6.0.0 Magic

Some campaigns include magic along with their chrome. While the content below is included in the for-pay version of Cities Without Number, it is included in this document because it is largely mechanical in nature.

6.1.0 Mages and Spellcasting

Some campaigns involve spell-flinging PCs. This section covers rules for such characters.

All would-be Mages must take the Spellcaster Edge at first level. The education needed to become a mage is usually too intense to pick up later in an operator’s career, and in many settings a certain natural talent is also required to become a sorcerer.

Taking the Spellcaster Edge grants Cast as a bonus skill and allows the PC to pick four spells from the following list as starting incantations.

The Cast skill reflects a caster’s talent at spellcasting and their intellectual mastery of the complex formulas, rituals, and incantations necessary to use their spells. Anyone can learn it as a strictly intellectual exercise, but only those with the Spellcaster Edge can actually use it to cast spells.

6.1.1 Mage Effort

Spellcasting is powered by a limited resource called Mage Effort. A caster’s maximum Mage Effort is equal to the higher of their Intelligence or Wisdom modifiers plus their Cast skill level, to a minimum of 1 point.

Mage Effort refreshes completely each morning, assuming the caster has gotten eight uninterrupted hours of reasonably comfortable sleep. Casters who are starved, freezing, thirsting, sick, or otherwise physically distracted cannot refresh Mage Effort.

Mage Effort is “Committed” when used to cast spells. There are three different kinds of Commitment for Effort.

Commitment for the day means the Effort returns only the next morning. These spells are powerful, and make persistent demands on the caster’s energy.

Commitment for the scene means the Effort returns at the end of the scene. This may be in fifteen minutes under ordinary circumstances, or at the end of each fight or specific activity when operating under mission time.

Commitment for the duration means that the Effort can be reclaimed whenever the caster wishes as an Instant action, but whatever power it fueled ends as soon as the Effort is returned.

Each spell indicates how long Effort must be Committed for when the mage casts it.

6.1.2 Mages and Cyberware

For each cybernetic system implanted in a mage, their Mage Effort maximum decreases by the System Strain of the implant, to a minimum of one point even for trivial cosmetic mods. Thus, a mage who implanted hardware that had System Strain costs of 2, 0, and 0.5 would lose four points of maximum Mage Effort. This Effort can be restored by removing the cyberware.

6.1.3 Spells

A character with the Spellcaster Edge can cast spells. The ones listed below are common to many campaign settings, but others may exist in the hands of private researchers.

6.1.3.1 Learning and Preparing Spells

A character with the Spellcaster Edge starts play knowing four spells from the list below. Mages must otherwise learn their spells from a cooperative tutor or a very expensive enchanted grimoire capable of imparting the multidimensional arcane construct of the spell. Learning a spell requires one week of practice with a grimoire or tutor.

Tutors generally charge $5,000 to teach a spell, though special favors can cut that price substantially. Grimoires can only be obtained through Contacts, and start at $10,000 for the most common spells.

Once a spell is learned, it must be prepared for casting. A mage can prepare a number of spells equal to half their level, rounded up, plus their Cast skill. Thus, a first level PC with Cast-1 skill could prepare two different spells. A tenth level master with Cast-4 could have nine on hand at any one time. Prepared spells can be changed when Effort is refreshed in the morning. No special grimoires or spellbooks are required to change prepared spells; just having learned the spell is sufficient.

6.1.3.2 Casting Spells

To cast a spell, a Mage must have at least one hand free and the ability to speak. Spells can be cast even while wearing heavy armor or being partially restrained so long as one arm is free and the caster is not being severely jostled or disturbed.

Mages who have suffered hit point damage, grappling, or other severe distractions in a round cannot cast spells that round. If the mage is struck mid-casting by someone who held their action to do so, the spell is lost and the Effort required is wasted.

Mages can cast only the spells they have prepared, but may do so as often as the spell or their Effort allows them to.

