[Element] Grenade

[ELEMENT] GRENADE
(Indirect, Elemental)

Type: P Range: T Damage: P
Duration: I Drain: F-1   This family of spells was created to allow spellcasters to assist their team members clearing buildings during military operations. Currently it is generally used by mages with corporate or military connections, though it’s starting to be used by shadowrunners as well.

The family of spells functions the same, but each element counts as a separate spell. The currently available variants are: acid, cold, electricity, fire, pollution, radiation, and water. The spell creates a solid ball of energy roughly the size of a grapefruit in the caster’s hands. The spell then launches from the caster as a grenade launcher (p. 182, CRB) without a minimum range. The ball is affected by physical barriers and can bounce off solid surfaces and around corners. The spellcaster must make a Magic + [Tradition Attribute] (3) Test to see how close the spell grenade lands to its target, where Tradition Attribute is the Attribute used along with Willpower to resist Drain. This test takes the place of the Throwing Weapons + Agility Test used for grenades (see Grenades, p. 181, CRB). Scatter should also be determined as it is with grenades (p. 182, CRB).

The grenade spell explodes when the caster uses a Simple Action to detonate it or the combat turn ends, whichever happens first. The rules for blasts against barriers (p.183, CRB) apply to the spell’s effects, along with the previously mentioned elemental effects.


(p17 Shadow)
Related School
Combat