THE NEO-ANARCHISTS' ON-LINE GRIMOIRE >>>[Remember that, just because the title of this is the 'on-line grimoire,' that doesn't mean that all these spells are necessarily on-line. Referees can outlaw some spells, make some spells private -- owned by an individual who hasn't given out the spell theory, make some spells lost -- hidden in some tomb somewhere, waiting to be found by the intrepid shadowrunner/archaeologists, etc. Referees can change any part of these spells. Remember, this is an electronic copy. All you've got to do to change things is open it up with your word processor (text editor for the text version) and edit away to your heart's content. You must decide what kind of things you want mages to do in your campaign. For example, in Keith's spells, I absolutely love the idea of the mageswords. But I think that Flight should require the use of the appropriate spirit. If that means that some shamans can't fly, well, so be it. (Of course, since I'm only playing, not running a game, I have very little say about anything, so feel free to ignore me!) Also, remember that spells can be made permanent in a variety of ways.]<<< -- Jerry [08:11:00/05-16-92] All spells in this installment of the on-line grimoire courtesy of [h--lm--s] at [mentor.cc.purdue.edu] ANTI-BLADE BARRIER Manipulation (Transform) Jonathon K. Henry Anti-Blade Barrier S2 Physical Sustained This spell is similar to the already existing theories of Anti- Bullet Barrier and Physical Barrier. The target for the spell is 6. The number of the success counts as armor against such attacks as bladed weapons (including weapon foci swords, Bladed variations of shuriken, and common house knives) serrated edges (including sharp rocks, broken glass, and circular saws); bladed arrowheads (including the Precision Arrows found in the Street Samurai's Catalog, but not the blunt, or stunner, arrows); and grenade-like shrapnel (including shrapnel grenades and showering glass fragmentation, but not standard shotgun shells). BIOPHYSICAL ARMOR Manipulation (Transform) Jonathon K. Henry Biophysical Armor M3 Mana Sustained This spell is essentially an armor spell that protects the body from influences that interfere with its natural rhythms. The spell assists deckers/runners in the matrix against damage from Black IC/Personas. It also assists against such attacks as electrical shock (stun batons, shock sticks) and vertigo (such as ultrasonic induction). It doesn't aid in normal combat related situations so no, the spell cannot be used in conjunction with the standard armor spell in melee/firearms related combat. The spell does not aid against the effects of aging in any way. It does help the subject fight off the effects of Poisons, Pathogens, Toxins, and related substances (even against the reactant of a "Stonebiter" Bat). It also gives its dice to the recipient to resist the effects of Health spells. ENHANCE WILLPOWER Manipulation (Transform) Jonathon K. Henry Enhance Willpower D3 Mana Sustained This spell gives defense dice vs. attacks similar to those the Mental Armor spell aids against. It also directly strengthens the psyche, allowing the subject to resist the effects of drain more readily. It doesn't directly change the willpower attribute. It enhances the recipient's ability to deal with the varying energies of Astral Space. The spell also does not enhance the ability to resist its own drain. FLAME SHIELD Manipulation (Transform) Jonathon K. Henry Flame Shield S2 Physical Sustained This spell is similar to the existing spells Anti-Spell Barrier and Personal Physical Barrier. The spell gives successes equal to its success level against fire-based attacks of all sorts. This includes Flame Projection, Firebolt, Hellblast, Flame Volt, Flame Bomb, and other flame spells and powers. It does not protect against the Ignite spell. It also does not afford complete protection against heat in a pure form. Against heat and heat- related attacks, the spell functions as an Armor spell (lava flows, light-based lasers, etc.). FLIGHT Manipulation (Telekinetic) Jonathon K. Henry Flight M1 Mana Sustained The target number for the spell is a 3 (Natural Objects). The number of total successes that are accrued help to define the "flight pool" of the user of the spell. Only voluntary living subjects can be affected by this spell. The speed that can carry its recipient is equal to the dice allocated from the "flight pool." 'Running' speeds utilize a modifier equal to the force of the spell. The control of the flight (turning, any maneuvering, etc.) is equivalent to the remaining dice of the "flight pool." For example, Jeremie gets 15 success with this spell, which he has at a Force of 5. His top speed is 75 meters per turn, though he would be moving in a straight line, with no ability to turn. In that example, he had all his "flight pool" dice allocated to speed. If he were moving at a speed of 0, that is no dice allocated to speed, he could effectively hover in place and gain 15 dice to "in-place" maneuvering (dodging and the like). Note that any alteration is speed allocation, results in appropriate change to the "maneuvering" ability of the user. >>>[15 successes? What, he rolled 20 dice? Remind me not to mess with Jeremie.]