Magic and Adept Powers in Shadowrun: Genesys | World Anvil
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Magic and Adept Powers

Magic

In Shadowrun: Genesys there are two basic types of magic users; casters and Adepts. Adepts user their awakened abilities to enhance their own abilities. Casters have the ability to affect both themselves and others.   

Casters

Casters have access to the either the Arcana or Primal skill and use magic as described in the Genesys Core Rulebook. The magic actions that the casters have available to them are listed below.  

Spells Available to All

Attack

ATTACK Spell

Concentration: No
Skills: Arcana, Divine, Primal
Magic attacks are combat checks, and they follow the normal rules for performing a combat check, on page 101, using the character’s magic skill instead of a combat skill. There are some exceptions, however, which we detail here.

When making a magic attack, the character must select one target at short range (but not engaged). The default difficulty of the check is Easy (d). The attack deals damage equal to the characteristic linked to the skill used to make the attack (so if the character uses Arcana, they would deal damage equal to their Intellect), plus 1 damage per uncanceled s. The attack has no set Critical rating, so you may only inflict a Critical Injury with a t.

Before making a magic attack check, choose any number of additional effects listed on Table III.2–5: Magic Attack Additional Effects. These effects are added to the attack.


EffectsDifficulty Mod
Blast: The attack gains the Blast quality with a rating equal to your character's ranks in Knowledge.+d
Close Combat: May select a target engaged with your character.+d
Deadly: The attack gains a Critical rating of 2. The attack also gains the Vicious quality with a rating equal to the character's ranks in Knowledge.+d
Fire: The attack gains the Burn quality with a rating equal to your character's ranks in Knowledge.+d
Holy/Unholy (Divine Only): When dealing damage to a target that the GM determines is the antithesis of the character's faith or deity (such as a priest of a god of life attacking an undead zombie), each s deals +2 damage, instead of +1.+d
Ice: The attack gains the Ensnare quality with a rating equal to the character's ranks in Knowledge.+d
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to the character's ranks in Knowledge.+d
Lightning: The attack gains the Stun quality with a rating equal to the character's ranks in Knowledge. The attack also gains the Auto-fire quality. (You must increase the difficulty by one to use the Auto-fire quality as normal.)+d
Manipulative (Arcana Only): If the attack hits, you may spend a to move the target up to one range band in any direction.+d
Non-Lethal (Primal Only): The attack gains the Stun Damage quality.+d
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to the character's ranks in Knowledge.+dd
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of engaged.+dd
Poisonous: If the attack deals damage, the target must immediately make a Hard (ddd) Resilience check or suffer wounds equal to the character's ranks in Knowledge, and strain equal to the character's ranks in Knowledge. This counts as a poison.+dd
Beguilement*

Beguilement*

Concentration: Yes
Skills: Arcana, Primal

Select a single creature or minion group within Short range. The target is filled with a specific emotion or sensation of your choice, such as anger, attraction, calm, disgust, fear, friendliness, or peace. The default difficulty is Easy(d). All social checks the target makes are either upgraded or downgraded once to reflect this altered mental state. After the spell ends, the target is aware that they were feeling or behaving unusually.


EffectsDifficulty Mod
Additional Target: May select additional targets equal to your ranks in Knowledge. May spend aa to select additional targets equal to your ranks in Knowledge for each aa spent.+dd
Easy Feeling: After the spell’s effects end, the target no longer is suspicious of their emotional state or actions.+d
Terrify: The target will flee directly away from the spellcaster as long as doing so would not cause knowingly harm itself. The creatures will continue to flee for one round after the concentration has ended or it has left the spells range. May spend a to send the target fleeing an additional range band or round.+d
Suggestion: Your target takes a suggested action or maneuver associated with the emotion you have instilled in them, such as attacking someone in anger, hitting on someone they are attracted to, calmly taking a rest, disgusted avoiding someone or something, running away from something in fear, offering assistance to someone they feel friendly toward, or attempting a peaceful resolution to a conflict. You may offer a suggestion each round as part of maintaining concentration on the spell.+dd
Forgetfulness: The target has no recollection of what transpired while under the effects of the spell.+dd
Minor Charm: The target will not attack the spellcaster nor their allies unless attacked by them.+d
Major Charm: The target feels particularly friendly to the caster, or a single target the caster designates, doing anything they would normally do for a dear friend.+ddd
Dominate: The target obeys all commands of the caster, even those contrary to its nature. The target may attempt a Discipline vs Discipline check as an action on their turn in order to break free of this mental control, receiving a number of b on their check if your commands have been agaisnt their nature. This cannot be combined with the Additional Target effect.+ddd
Conjure

