#Acid Stream, Toxic Wave|Acid Stream and Toxic Wave]]'''. The corrosive nature of these blasts only affects the specified object for which the spell was created to harm. All other objects remain unharmed. Different objects require separate spells, such as Corrode Wall, Melt Electronics, Sludge Armor, and so on.&lt;br /&gt;
&lt;br /&gt;
==Disrupt Focus==&lt;br /&gt;
{{SR5:Spell Template|Name=DISRUPT [FOCUS]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Damage=Special|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Disrupt [Focus] channels and then diverts mana into disrupting a specific active magical focus dealing temporary damage to its astral form. A focus that receives damage equal to its Force from this spell is disrupted and becomes inactive. The magician bonded to the focus can’t gain dice bonuses or any other benefit from the focus until it’s reactivated. A number of boxes of temporary damage equal to the Force of the focus are “healed” at the beginning of the next Combat Turn. The owner may spend a Simple Action to reactivate the focus when all damage is healed. Disrupting a sustaining focus also disrupts the spell it is sustaining. Astrally projecting magicians whose foci become disrupted cannot reactivate them until their astral form gets back into their physical body.&lt;br /&gt;
&lt;br /&gt;
==Destroy Free Spirit==&lt;br /&gt;
{{SR5:Spell Template|Name=DESTROY [FREE SPIRIT]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Damage=P|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Destroy [Free Spirit] is a very specialized variant of Slay (p. 104) designed to take out a specific free spirit. Each unique spirit requires a different version of this spell, which must incorporate the target’s spirit formula. This spell doesn’t affect other spirits, even one of same type as the free spirit. The spell formula counts as a copy of the spirit formula for all purposes.&lt;br /&gt;
&lt;br /&gt;
==Destroy Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=DESTROY [VEHICLE]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Want to rule the waves, roads, or skies? This one’s for you. Destroy [Vehicle] is a variant of Slay (p. 104) designed to target a type of vehicle (or drone). Each type of vehicle (e.g., aircraft, watercraft, groundcraft)  requires a different version of this spell, such as Destroy Aircraft. This spell has no effect on other vehicles.&lt;br /&gt;
&lt;br /&gt;
==Firewater, Napalm==&lt;br /&gt;
{{SR5:Spell Template|Name=FIREWATER&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NAPALM&lt;br /&gt;
|Effects=(INDIRECT, AREA, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells do a hell of a lot more than defoliate. They combine two elements, fire and water, to create a terrifying and devastating effect. Flaming Water causes Physical damage that is considered to be both '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]''' and '''[[SR5:Combat Rules:Elemental Damage#Water Damage|Water damage]]'''. Armor with specific modifications, such as '''[[SR5:Armor Mod|Fire resistance, Chemical Seal, and Chemical protection]]''') may protect target from the damage. &lt;br /&gt;
&lt;br /&gt;
Firewater is a single-target spell, while Napalm is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Insecticide Insect Spirit==&lt;br /&gt;
{{SR5:Spell Template|Name=INSECTICIDE [INSECT SPIRIT]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Range=LOS(A)|Damage=P|Type=M&lt;br /&gt;
|Duration=I|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Insect spirits are exceptionally dangerous to magicians. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. Insecticide is a specialized variant of '''[[#One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species|Slay]]''' designed to target a specific type of insect spirit. Each unique type of insect spirit requires different version of this spell, such as Insecticide Ant Spirits or Insecticide Roach Spirits.&lt;br /&gt;
&lt;br /&gt;
==Ice Spear, Ice Storm==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SPEAR&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=ICE STORM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Spellcasters that weld this set of spells can attack their enemies with shards of ice of frightening potency that cause '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold damage]]'''. This may cause unusual damage to certain critters and damage armor or gear. Armor with specific modifications, such as '''[[SR5:Armor Mod|Cold resistance, Chemical Seal, and Chemical protection]]''') may protect target from the damage. &lt;br /&gt;
&lt;br /&gt;
Ice Spear is a single-target spell, while Ice Storm is an area spell. Ice Storm also acts as an '''[[SR5:Spells:Manipulation#Ice Sheet|Ice Sheet]]''' spell over the affected area &lt;br /&gt;
&lt;br /&gt;
==One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species==&lt;br /&gt;
{{SR5:Spell Template|Name=ONE LESS [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Range=T|Type=M|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLAY [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLAUGHTER [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These are variations of the '''[[#Death Touch, Manabolt, Manaball|Death Touch, Manabolt, and Manaball]]''' spells. They’re specialized, designed to target a particular species or metaType(One Less Naga, Slay Ork, Slaughter Dwarfs, and so on). The target of each spell is designated by the spell formula. These spells only discriminate based on biological species, not social status or any other quality.&lt;br /&gt;