<<< -- Jerry (09:03:33/05-16-92) Or, Jeremie can allocate 7 dice to speed, leaving him with 8 dice for maneuvering. Faster speeds usually require the use of Oxygenate. This spell also allows for movement through water, as the previous version did not, though the movement modifier for faster speeds cannot exceed a 3, regardless of spell force. FORESIGHT Detection Scott Crain - Jonathon K. Henry Foresight D2 Mana Sustained Similar to the already existing Combat Sense and Personal Combat Sense theories, this spell allows for a limited precognitive view of the area around the spell's user. The successes for this spell directly enhance the Dodge and/or Defense pools of the user, as the spell gives some indirect insight into "where he should or should not be at the time" and "what to do to stop this action." The area of "detection" is standard for detection spells. Due to the extra level of stress placed upon the caster (time is something more difficult to handle), the target number is a 5 instead of 4. The spell can be placed upon another individual, but this further alters the target number to a 6. INCREASE MATRIX REACTION Health Jonathon K. Henry Inc Matrix Reaction+1 L3 Mana Sustained Inc Matrix Reaction+2 M3 Mana Sustained Inc Matrix Reaction+3 S3 Mana Sustained Inc Matrix Reaction+4 D3 Mana Sustained This spell is essentially a variation on Increase Cyber Reaction spells. The spell will work in conjunction with Wired/Boosted Reflexes (when going naked into the matrix) and Increase Response systems on Cyberdecks. It will not work in conjunction with Increase Cyber Reaction (which don't work in Matrix Interfacing). It will not work in conjunction with Increase Reaction spells of other forms, as they are not designed to work with the mind and its fuller faculties in simsense realities. The spell will aid the decker/runner if they are attempting to cut and run from attacking IC. Treat the spell as if it were an Increase Willpower spell, for purposes of dice mechanics. If for some reason the decker/runner already has an Increase Willpower spell in effect on his/her person, the Increase Matrix Reaction spell takes precedence, even if it is a lower level of increase. The spell functions in all other ways as any other Increase Reaction spell does, adding a number of dice to the initiative, as well as a +2 to the reaction attribute of the user per level of increase. Many GM's might not allow the spell to interact with Cyberdecks of any sort, but might allow the spell to work when running naked in the matrix. MAGESWORD Manipulation (Transform) Jonathan K. Henry Magesword S2 Mana Sustained This spell creates a blade of energy equal in length to the caster's willpower attribute in feet. If the length is equal to 4 feet or more, it has a +1 reach. Spells that assist the Willpower attribute do not increase the length of the blade. The target number for this spell is a 5 instead of 6. The number of successes is the rating for skill level and strength. The targeted individual uses willpower to resist damage. Impact armor does not assist. Neither do most artificial shields, walls, etc., though they are not themselves damaged. ("What do you mean he died? His clothes aren't ripped up or hurt, there isn't a mark I see on him.") Anti-Spell barriers function as Impact armor would, reducing the successes of the attack damage. Mana Barriers function as an Armor spell would, that is adding more dice equal to the barrier rating to the resistance test. Physical Barrier and Anti-Bullet Barrier do not assist. Dermal Armor (Bodyware section of Cyberwear) does assist. The damage done by the attack is (success rating)M2. Reach modifiers are mentioned earlier. Shape of the "sword" doesn't seem to matter in the case of damage for this case (sorry, no (SR)M3 Mage Katanas). The magician controlling this spell can deflect Weapon Foci being used by another (whether or not they are bonded to the user). The magician can also attack Astral beings/entities with this weapon (as long as they can see them). The "sword" created by this spell does not have to glow or be visible to the physical world. Fully capable magicians usually have their "sword" non-visible and use their perception talents at the same time. Sorceror Adepts are not that lucky. Their swords are usually visible to the naked eye. MAGESWORD II Manipulation (Transform) Jonathan K. Henry Magesword II S3 Physical Sustained This spell is essentially the same as the above mentioned Magesword, except that the sword is completely physical. The sword cannot pass through non-living objects like the mana version. Impact armor is fully effective as are Physical Barrier spells. The Anti-Bullet Barrier is still ineffectual against it. The sword can hit non-living objects. This allows it to be used against doors, cars, etc. It can still be used to defend against Weapon Foci. The sword cannot hit purely Astral beings/entities. If a creature/spirit is manifest, it can be used to attack them. The power of Immunity to Normal Weapons does not aid the subject from attacks by this "weapon." The damage by the weapon is (success rating)M2. Reach modifiers are as for the mana version. If a variation of this spell is researched where the blade is a "katana" form, then the damage does go to M3. >>>[Won't the drain go up, as well?]