Shadowrun Wiki
Advertisement

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: Qi Casting >= 10 1000

Template:Navbox spells SRHK

Advertisement