MAGIC CHEAT SHEET 5TH EDITION

Conjuring Summoning Binding Banishing Choose Spirit Type (Force) Hours Banishing + Magic [Astral] Choose Force Price = (25 * Force) Drams vs. Force + Binders Magic Summoning + Magic [Force] vs. Force Binding + Magic [Force] vs. 2 * Force Net Hits Reduce Services Net Hits = Services owed Net Hits after first add Services Drain = Spirits Hits * 2 Drain = Spirits Hits * 2 Drain = Spirits Hits * 2

Combat Actions Free Actions Declare Counterspelling

Note Protect yourself or Ally

Simple Actions Call/Dismiss Spirit Reckless Spellcasting Trigger Preparation by Command

Spellcasting

Note Cast a Spell with +3 Drain Call or Dismiss a Summoned Spirit

Complex Actions Note Banish Banish a Summoned Spirit Disjoin Preparation Reduce the Potency of a Touched Preparation Dispel Reduce effective Hits of Sustained Spell Manifest Not same as Materialize Remove Astral Signature Removes 1 hour from fading time Spellcasting Cast a Spell Summoning Summon a single Spirit Interrupt Actions Declare Counterspelling

Initiative Cost Bonus 5 Defend with Counterspelling

Alchemy Step Note Choose a Spell Alchemical Spell Choose Spell Force Up to Twice Magic Choose Lynchpin for Preparation Object to Anchor Preparation Choose Preparation Trigger Command, Contact, Time Create Preparation Requires (Force) Minutes. Alchemy + Magic [Force] vs. Force Resist Drain As Spellcasting + Trigger Trigger Command Contact Time

Drain +1 +2 +1

Tradition Combat Detection Health Illusion Manipulation Drain

Note Triggered by You & requires LOS to Preparation Target next living thing to Touch it & No Health Max is (Potency) Hours & No Health

Potency Spellcasting = 2 * Potency [Potency] Minutes Spell can be Sustained Reduce by 1 every hour after 2 * Potency Hours

Step Choose a Spell Choose a Target Choose a Force Cast Spell Determine Effect Resist Drain Determine Ongoing

Note Unaugmented LOS (LOF if Combat Indirect) Up to Twice Magic Spellcasting + Magic [Force] Normally based on Hits Physical if Hits > Magic Minimum 2 Tradition Attribute + Willpower -2 Sustaining Modifier

Spell Class Combat Direct Physical Combat Direct Mana Combat Indirect Combat Indirect Area Detection Active Living Target

Spellcasting Test vs. Body + Barrier Force vs. Willpower + Barrier Force vs. Reaction + Intuition + Barrier Force (3 + Barrier Force) with 2D6 Scatter Chance vs. Willpower + Logic + Counterspelling + Barrier Force [Mental] Detection Active Magical Object (3 * Force) Detection Active Object (Object Resistance) Mana Illusion vs. Logic + Willpower + Barrier Force Physical Illusion vs. Intuition + Logic + Barrier Force or vs. Object Resistance + Barrier Force Mental Manipulation vs. Logic + Willpower + Barrier Force Physical Manipulation Living Target vs. Body + Strength + Barrier Force Physical Manipulation Object (Object Resistance + Barrier Force) Spell Effect Combat Direct DV Combat Indirect DV Combat Indirect AP Detection Range Detection Passive Perception Manipulation DV Manipulation AP

Effect Note Net Hits Force + Net Hits -Force Force * Magic ( * 10 if Extended) Limit [Net Hits] Force 0

Astral Combat Astral Combat + Willpower [Astral or Accuracy] vs. Intuition + Logic Type Damage Magician Charisma Weapon Focus By Weapon (CHA instead of STR) Spirit Force Watcher 1

Spirit Services Unbound Combat Use Power Physical Task Remote Service

Note 1 Service per fight No cost if already in Combat Magic * 100 meters away is final service

Bound Note Aid Alchemy/Sorcery/Learning Add Force to Dice Pool Spell Binding Sustain for -1 Spirit Force per day Spell Sustaining Sustain your spell for Force Rounds

Common Tests Pool Test Spellcasting + Magic [Force] Cast Spell 2 * Potency [Potency] Use Preparation Tradition Attribute + Willpower Drain Resistance Alchemy + Magic [Mental] = 1 Dram per 2 Hits Scavenge Reagents Assensing + Intuition [Astral] Assense Perception + Intuition [Mental] (Magic Skill Rating - Force or 6 - Force) Notice Magic Arcana + Intuition [Mental] (0) Spot Preparation Perception + Intuition (+ 2 if Awakened) [Mental] (4) Notice Astral Assensing + Magic [Astral] (3) Read Signature Assensing + Intuition [Astral] (5, 1 Hour) Astral Tracking Astral Combat + Willpower [Astral or Accuracy] vs. Intuition + Logic Astral Combat Magic + Charisma [Astral] vs. 2 * Barrier Force Press Through Barrier

