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Spellcasting
Spellcasting [SR3 p181]: Spellcasting requires a Complex action, the actual effects will vary by spell.
Casting Roll: Sorcery (some or all) + Spell Pool (maximum of allocated Sorcery skill)
[SR3 p182] TN: Per spell
Resistance Roll: Defined by the spell + allocated Spell Defence dice
[SR3 p183] TN: Force of the Spell (reduced by armour if a Damaging Manipulation spell)
Inanimate objects receive no resistance test unless allocated Spell Defence
If the target resists with a number of successes that equal or exceed the caster’s then the spell fails
(exception is Damaging Manipulation spells where the victim must stage damage down to nothing).
Drain Roll: Willpower + Spell Pool
[SR3 p183] Power: Half Force (rd) + Spell Drain Modifiers +2 per spell sustained [SR3 p178]
(injury modifiers are not applied)
Level: Per Spell
Drain is usually stun damage though if the Force exceeds the Magic attribute, or the spell is cast when
astrally projecting, physical damage is inflicted.
Spell Defence [SR3 p183]: A magician may allocate Sorcery skill dice (not used to cast Spells in that
action) plus any Spell Pool to provide Spell Defence (maximum of allocated Sorcery skill [SR3 p44]).
Conjuring
Conjuring [SR3 p186]: The process of conjuring depends upon the type of spirit being called:
• Nature Spirits – Personify the forces of the natural world: Land, Waters, Sky and Man. They are
conjured by Shamen and are restricted by their domains. Requires an Exclusive Complex Action
• Elementals – Elementals represent one of the hermetic elements: Earth, Air Fire, and Water and
are conjured by Mages. A mage may have a number of Elementals bound to him equal to his
Charisma. Conjuring requires a ritual, materials, a number of hours and is an Exclusive action.
Conjure Roll: Conjuring (some or all)+ foci dice + Totem Modifiers (if applicable)
TN: Force of the spirit (max of Conjurer’s Magic attribute x 2)
Every success on the conjuring test provides one service owed to the conjurer by the spirit
Drain Roll: Charisma plus any unused Conjuring skill dice
Drain: Per chart
Drain is usually Stun damage, however if the Force of the Spirit is greater than the conjurer’s Magic
Attribute then Drain inflicts Physical damage.
Spirit’s Force is…[SR3 p187] Drain Spirit’s Force is…[SR3 p187] Drain
<= Conjurer’s Charisma x 0.5 (Force)L > Conjurer’s Charisma (Force)S
<= Conjurer’s Charisma (Force)M > Conjurer’s Charisma x 1.5 (Force)D
Astral Perception [SR3 p171]: Astral Perception allows the character to interact with both the
physical and astral planes at once. However, sensory input from both planes can be confusing,
whenever the character performs a completely mundane task they suffer a +2 TN. It takes a Simple
action to shift to or from Astral Perception [SR3 p107]. Characters use their normal physical Attributes
and Skills when perceiving [SR3 p172].