The actual spellcasting is a Main Action. The caster must speak at a conversational volume and gesture plainly with one hand. Spells that have a physical effect on the world project beams, glows, or other signs that clearly indicate the mage who cast the spell. Spells that have only mental effects, such as Stun or Stunwave, have no such obvious tracers. Most professionals in a magical cyberpunk world will know enough about spellcasting to recognize it if the caster is being observed.

Unless specified otherwise, spells only require one point of Effort to be Committed in order to trigger them.

6.1.3.3 Overcasting

If forced to cast beyond their Effort capacities, a mage can perform overcasting. A mage declares overcasting as an On Turn action. The next spell they cast that same round has no Effort cost, but after the spell is cast the mage then rolls on the overcasting table below, adding their Cast skill and Constitution modifier to the die, and subtracting 2 if the spell requires Committing Effort for the day. Spells with a Commit-for-duration Effort cost last for one scene when overcast.

If the System Strain inflicted by overcasting would put the mage above their maximum, they fall unconscious for an hour before waking up with 1 hit point.

D20 Overcasting Consequence
1- Instant and unavoidable death
2-4 Mortally wounded and at zero HP
5-8 Gain 4 System Strain, fall unconscious for one minute
9-15 Gain 2 System Strain, stunned and unable to act for the next round
16-19 Gain 1 System Strain, lose your next round’s Main Action
20+ Gain 1 System Strain

6.1.3.4 Spell Targets and Per Level Effects

Some spells specify a “visible target”. Unless noted otherwise, this constitutes a point or creature within 200 meters that the caster can clearly identify. A target hiding behind a door would not be a suitable target, but one ducked behind a drape or other light concealment could be targeted if their location was known.

Cybernetic or gear-augmented sight does not help when determining visibility; only natural, normal human senses can channel arcane energies.

Where effects are “per level”, they always refer to the caster’s character level or hit dice, with a maximum of 10 levels or hit dice of effect.

Unless specified otherwise, spells do not roll a Trauma Die and cannot inflict Traumatic Hits, even if they do lethal damage.

6.1.3.5 Spell List

Spell Effort Duration
Arson Day Instant
Blast Day Instant
Blastwave Day Instant
Bless Scene Scene
Cleanse Toxin Day Instant
Cloak Day Scene
Combat Precognition Day Scene
Compulsion Scene Scene
Curse Scene 1 round/level
Detect Target Scene Scene
Dispel Day Instant
Disrupt Day Instant
Emotion Scene/Day Scene
Far Senses Day Concentration
Glide Scene Instant
Haste Day Scene
Heal Injury Day Instant
Illumination None Scene
Mirage Scene Scene
Muffle Scene Scene
Paralysis Day Scene
Psychic Interrogation Day Instant
Slow Day 1 round/level
Soul Link Scene Scene
Stun Scene/Day Instant
Stunwave Day Instant
Triage Scene/Day Instant

6.2.0 Summoners and Summoning

Those who would beckon the spirits must take the Summoner Edge at first level, as the Edge is too demanding to be taken later on in a PC’s career. Taking the Summoner Edge grants Summon as a bonus skill.

The Summon skill reflects the summoner’s knowledge of spiritual entities and the rigors of their training in channeling the otherworldly energies of the spirits. Anyone can learn it as a purely intellectual study, but only those with the Summoner Edge can actually use it to beckon or banish spirits.

6.2.1 Summoner Effort

Much as mages have Mage Effort, summoners have Summoner Effort, and someone who has both the Spellcaster Edge and the Summoner Edge has both pools. Summoner Effort is equal to the higher of their Constitution or Charisma modifiers plus their Summon skill level, to a minimum of 1 point.

Summoner Effort refreshes completely each morning in the same way as Mage Effort, but Effort bound up in summoned spirits cannot be reclaimed until the morning after the spirits are dispelled. Those that are merely dismissed still act as a drain on the summoner’s energies. In all other regards, Summoner Effort works the same way as Mage Effort. As usual, the pools cannot be mixed; a spellcaster who has exhausted their Mage Effort can’t borrow from their Summoner Effort to hurl one more spell.

