This page lists all spells in Shadowrun: Hong Kong. Approach Crafty Xu to purchase them.
Spellcasting
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
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 chance 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
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: