Hey,
kiddo. Come here, with that big fancy magic sphere o' yours. Lemme take a closer look at it.
Bet you don't know anything about it. Shame, that. Found it under the ruined Chantry, down in Feywood. Made of prime quality thaumium. Before the Sunder, everything about our civilization ran on that stuff. You refined thaumite ore into this really cool pink crystal and then - voila. Magic powers, as the young ones call them now. It ran everything - our tech was augmented by thaumium, our leaders were typically the best at using, making, or controlling this stuff, and most people could cast spells.
Then the Sunder happened.
Yeah I know you don't want a history lesson from the old man. But you gotta learn somehow, and I doubt the school system's coping at the minute, so I'm all you've got kid. So listen up. I'll make up some homework.
Where was I? Yeah, the
Sunder. Even worse than the Datakrash. All that fancy magitek? Fried beyond use, in the blink of an eye. Every thaumium reactor became a self-fueled nuke. Every mine burned itself into oblivion. Not just across the world, but in the rest of the solar system, too. And if you think that wasn't bad enough, pretty much anyone with enough thaumium in their bodies, any good or promising enough spellslinger - you guessed it, burnt as a crisp from the inside out. A few were lucky. They survived, ran mad, shrieking like rabid dogs, tearing all in their path. Then they died, too, and we were left to rebuild...well, everything.
Gotta give it to us though. Countries fell, the climate went to crap, but we survived. We were tougher than we looked. Fell to us to rebuild everything. And relearn everything, too. Everything we had with magitek now had to run on silicon and hard power. Not as good, not as pretty, not as efficient. But we made do. There's no thaumium left now. No magitek. No spellslinging. Just people plugging interfaces and chrome sockets in their heads, trying to emulate through self-mutilation what we used to have, what we used to do.
'xcept for those damn magic spheres you're holding. Those survived, somehow. Of course they're rare - we tried to smash them for thaumium first thing we could. Then we tried to integrate them into magitek circuits, except the damn things have a will of their own. Somehow. I don't think anyone knows why, you gotta be sentient to use them or they're just big useless crystal balls. Then we kind of gave up on thaumium when we developed all that clunky cyberware crap.
Of course they're really expensive. Like, they're a finite resource, kid. They used to get magic men to cast spells into those spheres, and then even a child could grab one and reproduce the spell effect. Of course, no Imperial, no wizards, no thaumium - no new spheres. Of course, they say Aurum knows to make new spheres in their fancy power reactors, but that's just maladaptive imagination and too many video games about ecoterrorists. Without the gift of magic, we make do with what we got.
So when you hold one of those spheres, you don't just hold power or some fancy magic tech that somehow made it to our side of the Sunder. You hold a piece of the old world. You hold forgotten memories. So treat it with respect and dignity, you hear?! Keep that white sphere close to you and don't go break it. I know that one's kind of useless, but there's still knowledge within. Don't reckon it's gonna save the world, but one day it might still save you.
Flavius Mulmar, Sphere Hunter
Homebrew : Thaumite Spheres
What's a Spell-Sphere?
Before the Sunder wiped off all arcane from the face of the world, Kalim used to be a magical world, and remnants of that can still be found in the world. A Thaumite Spell-Sphere is just that : a remnant of the old world that contains the memories of ancient spells, which the holder can cast themselves. Don't get any ideas, though - the orbs only work when their energy is actively drawn by a living, sentient being. No point plugging them in an autoturret.
Acquiring Spell-Spheres
Characters can find and use Spheres, but they are very rare and expensive. Most are held by wealthy people and corporations, who hoard them as investments and collaterals. To make it worse, they can't really be manufactured anymore - so they're a very finite resource. It's actually difficult to put a standard price on them, and it must be done at the GM's discretion. Basically, society at large, including most gangs, don't really use Spheres, even if they really wish they had some. Because if you did....well, that'd be a good way to put your crew on the map.