6.2.2 Summoners and Cyberware

For each cybernetic system implanted in a summoner, their Summoner Effort maximum decreases by the System Strain of the implant, to a minimum of one point even for trivial cosmetic mods. Thus, a summoner who implanted hardware that had System Strain costs of 2, 0, and 0.5 would lose four points of maximum Summoner Effort. This Effort can be restored by removing the cyberware.

6.2.3 Calling and Dismissing Spirits

A ritually summoned spirit is in attendance on its summoner, but it does not always have to be immediately present. As a Main Action, the summoner can dismiss a spirit they command within 30 meters, causing it to vanish. As another Main Action, the summoner can call it, causing the vanished spirit to reappear within 5 meters, provided there is no obstacle between them and the summoner too big for the spirit to fit through. Dismissed spirits leave behind any objects they were carrying or wearing. Time passes normally for dismissed spirits, so persistent effects on them continue to tick over. Spirits beckoned with immediate summoning cannot be called or dismissed, and remain present until they are destroyed or dispelled.

6.2.3.1 Ritual Spirit Summoning

Ritually-summoned spirits require less Effort and can be called and dismissed, but take more time to summon. To ritually summon a spirit, follow the steps below.

  1. Spend two hours in a complex ritual. No special magical components or facilities are required for this rite, but you cannot be disturbed during it or it will fail.
  2. Choose a nature for your summons. Pick a single noun describing the basic type of spirit you’re calling: Fire, Water, Streets, Trees, Night, or some other term. All the powers you choose for the spirit must be somehow related to its nature. The spirit’s skill bonus applies to all skill checks pertinent to its nature, which may be very few of them for the more esoteric concepts.
  3. Choose a physical or spirit form for your summons. Pick either a Physical Form or Spirit Form to manifest your spirit. At first level, you can only pick Physical Form I or Spirit Form I. At 5th level you can pick the second level of those forms, and at 9th, you can choose the third level. You can’t have more total hit dice of spirits summoned at once than your character level.
  4. Choose an appearance for your summons. Spirits can appear in any shape no larger than a rabbit and no smaller than a draft horse, but they appear unnatural without a Mortal Disguise.
  5. Choose powers for your summons. You can freely pick as many powers as you wish, each one adding one point of cost to the spirit. Some powers require a minimum character level to add them.
  6. Commit Effort to summon the spirit. You must Commit Summoner Effort for the day equal to the spirit’s cost minus one. This cost is also decreased by your Summon skill. No spirit can cost less than one point of Effort to summon. You cannot recover this Effort until the morning after the spirit is dispelled or destroyed.
  7. The spirit will manifest at the end of the ritual and will obediently serve you until it is destroyed or dispelled. It may be dismissed or called freely while it remains summoned. Spirits are dispelled instantly if the summoner dies.

6.2.3.2 Immediate Spirit Summonings

Immediate summonings can be made with no more than a Main Action, but they cannot be called and dismissed and they require slightly more Effort to raise.

  1. Spend a Main Action to quickly call a spirit. This calling cannot be disrupted by physical harm the way spellcasting can be disrupted.
  2. Choose a nature for your summons. Pick a single noun describing the basic type of spirit you’re calling: Fire, Water, Streets, Trees, Night, or some other term. All the powers you choose for the spirit must be somehow related to its nature. The spirit’s skill bonus applies to all skill checks pertinent to its nature, which may be very few of them for the more esoteric concepts.
  3. Choose a physical or spirit form for your summons. Pick either a Physical Form or Spirit Form to manifest your spirit. At first level, you can only pick Physical Form I or Spirit Form I. At 5th level you can pick the second level of those forms, and at 9th, you can choose the third level. You can’t have more total hit dice of spirits summoned at once than your character level.
  4. Choose an appearance for your summons. Spirits can appear in any shape no larger than a rabbit and no smaller than a draft horse, but unless the Mortal Disguise power is taken they will always look uncanny and unnatural.
  5. Choose powers for your summons. You can freely pick as many powers as you wish, each one adding one point of cost to the spirit. Some powers require that you have a minimum character level to select them.
  6. Commit Effort to summon the spirit. You must Commit Summoner Effort for the day equal to the spirit’s cost. This cost is also decreased by your Summon skill. No spirit can cost less than one point of Effort to summon, and the total summoning cost increases by 1 Effort point for each successive immediate summons within the same scene.
  7. The spirit instantly appears within 5 meters of the summoner, and will serve them for up to an hour before vanishing. The spirit begins taking actions on the next round after being summoned, acting on its summoner’s initiative. Spirits summoned this way cannot be called or dismissed; they always remain present in this world until they are destroyed or dispelled. Spirits are dispelled instantly if the summoner dies.

