Shadowrun: Hong Kong spells

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This page lists all spells in Shadowrun: Hong Kong.

Spellcasting[edit | edit source]

The spellcasting aspect of Shadowrun: Hong Kong has a varied amount of spells that can be used to attack, buff or debuff enemies within the game, the following descriptions highlight each spell available and their respective AP costs and other respective attributes such as CD, DMG and skill requirements in order to use them:

Name AP CD DMG Description Spellcasting Int Cha Cost
Acid Stream I 1 2 9 A stream of acid that also does ongoing -6 HP for 1 RND. Strips 1 Armor from the target. 2 1 X 400
Acid Stream II 1 2 12 A stream of acid that also does ongoing -8 HP for 2 RNDS. Strips 1 Armor from the target. 6 3 X 1500
Aim I 1 0 - Increases the target's to hit chance by 8-12%. Does not stack, nor affect AOE abilities. Lasts 2 RNDS. 2 X 1 200
Aim II 1 1 - Increases the target's to hit chance by 10-15%. Does not stack, nor affect AOE abilities. Lasts 3 RNDS. 4 X 3 600
Aim II, Wild 1 1 - Increases the target's to hit chance by 10-15%. Does not stack, nor affect AOE abilities. The next closest ally will also be affected. Lasts 3 RNDS. 5 X 3 600
Aim III 1 1 - Increases the target's to hit chance by 12-18%. Does not stack, nor affect AOE abilities. Lasts 4 RNDS. 6 X 4 800
Blindness 2 3 - Target is blinded and cannot see or attack targets. Lasts 2 RNDS. 5 3 X 800
Chain Lightning I 1 2 12 (-1 AP) A bolt of lightning that bounces to the next closest two characters. The first bounce has a range of 8 tiles, the second has a range of 6. 6 3 X 2000
Chain Lightning II 1 2 16 (-1 AP) A bolt of lightning that bounces to the next closest two characters. The first bounce has a range of 8 tiles, the second has a range of 6. 7 4 X 2500
Confusion 3 3 - Target switches to your team and attacks your enemies. Lasts 2 RNDS. 8 X 4 2000
Dispel Magic 1 1 - Dispels any target's ongoing magical effect. 4 X 2 500
Distraction I 1 0 - Decreases the target's to hit chance by 12%. Lasts for 1 RNDS. 2 X 2 400
Distraction II 1 0 - Decreases the target's to hit chance by 15%. Lasts for 2 RNDS. 4 X 3 600
Distraction III 1 0 - Decreases the target's to hit chance by 18%. Lasts for 3 RNDS. 8 X 5 1000
Flamethrower I 1 1 12 A line of fire controlled by the caster and directed at one target. 2 1 X 300
Flamethrower II 1 1 20 A line of fire controlled by the caster and directed at one target. 4 2 X 1000
Flamethrower III 1 1 25 A line of fire controlled by the caster and directed at one target. 8 4 X 1750
Flamethrower IV 1 2 30 A line of fire controlled by the caster and directed at one target. 8 4 X 2500
Glue 1 3 - The target cannot move but can still use AP to attack. Lasts 2 RNDS. 6 X 4 1000
Heal Wound I 1 3 - Heals all of the damage from the most recent attack. Shares a cooldown with other Heal Wound spells. 2 X X 700
Heal Wound II 1 2 - Heals all of the damage from the most recent attack. Shares a cooldown with other Heal Wound spells. 5 X X 900
Lightning Bolt I 1 3 10 (-1 AP) A bolt of lightning that targets a single enemy and also does -1 AP. 3 1 X 600
