A list of new spells I am working on for one of my characters.
Please post if you think the spells are balanced, underpowered, or overpowered, & why. Suggestions on changes to balance them appreciated.
EDIT: Added By-the-Book drain values, added the spell Gelid Aura. Now looking primarily on advice for any Ad-Hoc drain values.
EDIT 2: Adjusted the wording of spells, modified my listed thoughts on spells.
EDIT 3: Added Ad-Hoc drain values for spells, added two spell concepts - prevent healing & monitor health.
Health Spells
Contagion (Negative)
Type: M Test: O (BOD) Range: T Duration: P DV: (Force / 2) + 3
This spell infects the subject with a Pathogen. A version of the spell exists for each pathogen. The pathogens power is equal to the spells Net Hits, and affects the subject immediately upon becoming permanent (initial onset unresisted), but otherwise follows the normal rules for that pathogen. No pathogen inflicted with this spell is incurable, but if no known antidote exists, must be overcome with a bodies natural resistance.
Net Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off one Combat Turn (hits can be split between power and reducing time as the caster desires).
Drain: (F / 2)
+1 - Physical
-2 - Touch
+0 - Sustained
+2 - Negative Effect
+2 - Ad-Hoc: Reason Unknown
Spell is Physical because it 'creates' living organisms. Initial onset unresisted, once the spell becomes permanent, essentially means the pathogen has a power of the spells hits, and the initial resistance test is Body+Counterspelling, made before the pathogen even takes effect.
Has high industrial and bio-warfare potential, but otherwise a fairly weak spell due to the long time intervals of pathogens. +2 Ad-Hoc drain to compensate for the versatility of pathogens. In-game "legitimate" reason needed for increased drain (game balance & 'it just does' do not count)
[Pathogen/Toxin] Immunity
Type: P Test: S Range: T Duration: S DV: (Force / 2) -2
This spell grants the subject Hardened Armor against pathogens or toxins equal to (Hits x 2). This spell does not reverse the effects of previous exposure, although may alleviate the side effects, at the game masters discretion. This spell will not cure the subject of a disease, although if sustained during a resistance test will help the subject overcome the disease. A separate version of this spell exists for each pathogen and toxin.
Drain: (F / 2)
+0 - Mana
-2 - Touch
+0 - Sustained
Mana spell because it increases immune system instead of modifying it. Duplicates the effect of the Immunity power against the selected pathogen/toxin, using Hits in place of Magic. May need +1 to +2 Ad-Hoc drain modifier.
Regeneration
Type: M Test: S Range: T Duration: S DV: (Force / 2) + 4
This spell accelerates the subjects natural rate of healing, allowing for rapid regeneration of damage. A the end of each Combat Turn, the subject makes a Body + (Spells Hits) test. Each hit heals 1 point of Physical or Stun damage. If the subject has already taken enough damage to enter into Physical Damage Overflow, the subject is not considered dead until it has had a chance to make a Regeneration Test. After a subject has mad a Regeneration Test, if the damage overflow is still greater than the subject's Body attribute, then the subject is dead.
Some damage cannot be healed with this spell. Damage to the brain or spinal cord (from a called shot to the head, for example) cannot be healed this way. Damage from Drain cannot be healed with this spell. If the subject has an Allergy, damage cannot be healed until the allergen's presence is removed. Finally, wounds affected by another healing spell cannot be further healed with this spell, and wounds affected by this spell cannot be further healed with another healing spell or First Aid.
Drain: (Force / 2)
+0 - Mana Spell
+0 - Sustained Duration
-2 - Touch Range
+2 - Ad Hoc; Heals Stun Damage
+4 - Ad Hoc; Prevents Death
Duplicates the Regeneration power, using Hits in place of Magic. Further, it has the additional ability to heal damage from magical sources, but is restricted by the normal limits of multiple healing spells.
An obviously powerful spell, this is the only one to have been tested in-game, and I am looking for a way to reduce it's power somewhat without making the spell underpowered or leaving the basic concept. I would rather not remove the ability to affect magical damage as I believe the power should also not have that restriction.
Regrowth
Type: M Test: S Range: T Duration: P DV: (Damage Value) + 2
This spell restores the body to its full genetic health template. The spell will restore damaged organs and re-grow severed limbs (including the spine). The casters hits must equal the damage value of the desired regrowth, as shown on the following table (add the values together for multiple regeneration effects in a single casting).
The forced regrowth is excruciating for the subject. If the damage value exceeds the targets Willpower, the target is rendered helpless. Otherwise, the subject suffers a -2 modifier to all actions (treat as nausea, p. 245 SR4) for the duration of the spell. The -2 nausea penalty persists for a number of minutes after equal to (Damage Value - Willpower). If the caster does not meet the required number of successes, the spell fails and the caster must resist drain as normal. Implants that may be easily removed from the body may be rejected, at the game masters discretion, if the magician is unaware of their presence. This rarely ruins the implant (it may be re-installed with no penalty).