&lt;br /&gt;
One Less requires the caster to touch the target. Slay affects a single target. Slaughter is an area effect spell.&lt;br /&gt;
&lt;br /&gt;
==Ram Object, Wreck Object, Demolish Object==&lt;br /&gt;
{{SR5:Spell Template|Name=RAM [OBJECT]&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Type=P|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=WRECK [OBJECT] &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I&lt;br /&gt;
|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DEMOLISH [OBJECT]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of '''[[#Shatter, Powerbolt, Powerball|Shatter/Powerbolt/Powerball]]''' that only affect a specific type of inanimate object. Different types of objects require a separate spell such as Ram Door, Wreck Furniture, Demolish Gun, and so on. This spell cannot be used against vehicles. Objects resist this spell with their Barrier Rating (in the case of doors and walls); other items resist with their object resistance (p. 295, SR5). Partial damage reduces the effectiveness of the item similar to the way damage affects a metahumans. For every three points of damage the item suffers, there is a –1 modifier to any tests using the item. Body Wreck affects only a single target while Demolish is an area spell. Ram requires the caster to touch the target.&lt;br /&gt;
&lt;br /&gt;
==Radiation Beam, Radiation Burst==&lt;br /&gt;
{{SR5:Spell Template|Name=RADIATION BEAM&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=RADIATION BURST&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells channel and unleash the vicious and invisible power of radiation on their target, causing '''[[SR5:Combat Rules:Elemental Damage#Radiation Damage|Radiation damage]]'''. Radiation Beam is a single target spell. Radiation Burst is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.&lt;br /&gt;
&lt;br /&gt;
==Pollutant Stream, Pollutant Wave==&lt;br /&gt;
{{SR5:Spell Template|Name=POLLUTANT STREAM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=POLLUTANT WAVE&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Oozing green chemicals, sulfurous brown smoke, and more—these spells release a pure form of nature-abhorring chemicals, causing '''[[SR5:Combat Rules:Elemental Damage#Pollutant Damage|Pollutant damage]]''' to their target. Pollutant Stream is a single target spell. Pollutant Wave is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.&lt;br /&gt;
&lt;br /&gt;
==Shattershield==&lt;br /&gt;
{{SR5:Spell Template|Name=SHATTERSHIELD&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Type=M|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shattershield is a variant of '''[[#Death Touch, Manabolt, Manaball|Death Touch]]''' designed to splinter manna barriers (see p. 315, SR5) in a very satisfying way. The caster must touch the mana barrier’s physical component or astral form. The barrier resists with Force (its Structure rating) + Counterspelling (if anyone happens to be protecting it).&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Combat&amp;diff=2450</id>
		<title>SR5:Spells:Combat</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Combat&amp;diff=2450"/>
		<updated>2016-06-23T16:25:12Z</updated>

		<summary type="html">&lt;p&gt;Extremis: /* Insecticide Insect Spirit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Combat Spells use Mana to create damaging effects, either by direct or indirect means. They're a mana-slinger's guns, and are treated that way by law enforcement.&lt;br /&gt;
;Direct:When your direct combat spell is successfully cast, it inflicts a number of boxes of damage equal to your net hits on the opposed test. The opposed test generally pits your '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] against either '''[[SR5:Attributes#Body|Body]]''' (for physical spells) or '''[[SR5:Attributes#Willpower|Willpower]]''' (for mana spells). The target does not get to resist the damage, only the '''[[SR5:Skills#Spellcasting|Spellcasting test]]'''.&lt;br /&gt;
&lt;br /&gt;
;Indirect:All indirect combat spells originate near the magician’s body (most magicians use their hands or eyes, but some use their feet for “power kicks” or emanate power from the entire body for a kind of an aura-throwing effect). The spell then is launched with an Opposed Test that pits the magician’s '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] versus the target’s '''[[SR5:Attributes#Reaction|Reaction]]''' + '''[[SR5:Attributes#Intuition|Intuition]]''', kind of like shooting a gun (in this case with bullets made of acid, or fire, or something equally unpleasant to be hit by). So you don’t really need to be able to see the target—you can cast these spells blindfolded or with artificial image enhancement—as long as you’ve got a clear line of fire. The Damage Value of a successful indirect combat spell is '''[[SR5:Skills#Spellcasting|Force]]''' + net hits, with an AP equal to –('''[[SR5:Skills#Spellcasting|Force]]'''). Damage from an indirect combat spell is resisted with '''[[SR5:Attributes#Body|Body]]''' + Armor (adjusted for the spell’s AP).&lt;br /&gt;
