Spell statistics

Within each subcategory, base spells include specific stats.
You can reduce 1 stat to increase another: A spell can affect 5 kg at 1 meter per second, 1 kg at 5 meters per second, or 50 kg at 1/10th meter per second.

Element Options

Some spells invoke various elements. For these spells, each spell formula allows you to cast the spell with a specific element. Options include:
Mana, Physical, Stun, Fire, Earth, Air, Electric, Water, Acid, Insecticide, Cold, Radiation, Pollution/Poison, Napalm, Sticky, etc.

Restriction Class

Every spell has a restriction class that defines the legal status of a spell. You need specific permissions to cast each class within a restricted space.
Spells cast on people, especially unwilling ones, are treated at a higher restriction than the base spell. Unwilling targets can always make a resistance test to escape the effects of a spell.
Spell Class
Description
Examples
Notes
B - Banned
Spells that aren't just illegal, but taboo
Blood magic, Necromancy, Toxic Spirits, Unwilling mind manipulation, Unwilling sexual manipulation
These spells will pretty much always flag authorities, and escalate heat dramatically if it does
R - Restricted
Spells that are usually associated with violent exchange/illegal activity
Fireball, Manabolt, Mana sword, Invisibility
These spells will pretty much always flag authorities, and escalate heat if it does
4 - Super Admin
Spells that are used to manage and control astral events within a property
Spirit Binding, Mana barriers, Overwatch spells, Alarm spells
There's usually a very small list of people approved to cast these spells in any given org, and I imagine they are like grumpy sys admins
3 - Admin
Spells that should be only used in restricted circumstances
Large-scale illusions, Large element manipulations, power-enhancements, higher tier spells in research labs/specific areas
These spells are likely restricted mostly to certain areas, or specific work-orders
2 - User
Spells that any registered person should be able to use
Small-scale illusions, Small element manipulations, Healing
These spells are going to be functional spells that employers benefit from - magic to clean up debris or remove bio traces, magic to impress the board or calm the crowd, magic to keep employees working longer hours
1- Provisional
Spells that a visitor could have active
Self-affecting spells, some cleaning & construction
Employers will actively encourage some of these spells in the employees to drive productivity, they'd like to limit from competitors - but a lot of these are permanent effects so they mostly just log them
Example Material Spells
Spells that affect material objects in form or space
Common uses: moving companies, interior design, construction
Spell
Time to Cast
Spell Category
Fortune Cost
Description
Limitations
Levitate
1 action
Simple Telekinesis
2
Lift an object a few inches off the ground
5 kgs 1 meter per second, for 1 minute
Slow
1 action
Simple Telekinesis
2
Decrease the physical speed of a moving object
5 kgs 1 meter per second, for 1 minute
Catfall
1 action
Simple Telekinesis
2
Slow an object's descent to a speed that will minimize injury
5 kgs 1 meter per second, for 1 minute
Catch
1 action
Simple Telekinesis
2
Yank an object in a straight direction toward the caster
5 kgs 1 meter per second, for 1 minute
Fling
1 action
Simple Telekinesis
2
Hurl an object in a straight direction
5 kgs 1 meter per second, for 1 minute
Restrain
1 action
Simple Telekinesis
2
Prevent an object from moving in space
5 kgs 1 meter per second, for 1 minute
Poltergeist
2 actions
Complex Telekinesis
3
Create an erratic whirlwind of small debris or loose items in area
1 kg 1 meter per second, for 1 minute
Animate Object
2 actions
Complex Telekinesis
3
Empower an inanimate object to move at caster's direction
1 kg 1 meter per second, for 1 minute
Deflection
2 actions
Complex Telekinesis
3
Create a field that automatically redirects objects entering the space away from a central target
1 kg 1 meter per second, for 1 minute
Shape Element
2 actions
Reshape
3
Move an area of element into a different place or shape
500 cm sq for 1 minute
Fashion
2 actions
Reshape
3
Alter existing clothing to a different style or shape
500 cm sq for 1 minute
Fix
2 actions
Reshape
3
Temporarily force a broken object to continue functioning
500 cm sq for 1 minute
Seal
2 actions
Reshape
3
Fuse an object to a larger surface
500 cm sq for 1 minute
Shape-change
2 actions
Reshape
3
Transform the target into an animal or non-paranormal critter
500 cm sq for 1 minute
Gecko Crawl
2 actions
Reshape
3
The target's fingers and toes become sticky enough to climb vertical surfaces
500 cm sq for 1 minute
Makeover
2 actions
Reshape
3
Alter target's physical appearance, including hair, makeup, skin color, and more
500 cm sq for 1 minute
Preserve
2 actions
Change State
3
Isolate an inanimate object from external forces - preventing decay or state change
500 cm sq for 12 seconds
Reinforce
2 actions
Change State
3
Increase the structural integrity of an inanimate object
500 cm sq for 12 seconds
Ignite
2 actions
Change State
3
Accelerates the molecules of an object, causing it to catch fire
500 cm sq for 12 seconds
Desolidify
2 actions
Change State
3
Transform the target into a formless, malleable goo
500 cm sq for 12 seconds
Destroy Object
2 actions
Change State
3
Removes a physical object from existence
500 cm sq for 12 seconds
Example Vitality Spells
Spells that manipulate existing animate creatures’ bodies.
Common uses: medicine, extreme sports, psychiatry
All Vitality spells cast to harm another is Banned restriction by default
Telepathy does not exist in Neon Sorcery except for non-human creatures. Every mind is too unique to be understood by others. The mind of another can be influenced, but not read by another.