Advancing Spell-Spheres
Spheres hold spells organized around a general theme. They typically start at Sphere Level 1, but IP (Improvement Points) can be used to advance them to the next Level, unlocking more abilities. As a general rule, 50 IP must be spent to advance a single sphere by one Sphere Level.
Types of Spheres
There are different types of Spheres. Most are Magic Spheres, and contain spell(s) available for casting. There are also Support Spheres, which do not do anything on their own. When held in one hand with a Magic Sphere in the other, the caster can change the way their spell is cast (Ball, Beam, Storm, etc.). Finally, one can find Standalone Spheres which do not provide spells, but which can provide passive buffs when held or installed in cyberware.
Applying magic knowledge
The Magic skill is an Education Skill and uses INT as its skillbase. It is used for casting spells (see below), identifying Spheres including the spells contained within, and understanding the basic concepts of arcane which underpinned the world of Kalim prior to the Sunder.
How to cast a spell
Spells are really just another kind of ranged attack. Instead of a gun, the caster wields a Sphere in one hand (and any support Sphere in the other) - no cyberware required. Spells originate from the caster, and do exactly what it says in the description, so just follow the instructions strictly.
Spells cost MP to cast. Since MP are not a standard stat in Cyberpunk:RED, a character has maximum MP equal to their WILL stat. Remember that Tieflings get 2 extra MP, just because they're extra magical. Spells are only cast if their cost is fully paid. This cost cannot be refunded should the spell fail to hit.
No MP? No problem. You can strain yourself - which means you instead expand HP to keep casting, at the rate of 2 HP for every MP you'd otherwise use. This cost ignores armour and is not ablated. Straining yourself below 0 HP is lethal.
To cast a spell, roll INT + Magic + 1d10 against a DV set by your distance and the type of spell you're casting. Unless otherwise specified, armour reduces damage and ablates as normal. Barrage and Storm spells have special casting rules - see under the DV table.
DV Table
Type | 0-6 m | 7-12 m | 13-25 m | 26-50 m | 51-100 m | 101-200 m |
Strike / Shard |
15 |
13 |
17 |
N/A |
N/A |
N/A |
Bolt / Jet |
14 |
15 |
16 |
17 |
18 |
N/A |
Ball / Burst |
N/A |
15 |
13 |
15 |
17 |
N/A |
Ray |
13 |
13 |
13 |
15 |
15 |
17 |
Beam |
16 |
16 |
16 |
15 |
15 |
14 |
Barrage |
14 |
15 |
17 |
19 |
N/A |
N/A |
Storm |
N/A |
16 |
14 |
15 |
16 |
N/A |
Barrage & Storm Spells
When casting a Barrage or Storm type of spell, as an Action, roll INT + Magic + 1d10 against the DV set above. If you hit, roll 2d6 for damage and multiply the result by the amount you beat the DV, up to a maximum given in the spell description - that is the final damage you deal to the target. Targets can still choose to dodge the spell.
Ball & Burst Spells
Ball spells are single-target spells. Burst spells are an improved version, using the same DV, but with an extra 'explosion'. On a successful hit, any entity that is not in cover, within a 10m (5 Square) area of the target, is also hit, so long as the attack check succeeds. Other effects apply to every affected target.
Spheres
This is not an exhaustive list, and entries will get added as the campaign progresses further.
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Restore Sphere (Magic Sphere)
Lv1 : Restore I (Bolt or Self) (2 MP; 5 if the target is Seriously Wounded) : All of the target’s Critical Injuries are treated, and the target is considered Stabilized.
Lv2 : Restore II (Bolt or Self) (3 MP; 6 if the target is Seriously Wounded) : All of the target’s Critical Injuries are treated, and the target is considered Stabilized. When a caster uses this spell on themself, casting it does not take an Action. This spell can only be cast once per Round. |
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Ward Sphere (Magic Sphere)
Lv1 : Ward (Self) (2 MP) : This spell can only target the caster. For 1d4 turns, the person subject to this spell sees their armour (body + head) increase by 2.
