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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

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