Lightning Bolt II 1 3 12 (-1 AP) A bolt of lightning that targets a single enemy and also does -1 AP. 5 3 X 1500
Lightning Bolt III 1 3 18 (-1 AP) A bolt of lightning that targets a single enemy and also does -1 AP. 7 4 X 2000
Manabolt I 1 2 8 A powerful magical bolt that pierces up to 2 Armor. 1 X X 200
Manabolt II 1 2 12 A powerful magical bolt that pierces up to 2 Armor. 3 X X 1000
Manabolt III 1 3 14 A powerful magical bolt that pierces up to 3 Armor. 5 X X 1750
Manabolt IV 1 3 16 A powerful magical bolt that pierces up to 4 Armor. 7 X X 2500
Mind Wipe 2 3 - Target ignores all enemies. Lasts 2 RNDS. 4 X 3 600
Petrify 3 4 - Target loses all AP for 2 rounds and cannot attack or move. Lasts 2 RNDS. 8 X 4 2000
Powerbolt I 1 - 6 The most basic spell every mage knows and always has ready. 1 X X 200
Powerbolt II 1 - 10 The most basic spell every mage knows and always has ready. 3 X X 800
Powerbolt III 1 - 13 The most basic spell every mage knows and always has ready. 5 X X 1350
Powerbolt IV 1 - 15 The most basic spell every mage knows and always has ready. 7 X X 1750
Stunbolt I 1 2 0 (-1 AP) A stun spell which does -1 AP to the target. 3 X X 600
Stunbolt II 1 2 0 (-1 AP) A stun spell which does -1 AP to the target and ongoing -1 AP that lasts 1 RND. 6 X X 1200
Strip Armor I 1 1 - Decreases the target\'s Armor by 2 for 3 RNDs. Shares a cooldown with other Strip Armor spells. 1 X X 200
Strip Armor II 1 1 - Decreases the target\'s Armor by 3 for 3 RNDs. Shares a cooldown with other Strip Armor spells. 4 X 2 600
Strip Armor III 1 1 - Decreases the target\'s Armor by 5 for 3 RNDs. Shares a cooldown with other Strip Armor spells. 6 X 3 800
Name AP CD DMG AOE Description Spellcasting Int Cha Cost
Ball Lightning I 2 4 12 2 Lightning explosion that also does -1 AP. Ongoing -5 HP and -1 AP for 1 RND. 7 3 X 1750
Ball Lightning II 3 4 15 2 Lightning explosion that also does -1 AP. Ongoing -5 HP and -1 AP for 1 RND. 8 4 X 2500
Chaos Ball I 3 4 10 2 A fiery explosion that may cause Lightning / AP DMG, Fire / HP DMG, or Acid / HP DMG ongoing for 1 RND. 4 2 X 850
Fireball I 2 2 10 2 A fiery explosion that also does ongoing -6 HP for 1 RND. Shares a cooldown with other Fireball spells. 4 X X 850
Fireball II 2 4 15 2 A fiery explosion that also does ongoing -7 HP for 2 RND. Shares a cooldown with other Fireball spells. 6 2 X 1750
Fireball III 2 4 20 2 A fiery explosion that also does ongoing -8 HP for 2 RND. Shares a cooldown with other Fireball spells. 8 3 X 2500
Manaball I 2 2 10 2 A magical explosion that pierces up to 2 Armor. 3 X X 600
Manaball II 2 2 10 2 A magical explosion that pierces up to 2 Armor. Does ongoing 8 HP DMG for 1 RND. Ongoing DMG ignores armor. 6 X X 1500
Manaball III 2 4 15 2 A magical explosion that pierces up to 3 Armor. Does ongoing 8 HP DMG for 1 RND. Ongoing DMG ignores armor. 8 X X 2500
Stunball I 2 2 0 (-1 AP) 2 Magical explosion that does -1 AP. 4 X X 750
Stunball II 3 3 0 (-1 AP) 2 Magical explosion that does -1 AP and ongoing -1 AP that lasts 2 RNDS. 6 X X 1500