Lv2 : Manaward I (Self) (3 MP) : This spell can only target the caster. This spell may only be cast once per combat. For 1 minute or until the end of the combat, anyone casting a spell that targets only the person subject to this spell suffers a -2 penalty to their Check.
Lv3 : Manaward II (Self) (5 MP) : This spell can only target the caster. This spell may only be cast once per combat. For 1 minute or until the end of the combat, anyone casting a spell that targets only the person subject to this spell suffers a -4 penalty to their Check. |
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Ice Sphere (Magic Sphere)
Lv1 : Ice Shard (2 MP) : Caster fires a shard of ice at a target, dealing 2d6 Ice damage.
Lv2 : Ice Bolt I (4 MP) : Caster fires a bolt of ice at a target, dealing 3d6 Ice damage. The target must make a DV11 Magic Check. Failure lowers the SP of all their worn armor by 2. Armor that cannot be ablated is unaffected.
Lv3 : Ice Bolt II (6 MP) : Caster fires a bolt of ice at a target, dealing 4d6 Ice damage. The target must make a DV13 Magic Check. Failure lowers the SP of all their worn armor by 2. Armor that cannot be ablated is unaffected. |
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Fire Sphere (Magic Sphere)
Lv1 : Fire Ball (3 MP) : Caster fires a ball of fire at a target, dealing 2d6 Fire damage.
Lv2 : Fire Bolt I (4 MP) : Caster fires a bolt of fire at a target, dealing 3d6 Fire damage. If the target fails a DV13 Magic Check, it is now Deadly on Fire.
Lv3 : Fire Bolt II (6 MP) : Caster fires a bolt of fire at a target, dealing 4d6 Fire damage. If the target fails a DV15 Magic Check, it is now Deadly on Fire. |
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Thunder Sphere (Magic Sphere)
Lv1 : Thunder Strike (2 MP) : Caster fires a strike of thunder at a target, dealing 2d6 Thunder damage.
Lv2 : Thunder Bolt I (4 MP) : Caster fires a bolt of thunder at a target, dealing 3d6 Thunder damage. The target must also pass a cybertech check (DV 15), else one piece of cyberware of the GM's choice are made inoperable for one minute. EMP insulation wards against this additional effect.
Lv3 : Thunder Bolt II (6 MP) : Caster fires a bolt of thunder at a target, dealing 4d6 Thunder damage. The target must also pass a cybertech check (DV 15), else two pieces of cyberware of the GM's choice are made inoperable for one minute. EMP insulation wards against this additional effect. |
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Wind Sphere (Magic Sphere)
Lv1 : Wind Burst (4 MP) : Caster fires a burst of pressurised air at a target, dealing 2d6 Air damage.
Lv2 : Wind Barrage (6 MP) : The caster summons a low pressure singularity which unleashes in a barrage of destructive wind. Multiply Air damage up to 3.
Lv3 : Wind Storm (8 MP) : The caster summons a low pressure singularity which unleashes in a storm of destructive wind. Multiply Air damage up to 5.
If any of these spells hits, at the start of their next turn, the target(s) must make a DV17 Magic check. Failure means they lose their Move Action, are unable to cast spells or make Aimed Shots, and suffer a -2 to all Checks until the end of their turn. |
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Water Sphere (Magic Sphere)
Lv1 : Water Strike (2 MP) : A jet of water slams into an enemy, dealing 1d6 damage. The defender must pass an athletics check (DV 13) or be pushed back 10 m/yds and fall prone. The water can come from condensation, underground wells, water pipes or any nearby reasonable source.
Lv2 : Tidal Burst I (4 MP) : Water condensates into a tidal burst, hurled by the caster at the target, dealing 2d6 damage. The water can come from condensation, underground wells, water pipes or any nearby reasonable source.
Lv3 : Tidal Burst II (8 MP) : Water condensates into a tidal burst, hurled by the caster at the target, dealing 3d6 damage. Any hit target takes a -4 to MOVE and a -2 to all Checks for the next turn. The water can come from condensation, underground wells, water pipes or any nearby reasonable source. |
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Magnify Sphere (Support Sphere)
Lv1 : Magnify I (+2 MP) : If held in the off-hand or active through cyberware whilst a Magic Sphere spell is cast, the caster can convert that spell from its original type into a Ball spell.
