This page lists all spells in Shadowrun: Dragonfall. Approach Aljernon to purchase them.
Spellcasting[ | ]
- Click on the Name column heading to sort by spell name.
Name | Description | Spellcasting | AP | Cooldown | Damage | AoE |
---|---|---|---|---|---|---|
Powerbolt I | The most basic spell every mage knows and always has ready. | 1 | 1 | 0 | 6 | - |
Armor I | Target gains +2 Armor. Lasts until combat ends. | 1 | 1 | 0 | - | - |
Distraction I | Decreases the target's to hit chance by 12%. Lasts for 1 round. | 1 | 1 | 0 | - | - |
Flamethrower I | A line of fire controlled by the caster and directed at one target. | 1 | 1 | 1 | 12 | - |
Ignore Armor | Decreases the target's Armor by 10. Lasts 0 rounds. | 1 | 1 | 0 | - | - |
Manabolt I | A powerful magical bolt that pierces up to 2 armor. | 1 | 1 | 2 | 8 | - |
Weaken Armor I | Decreases the target's Armor by 1. Lasts 2 rounds. | 1 | 1 | 0 | - | - |
Manaball I | A powerful magical bolt that ignores normal armor and targets Willpower. | 1 | 2 | 2 | 10 | 2 |
Acid Stream I | A stream of acid that also does ongoing -6 HP for 1 round. | 2 | 1 | 2 | 9* | - |
Aim I | Increases the target's to hit chance by 12%. Lasts 2 rounds. | 2 | 1 | 0 | - | - |
Heal Wound | Heals the last damage sustained in a scene. | 2 | 1 | 2 | - | - |
Lightning Bolt I | A bolt of lightning that targets a single enemy and also does - 1 AP. | 2 | 1 | 3 | 10 | - |
Power Bolt II | The most basic spell every mage knows and always has ready. | 3 | 1 | 0 | 10 | - |
Armor II | Target gains +4 Armor. Lasts until combat ends. | 4 | 1 | 0 | - | - |
Dispel Magic | Dispels any target's on-going magical effect. | 3 | 1 | 1 | - | - |
Distraction II | Decreases the target's to hit chance by 15%. Lasts for two rounds. | 3 | 1 | 0 | - | - |
Flamethrower II | A line of fire controlled by the caster and directed at one target. | 3 | 1 | 1 | 20 | - |
Manabolt II | A powerful magical bolt that pierces up to 2 armor. | 3 | 1 | 2 | 12 | - |
Mind Wipe | Target ignores all enemies. Lasts 2 rounds. | 3 | 2 | 3 | - | - |
Stunbolt | A stun spell which does -1 AP to the target. | 3 | 2 | 3 | - | - |
Manaball II | Ignores armor, targets Willpower, and does ongoing -10 HP for 1 round. | 6 | 2 | 2 | 10* | 2 |
Acid Stream II | A stream of acid that also does ongoing - 6 HP for 2 rounds. | 4 | 1 | 2 | 12* | - |
Aim II | Increases the target's to hit chance by 15%. Lasts 4 rounds. | 4 | 1 | 1 | - | - |
Lightning Bolt II | A bolt of lightning that targets a single enemy and also does - 1 AP. | 4 | 1 | 3 | 12 | - |
Weaken Armor II | Decreases the target's Armor by 2. Lasts 4 rounds. | 4 | 1 | 0 | - | - |
Ball Lightning I | Lightning explosion that also does -1 AP. Ongoing -5 HP and -1 AP for 1 round. | 4 | 3 | 4 | 15* | 2 |
Fireball I | A fiery explosion that also does ongoing -10 HP for 1 round. | 4 | 2 | 2 | 15* | 2 |
Stunball | Magical explosion that does -1 AP and ongoing -1 AP for 2 rounds. | 4 | 3 | 3 | - | 2 |
Powerbolt III | The most basic spell every mage knows and always has ready. | 5 | 1 | 0 | 14 | - |
Armor III | Target gains +6 Armor. Lasts until combat ends. | 6 | 1 | 0 | - | - |
Blindness | Target is blinded and cannot see or attack targets. Lasts 2 rounds. | 5 | 2 | 3 | - | - |
Flamethrower III | A line of fire controlled by the caster and directed at one target. | 5 | 1 | 1 | 25 | - |
Glue | The target cannot move but can still use AP to attack. Lasts 2 rounds. | 5 | 1 | 3 | - | - |
Manabolt III | A powerful magical bolt that pierces up to 3 armor. | 5 | 1 | 3 | 16 | - |
Weaken Armor III | Decreases the target's Armor by 3. Lasts 4 rounds. | 5 | 1 | 3 | 0 | 0 |
Aim III | Increases the targets to hit chance by 18%. Lasts 6 rounds. | 6 | 1 | 1 | - | - |
Confusion | Target switches to your team and attacks your enemies. Lasts 2 rounds. | 8 | 3 | 3 | - | - |
Lightning Bolt III | A bolt of lightning that targets a single enemy and also does - 1 AP. | 7 | 1 | 3 | 18 | - |
Petrify | Target loses all AP for 2 rounds and cannot attack or move. Lasts 2 rounds. | 8 | 3 | 4 | - | - |
Fireball II | A fiery explosion that also does ongoing -10 HP for 2 rounds. | 6 | 2 | 4 | 20* | 2 |
Manaball III | Ignores armor, targets Willpower, and does ongoing -10 HP for 2 rounds. | 8 | 2 | 4 | 15* | 2 |
Powerbolt IV | The most basic spell every mage knows and always has ready. | 7 | 1 | 0 | 15 | - |
Ball Lightning II | Lightning explosion that also does -1 AP. Ongoing -5 HP and -1 AP for 2 rounds. | 8 | 3 | 4 | 15* | 2 |
Flamethrower IV | A line of fire controlled by the caster and directed at one target. | 8 | 1 | 2 | 30 | - |
Manabolt IV | A powerful magical bolt that pierces up to 4 armor. | 7 | 1 | 3 | 16 | - |
* Does not include DoT damage.