Target size and number

By default, the base spell cost and effects apply to the spell when cast on a single target. Additional single targets can be affected with additional successes.
Spells can be instead cast on an area, affecting all targets within the space. Area of effect spells cost an extra success for close range areas, double successes for medium range, and quadruple successes for long range areas. By default areas are globed around a central point, and the entire area is affected.
Spell
Time to Cast
Spell Category
Fortune Cost
Description
Limitations
Cleanse
2 actions
Restorative & Deteriorative
1
Remove outside agents from the target's body
Upon learning choose 1 for this spell:
Poison, Infection, Drug, Parasite, etc.
2 degrees of effect for 25 minutes
Enable
2 actions
Restorative & Deteriorative
2
Make body susceptible to effects from drugs or other elements within their system
Upon learning choose 1 for this spell:
Poison, Infection, Drug, Parasite, etc.
2 degrees of effect for 25 minutes
Harm
2 actions
Restorative & Deteriorative
2
Accelerate a harmful state for the target
Upon learning choose 1 for this spell:
Allergy, Addition, Hunger, Fatigue, etc.
2 degrees of effect for 25 minutes
Alleviate Harm
2 actions
Restorative & Deteriorative
1
Reduce ongoing harm from a physical state
Upon learning choose 1 for this spell:
Allergy, Addition, Hunger, Fatigue, etc.
2 degrees of effect for 25 minutes
Stabilize
2 actions
Restorative & Deteriorative
1
Halt ongoing harm such as bleeding or progressive wasting. The target remains unconscious, but is no longer progressing toward death
Immediate effect
Heal
2 actions
Restorative & Deteriorative
1
Repair physical injuries
2 degrees of effect. Effect does not have to be maintained.
Enhance Aim
3 actions
Amplification & Reduction
3
Increase target's hand eye coordination
1 degree of effect for 5 minutes
Ambidexterity
3 actions
Amplification & Reduction
3
The target gains proficiency in actions on their off-side
1 degree of effect for 5 minutes
Strengthen
3 actions
Amplification & Reduction
3
Increase a specific base attribute for the target
Upon learning choose 1 attribute for this spell
1 degree of effect for 5 minutes
Atrophy
3 actions
Amplification & Reduction
4
Reduce a specific base attribute for the target
Upon learning choose 1 attribute for this spell
1 degree of effect for 5 minutes
Lightning Reflexes
3 actions
Amplification & Reduction
3
Target gets an additional action point per round
1 degree of effect for 5 minutes
Can stack up to 3 times
Slow Reflexes
3 actions
Amplification & Reduction
4
Decrease the number of action points a character has per round
1 degree of effect for 5 minutes
Can stack up to 3 times
Stimulant
2 actions
Limbic
2
The target gains temporary resistance to effects that would cause them to fall unconscious. Target will automatically awaken if unconscious and remains awake during duration of spell
2 degrees of effect for 25 minutes
Phantom Pain
2 actions
Limbic
3
Trigger the target's pain receptors, making them feel excruciating pain
2 degrees of effect for 25 minutes
Ignore Damage
2 actions
Limbic
2
The target is able to ignore the effects of ongoing damage. The damage is not removed, but dice pool impacts from the damage are negated until the bar is maxed or the spell ends