&lt;br /&gt;
;Indirect Area: Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for '''[[SR5:Combat#Grenades|grenades]]''': a '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] (3) Test with scatter of 2D6 meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit.&lt;br /&gt;
&lt;br /&gt;
;Elemental:These spells cause extra damage ('''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Special Damage Types]]'''). The specific type is listed in the spell description.&lt;br /&gt;
&lt;br /&gt;
==Acid Stream, Toxic Wave==&lt;br /&gt;
{{SR5:Spell Template|Name=ACID STREAM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F-3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=TOXIC WAVE&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F-1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These spells create a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material—treat it as '''[[SR5:Combat Rules:Elemental Damage#Acid Damage|Acid Damage]]''', with appropriate effects on the affected area and any objects therein. The acid quickly evaporates, but the damage it inflicts remains. Acid Stream is a single-target spell, Toxic Wave is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Punch, Clout, Blast==&lt;br /&gt;
{{SR5:Spell Template|Name=PUNCH&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=T|Damage=S&lt;br /&gt;
|Duration=I|Drain=F-6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=CLOUT&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=LOS|Damage=S&lt;br /&gt;
|Duration=I|Drain=F-3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=BLAST&lt;br /&gt;
|Effects=(INDIRECT)&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=S&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells smack the target(s) with invisible psychokinetic force, similar to a bruising punch, that inflicts Stun damage. Punch requires you to touch the target. Clout affects a single target, while Blast is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Death Touch, Manabolt, Manaball==&lt;br /&gt;
{{SR5:Spell Template|Name=DEATH TOUCH&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANABOLT&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MANABALL&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS (A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
Death Touch, Manabolt, and Manaball all channel destructive magical power into the target, doing Physical damage. The damage inflicted is similar to massive cellular die off from radiation or necrotizing fasciitis, but without the continuing effects. But still, ick. Since they are mana spells, spells in this group only affect living and magical targets and are resisted with Willpower. Death Touch requires the magician to touch the target. Manabolt affects a single target, Manaball is an area-effect spell.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower, Fireball==&lt;br /&gt;
{{SR5:Spell Template|Name=FLAMETHROWER&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P&lt;br /&gt;
|Range=LOS|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=FIREBALL&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P&lt;br /&gt;
|Range=LOS A)&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
These spells create an explosion of flames that flash into existence and scorch the target(s), giving them the double benefit of causing pain and being intimidating as hell. These spells deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''.These flames burn out after striking the target, but their secondary effects may ignite flammable materials that continue to burn af ter the spell is exhausted. Flamethrower is a single-target spell, while Fireball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Lightning Bolt, Ball Lightning==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHTNING BOLT&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Damage=P|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=BALL LIGHTNING &lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Damage=P|Duration=I|Drain=F – 1&lt;br /&gt;
}}These spells create and direct vicious strikes of electricity that cause '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. Lightning Bolt is a single target spell. Ball Lightning is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Shatter, Powerbolt, Powerball==&lt;br /&gt;
{{SR5:Spell Template|Name=SHATTER &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=T &lt;br /&gt;
|Damage=P|Duration=I |Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBOLT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=LOS &lt;br /&gt;
|Damage=P|Duration=I |Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBALL &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P |Range=LOS (A) &lt;br /&gt;
|Damage=P|Duration=I |Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells channel destructive magical power into the targets causing Physical damage. The target is cooked from the inside, like magically microwaving a hot dog. As physical energies, they can affect both living and non-living targets and are resisted by the target’s Body. Shatter requires you to touch the target, Powerbolt affects a single target, and Powerball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Knockout, Stunbolt, Stunball==&lt;br /&gt;