Conjuring[ | ]
Name | Description | Conjuring | AP | Cooldown | Damage | AOE |
---|---|---|---|---|---|---|
Acid Bolt I | A Conjurer's basic acid bolt. Does damage over time. | 1 | 1 | 0 | 4 (+2/turn) | - |
Slow I | Decreases the targets Movement by 2 for 3 rounds. | 1 | 1 | 1 | - | - |
Haste I | Increases the friendly target's IP by 1 for 2 rounds. | 2 | 2 | 3 | - | - |
Air Barrier | Set 5 Light Cover barriers that last 3 rounds. Anyone that enters takes -1 AP. | 2 | 1 | 2 | - | - |
Slow II | Decreases the targets Movement by 4 for 3 rounds. | 3 | 1 | 1 | - | - |
Fog | An area of effect spell that reduces the chance to target someone by 15%. Lasts for 3 rounds. | 3 | 2 | 2 | - | 3 |
Mana Charge I | Concentrates mana from the surrounding area to provide an effect similar to a small leyline. Lasts for 2 rounds. | 4 | 1 | 5 | - | - |
Blur I | Makes a friendly target difficult to hit and increases Movement by 1. Lasts until the end of your next turn. | 4 | 1 | 2 | - | - |
Haste II | Increases the friendly target's IP by 1 for 3 rounds. | 4 | 2 | 3 | - | - |
Fire Barrier | Set 5 Medium Cover barriers that last 3 rounds. Anyone that enters takes -10 HP. | 6 | 1 | 2 | 10 | - |
Slow III | Decreases the targets Movement by 6 for 3 rounds. | 5 | 1 | 3 | - | - |
Lightning Barrier | Set 5 Medium Cover barriers that last 3 rounds. Anyone that enters takes -7 HP and -1 AP. | 4 | 1 | 2 | 7 | - |
Haste III | Increases the friendly target's IP by 1 for 4 rounds. | 6 | 2 | 4 | - | - |
Shadow | Creates a shadow zone in which characters cannot be targeted, nor target others. Lasts until the beginning of your next turn. | 5 | 2 | 5 | - | 3 |
Slo-Mo | Increases the targets AP cost for all actions by 2. Lasts for 2 rounds | 7 | 2 | 4 | - | - |
Mana Charge II | Concentrates mana from the surrounding area to provide an effect similar to a medium leyline. Lasts for 4 rounds. | 6 | 1 | 5 | - | - |
Blur II | Makes a friendly target extremely difficult to hit and increases Movement by 2. Lasts until the end of your next turn. | 6 | 1 | 3 | - | - |
Hellstorm Barrier | Set 5 Heavy Cover barriers that last 3 rounds. Anyone that enters takes -12 HP and -1 AP. | 8 | 2 | 2 | 12 | - |
Haste IV | Increases the friendly target's IP by 2 for 3 rounds. | 8 | 3 | 4 | - | - |
Chi Casting[ | ]
Name | Description | Chi Casting | AP | Cooldown | Damage |
---|---|---|---|---|---|
Magic Resistance | Passive: The adept gains a Medium Cover bonus to magic spells. | 2 | - | - | - |
Martial Defense I | Active: The adept gains a Light Cover bonus against incoming attacks for 4 rounds. | 5 | 0 | 6 | - |
Killing Hands | Passive: Unarmed damage increased by 3. Active: Unarmed damage increased by a further 4 for 3 rounds. | 1 | 1 | 6 | - |
Mana Fist | A powerful magic punch that pierces up to 4 Armor. Shares a cooldown with other Mana Fist spells. | 3 | 1 | 1 | 10 |
Stride | Passive: The adepts Movement is increased by 2. Active: The adepts Movement is increased by a further 2 for 3 rounds. | 4 | 1 | 4 | - |
Quick Strike | The adept gains a 0 AP cost attack that does 8 HP damage to the target. Pierces up to 2 Armor. | 7 | 0 | 2 | 8 |
Martial Defense II | Active: The adept gains a Medium Cover bonus against incoming attacks for 4 rounds. | 10 | 0 | 6 | - |
Counterstrike | The adept ends their turn, but will counter-attack with their current weapon when attacked. Maximum of 3 counter-attacks. | 5 | 1 | 2 | - |
Pain Resistance | Passive: Decreases any damage the adepts takes by 2. Active: Decreases damage by a further 3 for 3 rounds. | 9 | 2 | 4 | - |
Mystic Armor | Passive: The adepts has +2 Armor. Active: The adepts gains a further +2 Armor for 3 rounds. | 8 | 1 | 4 | - |
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