Upon learning choose 1 for this spell:
Physical, Pain, State, etc.
2 degrees of effect for 25 minutes
Calm
2 actions
Limbic
2
Soothe the target's fight or flight response by suppressing amygdala response
2 degrees of effect for 25 minutes
Exhaustion
2 actions
Limbic
2
The target gains temporary weakness to effects that would cause them to fall unconscious.
2 degrees of effect for 25 minutes
Compel Truth
2 actions
Limbic
3
Force the target to speak only truth as they know it
2 degrees of effect for 25 minutes
Euphoria
2 actions
Limbic
2
Trigger the target's pleasure receptors, making them feel exquisite pleasure
2 degrees of effect for 25 minutes
Foreboding
2 actions
Limbic
3
Aggravate the target's fight or flight response by overloading amygdala response
2 degrees of effect for 25 minutes
Charm Person
2 actions
Limbic
3
Make target feel temporary kinship or comfort around another
2 degrees of effect for 25 minutes
Enhance Sense
3 actions
Transformative
2
Spells that expand one of the target's senses beyond normal capability (Vision, Smell, Hearing, etc)
Upon learning choose 1 for this spell: Vision, smell, hearing, etc.
1 degree of effect for 5 minutes
Additional Sense
3 actions
Transformative
3
Spells that grant the target a new sense the target doesn't usually have
Upon learning choose 1 for this spell: astral, resonance, ultrasound, night vision, sonar, ultraviolet, etc.
1 degree of effect for 5 minutes
Highlights
3 actions
Transformative
2
The target gains the ability to see specific types of objects, creatures, or materials highlighted in their visual field.
Upon learning choose 1 for this spell: Cameras, guards, guns, spirits, spells, lie biosigns, a specific target,, etc.
1 degree of effect for 5 minutes
Borrow Sense
3 actions
Transformative
3
The target is able to borrow the senses of another living being
Upon learning choose 1 for this spell: Vision, smell, hearing, etc.
1 degree of effect for 5 minutes
Sense Removal
3 actions
Transformative
3
Remove the target's ability to process input from one of their senses
Upon learning choose 1 for this spell: Vision, smell, hearing, etc.
1 degree of effect for 5 minutes
Eidetic Memory
3 actions
Transformative
2
The target is able to remember in great detail a scene they saw only briefly
Upon learning choose 1 for this spell: Vision, smell, hearing, etc.
1 degree of effect for 5 minutes
Example Realization Spells
Spells that create inanimate physical effects from raw astral material.
Common uses: Media, security, construction
All observers of ephemeral effects automatically have a perception check to recognize the illusion as manufactured
Created tangible matter either replaces or displaces the matter that previously existed in that space, per the rules of the specific formula
Spell
Time to Cast
Spell Category
Fortune Cost
Description
Limitations
Light
1 action
Ephemera simple
2
Increase the light in a globe around the target point
25 m sq for 1 minute
Shadow
1 action
Ephemera simple
2
Reduce light in a globe around the target point
25 m sq for 1 minute
Silence
1 action
Ephemera simple
2
Reduce sound in an area
25 m sq for 1 minute
Illusory phantasm
1 action
Ephemera simple
2
Create a indeterminate shape or simple visual illusion
25 m sq for 1 minute
Stink
1 action
Ephemera simple
2
Create a vague smell illusion
