SR5:Spells:Combat

From Jackpoint
5th Edition Lists
Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures
Spell List Ritual List Spirit List Adept Powers List Mentor Spirits List Metamagics List Traditions List

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).
Indirect Area
Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for grenades: 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). The specific type is listed in the spell description.

Acid Stream, Toxic Wave

ACID STREAM
(INDIRECT, ELEMENTAL)
Type:P Range:LOS Damage:P
Duration:I Drain:F-3 Source:Core
TOXIC WAVE
(INDIRECT, ELEMENTAL)
Type:P Range:LOS(A) Damage:P
Duration:I Drain:F-1 Source:Core

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, 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

PUNCH
(INDIRECT)
Type:P Range:T Damage:S
Duration:I Drain:F-6 Source:Core
CLOUT
(INDIRECT)
Type:P Range:LOS Damage:S
Duration:I Drain:F-3 Source:Core
BLAST
(INDIRECT)
Type:P Range:LOS(A) Damage:S
Duration:I Drain:F Source:Core

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
(DIRECT)
Type:M Range:T Damage:P
Duration:I Drain:F – 6 Source:Core
MANABOLT
(DIRECT)
Type:M Range:LOS Damage:P
Duration:I Drain:F – 3 Source:Core
MANABALL
(DIRECT)
Type:M Range:LOS (A) Damage:P
Duration:I Drain:F Source:Core

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

FLAMETHROWER
(INDIRECT, ELEMENTAL)
Type:P Range:LOS Damage:P
Duration:I Drain:F – 3 Source:Core
FIREBALL
(INDIRECT, ELEMENTAL)
Type:P Range:LOS A) Damage:P
Duration:I Drain:F – 1 Source:Core

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.These flames burn out after striking the target, but their secondary effects may ignite flammable materials that continue to burn af ter the spell is exhausted. Flamethrower is a single-target spell, while Fireball is an area spell.

Lightning Bolt, Ball Lightning

LIGHTNING BOLT
(INDIRECT, ELEMENTAL)
Type:P Range:LOS Damage:P
Duration:I Drain:F – 3 Source:Core
BALL LIGHTNING
(INDIRECT, ELEMENTAL)
Type:P Range:LOS (A) Damage:P
Duration:I Drain:F – 1 Source:Core

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

Shatter, Powerbolt, Powerball

SHATTER
(DIRECT)
Type:P Range:T Damage:P
Duration:I Drain:F – 6 Source:Core
POWERBOLT
(DIRECT)
Type:P Range:LOS Damage:P
Duration:I Drain:F – 3 Source:Core
POWERBALL
(DIRECT)
Type:P Range:LOS (A) Damage:P
Duration:I Drain:F Source:Core

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

KNOCKOUT
(DIRECT)
Type:M Range:T Damage:S
Duration:I Drain:F – 6 Source:Core
STUNBOLT
(DIRECT)
Type:M Range:LOS Damage:S
Duration:I Drain:F – 3 Source:Core
STUNBALL
(DIRECT)
Type:M Range:LOS (A) Damage:S
Duration:I Drain:F Source:Core

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.

Corrode Object, Melt Object, Sludge Object

CORRODE [OBJECT]
(INDIRECT, TOUCH, ELEMENTAL)
Type:P Range:T Damage:P
Duration:I Drain:F – 5 Source:SR5:SG
MELT [OBJECT]
(INDIRECT, ELEMENTAL)
Type:P Range:LOS Damage:P
Duration:I Drain:F – 3 Source:SR5:SG
SLUDGE [OBJECT]
(INDIRECT, AREA, ELEMENTAL)
Type:P Range:LOS (A) Damage:P
Duration:I Drain:F – 1 Source:SR5:SG

These spells conjure a sizzling blast of corrosive spray that inflicts Acid damage upon their targets similar to Acid Stream and Toxic Wave. The corrosive nature of these blasts only affects the specified object for which the spell was created to harm. All other objects remain unharmed. Different objects require separate spells, such as Corrode Wall, Melt Electronics, Sludge Armor, and so on.

Disrupt Focus

DISRUPT [FOCUS]
(DIRECT)
Type:M Range:LOS Damage:Special
Duration:I Drain:F – 2 Source:SR5:SG

Disrupt [Focus] channels and then diverts mana into disrupting a specific active magical focus dealing temporary damage to its astral form. A focus that receives damage equal to its Force from this spell is disrupted and becomes inactive. The magician bonded to the focus can’t gain dice bonuses or any other benefit from the focus until it’s reactivated. A number of boxes of temporary damage equal to the Force of the focus are “healed” at the beginning of the next Combat Turn. The owner may spend a Simple Action to reactivate the focus when all damage is healed. Disrupting a sustaining focus also disrupts the spell it is sustaining. Astrally projecting magicians whose foci become disrupted cannot reactivate them until their astral form gets back into their physical body.

Destroy Free Spirit

DESTROY [FREE SPIRIT]
(DIRECT)
Type:M Range:LOS Damage:P
Duration:I Drain:F – 3 Source:SR5:SG

Destroy [Free Spirit] is a very specialized variant of Slay (p. 104) designed to take out a specific free spirit. Each unique spirit requires a different version of this spell, which must incorporate the target’s spirit formula. This spell doesn’t affect other spirits, even one of same type as the free spirit. The spell formula counts as a copy of the spirit formula for all purposes.

Destroy Vehicle

DESTROY [VEHICLE]
(DIRECT)
Type:P Range:LOS Damage:P
Duration:I Drain:F – 3 Source:SR5:SG

Want to rule the waves, roads, or skies? This one’s for you. Destroy [Vehicle] is a variant of Slay (p. 104) designed to target a type of vehicle (or drone). Each type of vehicle (e.g., aircraft, watercraft, groundcraft) requires a different version of this spell, such as Destroy Aircraft. This spell has no effect on other vehicles.

