Difference between revisions of "SR5:Spells:Manipulation"

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Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.
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;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.
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;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.
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: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.
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;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.
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;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.
  
 
==Animate, Mass Animate==
 
==Animate, Mass Animate==

Revision as of 16:09, 10 March 2016

Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.

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.
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.
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.
Environmental
These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.
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.

Animate, Mass Animate

Armor

Control Actions, Mob Control

Control Thoughts, Mob Mind

Fling

Ice Sheet

Ignite

Influence

Levitate

Light

Magic Fingers

Mana Barrier

Physical Barrier

Poltergeist

Shadow

Bind, Net Bind, Mana Bind, Mana Net

Bug Zapper

Calm Animal, Calm Pack

Catfall

Clean Element

Compel Truth

Control Animal, Control Pack

Deflection

Element Aura

Element Wall

Fashion

Fix

Gecko Crawl

Glue, Glue Strip

Increase/Decrease Noise

Increase/Decrease Gear Limits

Interference

Lock

Mana Static

Makeover

Mist

Offensive Mana Barrier

Preserve

Protect Vehicle

Pulse

Reinforce

Slow Vehicle

Shape Material

Shapechange, Critter Form

Spirit Barrier, Spirit Zapper

Sterilize

Turn to Goo