<<< -- Silver Cianide (08:46:40/05-16-52) The sword is visible at all times, and sheds a minor amount of light (about equivalent to a standard firefly). >>>[A pretty huge firefly, I'd guess. An awakened firefly, maybe?]<<< -- Silver Cianide (08:47:38/05-16-52) NOTES ON THE MAGESWORD SPELLS The sword must remain within line of sight of the caster at all times. Mirrors and/or Binoculars can assist as long as the spell doesn't go beyond a range equal to the magicians magic rating times the success rating of the spell in meters. The "movement" speed of the spell is equivalent to its success rating with "running" modifiers being equivalent to the spell's force. The mana version can be cast from the Astral Plane and utilized into the physical world if the caster also is Manifesting. The physical version of the spell cannot be cast from the Astral. The Initiate Talent of Shielding is of great benefit to the defender of both versions. It raises both the target to hit and gives extra dice to resist the damage with. QUICKENING AND LOCKING MAGESWORDS If the caster wishes to maintain self-control over the spell, the functions remain the same in all ways. If the caster wishes to make the sword usable to someone else the "sword" becomes "self sustaining" and does not keep any of its self motivation ability. It is thus considered an object that is to be "wielded" by an individual. Any living creature may utilize the mana version of the spell. They do not need to be able to see it, though perception of the weapon's dimensions does help (target numbers go up by 1 otherwise). The damage the weapon does becomes standard for melee combat (Str)M2, with any appropriate reach modifiers. The target resists damage according to the version used. An additional point of Karma is required to make the sword "permanent" in this fashion. This includes Spell Locks, which usually become the handle of the weapon. (Hey look, he's got himself a Lightsabre!) >>>[I suspect the sword retains an astral link to it's creator, just like normal Quickened/Locked spells, right?]<<< -- Myra (08:57:21/05-16-52) MENTAL ARMOR Manipulation (Transform) Jonathon K. Henry Mental Armor M3 Mana Sustained This spell is similar to the Armor spell. The target is the subject's willpower, with successes treated as additional dice for purposes of resisting any form of attack against the psyche. This includes Mana-form combat spells, Mind Controls and Probes, Fear and Weakness powers of paranormals, as well as Essence Drain attacks from Vampires. It will also work defending against combat attacks in the Astral in much the same way that an Armor spell protects the body in the physical world. MENTAL SHIELDS Manipulation (Transform) Jonathon K. Henry Mental Shields S2 Mana Sustained This spell is essentially the same as the Mental Armor spell, except that it is true "armor," giving automatic successes against the attacks mentioned above. Think of it as a limited scope Anti- Spell Barrier, that also includes attacks from Parabiologicals and Paranormals. MOVEMENT Manipulation (Telekinetic) Jonathon K. Henry Movement S3 Physical Sustained This spell directly copies the spiritual/elemental power of the same name. It does not protect the user of the spell from some of the more harmful side effects. When combined with the Weather Guard spell most, if not all, of the adverse side effects are negated (air friction, vertigo, etc.). The spell can be cast on any person or object. Movement is multiplied by the number of successes. Potential uses of this spell, besides the standard movement increase, are: Firearms Enhancement: When placed on the chamber of a weapon, the spell enhances the Power attribute of a projectile. The level of enhancement is equal to the success level of the spell. There is no additional recoil modifier for use of this spell. Vehicle Speeds: This can be very dangerous if the pilot/driver of the vehicle is not aware of the spell's placement. All target numbers are increased by the success level of the spell with appropriate modifiers for rig level (if any), etc. Vehicle Economy: If careful control is utilized, the spell will enhance the economy level of a normal vehicle by the