25 m sq for 1 minute
Ghost sound
1 action
Ephemera simple
2
Create a vague auditory illusion
25 m sq for 1 minute
Bugs
2 actions
Ephemera complex
4
Create the physical sensation of bugs skittering across clothing
5 m sq for 1 minute
Trid Show
2 actions
Ephemera complex
4
Create a visual facsimile of moving creatures or objects
5 m sq for 1 minute
Mask
2 actions
Ephemera complex
4
Overlays a face with an illusory second face
5 m sq for 1 minute
Illusory object
2 actions
Ephemera complex
4
Create a determinate shape or simple visual illusion
5 m sq for 1 minute
Double image
2 actions
Ephemera complex
4
Create an illusory replica of a single target, that’s action mirror exactly those of the target, but at a distance
5 m sq for 1 minute
Chaos
2 actions
Ephemera complex
4
Create nonsense illusions and disturbances like one might experience when intoxicated
5 m sq for 1 minute
Physical Barrier
2 actions
Simple Tangible
3
Create a glowing, translucent barrier of physical energy that prevents physical entities or effects from passing
5 m sq
Element Wall (Mana, Air, Water, Etc)
2 actions
Simple Tangible
3
Create a barrier built of a specific element
Upon learning choose 1 for this spell: Mana, air, water, cold, etc.
5 m sq
Element Mist
2 actions
Simple Tangible
3
Create a thick fog that is charged with a specific element in a circular area
Upon learning choose 1 for this spell: Mana, air, water, cold, etc.
5 m sq
Ball of Element
2 actions
Simple Tangible
3
Create a circular ball of a specific element
Upon learning choose 1 for this spell: Mana, air, water, cold, etc.
5 m sq
Clean Element
3 actions
Complex Tangible
2
Removes all impurities from the specified element
Upon learning choose 1 for this spell: Air, water, cold, etc.
1 m sq
Mana cannot be the chosen element for this spell
Sanitize
3 actions
Complex Tangible
3
Removes all biomatter from the area
1 m sq
Magnetic Pulse
3 actions
Complex Tangible
4
Generate a brief pulse of strong magnetic energy that wipes all device hardware
1 m sq
Element Aura (Air, Water, Etc)
3 actions
Complex Tangible
4
Surround the target in a film of a specific element
Upon learning choose 1 for this spell: Mana, air, water, cold, etc.
1 m sq
Metamagic
Metamagic alters the shape or effect of a spell. Metamagic effects must be determined before casting.
Metamagic is not bought as a formula, and must be learned through training with an experience caster.
Stealth metamagic effects are banned, and automatically make the attached spell banned.
Metamagic Type
Name
Effect
Stealth
Subtle
Each spent success makes it harder to notice spell. +1 perception required from attempts to notice
Spoofed
Spend 2 successes to make it appear a different person cast the spell
Masked
Spend 3 successes to make the spell look like a different spell
Finesse
Quickened
Each success reduces the casting time of the spell by 1, down to a minimum of 1
Careful
Spend 2 successes to make an AOE spell exclude some targets in the area
Transmute
Spend 3 successes to modify a spell to use a different element or effect
Enchanting
Recharge item
Each success adds another charge of an existing spell in the item
Activation trigger
Spend 2 success to delay’s the spell’s effect until a specific trigger occurs
Stabilize item
Spend 3 successes to embed a spell into a magical object