Lv2 : Magnify II (+4 MP) : If held in the off-hand or active through cyberware whilst a Magic Sphere spell is cast, the caster can convert that spell from its original type into a Burst spell. |
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Raycast Sphere (Support Sphere)
Lv1 : Beam Cast (+2 MP) : If held in the off-hand or active through cyberware whilst a Magic Sphere spell is cast, the caster can convert that spell from its original type into a Beam spell.
Lv2 : Ray Cast (+4 MP) : If held in the off-hand or active through cyberware whilst a Magic Sphere spell is cast, the caster can convert that spell from its original type into a Ray spell. |
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Environmental (Support Sphere)
If held in the off-hand or active through cyberware whilst a Magic Sphere spell is cast,t he spell effects of a Magic Sphere linked to the Environmental Sphere are modified in the following manner :
Ice : The temperature decreases by 5C in a 1km area around the caster.
Fire : The temperature rises by 5C in a 1km area around the caster.
Thunder : A dry thunderstorm develops in a 1km radius around the caster.
Wind : An area of slightly lower pressure develops in a 1km area around the caster.
Water : Precipitation from background humidity collapses into rain in a 1km radius around the caster.
Casting a spell modified by the Environmental Sphere uses the MP cost of the lowest skill available + 3 MP. |
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HP-MP Sphere (Standalone Sphere)
Upon activation, the wearer of this sphere swaps their maximum MP and HP stats for eight hours. Any overspill HP or MP, either upon activation or effect end, is lost. An automatic loss of 1d6 Humanity is also incurred with each cast. |
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Holy Sphere (Special Sphere)
In Chantry canon, there are tales of the Goddess wielding one such sphere to ward off death and injury to herself or the planet as a whole. Of course it is unobtainable, but even though the Chantry's teachings are seldom known nor respected, every now and then a scam job comes along promising to find the true location of the sphere... |
Slateboards & Cyberware
It can be quite bothersome for a caster to hold a Magic Sphere in the grasp of their main hand in order to use it - and even more so if they also want to modify their spell with a Support Sphere, since that means both hands are now taken and otherwise useless. Thankfully, the discerning spellcaster can make use of a range of special Cyberware, called Slateboards, which allow for more Sphere-Spheres to be active at any given time, whilst also freeing their hands for other purposes.
There is not really a market for Slateboards anymore - there hasn't been since the Sunder removed most Arcane - but they can still be found as schematics or sold by pricy ripperdocs. Whilst the cyberware proper is relatively cheap, it can be very difficult to find a ripperdoc with the skill and inventory to plug one in.
Slateboard | Install | Sphere Slots / Effects | Cost | HL |
Basic Slateboard |
Clinic
External Cyberware |
One slot |
500eb (Expensive) |
3 (1d6) |
Advanced Slateboard |
Clininc
Must install on cyberarm |
Three slots
Slot 1 and Slot 2 are linked |
1000eb (V Expensive) |
3 (1d6) |
Premium Slateboard |
Clinic
Must install on cyberarm |
Five slots
Slot 1 and Slot 2 are linked |
2000eb (V Expensive) |
3 (1d6) |
Aether Ganglions |
Hospital
Internal Cyberware |
A neural mesh, made from rare thaumite, enhances the user's spellcasting. It is best not to think how said thaumium is acquired (probably from breaking existing Spheres)
The Ganglions add 7MP (2d6) to the user's pool of available MP. |
2000eb (V Expensive) |
11 (2d10) |
Cranial Sphere Slot |
Hospital
External Cyberware |
A Support Sphere slot is fitted into the back of the user's skull. The Sphere is considered linked to any Magic Sphere the user is holding. Plugging a non-supported Sphere type results in burnout and injury. |
2500eb (V Expensive) |
11 (2d10) |