CONJURE Spell

Concentration: Yes
Skills: Arcana, Primal
This action represents the ability of a spellcaster to animate objects or create items (or even allies) out of thin air and the aether. The character makes an Arcana or Primal skill check. The default difficulty for the check is Easy (d). If the check is successful, the character sum-mons a simple tool with no moving parts (such as a shovel or pickax), a one-handed melee weapon with no moving parts (such as a sword or knife), or a minion no bigger than silhouette 1 (such as an animal, magical creature, elemental spirit, or even undead monstrosity). These appear engaged with the character. The summoned minion or item remains present until the end of the character’s next turn.

If the character summons a creature, the creature behaves in the best approximation of its natural instincts (as determined by the GM). It is not controlled by the character, and may even be hostile to them. In a structured encounter, it takes its turn immediately after the character.


Before making a conjure check, choose any number of additional effects listed on Table III.2–8: Conjure Additional Effects. These effects are added to the check.


 


EffectsDifficulty Mod
Additional Summon: The spell summons one additional item, weapon, or creature. In addition, after casting the spell, you may spend aa to summon one additional item, weapon, or creature (and may trigger this multiple times, spending aa each time).+d
Medium Summon: The character may summon a more complicated tool with moving parts, a rival no larger than silhouette 1, or a two-handed melee weapon.+d
Range: Increase the range of the spell (the distance from the character that the summoned item or creature appears) by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Summon Ally: The creature the character summons is friendly to them and obeys their commands. The character may spend a maneuver to direct the creature, allowing them to determine its action and maneuver. (If the character summons multiple creatures, the character may spend one maneuver on their turn to direct the turns of all summoned creatures.)+d
Grand Summon: The character may summon a rival of up to silhouette 3.+dd
Illusion*: The object or creature you summon is an Illusion.-d
Necromancy*: Use a corpse or skeleton within the range of the spell and raise it as a mindless undead minion instead of conjuring a creature from the aether.+d
Deception*

Deception (ie. Obfuscation/Fog)*

Concentration: Yes
Skills: Arcana, Divine, Primal

Create a thick fog, mist or smoke that blankets engaged range. All characters in the fog are treated as having two levels of concealment, imposing on checks they make, and on Perception checks and attacks made against from outside the fog. The default difficulty is Easy (d). Could possibly make a globe of darkness as well, which would have the benefit of allowing characters with Dark Vision to see.


EffectsDifficulty Mod
Additional Sense: An additional Sense is impaired by the fog. (eg. Hearing, Smelling, Dark Vision, Infravision, Ultravision) You may spend aa to add an additional sense.+d
Range: You may create the fog at Short range. It still fills Engaged range. You may use this multiple times.+d
Extend: The fog now fills an area out to Short range. You may use this multiple times. You may spend aa to further extend the filled area.+d
Thicken: The fog becomes more dense, imposing an additional b on checks. You may spend aa to increase this effect.+d
Hinder: The fog impedes movement, and is treated as difficult terrain. OR this could give the fog Ensnare 2. You may spend aa to increase this effect.+d
Burn: The fog sears the lungs, causing Strain equal to ranks in Knowledge at the start of each character’s turn.+dd
Poisonous: If a target is affected by the obfuscated area, the target must make a Hard (ddd) Resilience check or suffer wounds equal to the character’s ranks in Knowledge, and strain equal to the character’s ranks in Knowledge. This counts as a poison.+dd
Lightning: The affected area gains the Stun quality with a rating equal to the character’s ranks in Knowledge.+d
Holy/Unholy (Divine only): When targets in the area take damage that the GM determines are the antithesis of the character’s faith or deity (such as a priest of a god of life attacking an undead zombie), each s deals +2 damage instead of +1.+d
Manipulative (Arcana only): The character may spend a manoeuvre to move the obfuscated area one range band in any direction.+d
Sleep (Primal Only): The area gains the Stun quality, and deals strain equal to the character’s ranks in Knowledge.+d
One Way: The shrouded area is transparent from outside, and opaque from inside, or vice versa.+dd
Illusion: The fog is an Illusion.+d
Utility