{{SR5:Spell Template|Name=KNOCKOUT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=T&lt;br /&gt;
|Damage=S|Duration=I|Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=STUNBOLT &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Damage=S|Duration=I|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=STUNBALL &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Damage=S|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells channel magical energy directly into the target, causing Stun damage. They are sometimes referred to as “sleep” spells because they can render targets unconscious but keep them alive, in the cases where you’d prefer more polite violence. Knockout requires the magician to touch the target, Stunbolt affects a single target, and Stunball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Corrode Object, Melt Object, Sludge Object==&lt;br /&gt;
{{SR5:Spell Template|Name=CORRODE [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, TOUCH, ELEMENTAL)&lt;br /&gt;
|Range=T|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MELT [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLUDGE [OBJECT]&lt;br /&gt;
|Effects=(INDIRECT, AREA, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells conjure a sizzling blast of corrosive spray that inflicts '''[[SR5:Combat Rules:Elemental Damage#Acid Damage|Acid damage]]''' upon their targets similar to '''[[#Acid Stream, Toxic Wave|Acid Stream and Toxic Wave]]'''. The corrosive nature of these blasts only affects the specified object for which the spell was created to harm. All other objects remain unharmed. Different objects require separate spells, such as Corrode Wall, Melt Electronics, Sludge Armor, and so on.&lt;br /&gt;
&lt;br /&gt;
==Disrupt Focus==&lt;br /&gt;
{{SR5:Spell Template|Name=DISRUPT [FOCUS]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Damage=Special|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Disrupt [Focus] channels and then diverts mana into disrupting a specific active magical focus dealing temporary damage to its astral form. A focus that receives damage equal to its Force from this spell is disrupted and becomes inactive. The magician bonded to the focus can’t gain dice bonuses or any other benefit from the focus until it’s reactivated. A number of boxes of temporary damage equal to the Force of the focus are “healed” at the beginning of the next Combat Turn. The owner may spend a Simple Action to reactivate the focus when all damage is healed. Disrupting a sustaining focus also disrupts the spell it is sustaining. Astrally projecting magicians whose foci become disrupted cannot reactivate them until their astral form gets back into their physical body.&lt;br /&gt;
&lt;br /&gt;
==Destroy Free Spirit==&lt;br /&gt;
{{SR5:Spell Template|Name=DESTROY [FREE SPIRIT]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Damage=P|Type=M&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Destroy [Free Spirit] is a very specialized variant of Slay (p. 104) designed to take out a specific free spirit. Each unique spirit requires a different version of this spell, which must incorporate the target’s spirit formula. This spell doesn’t affect other spirits, even one of same type as the free spirit. The spell formula counts as a copy of the spirit formula for all purposes.&lt;br /&gt;
&lt;br /&gt;
==Destroy Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=DESTROY [VEHICLE]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Range=LOS|Type=M|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Want to rule the waves, roads, or skies? This one’s for you. Destroy [Vehicle] is a variant of Slay (p. 104) designed to target a type of vehicle (or drone). Each type of vehicle (e.g., aircraft, watercraft, groundcraft)  requires a different version of this spell, such as Destroy Aircraft. This spell has no effect on other vehicles.&lt;br /&gt;
&lt;br /&gt;
==Firewater, Napalm==&lt;br /&gt;
{{SR5:Spell Template|Name=FIREWATER&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NAPALM&lt;br /&gt;
|Effects=(INDIRECT, AREA, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells do a hell of a lot more than defoliate. They combine two elements, fire and water, to create a terrifying and devastating effect. Flaming Water causes Physical damage that is considered to be both '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]''' and '''[[SR5:Combat Rules:Elemental Damage#Water Damage|Water damage]]'''. Armor with specific modifications, such as '''[[SR5:Armor Mod|Fire resistance, Chemical Seal, and Chemical protection]]''') may protect target from the damage. &lt;br /&gt;
&lt;br /&gt;
Firewater is a single-target spell, while Napalm is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Insecticide Insect Spirit==&lt;br /&gt;
{{SR5:Spell Template|Name=INSECTICIDE [INSECT SPIRIT]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Range=LOS(A)|Damage=P|Type=M&lt;br /&gt;
|Duration=I|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Insect spirits are exceptionally dangerous to magicians. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. Insecticide is a specialized variant of '''[[#One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species|Slay]]''' designed to target a specific type of insect spirit. Each unique type of insect spirit requires different version of this spell, such as Insecticide Ant Spirits or Insecticide Roach Spirits.&lt;br /&gt;
