
THE NEXUS
MAGIC BASICS
Typical Actions and Tests
CASTING SPELLS (SORCERY) SR5 p281
Choose Force of Spell and Cast
This sets the [limit] for spell
Can spend # Reagents to set new limit
Sorcery + Magic Rating [Force]
Resist Drain
Resist # boxes of damage set by spell
(If used reagents use orig force for this)
Wil + Mental att (determined by tradition)
If force exceeds Magic Att - DMG is Phys
COUNTERSPELLING (SR5 p294)
Spell Defense
Free action to assign protection to those in view (Up to Magic rating).
Can also be interrupt action (-5 Init)
Each CT Defense pool = counterspelling
Must choose # dice for each incoming spell
Dice are added to defense test of all protected people
Dispelling
Used on sustained and quickened spells
Counterspelling + Magic [Astral] vs Spell's Force + Caster's Magic (+ karma spent)
Reagents can be used to raise limit
Every net hit reduces # of hits caster had
If reduced to 0 net hits spell is disrupted
Resist Drain as if you cast the spell
SUMMONING SPIRITS (CONJURING) SR5 p299
Choose Spirit Type and Force
Each Tradition has specific types
Can have force = 2 x Magic Att
Every 3 full points of force = 1 addition optional power. Force sets the limit. Reagents can be used to set new limit
Summon Test
Conjuring + Magic Att [Force] vs Spirit Force
Each net success = 1 service
Resist Drain
Drain value = 2 x Spirits hits (Not net hits)
(If used reagents use orig force for this)
Wil + Mental att (determined by tradition)
If force exceeds Magic Att - DMG is Phys
Spirit only serves until next dawn/dusk
Can only have 1 unbound spirit active
BINDING SPIRITS (SR5 p300)
Binding Test
Requires 1 hour per force of Spirit
Uses Force x 25 Reagents
Binding + Magic [Force] vs Spirit Force x 2
Each additional net hits = 1 more service
Resist Drain
Drain value = 2 x Spirits hits (Not net hits)
Wil + Mental att (determined by tradition)
If force exceeds Magic Att - DMG is Phys
Spirit serves until all of it's services run out
Resist Drain
Drain value = 2 x Spirits hits (Not net hits)
Wil + Mental att (determined by tradition)
If force exceeds Magic Att - DMG is Phys
Spirit serves until all of it's services run out
If have action before spirit leaves can use summoning to try to get services
Banishing Test
Banishing + Magic [Astral] v Force + Summoners Magic Att (If Bound)
Can raise limit with Reagents
Every net hit reduces favors it owes master
When reduced to zero - Spirit leaves
BANISHING SPIRITS (SR5 p301)
Ritual Spellcasting (SR5 p.295)
Learning Spells (SR5 p.296)
Enchanting - Alchemy (SR5 p.304)
Enchanting - Artificing (SR5 p.306)
Disenchanting (SR5 p.307)
Astral Combat (SR5 p.315)
Astral Tracking (SR5 p.315)
Dealing with mana barriers (p.316)
Initiation (p.316)
MAGIC VIDEO LINKS
MANA BARRIER BASICS
GETTING AROUND MANA BARRIERS
ASTRAL INTERSECTION
BASIC SPIRIT SUMMONING
BASIC SPIRIT BINDING
BASIC SPIRIT SERVICES
BACKGROUND COUNTS
ASTRAL COMBAT
REAGENTS
ALCHEMY
ARTIFICING
BANISHING SPIRITS
REAGENTS
COMBAT SPELLS
COUNTERSPELLING
MAGICAL HEALING
NOTICING MAGIC
RITUAL SPELLCASTING
DISENCHANTING
ENCHANTED BULLETS
INITIATION