Conjuring[edit | edit source]

Name AP CD DMG Description Conjuring Cost
Air Barrier 1 2 - Set 5 Light Cover barriers that last 3 RNDS. Anyone that enters takes -1 AP DMG. 2 400
Fire Barrier 1 2 - Set 5 Medium Cover barriers that last 3 RNDS. Anyone that enters takes -10 HP DMG. 6 800
Hellstorm Barrier 2 2 - Set 5 Heavy Cover barriers that last 3 RNDS. Anyone that enters takes -12 HP and -1 AP DMG. 8 1600
Lightning Barrier 1 2 - Set 5 Medium Cover barriers that last 3 RNDS. Anyone that enters takes -7 HP and -1 AP DMG. 4 1000
Acid Bolt I 1 - 4 A conjurer's basic acid bolt. Does -2 DMG for 2 RNDs. 1 200
Acid Bolt II 1 - 8 A conjurer's basic acid bolt. Does -3 DMG for 2 RNDs. 3 600
Acid Bolt III 1 - 10 A conjurer's basic acid bolt. Does -5 DMG for 2 RNDs. 5 1200
Acid Bolt IV 1 - 12 A conjurer's basic acid bolt. Does -5 DMG for 2 RNDs. 7 1800
Armor I 1 2 - Target gains +2 Armor, up to the maximum Armor of 10. Lasts until combat ends. Shares a cooldown with other Armor spells. 1 200
Armor II 1 2 - Target gains +3 Armor, up to the maximum Armor of 10. Lasts until combat ends. Shares a cooldown with other Armor spells. 4 600
Armor III 1 2 - Target gains +5 Armor, up to the maximum Armor of 10. Lasts until combat ends. Shares a cooldown with other Armor spells. 7 800
Blur I 1 2 - Reduces an ally's chance to be hit by 25%, and increases their Movement by 1. Lasts one round. Shares a cooldown with other Blur spells. 4 750
Blur II 1 3 - Reduces an ally's chance to be hit by 35%, and increases their Movement by 1. Lasts one round. Shares a cooldown with other Blur spells. 5 1200
Dual Blur II 1 3 - Reduces chance for enemies to hit target ally by 35%, and increases their Movement by 2. Also affects the caster. Lasts one round. Shares a cooldown with other Blur spells. 6 1400
Fog 2 2 - An area effect spell that reduces the chance to target someone by 15%. Lasts for 3 RNDS. 3 600
Haste I 2 3 - Increases the friendly target's AP by 1 for 2 RNDS. Shares a cooldown with other Haste spells. 2 400
Haste II 2 3 - Increases the friendly target's AP by 1 for 3 RNDS. Shares a cooldown with other Haste spells. 4 800
Haste III 2 4 - Increases the friendly target's AP by 1 for 4 RNDS. Shares a cooldown with other Haste spells. 6 1000
Haste IV 2 4 - Increases the friendly target's AP by 1 for 4 RNDS. Has a chane to increase AP by 2. Shares a cooldown with other Haste spells. Quickness 6 (?) 2000
Mana Charge I 1 5 - Concentrates mana from the surrounding area to provide an effect similar to a small leyline. Lasts for 2 RNDS. 4 750
Mana Charge II 1 5 - Concentrates mana from the surrounding area to provide an effect similar to a medium leyline. Lasts for 3 RNDS. 6 1500
Mana Static 3 4 - An area effect spell that increases the cost of magic by 1 AP. Lasts for 3 RNDS. 5 750
Nerve Bolt (1) 1 - 2 Does minor damage, but unbalances the target making them easier to hit. 1 200
Nerve Bolt (2) 1 - 4 Does minor damage, but unbalances the target making them easier to hit. 3 600
Nerve Bolt (3) 1 - 6 Does minor damage, but unbalances the target making them easier to hit. 5 1200
Shadow 2 5 - Creates a shadow zone in which characters cannot be targeted, nor target others. Lasts until the beginning of your next turn. 5 1200
Slo-Mo 2 4 - Increases the target\'s AP cost for all actions by 2. Lasts for 2 RNDS. 7 1400
Slow I 1 1 - Decreases the target\'s Movement by 2 for 3 RNDS. 1 200
Slow II 1 1 - Decreases the target\'s Movement by 4 for 3 RNDS. 3 600
Slow III 1 3 - Decreases the target\'s Movement by 6 for 3 RNDS. 5 1000

Qi Casting[edit | edit source]

Name AP CD Description Prerequisites Cost
Killing Hands 1 6 Passive: Unarmed DMG increased by 3. Active: DMG increased by a further 4 for 3 RNDS. Qi Casting >= 1 400
Magic Resistance NA NA Passive: The adept gains a Medium Cover bonus to magic spells. Qi Casting >= 2 200
Mana Fist 1 1 A powerful magical punch that pierces up to 4 Armor. Shares a cooldown with other Mana Fist spells. Qi Casting >= 3 600
Nerve Strike 1 3 An attack that does low damage, but slows the target and reduces their aim. Qi Casting >= 3 600
Stride 1 4 Passive: The adept's movement is increased by 2. Active: Movement increased by a further 2 for 3 RNDS. Qi Casting >= 4 1000
Quick Strike 0 2 A 0 AP cost attack that does 8 DMG to the target. Pierces up to 2 Armor. Shares a cooldown with Lightning Strike. Qi Casting >= 4 1000
Martial Resistance 1 0 6 Active: The adept gains a Light Cover bonus against incoming attacks for 4 RNDs. Qi Casting >= 5 400
Counterstrike 1 2 The adept ends their turn, but will counterattack with their current weapon when attacked. Maximum of 3 counter-attacks per turn. Qi Casting >= 5 1000
Celestial Mana Fist 1 2 A powerful magical punch that pierces up to 8 Armor. Shares a cooldown with other Mana Fist spells. Qi Casting >= 6 600
Bonded Spell: Killing Hands & Stride 1 6 Combines the abilities of Killing Hands and Stride Qi Casting >= 7 1300
Lightning Strike 0 2 A more accurate 0 AP cost attack that does 14 DMG to the target. Pierces up to 2 Armor. Shares a cooldown with Quick Strike. Qi Casting >= 7 1000
Mystic Armor 1 4 Passive: The adept has +1 Armor. Active: The adept gains a further +2 Armor for 3 RNDS. Qi Casting >= 8(6) 1200
Pain Resistance 2 4 Passive: Decreases any DMG the adept takes by 2. Active: Decreases DMG by a further 3 for 3 RNDS. Qi Casting >= 9 1200
Martial Resistance 2 0 6 Active: The adept gains a Medium Cover bonus against incoming attacks for 4 RNDs Cooldown: Qi Casting >= 10 1000

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