~Adragon202 - Alan

MAGIC CHEAT SHEET 5TH EDITION

Reagents 20¥ per Dram One Hour to Gather Reagents Naturally Alchemy + Magic [Mental] = 1 Dram per 2 Hits Neutralizes area for 2 days Can replace Limit with Drams Spent Alchemy, Banishing, Counterspelling, Disjoining, Spellcasting, Summoning Can Create Temporary Lodge that lasts until Sunrise or Sunset Force = Drams Spent & Hours Required

Counterspelling Sustained Counterspelling + Magic [Astral] vs. Force + Magic + Quickening Karma Resist Drain from Spell Ritual Counterspelling + Magic [Astral] vs. Force + Total Magic Net Hits Reduce Sealing Step Resist Drain = twice the Hits

Object Resistance Type Resistance Natural Objects 3 Manufactured Low-Tech Objects & Materials 6 Manufactured High-Tech Objects & Materials 9 Highly Processed Objects 15+

Ritual Spellcasting Step Note Choose Ritual Leader Determines Tradition Choose Ritual Only Leader must know Choose Force Up to Twice Leaders Magic Set Up Magic Lodge At least Spells Force Give the Offering Spend (Force) Drams of Reagents Perform the Ritual Make Teamwork Tests Seal the Ritual Ritual Spellcasting + Magic + Teamwork Hits [Force] vs. 2 * Force Resist Drain For each participant Drain = 2 * Defense Hits

Artificing

Assensing Assensing + Intuition [Astral] Hits Information Gained 1 General health (healthy, injured, ill) Emotional State or Impression (happy, angry, sad) Mundane or Awakened 2 Presence and location of Cyberware Magical Class (Fire Elemental, Power Focus, Combat Spell) Possible Aura Recognition 3 Presence and location of Alphaware Essence/Magic/Force compared to yours (Higher, Lower) General Diagnosis (disease or toxin) Astral Signatures 4 Presence and location of Bioware/Betaware Exact Essence/Magic/Force Cause (Combat Spell, Air Spirit, Manipulation Preparation) 5 Presence and location of Deltaware/Genetreatments/Nanotech Accurate Diagnosis (Diseases and Toxins) Technomancer

Astral Attributes Physical Attribute Agility Body Reaction Strength Astral Initative Initative Dice

Step Note Choose a Formula Purchase or Arcana + Magic [Astral] (Force2, 1 day) to create Obtain the Telesma Item matching the formula Prepare the Magical Lodge Lodge Force >= Focus Force Spend Reagents (Karma Cost) Drams Craft the Focus Requires (Force) Days. Artificing + Magic [Force] vs. Force + Object Resistance Resist Drain Drain = 2 * Objects Hits Assense Focus Artificing + Magic [Astral] vs. 2 * Force

Disenchanting Action Deactivate Focus Break Down Focus

Test Disenchanting + Magic [Astral] vs. Force + Owners Magic Disenchanting + Magic [Astral] vs. Force + Magic (if Bonded or not yours) Requires (Force) Hours Capture Break Down Alchemy + Magic [Astral] = Hits create Reagents, Max 1/3 originally Spent Disjoin Preparation Disenchanting + Magic [Astral] vs. Force + Magic + Fixation Net Hits reduce Potency

Formulae Price Guide

Astral Equivalent Logic Willpower Intuition Charisma 2 * Intuition +2d6

Formulae Focus Spell Combat Detection Health Illusion Manipulation

Availability Price As Focus 0.25 * Focus Price 8R 4R 4R 8R 8R

2,000¥ 500¥ 500¥ 1,000¥ 1,500¥

Spirits & Foci Max Type Unbound Spirits Bound Spirits Foci Total Foci Force

Max One per type Charisma Magic 5 * Magic

Foci Price Guide Category Enchanting Metamagic Power Qi Spell

Availability (3 * Force)R (3 * Force)R (4 * Force)R (3 * Force)R (3 * Force)R

Price Force * 5,000¥ Force * 9,000¥ Force * 18,000¥ Force * 3,000¥ Force * 4,000¥

Spirit

(3 * Force)R

Force * 4,000¥

Weapon

(4 * Force)R

Force * 7,000¥

Karma Cost 3 * Force 3 * Force 6 * Force 2 * Force 2 * Force

Foci Alchemical, Disenchanting Centering, Flexible Signature, Masking, Spell Shaping Power One Adept Power per Qi Focus One Spell Class each Counterspelling, Ritual Spellcasting, Spellcasting, Sustaining 2 * Force One Spirit Type each Summoning, Banishing, Binding 3 * Force Weapon

~Adragon202 - Alan

magic cheat sheet.pdf

Alchemy + Magic [Mental] = 1 Dram per 2 Hits. Neutralizes area for 2 days. Can replace Limit with Drams Spent. Alchemy, Banishing, Counterspelling, Disjoining, Spellcasting, Summoning. Can Create Temporary Lodge that lasts until Sunrise or Sunset. Force = Drams Spent & Hours Required. Reagents. Spirits & Foci Max.

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