6.2.4 Destroying and Banishing Spirits

Spirits are destroyed by reducing their hit points to zero, whereupon they immediately vanish. A specific destroyed spirit with the Namebearer power can be summoned again by the summoner, but nameless spirits cannot be specifically beckoned back once destroyed. A visible spirit within thirty meters may also be dispelled by their summoner as a Main Action, sending them back from whence they came and allowing any Effort invested in their summoning to be restored the following morning.

A summoner may also banish spirits offensively, even those they did not summon. Each banishment attempt requires a Main Action and that they Commit Summoner Effort for the day and target a visible spirit within 30 meters. They then make an opposed Cha/Summon skill check against the spirit’s summoner, or against the spirit’s skill bonus +2 if the spirit is uncontrolled. On a success, they inflict 1d8 damage per Summon skill level to the spirit.

6.2.5 Spirit Abilities and Limits

Every summoned spirit shares a few basic qualities. Spirits can:

Along with these abilities, there are some things that spirits simply can’t do.

Some of these limits can be at least partially circumvented with the right spirit powers.

6.2.5.1 Physical and Spirit Forms

Every spirit must be summoned with a manifestation, either a physical or spiritual one. These manifestations do not count as a power when it comes to calculating a spirit’s cost.

Physical forms must be no smaller than a rabbit but not larger than a draft horse. They can be humanoid, but invariably appear uncanny and unnatural. They have ordinary human degrees of strength, speed, and other physical qualities when those are relevant.

Spirit forms must be of the same size, but are visible, intangible and unable to directly affect the mundane world except through their powers. They cannot pass through living creatures large enough to see, as their spiritual energies are impermeable. They also cannot pass through walls, closed doors, barriers, or the earth, as all these things have a psychic significance of obstruction that ordinary inanimate matter does not. They can pass through liquids. They can be harmed by spells, magic weapons, fire, other immaterial energies, and the psychic force of unarmed attacks, not including cyberclaws or other inanimate add-ons.

6.2.6 Commanding Spirits

Spirits will intelligently obey their summoner’s verbal commands to the limit of their abilities under most cases. In combat or other time-sensitive situations, spirits act independently on the same initiative as their summoner. They’ll carry out orders intelligently, albeit their actions are usually colored by the spirit’s own nature. Provided their master does not demand anything too contrary to their nature or their interests, a spirit can be relied upon to be an incorruptible servant.

If a spirit is ordered to do something opposed or repugnant to its nature or is commanded to do something that it thinks certain to end in its destruction, it will resist the order. The summoner can either accept its refusal or try to force it into obedience.

Compelling a spirit requires that the summoner Commit Effort for the scene and make a successful Cha/Summon skill check at a difficulty ranging from 8, for a deeply distasteful command, to 11, for a suicidal order, to 13, for an act that is directly contrary to the spirit’s basic nature. On a success, the spirit grudgingly obeys.

On a failure, the spirit breaks free from the summoner’s control. The good news is that the Effort required to summon it can now be recovered the following morning. The bad news is that the spirit now is entirely outside the command of the summoner, and is likely very angry with them. Some spirits will flee, while others may attack or bedevil the summoner. These uncontrolled spirits can persist for as long as they can continue to find some source of sympathetic energy to fuel them, and over time they can grow to be quite dangerously powerful. Most uncontrolled spirits fail to find such a source and fade away in a few days, but “most” is small comfort when that renegade fire spirit gets into the aluminum foundry or the spirit of battle finds a gang war to join.