Utility Spell

Concentration : No
Skills : Arcana, Divine, Primal

This ability represents all the minor and more narrative ways that a character can utilize their gifts. From turning a pebble into a butterfly, or making their voice ring out like thunder, or lighting a torch with a wave of their hand. The default difficulty of the check is Easy (d), and cannot be increased by additional effects as there are none for this action. This action is suited for the non-structured actions in the game, and if you think that the difficulty of the action needs to be increased in any way, than you are probably trying to use for too much. This action is for the minor works that help flavor the story, but do nothing much mechanically to effect it.



 
  Primal Only Spells
Augment

AUGMENT Spell

Concentration: Yes
Skills: Divine, Primal

This is using magic to enhance people. A character selects one target they are engaged with (which can be themself), then makes a Primal or Divine skill check. The default difficulty of the check is Average (dd). If the check is successful, until the end of your character’s next turn, the target increases the ability of any skill checks they make by one (in effect, this means they add d to their checks)

Before making a conjure check, choose any number of additional effects listed on Table III.2-8: Conjure Additional Effects. These effects are added to the check.


EffectsDifficulty Mod
Divine Health (Divine Only): The target increases their wound threshold by a value equal to the character's ranks in Knowledge for the duration of the spell.+d
Haste: Targets affected by the spell can always perform a second maneuver during their turn without spending strain (they may still only perform two maneuvers a turn).+d
Primal Fury (Primal Only): The target adds damage equal to the character's ranks in Knowledge to unarmed combat checks, and their Critical rating for unarmed combat checks becomes 3.+d
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Swift: Targets affected by the spell ignore the effects of difficult terrain and cannot be immobilized.+d
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).+d
Camouflage*: Targets affected by the spell are granted 3 levels of Concealment.+d
Shapechange*: You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, they can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual's features in this way -they are their own individual in each form.+d
Skinwalker*: When using shapechange, you can replicate an individual's features. b or b should be applied based on the caster's knowledge of the subject they are imitating.+d
Water Breathing*: targets affected by this spell can breathe underwater.+d
Illusion*: The effects of Shapechange and Skinwalker are an Illusion.-d
Heal

HEAL Spell

Concentration: No
Skills: Divine, Primal

Priests and other practitioners of divine magic are often known for their healing abilities. Often, those in touch with nature also possess the capacity to heal wounds and illness. The character can use the Divine or Primal magic skill in place of a Medicine check in order to remove damage or heal Critical Injuries. When making the check, the character selects one target they are engaged with who is not incapacitated. The default difficulty of the check is Easy (d). Upon success, the character heals 1 wound per uncanceled s, and 1 strain per uncanceled a.


EffectsDifficulty Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).+d
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Restoration: Select one ongoing status effect the target is suffering. This status effect immediately ends.+d
Heal Critical: Select one Critical Injury the target is suffering. If the spell is successful, the Critical Injury is also healed.+dd
Revive Incapacitated: The character may select targets who are incapacitated.+dd
Resurrection: The character may select a target who has died during this encounter. If the check is successful, the target is restored to life, suffering wounds equal to their wound threshold. If the check fails, no characters may attempt to resurrect the target again.+dddd
Shape-Shift*

Shape-Shift Spell

Concentration : No 
Skills: Primal

This ability represents the characters ability to alter the shape and composition of their bodies to more resemble the beasts of the lands the have sworn to protect. The character must make a Primal skill check. The default difficulty of the check is Average (dd). If the check is successful, the character will assume the hybrid form of a land based beast of their choosing, and will gain an upgrade on all checks using either the Brawn or Agility characteristic (characters choice), while also upgrading the difficulty of any checks using both the Intellect or Presence characteristic. This spell will last until the character chooses to end the spell by making an Average (dd) Discipline check, takes a Critical Injury, or becomes incapacitated.