success level of the spell. A vehicle that has an economy of less than 1 KM/Liter will have the economy increased by .1 KM/Liter per success. A vehicle that has 100 or more KM/Liter economy (as some mopeds do) has the economy modified by 10 times the number of successes. A vehicle has a 15 KM/Liter economy rating. The casting magician obtains 5 successes with the spell, thus enhancing the economy by 5 KM/Liter. Another vehicle has .5 KM/Liter economy. The same number of successes on this vehicle will enhance the economy by a further .5 KM/Liter (5 success X .1 KM/Liter). >>>[Remember, your referee might disallow some of these options. Check with your referee before basing a plan on a specific option, or you could be unpleasantly surprised.]<<< -- Jerry (10:41:20/05-16-92) PATHKEEPER Manipulation (Transform) Jonathon K. Henry Pathkeeper M3 Physical Sustained This spell has a few purposes, most of which are minor in their effect, but have an overall effective usefulness. The spell allows the magician or individual effected to walk without distraction over any standard medium. This includes water (such as a river or lake), a rocky incline (such as a mountain slope or desert creek), etc., without penalty for movement. The spell also offers a limited amount of protection from the terrain the recipient is moving through. For example, choppy waters go smooth in a radius equal to the caster's magic attribute in meters, around the user. The user will also gain no distractions from such things as briarthorns, cactus pines, jagged rocks, etc. To get a good idea on the spell's diversity, consider the spirit power of Guard, with a twist (levitate-like powers over water or mud). The spell will not protect from such things as lava, electricity, wire fencing and caltrop-like obstructions. The user also cannot walk through something (this is not a Passwall spell). The recipient must willing (so no, you can't suddenly strand a fish on the water's surface). The spell will not work on non- living objects. If the caster of the spell designates the spell to be used by an individual underwater, and an oxygenate spell is used in conjunction, the individual can move at standard movement without penalty. It has been hypothesized that if a hydrate spell (oxygenate for a water breather) were used in conjunction with this spell on a water traveling target, they could move about on land without penalties. RESIST ALLERGY Health Matt Bunch - Jonathon K. Henry Res Nuisance Allergy L1 Mana Sustained Res Mild Allergy M1 Mana Sustained Res Moderate Allergy S1 Mana Sustained Res Severe Allergy D1 Mana Sustained This spell allows the caster to dull out an allergy's effects on the target. For the spell to function, the caster must touch the subject. Once the spell has been successfully cast, the caster does not have to maintain physical contact to sustain the spell. This spell does not remove the allergy. It just alleviates the effects of the allergy. The spell does not aid against Vulnerabilities. For example, a vampirically inflicted individual is exposed to sunlight while under the effects of a Resist Deadly Allergy. As long as the spell is in place, the subject is protected from the harmful effects of the sunlight. If a Shapeshifter is touching or comes into standard contact with silver they are protected in a similar fashion, but if the silver is used as a weapon against the character, it still has its modifiers to damage (+1 Damage Category). >>>[Some referees might decide that each allergy requires a specific spell.]<<< -- Jerry (10:52:59/05-16-92) WARPLIGHT Manipulation (Transform) Jonathon K. Henry Warplight M3 Physical Sustained This spell is similar to the power of Adaptive Coloration used by the Bandersnatch. The number of successes indicates the modifier to the perception tests needed when using the standard visual spectrum. This includes Thermographic vision and the UV spectrum, but not sound or EM fields. If the subject is moving at a rate greater than 10, the modifiers to perceptual tests are doubled. The spell also acts as full armor against standard lasers, with a rating equal to the successes of the spell. WEATHER GUARD Manipulation (Transform) Jonathon K. Henry Weather Guard S3 Physical Sustained This spell protects the recipient from the elements. This includes the effects of rain, sleet, hail, snow, desert heat and sandstorms, etc. It does not protect a person from spells with elemental side-effects, such as Flame Volt or Acid Bomb. Harsh winds are reduced to gentle breezes (for the protected). Dehydration due to prolonged exposure to the sun will have no adverse effects, though standard consumption of water is still required. The spell does not aid someone in perception tests against fog, rain and the like, nor does it protect someone with a Severe Allergy to the effects of sunlight. It will negate the effects of distraction due to rain, wind, etc.