QUOTE (Mickle5125 @ Jun 30 2008, 05:31 PM)

I like the idea for the spells (use health and illusion), but does anyone have a handful of spells they'd actually suggest using?
In regards to the 'real' (modern) definition, anything that affects the state of the targets health, positively or negatively, could be considered necromantic. Also, although not necromancy, cold & ice related magic is often associated with it, as well as shadows & darkness. Keeping this in mind, I would suggest the following spells from
SR4 &
Street Magic.
Also, see if your GM will allow you to take Health spells (especially Negative) with a range of Line of Sight for +2 Drain, as per spell creation rules in
Street MagicCombatDetection- Detect Life [Extended]
- Night Vision
Health- Cure Disease
- Decrease [Attribute]
- Decrease Reflexes
- Heal
- Increase [Attribute]
- Increase Reflexes
- Intoxication
Illusion- Agony
- Foreboding
- [Sense] Removal
Manipulation- Alter Temperature
- Animate
- [Element] Aura (Ice)
- Ice Sheet
- Mist
- Shadow
Now for a few spells of my design. Note: These are not RAW, and
will need your GM's approval before use.
Health SpellsContagion (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
[Pathogen/Toxin] ImmunityType: 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
RegenerationType: 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
RegrowthType: 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
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
Manipulation SpellsGelid AuraType: 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 direct 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.
Concept SpellsObviate Recovery (Prevent Healing)
Negative Health spell (sustained, touch, opposed). Reduce the amount the subject is healed by Hits. This applies to all forms of healing.
Status (Detect Life + 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.
And finally, my recommended top 10 starting spells for such a character.
- Single-Target Combat Spell of Choice
- Area Combat Spell of Choice
- Contagion (Any pathogen, chosen when cast; +1 or 2 Drain)
- Decrease Attribute (Any attribute, chosen when cast; +1 or 2 Drain : : LoS; +2 Drain)
- Heal (LoS; +2 Drain)
- Increase Attribute (Any attribute, chosen when cast; +1 or 2 Drain)
- Increase Reflexes
- Wither (LoS; +2 Drain)
- Animate
- Gelid Aura