Intentionally freeing a spirit is theoretically possible, but such forced rejection tends to cause unpredictable negative consequences to the summoner’s abilities.

6.2.7 Spirit Manifestations

The statistics below are provided for the various manifestation powers used to embody a spirit.

Manifestation HD HP AC Trauma Target Atk. Dmg. Shock Move Skill Save Min Lvl.
Spirit Form I 1 5 10* 6 None None None 10m +1 15+ 1
Spirit Form II 3 15 13* 6 None None None 15m +1 14+ 5
Spirit Form III 5 25 15* 6 None None None 20m +2 13+ 9
Phys. Form I 1 5 12 6 +2@ 1d10 None 10m +0 15+ 1
Phys. Form II 4 20 15 6 +5@ 1d10+2 2/15 10m +1 13+ 5
Phys. Form III 8 40 18 6 +8@ 1d10+4 4/15 10m +2 11+ 9

*: Spirit Forms can only be harmed by unarmed attacks, spells, magical weapons, fire, or other energies
@: Only Physical Forms with Violent Will can fight. Spirit Forms cannot directly harm creatures.

6.2.8 Spirit Powers

The powers listed here are simply the most common among summoned spirits. A given power can only be taken once by any given spirit. Rarer abilities are said to be possessed by some entities, and some magical traditions are thought to teach the knowledge of special arts to their initiates.

Power Min. Level Effect
Airy Steps 3 The spirit can fly at its normal Move rate. Physical spirits can carry a load.
Artifice-Wise 1 The spirit can use common modern technology, but not weapons or armor.
Aura of Destruction 5 Gain a damage bonus of half its hit dice and damage melee attackers
Curse 1 Target a foe with -1 skill checks and -2 hit/damage. Increases with levels.
Ensnare 1 Make a target unable to move from their location until freed
Favor 1 Target an ally with a bonus to checks or combat rolls for a particular end
Feral Pact 1 Speak with and command animals of the same type as the animal-spirit
Finned Swiftness 1 Swim at twice the spirit’s usual Move rate
Flesh of Clay 1 The spirit cannot be affected by Traumatic Hits.
Ghostly Presence 5 The spirit is invisible until it takes a violent action or draws attention.
Hideous Talons 3 Gain a bonus to the combat statistics granted by Violent Will.
Iron Eidolon 10 A physical form is immune to non-magic weapons, but not unarmed hits.
Merciful Hands 1 Accept damage to the spirit in order to heal damage to a wounded ally.
Mighty Form 1 Gain tremendous physical strength, though it’s too slow to use in combat.
Mislead 3 Cause a moving target to move in whatever direction the spirit wishes.
Misty Form 1 The spirit can flow through any barrier that isn’t watertight.
Mortal Disguise 1 The spirit can look like a normal human being, except under close study.
Myrmidon’s Shield 3 When your summoner takes a Traumatic Hit, take it in their place.
Namebearer 1 Gain a personal identity that persists through multiple summonings.
Natural Immunity 1 Become immune to a substance or source of harm in line with its nature.
Poltergeist 1 Telekinetically manipulate objects at a distance with a weak strength.
Skilled 1 Pick a skill or role and add +2 to the spirit’s skill checks related to it.
Spiderlegs 1 Walk on vertical or overhanging surfaces as if they were flat ground.
Spirit of War 1 Enhance Violent Will’s combat abilities, but become merciless in combat.
Spirit Whispers 3 Make a suggestion to a listener that they do not find deeply objectionable.
Spirit’s Eye 1 Enhance the spirit’s senses and grant it a +2 bonus to Notice checks.
Swift Pursuit 1 The spirit’s Move increases by 10 meters and it gets +2 to chase things.
Violent Will 1 The spirit is capable of fighting, but will not use mortal arms or armor.

6.3.0 The Graced

The Graced are those whose innate magical powers manifest in the form of enhanced physical, mental, or supernatural abilities. In order to gain these magical abilities, a PC must pick the Graced Edge during character creation. Like other magical Edges, PCs cannot become Graced later in their career.