Before making the skill check, choose any of the additional effects listed on the table below. These effects are added to the check.


EffectsDifficulty Mod
Enlarge : The character can increase their Silhouette value by 1, adding a to any Brawn characteristic based checks. This effect may be added multiple times.+d
Shrink : The character can decrease their Silhouette value by 1 (to a minimum of Silhouette 0), adding a to any checks targeting them. This effect may be added multiple times.+d
Aquatic : The character gains the ability to breathe in water, and removes all for moving in water.+d
Rending Strike : The Character gains a natural weapon(either tooth or claw, of their choosing).Damage +4, Skill : Brawlor Melee, Critical: 2, Peirce 2, Vicious 1)+d
True Form : The character will shift into the fully transformed form ofthe beast of their choosing, being impossible to distinguish from the actual creatures. All of the characters gear and equipment will be transformed along with them, and will be unusable until they revert back to their natural form. The character will also gain the ability to communicate with the chosen beasts, in whatever way they do so natively.+d
Flight : The character gains a set of wings that gives them the ability to Fly.+dd
Telepathy*

Telepathy Spell*

Concentration: Yes
Skills: Primal, Divine

The character is able interact on the minds of others in a subtle fashion, affecting what they perceive, how they feel, or what they do. The caster selects a target within Short range and makes and Easy (d) magic check. If the check is successful, you are able to read the surface thoughts of the target. The more alien the target is in comparison to the casters mind, the greater the difficulty. Through acts of greater concentration, the caster is able to influence or even control the thoughts or actions of their target. For each uncanceled s one strain is dealt to the target. As appropriate, the caster may spend a to get additional detail or effect on how they are able to influence the mind of their target.



 


EffectsDifficulty Mod
Sense Emotions: The caster may choose to pick up on emotions instead of thoughts.+d
Touch: Touching the target of a telepathy check.-d
Telepathic Communication: The caster is able maintain two way communication with their target.+d
Convince: The target is extremely gullible towards the psychic as long as this ability is in effect.+d
Terrify: The target will flee directly away from the caster as long as doing so would not cause it to knowingly harm itself. The caster does not need to direct the target specifically, and the creature will continue to flee for +1 turn after concentration has ended or it has left the abilities range.+d
Charm: The target will not attack the caster or their allies unless attacked by them.+d
Additional Target: The power affects one additional target within range. In addition, after taking this action, you may spend aa to affect one additional target within range of the power (and may trigger this multiple times, spending aa each time).+d
Range: Increase the range of this action by one range band. This may be added multiple times, increasing the range band each time.+d
Compulsion: The character can select one non-nemesis target that, if successful, will believe any untruths that the character tells them while under the effects of this ability. In addition, they will also aid the character in anyway possible as long as it does not bring direct harm to it or it’s allies. Once the spell has expired, the target will immediately know that they were mentally influenced, and all future social encounters with the character will have the difficulty upgraded once.+dd
Modify Memory: The target will completely forget any memories of what transpired while under the effects of this ability, to include being put under the spell to begin with.+dd
Mind Control: The target obeys the character’s commands. The character may spend a maneuver to direct the creature, allowing them to determine its action and maneuver.+ddd
  Arcane Only Spells
Barrier

BARRIER Spell

Concentration: Yes
Skills: Arcana, Divine

Both arcane and divine spellcasters have the power to create barriers of magical energy to protect themselves and their allies. The character selects one target they are engaged with (which can be themself), then makes an Arcana or Divine skill check. The default difficulty of the check is Easy (d). If the check is successful, until the end of the character's next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncanceled ss beyond the first.

Before making a Barrier check, choose any number of additional effects listed on Table III.2-7: Barrier Additional Effects. These effects are added to the check.