DV
1: Skin/Hair
2: Finger/Toe
4: Eye
6: Organ (non-vital)
8: Organ (vital)
6: Hand/Foot
8: Full Limb
12: Spinal Cord
+2: Target has healed (naturally or magically)
-half: Re-attaching severed limb.
Drain: (Damage Value)
+0 - Mana Spell
+0 - Permanent Duration (Health Spell)
-2 - Touch Range
+4 - Ad Hoc; Regenerates organs/limbs
A powerful spell, it is limited by the high drain value, high number of successes required, and limited usefulness. It is designed primarily to avoid spending months in gene therapy when someone looses a limb & cannot or will not get a cybernetic replacement. It's tendency to incapacitate the subject also limits it's use on the caster.
Wither (Negative)
Type: P Test: O (BOD) Range: T Duration: S DV: (Force / 2) + 1
This spell causes the subjects body to begin consuming itself. For each Net Hit on the spellcasting test, the subject takes one point of Physical damage at the beginning of each Combat Turn (unresisted). Every (Force) Combat Turns, the subject may make a new Body + Counterspelling Test, reducing the spells Net Hits by hits achieved. If the spells hits are reduced to 0, the spell ends.
Drain: (F / 2)
+1 - Physical
-2 - Touch
+0 - Sustained
+2 - Negative
Wither has the advantage of potentially being able to cause massive damage at any Force, with the disadvantage of it being slow to do so. In most combat situations, combat spells are strictly better. This spell was designed primarily for flavor purposes.
Cannot be classified as a Combat spell - Combat spells cannot, by RAW, have a sustained duration. The ability to cause sustained damage is balanced (partially or fully - undecided) by removing Force from the damage code.
Manipulation Spells
[Element] Immunity
Type: P Test: S Range: T Duration: S DV: (Force / 2) +1
This spell grants the subject Hardened Armor against elemental attacks equal to (Hits x 2). The subject receives the full rating against effects normally resisted with half Impact. A separate version of the spell exists for each element.
Drain: (F / 2)
+1 - Physical
-2 - Touch
+0 - Sustained
+2 - Ad-Hoc: Elemental Effect
Duplicates the effect of the Immunity power against the selected element, using Hits in place of Magic. It has potential abuse problems due to Metal being an elemental effect (p. 164, Street Magic).
Elemental Effect drain modifier classified as Ad-Hoc due to not qualifying by RAW (requires damaging effects)
Gelid Aura
Type: P Test: S Range: - (A) Duration: S DV: (Force / 2) + 5
This spell creates an aura of arctic cold around the caster, dealing (Hits) Cold damage to everything within range at the beginning of each Combat Turn (resisted normally). This spell covers everything in its range in a thin coating of ice (follow the rules for Ice effects, p. 164 Street Magic). The caster is immune to the damage and secondary effects caused by this spell. Effects caused by the spell outside of it's dirrect control (damage & ice coating) will still affect the caster normally.
Drain: (F / 2)
+1 - Physical
-2 - Very Restricted Target (Caster Only)
+2 - Area Effect
+0 - Sustained
-2 - Environmental Manipulation
+2 - Elemental Effect (Ice)
+4 - Ad-Hoc: Caster is immune to spells effects.
To powerful without the Ad-Hoc drain modifier. To difficult to use if it affects the caster.
Cannot be classified as a Combat spell - Combat spells cannot, by RAW, have a sustained duration. The ability to cause sustained damage is balanced (partially or fully - undecided) by removing Force from the damage code.
Nullify
Type: M Test: O (WIL) Range: LOS Duration: S DV: (Force / 2) + 4
This spell creates a targeted background count in the target's aura for each Net Hit scored by the caster. As with normal background count, nullify impedes magical activities (see p. 117, Street Magic. This also affects any active bonded foci & spells on the subject, as well as spells targeting the subject while it is sustained.
Some spells targeting the subject will not be affected. Any spell that does not directly affect the subject or his aura, such as Indirect Combat attacks, will not have their Force reduced. Further, this spell will not affect any wards or barriers the subject attempts to pass through. This spell will not affect Spirits bound to the subject, Spirits attacking the subject, or spells the subject is sustaining affecting another.
Drain: (F / 2)
+0 - Mana
+0 - Line of Sight
+0 - Sustained
+4 - Ad-Hoc: Reason Undecided
It's increased versatility is balanced by it's singe-target effect and the opposed test. Drain increased to match Mana Static. In-game "legitimate" reason needed for increased drain (game balance & 'it just does' do not count)
Prevent Healing
Negative Health spell (sustained, touch, opposed). Reduce the ammount the subject is healed by Hits. This applies to all forms of healing.
Monitor Health
Detection Spell. Detect Life spell with the additional effect of identifying the subjects state of health - wounds/damage, toxins, disease, etc. Pretty much anything a biomonitor can do. Amount & detail of information gained determined by Hits.
Game stats are in the works. Suggestions on mechanics welcome. Drain to come after mechanics are worked out.