Graced characters cannot take the Spellcaster or Summoner Edges; their magical abilities are manifesting through their physical prowess already, and the game balance value of their cyberware prohibition is minimal when their other knack has no use for it.

6.3.1 Graced and Arts

A Graced gets a certain number of art points with which to buy their special abilities. At first level, they get 2 points, which they can use to buy a single two-point art such as Basic Alacrity, or two one-point arts. As they increase in level, they get additional points. They can save these points for later purchases if they wish, but it takes a week or so to master an art once the PC decides to buy it.

Once an art is purchased, it’s permanent, and cannot be traded in for another. The exception is the Alacrity series of arts; lower-level versions of those can be upgraded later.

Level Art Points Gained
1 2
2 1
3 1
4 2
5 0
6 1
7 0
8 2
9 1
10 1

6.3.1.1 Graced Art List

Graced arts are listed with their art point cost in parentheses. Once an art is selected, it cannot be changed. Some arts improve the modifiers for physical statistics; such bonuses can’t increase the total above +3.

Graced arts can be used at will, and are not hindered by injury, jostling, heavy armor, or other obstacles to spellcasting.

6.3.2 Graced and Cyberware

Graced arts rely on a finely-balanced flow of magical energy within the user, a flow that cyberware badly disrupts. Each cyber system implanted in a Graced lowers their available art points by the cyber’s System Strain cost, to a minimum of a one point penalty even for minor or cosmetic cyber. This may cost the Graced the use of one or more arts until the cyber is removed. If necessary, Graced can use magical prosthetics to overcome Major Injuries much as mages and summoners can.

6.4.0 Magical Items

At the GM’s discretion, a campaign involving magic may also involve magical items. The specifics of such items are left for the GM’s devising, but a few basic mechanics can be helpful in managing them.

6.4.1 Magic Item Identification

Magic items do not necessarily appear wondrous at first glance. While all of them are exquisitely crafted, some appear to be no more than a well-forged knife or slender wand of carved wood to a mundane eye. Magically-active observers, whether Graced, mage, or summoner, can identify the presence of magic in an object by touch alone, though not its exact effects.

Discerning the nature of the magical effect within an object requires time and expertise. If the item has a minimum magic skill level required for its use, that level of skill is necessary to identify its abilities. If not, anyone with Cast-0 or Summon-0 skill can identify the object’s powers with a day’s study.

6.4.2 Linking With Magic Items

Most magic items require that a user mystically link with them before they will function.

Linkage requires a Main Action and inflicts one permanent point of System Strain on the wielder that cannot be lost so long as the item remains linked to them. This effect is particularly pronounced for mages and summoners, as the foreign magical currents disrupt their own carefully-controlled energies; such arcanists must also permanently Commit one point of Mage Effort or Summoner Effort while the item is linked, recovering the point the morning after the linkage is ended.

Linking or unlinking from an item requires a certain minimal amount of magical expertise. Anyone with a magical Edge knows enough to do it or guide a teammate through the process, but those without such a helper who do not have Cast or Summon skills of their own cannot perform the process unaided. A purely intellectual knowledge of the process is sufficient; it is not necessary to actually be a spellcaster or summoner.

An item can be linked to only one user at a time. Linkages end when a new user imprints on the object or the existing owner spends an hour in careful meditation, unraveling their spiritual energies from the item. They need not have the item present to unlink from it.

6.4.3 Using Magic Items

employment, such as magic weapons which are used as part of an attack. No special action is required to trigger their benefits. The same applies to certain arcane devices that are designed to protect the wearer or grant an automatic special benefit.

Other items, such as magic wands, require a Main Action to trigger their effects. This action is not disrupted by damage or physical jostling and can be performed by any user who is holding the object.

The effects of a magic item are generally obvious and connected with the item. Onlookers will be able to tell that something supernatural has happened, and will be able to connect it to the wand or device that launched the effect. Many such devices make loud noises, display brilliant lights, or otherwise make their use extremely obvious.