&lt;br /&gt;
==Ice Spear, Ice Storm==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SPEAR&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=ICE STORM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Spellcasters that weld this set of spells can attack their enemies with shards of ice of frightening potency that cause '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold damage]]'''. This may cause unusual damage to certain critters and damage armor or gear. Armor with specific modifications, such as '''[[SR5:Armor Mod|Cold resistance, Chemical Seal, and Chemical protection]]''') may protect target from the damage. &lt;br /&gt;
&lt;br /&gt;
Ice Spear is a single-target spell, while Ice Storm is an area spell. Ice Storm also acts as an '''[[SR5:Spells:Manipulation#Ice Sheet|Ice Sheet]]''' spell over the affected area &lt;br /&gt;
&lt;br /&gt;
==One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species==&lt;br /&gt;
{{SR5:Spell Template|Name=ONE LESS [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Range=T|Type=M|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLAY [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=M|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SLAUGHTER [METATYPE/SPECIES]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These are variations of the '''[[#Death Touch, Manabolt, Manaball|Death Touch, Manabolt, and Manaball]]''' spells. They’re specialized, designed to target a particular species or metaType(One Less Naga, Slay Ork, Slaughter Dwarfs, and so on). The target of each spell is designated by the spell formula. These spells only discriminate based on biological species, not social status or any other quality.&lt;br /&gt;
&lt;br /&gt;
One Less requires the caster to touch the target. Slay affects a single target. Slaughter is an area effect spell.&lt;br /&gt;
&lt;br /&gt;
==Ram Object, Wreck Object, Demolish Object==&lt;br /&gt;
{{SR5:Spell Template|Name=RAM [OBJECT]&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Type=P|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=WRECK [OBJECT] &lt;br /&gt;
|Effects=(DIRECT)&lt;br /&gt;
|Type=P|Range=LOS|Damage=P&lt;br /&gt;
|Duration=I&lt;br /&gt;
|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DEMOLISH [OBJECT]&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of '''[[#Shatter, Powerbolt, Powerball|Shatter/Powerbolt/Powerball]]''' that only affect a specific type of inanimate object. Different types of objects require a separate spell such as Ram Door, Wreck Furniture, Demolish Gun, and so on. This spell cannot be used against vehicles. Objects resist this spell with their Barrier Rating (in the case of doors and walls); other items resist with their object resistance (p. 295, SR5). Partial damage reduces the effectiveness of the item similar to the way damage affects a metahumans. For every three points of damage the item suffers, there is a –1 modifier to any tests using the item. Body Wreck affects only a single target while Demolish is an area spell. Ram requires the caster to touch the target.&lt;br /&gt;
&lt;br /&gt;
==Radiation Beam, Radiation Burst==&lt;br /&gt;
{{SR5:Spell Template|Name=RADIATION BEAM&lt;br /&gt;
|Effects=(DIRECT, AREA)&lt;br /&gt;
|Range=LOS|Type=P|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=RADIATION BURST&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
These spells channel and unleash the vicious and invisible power of radiation on their target, causing '''[[SR5:Combat Rules:Elemental Damage#Radiation Damage|Radiation damage]]'''. Radiation Beam is a single target spell. Radiation Burst is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.&lt;br /&gt;
&lt;br /&gt;
==Pollutant Stream, Pollutant Wave==&lt;br /&gt;
{{SR5:Spell Template|Name=POLLUTANT STREAM&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Type=P|Damage=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=POLLUTANT WAVE&lt;br /&gt;
|Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
|Range=LOS (A)|Damage=P|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Oozing green chemicals, sulfurous brown smoke, and more—these spells release a pure form of nature-abhorring chemicals, causing '''[[SR5:Combat Rules:Elemental Damage#Pollutant Damage|Pollutant damage]]''' to their target. Pollutant Stream is a single target spell. Pollutant Wave is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.&lt;br /&gt;
&lt;br /&gt;
==Shattershield==&lt;br /&gt;
{{SR5:Spell Template|Name=SHATTERSHIELD&lt;br /&gt;
|Effects=(DIRECT, TOUCH)&lt;br /&gt;
|Type=M|Range=T|Damage=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shattershield is a variant of '''[[#Death Touch, Manabolt, Manaball|Death Touch]]''' designed to splinter manna barriers (see p. 315, SR5) in a very satisfying way. The caster must touch the mana barrier’s physical component or astral form. The barrier resists with Force (its Structure rating) + Counterspelling (if anyone happens to be protecting it).&lt;/div&gt;</summary>
		<author><name>Extremis</name></author>
		
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