This collection consists of spells from both the Shadowrun main rulebook and Magic in the Shadows. In converting them to SilCORE, I've tried to keep them as close to the original intent as possible.
Each spell has the following characteristics:
For the descriptions of the spells, I have only noted where changes have been made; for the full text of the spell, refer to the appropriate sourcebook.
All combat spells damage the target directly, bypassing armor and any other non-magical protection. A combat spell can affect any target within the caster's line of sight. For damage purposes, all combat spells have a x10 damage multiplier.
Death Touch
Type: M * Target: WIL * Duration: I * Drain: 0 * SR3, p191
Manabolt
Type: M * Target: WIL * Duration: I * Drain: +1 * SR3, p191
Manaball
Type: M * Target: WIL * Duration: I * Drain: +2 * SR3, p191
Powerbolt
Type: P * Target: BLD or ObjRes * Duration: I * Drain: +2 * SR3,
p191
Powerball
Type: P * Target: BLD or ObjRes * Duration: I * Drain: +3 * SR3,
p191
Stunbolt
Type: M * Target: WIL * Duration: I * Drain: 0 * SR3, p191
Stunball
Type: M * Target: WIL * Duration: I * Drain: +1 * SR3, p191
Detection spells give the subject extrasensory abilities; to determine the range of the enhanced sense, multiply double the spell's Force times the sum of the caster's WIL and PSY attributes.
Normally, these spells are directional (like normal sight). Area detection spells sense things in all directions. They are not aimed at a specific target or targets, so a separate test need not be made for each target in the range of the sense. The gamemaster makes a single Sorcery test, augmented by WIL and the spell's Force, and compares the results against each target in range, using the Detection Spell Threshold and Detection Spell Results tables to determine the results of the test. If the caster sustains an area detection spell, new targets are picked up as they enter the range of the spell; results of the original Sorcery test continue to apply.
Anyone who is not a voluntary subject of a detection spell (whether aware of the spell or not) may make a WIL roll to resist the detection; if the roll is higher than the base Threshold would be otherwise, the result of the WIL roll is the new Threshold for the spell.
| Subject | Threshold |
| Target is in sight of caster | 4 |
| Target is out of sight of caster | 6 |
| Target is on a different plane | 9 |
| Target is behind an astral barrier | + Force |
| MoS | Results |
| 1 | Only general knowledge, no details |
| 2 | Detailed information, but some minor parts in inaccurate. |
| 3 | All details are accurate, but minor parts are obscure or missing. |
| 4+ | Accurate and detailed information. |
Analyze Device
Type: P * Target: ObjRes * Duration: I * Drain: +1 * SR3, p192
This spell allows the subject to analyze the purpose and operation of a device or piece of equipment within range of the sense. Refer to the Detection Spell Results Table to determine the extent of the knowledge gained.
Analyze Truth
Type: M * Target: WIL * Duration: S * Drain: 0 * SR3, p192
This spell requires at least a MoS of 1 to succeed, but is otherwise the same as the spell is described in SR3.
Clairaudience
Type: M * Target: 6 * Duration: S * Drain: +1 * SR3, p192
Clairvoyance
Type: M * Target: 6 * Duration: S * Drain: +1 * SR3, p192
Combat Sense
Type: M * Target: 5 * Duration: S * Drain: +2 * SR3, p192
This spell enhances the subject's situational awareness and combat reflexes. For each MoS, the subject receives an extra die on for all Combat Sense tests while the spell is maintained.
Detect Enemies
Type: M * Target: See DST table * Duration: S * Drain: +1 * SR3,
p192
Detect Individual
Type: M * Target: See DST table * Duration: S * Drain: 0 * SR3,
p192
Detect Life
Type: M * Target: See DST table * Duration: S * Drain: 0 * SR3,
p192
Detect (Life Form)
Type: M * Target: See DST table * Duration: S * Drain: -1 * SR3,
p192
Detect Magic
Type: M * Target: 6 * Duration: S * Drain: +1 * SR3, p193
Detect (Object)
Type: P * Target: See DST table * Duration: S * Drain: +2 * SR3,
p193
Mindlink
Type: M * Target: 5 * Duration: S * Drain: +2 * SR3, p193
This spell functions for the most part as the spell does in Shadowrun; no MoS is necessary, the Sorcery test must just meet the Threshold.
Mind Probe
Type: M * Target: WIL * Duration: S * Drain: +2 * SR3, p193
Consult the Mind Probe Results table below for the information gained from this spell. The subject may probe for one piece of information per round. If the Mind Probe spell is used on the same target within a number of hours equal to 3 plus the target's WIL, the target receives a +1 bonus to his WIL per attempt.
| MoS | Effect |
| 1-2 | The subject can read the target's surface thoughts. |
| 3-4 | The subject can find out anything the target consciously knows and view the target's memories. |
| 5+ | The subject can probe the target's subconscious, gaining information the target may not even be consciously aware of, such as psychological quirks, deep fears, or hidden memories. |
Antidote
Type: M * Target: Potency/2 * Duration: P * Drain: +(Potency/4)
* SR3, p193
This spell helps a poisoned subject to overcome a drug or toxin. Each MoS reduces the Potency of the drug or toxin by 2 and allows the subject to make a new HEA test to resist the its effects against the new, lower Potency. The spell must be cast on the subject before the onset time elapses.
