Indirect Combat Spells
Indirect
This text replaces the corresponding section on Shadowrun Fifth Edition Core Rulebook (p. 283):
All indirect combat spells originate near the magician’s body (most magicians use their hands or eyes, but some use their feet for “power kicks” or emanate power from the entire body for a kind of an aura-throwing effect). As the energy is created at the magician and channeled through normal space, the caster does not need to be able to see the target — but all the normal ranged combat modifiers apply[1], except range.
Single target spells are launched with an Opposed Spellcasting + MAG [Force] vs. REA + INT Test, much like a ranged weapon attack just with bullets made of acid, fire, or something equally unpleasant. The Damage Value of a successful indirect combat spell is Force + net hits, with an AP equal to -(Force). This damage is resisted with Body + Armor, as normal for weapon attacks.
Area indirect spells travel from the magician to the point of detonation and then go boom. Much like attacks with grenades, make a Simple Spellcasting + Magic [Force] (5) Test, with a scatter of (1D6 - net hits) meters. Unlike grenades, any net hits are added to the Damage Value of the spell. Dive For Cover[2] and Run For Your Life[3] are valid defensive responses.