EffectsDifficulty Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).+d
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Add Defense: Each affected target gains ranged and melee defense equal to your ranks in Knowledge.+dd
Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect.+dd
Reflection (Arcana Only): If an opponent makes a magic attack against an affected target and generates hhh or d on the check, after the check is resolved, they suffer a hit dealing damage equal to the total damage of the attack.+dd
Sanctuary (Divine Only): Opponents the GM determines are the antithesis of the character’s faith or deity automatically disengage from affected targets, and may not engage them for the duration of the spell.+dd
Curse

CURSE Spell

Concentration: Yes
Skill: Arcana, Divine

This action represents the combat use of curse magic. Your character selects one target within short range, then makes an Arcana or Divine skill check. The default difficulty of the check is Average (dd). If it is successful, until the end of the character’s next turn, the target decreases the ability of any skill checks they make by one (in effect, this means they remove one c from their checks).

Before making the curse check, choose any number of additional effects listed on Table III.2–9: Curse Additional Effects. These effects are added to the check.


EffectsDifficulty Mod
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain.+d
Misfortune: After the target makes a check, you may change one b to a face displaying a f.+d
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).+dd
Despair (Divine Only): The target’s strain and wound thresholds are reduced by an amount equal to the character’s ranks in Knowledge. This effect may not be combined with the additional target effect.+dd
Doom (Arcana Only): After a target makes a check, you may change any one die in the pool not displaying a t or d to a different face.+dd
Paralyzed: The target is staggered for the duration of the spell. This affect may not be combined with the additional target effect.+ddd
Polymorph*: You can change the target's physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, you can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual's features in this way - they are their own individual in each form.+ddd
Dispel

DISPEL Spell

Concentration: No
Skills: Arcana

The ability to nullify magic is a strange and wondrous art that only certain arcane spellcasters possess. The character selects one target within short range that is under the effects of a spell, then makes an Arcana skill check. The default difficulty for the check is Hard (ddd). If the check is successful, the effects the target is under immediately end (if the spell affected multiple targets, the other targets remain affected).

Before making a dispel check, choose any number of additional effects listed on Table III.2–10: Dispel Additional Effects. These effects are added to the check.


EffectsDifficulty Mod
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).+dd
Illusion*

Mask Spell

Skill: Arcana

Concentrate: No


Narrative



Mask spells create illusions of light and sound. These can be images of people, creatures, or objects. Alternately, the spell caster can wrap illusion around themselves or someone else, masking their appearance with a different countenance. The illusions may look fearsome, beguiling, or repugnant, but they are simply phantasms with form or substance. They cannot interact with the real world in any way.




Structured



This is using magic to create an illusion, or to disguise a characters appearance. The character makes an Arcana skill check. The default difficulty for the check is Easy (d). If the check is successful, the character creates an illusion of a creature or object that is silhouette 1 or smaller. The illusion appears within short range of the character. Alternately, the illusion changes the appearance of the caster or one silhouette one creature they are engaged with. The illusion cannot obscure the basic size or shape of the target.




Illusion can generate light and sound, but the cannot cause harm or interact with their environment in any way. Illusions can be animated anbd can move, as long as they remain with the range of the spell. A keen observer can attempt to spot the false nature of the illusion by making an Average (dd) Vigilance check (or Average (dd) Perception check) if the observer suspects that their senses may be fooled). Success means the observer recognizes the object's illusionary nature.


EffectDifficulty Mod
Realism: Increase the difficulty of checks to determine that the illusion is fake by one. In addition, after casting the spell, you may spend dd to increase the difficulty of checks to determine that the illusion is fake by one (you may trigger this multiple times, spending aa each time). The illsuion can also fool additional senses such as smell, taste, or touch.
Blur: If the spell targets a character, it blurs and obscures their form. Until the spell ends, add h to the results of combat checks targeting the character (this applies even if the attacker realizes the effect is an illusion).+d

Mirror Image: If the spell targets a character, it creates multiple images that move with the target and distract opponents. Until the spell ends, the character may spend hhh or d from any combat check targeting them to cause the attack to harmlessely hit a mirror image rather than the character (if applies even if the character realizes the effect is an illusion).+d

Additional Illusion: The spell creates one additional illusion or disguises one additional character. In addition, after casting the spell, you may spend aa to creat another additional illusion or disguise another additional character (you may trigger this multiple times, spending aa each time).