Cure Disease
Type: M * Target: Virulence * Duration: P * Drain: +Virulence * SR3,
p193
This spell can be used at any time during an infection. Each MoS reduces the Virulence of the disease by 2 and allows the subject to make a new HEA test to resist the disease against the new, lower Virulence. It does not heal any damage already caused by the disease.
Decrease (Attribute)
Type: M * Target: -PSY (see below) * Duration: S * Drain: +3 * SR3,
p193
Decrease Cybered (Attribute)
Type: P * Target: -PSY (see below) * Duration: S * Drain: +4 * SR3,
p193
These spells are resisted by an attribute roll where the target's PSY is subtracted from his roll, not added. For each MoS, the target's attribute is reduced by one, up to a maximum reduction equal to the Force of the spell. If a physical attribute (AGI, APP, BLD, FIT, or PER) is reduced to the racial minimum for the target, he is paralyzed. If a mental attribute (CRE, INF, KNO, PSY, WIL) is reduced to the target's racial minimum, he is placed in a catatonic state. A version of these spells exists for all the primary attributes, but not the secondary attributes. The non-cybered version will not work on attributes enhanced with cyberware, and vice versa.
Detox
Type: M * Target: Potency * Duration: P * Drain: -1 * SR3, p193
This spell completely relieves the effect a drug or toxin; all that is necessary is to make the Threshold. As a result, it is only effective against comparatively weak drugs or toxins, limiting its utility. It does not heal any damage already inflicted by the drug or toxin, but it will remove any action penalties caused by the drug itself (but not those due to wounds caused by the drug).
Heal
Type: M * Target: 6 - Subject's PSY * Duration: P * Drain: see below *
SR3, p193
Treat
Type: M * Target: 5 - Subject's PSY * Duration: P * Drain: see below *
SR3, p193
Heal and Treat are used to repair physical injuries. Each MoS can be used to reduce the subject's wound penalties by one point (up to a maximum equal to the spell's Force), or reduce the time until the repair becomes permanent. Heal may be used at any time; Treat may only be used within an hour of the injury. Only a single attempt can be made to magically heal a specific set of injuries.
The drain modifier for these spells is the absolute value of the sum of the subject's wound penalties. For instance, if the subject had suffered two flesh wounds and a deep wound, the drain modifier would be +4.
Healthy Glow
Type: M * Target: 4 * Duration: P * Drain: -1 * SR3, p194
Hibernate
Type: M * Target: 4 * Duration: S * Drain: +2 * SR3, p194
To determine the amount the Hibernate spells slows down the target's metabolism, add 1 to the MoS of the spell and then double that number. For instance, if the Sorcery test results in a result of 6, the target's metabolism is slowed by a factor of 6 (2 + 1 = 3, 3 x 2 = 6).
Increase (Attribute)
Type: M * Target: 5 + Subject's Attribute * Duration: S * Drain: +2 *
SR3, p194
Increase Cybered (Attribute)
Type: P * Target: 5 + Subject's Attribute * Duration: S * Drain: +3 *
SR3, p194
For each MoS when this spell is cast, the subject's attribute is increased by one, up to a maximum increase equal to the Force of the spell. The non-cybered version will not work on attributes enhanced by cyberware, and vice versa.
Increase Reflexes
Type: M * Target: 6 * Duration: S * Drain: +3 * SR3, p194
The Increase Reflexes spell makes the subject able to react faster, especially in combat. For each MoS, the subject receives a +1 to all Initiative rolls and for every full 2 MoS, the subject receives an extra action (so if the MoS is 1, no extra action is gained). This spell cannot be cast on subjects with cyberware or bioware reflex enhancements.
Oxygenate
Type: P * Target: 5 * Duration: S * Drain: +1 * SR3, p194
This spell gives the subject a +1 bonus per MoS (up to a maximum of the spell's Force) to all tests to resist suffocation, strangulation, the effects of inhaled gas, or any other effects of oxygen deprivation. The spell also allows the subject to breathe underwater.
Prophylaxis
Type: M * Target: 5 * Duration: S * Drain: 0 * SR3, p194
This spell gives the subject a +1 bonus to all HEA tests to resist drugs and toxins (up to the spell's Force -- this applies to both harmful and beneficial drugs).
Mask
Type: M * Target: 4 * Duration: S * Drain: 0 * SR3, p195
Physical Mask
Type: P * Target: 4 * Duration: S * Drain: +1 * SR3, p195
This spell functions as stated in SR3; the caster's Sorcery test sets a Threshold for Notice tests by observers to detect the illusion.
Physical Barrier
Type: P * Target: 6 * Duration: S * Drain: +3 * SR3, p198
Astral Barrier
Type: M * Target: 6 * Duration: S * Drain: +2 * SR3, p198
The barriers created by this spell have a barrier rating equal to the MoS of the caster's Sorcery roll. The spell can form a dome with a radius and height equal to the spell's normal radius, or a plane with an area equal to the spell's Force multiplied by twice the caster's Sorcery skill level in square meters.
The barriers function as defined in SR3; a physical barrier inflicts a visibility penalty on attempts to attack through it of -1.