THE NEXUS
MAGIC BASICS
Typical Actions and Tests
CASTING SPELLS (SORCERY) SR5 p281
Choose Force of Spell and Cast
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This sets the [limit] for spell
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Can spend # Reagents to set new limit
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Sorcery + Magic Rating [Force]
Resist Drain
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Resist # boxes of damage set by spell
(If used reagents use orig force for this)
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Wil + Mental att (determined by tradition)
If force exceeds Magic Att - DMG is Phys
COUNTERSPELLING (SR5 p294)
Spell Defense
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Free action to assign protection to those in view (Up to Magic rating).
Can also be interrupt action (-5 Init)
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Each CT Defense pool = counterspelling
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Must choose # dice for each incoming spell
Dice are added to defense test of all protected people
Dispelling
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Used on sustained and quickened spells
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Counterspelling + Magic [Astral] vs Spell's Force + Caster's Magic (+ karma spent)
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Reagents can be used to raise limit
Every net hit reduces # of hits caster had
If reduced to 0 net hits spell is disrupted
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Resist Drain as if you cast the spell
SUMMONING SPIRITS (CONJURING) SR5 p299
Choose Spirit Type and Force
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Each Tradition has specific types
Can have force = 2 x Magic Att
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Every 3 full points of force = 1 addition optional power. Force sets the limit. Reagents can be used to set new limit
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Summon Test
Conjuring + Magic Att [Force] vs Spirit Force
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Each net success = 1 service
Resist Drain
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Drain value = 2 x Spirits hits (Not net hits)
(If used reagents use orig force for this)
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Wil + Mental att (determined by tradition)
If force exceeds Magic Att - DMG is Phys
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Spirit only serves until next dawn/dusk
Can only have 1 unbound spirit active
BINDING SPIRITS (SR5 p300)
Binding Test
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Requires 1 hour per force of Spirit
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Uses Force x 25 Reagents
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Binding + Magic [Force] vs Spirit Force x 2
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Each additional net hits = 1 more service
Resist Drain
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Drain value = 2 x Spirits hits (Not net hits)
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Wil + Mental att (determined by tradition)
If force exceeds Magic Att - DMG is Phys
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Spirit serves until all of it's services run out
Resist Drain
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Drain value = 2 x Spirits hits (Not net hits)
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Wil + Mental att (determined by tradition)
If force exceeds Magic Att - DMG is Phys
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Spirit serves until all of it's services run out
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If have action before spirit leaves can use summoning to try to get services
Banishing Test
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Banishing + Magic [Astral] v Force + Summoners Magic Att (If Bound)
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Can raise limit with Reagents
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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