Shadowrun: Dragonfall spells

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This page lists all spells in Shadowrun: Dragonfall. Approach Aljernon to purchase them.

Spellcasting[edit | edit source]

  • 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 2 rounds. 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 3 rounds. 3 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. 3 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 4 rounds. 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[edit | edit source]

Name Description Conjuring AP Cooldown Damage AOE
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[edit | edit source]

Name Description Conjuring AP Cooldown Damage
Magic Resistance Passive: The adept gains a Medium Cover bonus to magic spells. 2 - - -
Matial 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
Matial 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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