Range: Increase the range of the spell by one range band. This effect may be added multiple times.+d

Size: Increase the silhouette of the illusion created by one, or disguise the appearance of a target one silhouette larger. This may be added multiple times, increasing the silhouette of the illusion created or target disguised by one each time.+d

Terror: The illusion terrifies those who behold it. When any character sho does not know the illusion is fake spots it, they must make a Hard (dd) Discipline check. They suffer 2 strain per h and, if they fail, are unable to apprach the illusion. (if you are usuing the Fear rules from page 234 of the Genesys Core Rulebook, this can be a Hard (ddd) fear check).+dd

Invisibility: If the spell targets character, it renders them invisible to sight instead of changing their appearance.+ddd
Blur: If the spell targets a character, it blurs and obscures their form. Until the spell ends, add h to the results of combat checks targeting the character (this applies even if the attacker realizes the effect is an illusion).+d

Mirror Image: If the spell targets a character, it creates multiple images that move with the target and distract opponents. Until the spell ends, the character may spend hhh or d from any combat check targeting them to cause the attack to harmlessely hit a mirror image rather than the character (if applies even if the character realizes the effect is an illusion).+d

Additional Illusion: The spell creates one additional illusion or disguises one additional character. In addition, after casting the spell, you may spend aa to creat another additional illusion or disguise another additional character (you may trigger this multiple times, spending aa each time).

Range: Increase the range of the spell by one range band. This effect may be added multiple times.+d

Size: Increase the silhouette of the illusion created by one, or disguise the appearance of a target one silhouette larger. This may be added multiple times, increasing the silhouette of the illusion created or target disguised by one each time.+d

Terror: The illusion terrifies those who behold it. When any character sho does not know the illusion is fake spots it, they must make a Hard (dd) Discipline check. They suffer 2 strain per h and, if they fail, are unable to apprach the illusion. (if you are usuing the Fear rules from page 234 of the Genesys Core Rulebook, this can be a Hard (ddd) fear check).+dd

Invisibility: If the spell targets character, it renders them invisible to sight instead of changing their appearance.+ddd
Telekinesis*

Telekinesis Spell

Concentration : Yes
Skills: Arcana

While any practioner of magic can levitate and manipulate small (Silhouette 0) objects with the Utility action. This ability represents the advanced powers that can be wielded by the students of the Arcane Arts when they focus on building their skills past that of the simple cantrip level. The character selects a Silhouette 1 target at short range (which can be themselves), and makes an Arcana skill check. The default difficulty of the check is Average (dd). If the check is successful, the character can relocate the target anywhere in the same range band.

Before making the skill check, choose any of the additional effects listed on the table below. These effects are added to the check.


EffectsDifficulty Mod
Range : Increase the range of the spell by one range band. This may be added multiple times.+d
Additional Target : The character can select two additional targets with-in range of the spell, and spend an a to affect an additional target with-in range for each a spent.+d
Take Control: The character can use this spell to affect objects which are secured in place or held in a characters grasp.+d
Precision Touch : The caster can perform fine manipulation with this spell, allowing it to move as if it was actually held in its own hands.+d
Strength : Increase the Silhouette size the spell can target once. This may be added multiple times, increasing the Silhouette each time.+d
Stasis : The target is held in place, possibly in mid-air, until the end of the characters next turn. If the target is a character, it is Immobilized (can not take maneuvers) and receives a setback die on all checks. This effect can only be extended by the Concentrate Maneuver for a number of rounds equal to the characters ranks in Knowledge : Lore. The character can also spend t to add the Staggered condition to the target for the first round of the spells duration.+d
  Special Spells
Divination*
Note: In Shadowrun: Genesys - Divination may be used by Shamans if you have the Talent Totem Affinity

Predict Spell

Skills: Arcana, Divine

Concentration: No

Narrative

"Prediction," "prophecy,", and "foresight" refer to the ability to see the future (or at least a possible future) Prohecy plays a role in many stories, especially myths and leg3ends of old. Usually, a prohecy doesnt let one see the entire future. Instead, it lets the person ask one or two questions and get answers about events to come.