Firewater, Napalm

FIREWATER
(INDIRECT, ELEMENTAL)
Type:P Range:LOS Damage:P
Duration:I Drain:F – 2 Source:SR5:SG
NAPALM
(INDIRECT, AREA, ELEMENTAL)
Type:P Range:LOS (A) Damage:P
Duration:I Drain:F Source:SR5:SG

These spells do a hell of a lot more than defoliate. They combine two elements, fire and water, to create a terrifying and devastating effect. Flaming Water causes Physical damage that is considered to be both Fire damage and Water damage. Armor with specific modifications, such as Fire resistance, Chemical Seal, and Chemical protection) may protect target from the damage.

Firewater is a single-target spell, while Napalm is an area spell.

Insecticide Insect Spirit

INSECTICIDE [INSECT SPIRIT]
(DIRECT, AREA)
Type:M Range:LOS(A) Damage:P
Duration:I Drain:F + 1 Source:SR5:SG

Insect spirits are exceptionally dangerous to magicians. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. Insecticide is a specialized variant of Slay designed to target a specific type of insect spirit. Each unique type of insect spirit requires different version of this spell, such as Insecticide Ant Spirits or Insecticide Roach Spirits.

Ice Spear, Ice Storm

ICE SPEAR
(INDIRECT, ELEMENTAL)
Type:P Range:LOS Damage:P
Duration:I Drain:F – 3 Source:SR5:SG
ICE STORM
(INDIRECT, ELEMENTAL, AREA)
Type:P Range:LOS (A) Damage:P
Duration:I Drain:F + 1 Source:SR5:SG

Spellcasters that weld this set of spells can attack their enemies with shards of ice of frightening potency that cause Cold damage. This may cause unusual damage to certain critters and damage armor or gear. Armor with specific modifications, such as Cold resistance, Chemical Seal, and Chemical protection) may protect target from the damage.

Ice Spear is a single-target spell, while Ice Storm is an area spell. Ice Storm also acts as an Ice Sheet spell over the affected area

One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species

ONE LESS [METATYPE/SPECIES]
(DIRECT, TOUCH)
Type:M Range:T Damage:P
Duration:I Drain:F – 6 Source:SR5:SG
SLAY [METATYPE/SPECIES]
(DIRECT)
Type:M Range:LOS Damage:P
Duration:I Drain:F – 4 Source:SR5:SG
SLAUGHTER [METATYPE/SPECIES]
(DIRECT, AREA)
Type:M Range:LOS (A) Damage:P
Duration:I Drain:F – 2 Source:SR5:SG

These are variations of the Death Touch, Manabolt, and Manaball spells. They’re specialized, designed to target a particular species or metaType(One Less Naga, Slay Ork, Slaughter Dwarfs, and so on). The target of each spell is designated by the spell formula. These spells only discriminate based on biological species, not social status or any other quality.

One Less requires the caster to touch the target. Slay affects a single target. Slaughter is an area effect spell.

Ram Object, Wreck Object, Demolish Object

RAM [OBJECT]
(DIRECT, TOUCH)
Type:P Range:T Damage:P
Duration:I Drain:F – 5 Source:SR5:SG
WRECK [OBJECT]
(DIRECT)
Type:P Range:LOS Damage:P
Duration:I Drain:F – 3 Source:SR5:SG
DEMOLISH [OBJECT]
(DIRECT, AREA)
Type:P Range:LOS (A) Damage:P
Duration:I Drain:F – 1 Source:SR5:SG

This set of spells is a variant of Shatter/Powerbolt/Powerball that only affect a specific type of inanimate object. Different types of objects require a separate spell such as Ram Door, Wreck Furniture, Demolish Gun, and so on. This spell cannot be used against vehicles. Objects resist this spell with their Barrier Rating (in the case of doors and walls); other items resist with their object resistance (p. 295, SR5). Partial damage reduces the effectiveness of the item similar to the way damage affects a metahumans. For every three points of damage the item suffers, there is a –1 modifier to any tests using the item. Body Wreck affects only a single target while Demolish is an area spell. Ram requires the caster to touch the target.

Radiation Beam, Radiation Burst

RADIATION BEAM
(INDIRECT, ELEMENTAL)
Type:P Range:LOS Damage:P
Duration:I Drain:F – 3 Source:SR5:SG
RADIATION BURST
(INDIRECT, ELEMENTAL, AREA)
Type:P Range:LOS (A) Damage:P
Duration:I Drain:F – 1 Source:SR5:SG

These spells channel and unleash the vicious and invisible power of radiation on their target, causing Radiation damage. Radiation Beam is a single target spell. Radiation Burst is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.

Pollutant Stream, Pollutant Wave

POLLUTANT STREAM
(INDIRECT, ELEMENTAL)
Type:P Range:LOS Damage:P
Duration:I Drain:F – 3 Source:SR5:SG
POLLUTANT WAVE
(INDIRECT, ELEMENTAL, AREA)
Type:P Range:LOS (A) Damage:P
Duration:I Drain:F – 1 Source:SR5:SG

Oozing green chemicals, sulfurous brown smoke, and more—these spells release a pure form of nature-abhorring chemicals, causing Pollutant damage to their target. Pollutant Stream is a single target spell. Pollutant Wave is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.

Shattershield

SHATTERSHIELD
(DIRECT, TOUCH)
Type:M Range:T Damage:P
Duration:I Drain:F – 3 Source:SR5:SG

Shattershield is a variant of Death Touch designed to splinter manna barriers (see p. 315, SR5) in a very satisfying way. The caster must touch the mana barrier’s physical component or astral form. The barrier resists with Force (its Structure rating) + Counterspelling (if anyone happens to be protecting it).