Home > Spells > Combat Spells

Combat Spells

Combat spells use mana to create damaging effects, either by direct or indirect means. They’re a mana-slinger’s guns, and are treated that way by law enforcement.
Direct: When your direct combat spell is successfully cast, it inflicts a number of boxes of damage equal to your net hits on the opposed test. The opposed test generally pits your Spellcasting + Magic [Force] against either Body (for physical spells) or Willpower (for mana spells). The target does not get to resist the damage, only the Spellcasting test.

Indirect: All indirect combat spells originate near the magician’s body (most magicians use their hands or eyes, but some use their feet for “power kicks” or emanate power from the entire body for a kind of an aura-throwing effect). The spell then is launched with an Opposed Test that pits the magician’s Spellcasting + Magic [Force] versus the target’s Reaction + Intuition, kind of like shooting a gun (in this case with bullets made of acid, or fire, or something equally unpleasant to be hit by). So you don’t really need to be able to see the target—you can cast these spells blindfolded or with artificial image enhancement— as long as you’ve got a clear line of fire. The Damage Value of a successful indirect combat spell is Force + net hits, with an AP equal to –(Force). Damage from an indirect combat spell is resisted with Body + Armor (adjusted for the spell’s AP). Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for grenades (p. 181): a Spellcasting + Magic [Force] (3) Test with scatter of 2D6 meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit..

Elemental: These spells cause extra damage (Special Damage Types, p. 170). The specific type is listed in the spell description.

Combat Spells
Spell Name Type Duration Range Drain Damage
Acid Stream Physical, Indirect, Elemental(Acid) I LOS F - 3 P
Ball Lightning Physical, Indirect, Elemental(Electricity) I LOS(A) F - 1 P
Blast Physical, Indirect I LOS(A) F S
Clout Physical, Indirect I LOS F - 3 S
Death Touch Mana, Direct I Touch F - 6 P
Fireball Physical, Indirect, Elemental(Fire) I LOS(A) F - 1 P
Flamethrower Physical, Indirect, Elemental(Fire) I LOS F - 3 P
Knockout Mana, Direct I T F - 6 S
Lightning Bolt Physical, Indirect, Elemental(Electricity) I LOS F - 3 P
Manaball Mana, Direct I LOS(A) F P
Manabolt Mana, Direct I LOS F - 3 P
Powerball Physical, Direct I LOS(A) F P
Powerbolt Physical, Direct I LOS F - 3 P
Punch Physical, Indirect I T F - 6 S
Shatter Physical, Direct I T F - 6 P
Stunball Mana, Direct I LOS(A) F S
Stunbolt Mana, Direct I LOS F - 3 S
Toxic Wave Physical, Indirect, Elemental(Acid) I LOS(A) F - 1 P


Acid Stream

Toxic Wave

These spells create a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material—treat it as Acid damage (p. 170), with appropriate effects on the affected area and any objects therein. The acid quickly evaporates, but the damage it inflicts remains. Acid Stream is a single-target spell, Toxic Wave is an area spell.

Punch

Clout

Blast

These spells smack the target(s) with invisible psychokinetic force, similar to a bruising punch, that inflicts Stun damage. Punch requires you to touch the target. Clout affects a single target, while Blast is an area spell.

Death Touch

Manabolt

Manaball

Death Touch, Manabolt, and Manaball all channel destructive magical power into the target, doing Physical damage. The damage inflicted is similar to massive cellular die off from radiation or necrotizing fasciitis, but without the continuing effects. But still, ick. Since they are mana spells, spells in this group only affect living and magical targets and are resisted with Willpower. Death Touch requires the magician to touch the target. Manabolt affects a single target, Manaball is an area-effect spell.

Flamethrower

Fireball

These spells create an explosion of flames that flash into existence and scorch the target(s), giving them the double benefit of causing pain and being intimidating as hell. These spells deal Fire damage (p. 171).These flames burn out after striking the target, but their secondary effects may ignite flammable materials that continue to burn after the spell is exhausted. Flamethrower is a single-target spell, while Fireball is an area spell.

Lightning Bolt

Ball Lightning

These spells create and direct vicious strikes of electricity that cause Electricity damage (p. 170). Lightning Bolt is a single target spell. Ball Lightning is an area spell.

Shatter

Powerbolt

Powerball

These spells channel destructive magical power into the targets causing Physical damage. The target is cooked from the inside, like magically microwaving a hot dog. As physical energies, they can affect both living and non-living targets and are resisted by the target’s Body. Shatter requires you to touch the target, Powerbolt affects a single target, and Powerball is an area spell.

Knockout

Stunbolt

Stunball

These spells channel magical energy directly into the target, causing Stun damage. They are sometimes referred to as “sleep” spells because they can render targets unconscious but keep them alive, in the cases where you’d prefer more polite violence. Knockout requires the magician to touch the target, Stunbolt affects a single target, and Stunball is an area spell.