When your character uses a Predict spell narratively, its difficulty usually depends on how far into the future they want to look. If it's within the next day or so, then you can start with a difficulty of Average (dd). Lookuing a month ahead may increa the difficulty to Hard (ddd), a year may be Daunting (dddd) and anything beyond that may be Formitable (ddddd). A significant number of h or a d may make the prophecy especially inscrutable or vague.


Structured

This is using magic to predict the future, The character makes an Arcana or Divine skill check, then asks one question about events that will unfold withn the next 24 hours. The default difficulty is Average (dd). If the check is successful, your GM must provide the character with a truthful answer, but the answer could be one that could be interpeted in a number of different ways or is somewhat enigmatic. Whether the check succeeds or fails, the character may not make another predict check to ask about the same events for the remainder of the session.


 

Adepts

Adepts have awakened in a fashion similar to mages and shamans as they have a well-spring of magic power that they can draw from. They vary from mages and shamans in that they may only use their magical abilities to affect themselves. They gain access to the Augment magic action which they may use at a base difficulty of Easy (d) instead of the normal Average (dd).

Adepts, when using the Augment action, cast spells as per the magic rules in the Genesys Core Rulebook except as follows: Adepts do not have to use the Concentration manuever to maintain an Augmented ability. An Augmented ability lasts until the end of the encounter or until the adept Augments a different ability.  
Mystic Adepts

While Mystic adepts have access to magic actions, they are more limited than full shamans or mages in the spells that they can cast and are limited, to some degree, in their Adept abilities. During character creation, a mystic adept selects a number of spell actions equal to their Discipline. They may only choose actions that are available to their magic skill (Arcana or Primal). Additionally, mystic adepts may not add more d from spell effects to their Qi based Augment action than they have ranks in Discipline. 

Mystic Adepts can use the Augment spell action like an Adept. If they have access to the Augment spell action from their other magic skill, they may cast Augment on others, as well, but do not get the difficulty reduction when casting on others.   Example Adept Powers
         

Example Adept Powers

These are examples of Adept Powers and not a definitive list.


Sample EffectDifficulty Mod
HasteMay take a second maneuver without suffering strain.+d
Animal EmpathyGain b to Charm checks with creatures.+d
Attribute BoostBoost either Brawn or Agility by 1 for a number of turns equal to net s. After this time, suffer an additional strain.+dd
Authoritative ToneSpend aaa on a Leadership check to succeed even if you have net f.+d
BerserkAdept may enter a berserker rage, increasing Agility and Brawn by 1 (max is still 5), but Willpower, Cunning, Intellect, and Presence are reduced by 1 (to a minimum of 1). Attacks targeting you gain b.+d
Combat SenseInstinctive sense of potential threats nearby. Gain +1 Melee and Ranged defense.+d
Cool Resolveb to all social skills.+d
CounterstrikeMay spend hhh or d from a Melee or Brawl attack targeting you to immediately take a single Melee or Brawl attack against the attacker.+d
Critical StrikeReduce critical rating by 1 on your Melee or Brawl attacks.+d
Elemental StrikeAdd Fire (Burn), Ice (Ensnare), or Electric (Disorient 1) quality to your Brawl attacks.+d
Enhanced AccuracyYour attacks gain the Accurate 1 quality, or increases Accurate quality by 1.+d
Enhanced PerceptionUpgrade your Perception checks.+d
FlexibilityImmune to the Ensnare quality.+d
Improved Reflexes+1 Agility, +1 Melee/Ranged Defense, may suffer 1 strain to add sss to your initiative check.+ddd
Indomitable WillUpgrade checks to resist intimidation and fear inducing effects.+d
Inertia StrikeAdd Knockdown quality to your Melee and Brawl attacks.+d
Light BodyMay jump over gaps up to Medium range as long as you can get 3m of a run before the jump.+d
Light TouchImpose bb on Perception checks to notice the Adept palming or pickpocketing. +d
Missile ParryGain +2 Ranged defense. If the ranged attack is a slow moving projectile (arrows, throwing knives, grenades, etc), may spend hh to pluck missile out of the air.+d
Mystic ArmorGain +1 Soak.+d
Nerve StrikeAdd Stun Damage to Brawl attacks.+d
Penetrating StrikeAdd the Breach quality with rating to number of s generated on the Qi skill check.+d
Rapid DrawMay draw a weapon that is properly holstered (GM discretion) as an incidental.+d
Rapid HealingUpgrade any check intended to heal you once.+d
Traceless WalkMake no noise through contact with the floor.  Leaves no visible traces (even snow, sand, etc). Upgrade any relevant Perception check to notice you twice.+dd
Wall RunningMay move to any spot within short range with your Move action.+d
 
