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Spells I'd expect to see in Shadowrun

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whitelaughter

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« on: <12-12-23/2138:57> »
The spell creation rules in most editions of Shadowrun are one of the gems of the system, allowing a straightforward way for players and GMs to expand the grimoire. Yet the obvious options never seem to be added to future editions! Here are a few options that I think would exist in some form or another in the 6th world:

COMBAT:

Golf Shot: simply take Mana Bolt, and put a Restricted Target(creatures with reproductive organs) and Restricted Effect(reproductive organs) and you have an incredibly low Drain spell that kicks the target in the nuts. Note that many creatures don't have reproductive organs, especially spirits; and once this spell is known, guard dogs etc will inevitably be spayed.

Restricted Slaughter Spells: These get fascinating, especially if made into Physical spells. Limit it to parasites, and it becomes a functional healing spell, taking out nits, worms etc. Harmful microbes and you have magical antibiotics.

Modifying Urban Renewal spells: Given the pollution problems of the 6th world, blasting pollution is tempting. Just remember that toxins sometimes break down into other toxins – frex mustard gas into hydrochloric acid – and that there is nothing you can do about metallic poisons. Adding elemental effects of water and air makes it easier to deal with toxins.
Restricting the spell to 'grot' and adding Sand as an elemental effect make an excellent sandblaster, clearing away graffiti etc. This is a great way of letting the local gangs know that claiming your home is a great way of being eaten by a spirit.

Restricting Napalm to Unwilling targets: if the spell only involuntary targets, then it can be cast into melee, washing harmlessly over allies but hurting enemies. This can also be used to detect invisible threats – a flaming target will be very obvious, no matter how they are concealed.

DETECTION

The usual response of a Diviner is that if it can't be done with Analyse Device, then it isn't worth doing. But there are things  Analyse Device can't do, or can only do in part.  Analysing a spell formula might help you learn the spell, but it won't help you cast the spell; it should be feasible to tweak the spell to improve your understanding of the spell, gaining bonus dice to casting.

Mind Probe is generally excessive. A Restricted spell that just tells you the names of whoever you are looking at is a simple spell that greases social situations, or makes it easier to bluff a security guard. Grabbing information on where you can pretend to have known the target from (“hey Suzie! Haven't seen you since we left Renton High) or even compares your minds for shared interests could be gained with extra successes.

HEALING

These spells can do anything that can be done by increasing Attributes, with lower Drain for being Restricted.
The obvious first step: Drain resistance. You can resist more Drain by increasing the appropriate Attributes, so Drain specific spells are certainly possible.
A less obvious option is increasing the amount of over damage you can take on the condition monitor. Ideally this spell should also give bonus dice to the Body check when using a Trauma Patch.

ILLUSION
The obvious option here are Restricted Physical spells that only affect technology; 'freeze' what is detectable within a given area, and Shadowrunners can move through it freely; anyone viewing footage just sees what was happening there before the spell was cast.

MANIPULATION
Mind effecting spells that require a voluntary target are a surprisingly profitable option! The Magician can make a fortune breaking addictions or creating useful habits, and anyone assensing the spell can see that it was freely accepted. This would probably be the 6th world's answer to B&D as well.

Physical manipulations are endless. The limits on what can be created are not a serious problem. A Manipulation that has the restriction (limited effect – no damage) and an elemental effect, say Metal, can be used to electroplate (thaumoplate?) items instantly. Shadowrunners on the run might chrome their motorbikes, completely changing their image. A McAdamizer spell, turning Air into tarmac, would be a quick and easy way to fix potholes, and much simpler than dealing with the local authorities.

Modify Ram to only damage security systems, and add Electricty as an Elemental effect, gives you a quick 'hotwire' spell.
No damage Venom, edged weapons only, is a quick and dirty way to add poison damage to melee.
And Smoke and Cold to a no-damage area effect spell makes a superb fire suppression system.
Of course, anything that can be done with Combat can be done with Manipulations, just with higher Drain.