  Magic Background Count
       

Magic Background Count

In certain areas of your campaign, there may be areas with extreme emotion or magical energies. Background count can range between -2 to +2. Resonance is not affected by background count.


EffectExample
bbSite of a massacre. Mana void. Space.
bPlaces of misery (prison, factory). Violent crime scene.
No effectMost places.
bPlaces of positive emotions (concerts, festivals, etc.)
bbLeyline
 
  Assensing
     

Assensing

Street Mage and Street Shaman get access to the Astral Plane. Adepts may purchase the ability via the Astral Perception talent. Assensing is an Average(dd) Perception check. Increase difficulty by one for every hour that has passed since the aura was created. Caster may spend s to learn information about the aura.


ResultInformation
sState of subject’s health.
sCurrent emotional state.
sMundane or Awakened.
ssPresence and location of Cyberware.
ssGeneral class of active magic.
sssGeneral diagnosis of health issue.
ssssLocation of bioware.
ssssAmount of Essence left.
sssssTechnomancer.
sssssAccurate diagnosis of malady or disease.
tAny of the above.
aLearn astral signature of a spell/spirit/Awakened aura.
aaAnalyze the signature.
aaGain b when tracking the signature for next 24 hours.
aaaUpgrade your next check for tracking or Assensing for next 24 hours.
aaaaGain a permanent b when tracking or recognizing this signature.
tUpgrade all checks related to tracking or recognizing this signature.
hSuffer 1 strain.
hhGain b on your next Assensing or tracking check.
hhhIf aura is viewing Astrally, they notice your interest.
hhhDowngrade your next Astral action.
hhhhAn astral entity determines your own signature.
hhhhGain a permanent b when tracking or recognizing this signature.
dDowngrade all checks related to tracking or recognizing this signature.
 
  Astral Projection

Astral Projection

While projecting:
  • One movement action may be taken to move up to Far range.
  • Your attached Characteristics change:
    • Brawn = Charisma for Shaman \ Intellect for Mage
    • Agility = Cunning for Shaman \ Logic for Mage
    • Foci travel with you.
  • Your base Brawl damage is equal to your Astral Brawn (see above) characteristic. If you are using a Brawl Weapon Foci, then use that weapon’s damage instead.
  • Melee is only available if you have a Weapon Foci. If so, use that weapon’s damage.
  • You may only cast spells and attack other entities that are active on the Astral Plane.
  • You may use the Dispel tree on active magical effects even if the caster is on the physical plane
  • You may pass through most objects, but cannot pass through Barrier spells or solid earth.
  • You may project yourself onto the physical plane. You appear similar to a ghost to those around you. You still only see Astrally, but you may communicate normally with those around. One benefit is that you are invisible to technology this way. (So you are blind to anyone with cybereyes!)
  • You may only project up to a number of hours equal to your tied magic Characteristic. As soon as this time hits, you lose 1 Essence. You lose an additional Essence for every additional hour you spend away from your body. If you drop to Essence 0, your physical body dies and your Astral projection vanishes.
  • Once returning to your body, you regain Essence up to your normal amount at a rate of 1 per Hour.
  • If your body should be moved while projecting, it is possible to sense it. Make a Primal/Arcana check (with the tied attribute being changed to Logic). The difficulty is set by the GM based on distance the body has traveled.
    • Same neighborhood: d
    • Within 20km: dd
    • Within 100km ddd
    • Within 500km: dddd
    • 500km+: ddddd

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