Shadowrun Dragonfall Spell Slots
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- Scientiae: Be careful. I gave up buying kit for my squad. Disposables are fine, but weapons and spells tend to waste limited cash: remember to check the other team members' stats before you but them something, because minimum requirements are only displayed for the PC in the merchant dialogue, and there are few extra slots for discretionary items for the others (health-packs, accuracy- speed.
- Shadowrun: Dragonfall - Director's Cut. So I'm playing mixed mage/shaman build and I currently have 6 spells slots and a totem. This causes one of my spells to be.
- By focusing on Close Combat, you gain the advantage you mentioned by keeping all weapon slots for drones and the deck, plus a third weapon slot provided by the Close Combat, which improves what little unarmed skill the character has. Contrarily, improving Quickness is the better option if you are opting for firearms skills for distance kills.
Allows use of Magic Resistance I, adds a spellbook slot (if not unlocked already) 3: Allows use of Mana Fist, Chi Focus: Hits a single target 2 times with a melee weapon: 4: Allows use of Stride, adds a second spellbook slot (if not unlocked already) 5: Allows use of Counterstrike and Martial Defense I: 6.
This page lists all spells in Shadowrun: Dragonfall. Approach Aljernon to purchase them.
Spellcasting[edit edit source]
- Click on the Name column heading to sort by spell name.
Name | Description | Spellcasting | AP | Cooldown | Damage | AoE |
---|---|---|---|---|---|---|
Powerbolt I | The most basic spell every mage knows and always has ready. | 1 | 1 | 0 | 6 | - |
Armor I | Target gains +2 Armor. Lasts 2 rounds. | 1 | 1 | 0 | - | - |
Distraction I | Decreases the target's to hit chance by 12%. Lasts for 1 round. | 1 | 1 | 0 | - | - |
Flamethrower I | A line of fire controlled by the caster and directed at one target. | 1 | 1 | 1 | 12 | - |
Ignore Armor | Decreases the target's Armor by 10. Lasts 0 rounds. | 1 | 1 | 0 | - | - |
Manabolt I | A powerful magical bolt that pierces up to 2 armor. | 1 | 1 | 2 | 8 | - |
Weaken Armor I | Decreases the target's Armor by 1. Lasts 2 rounds. | 1 | 1 | 0 | - | - |
Manaball I | A powerful magical bolt that ignores normal armor and targets Willpower. | 1 | 2 | 2 | 10 | 2 |
Acid Stream I | A stream of acid that also does ongoing -6 HP for 1 round. | 2 | 1 | 2 | 9* | - |
Aim I | Increases the target's to hit chance by 12%. Lasts 2 rounds. | 2 | 1 | 0 | - | - |
Heal Wound | Heals the last damage sustained in a scene. | 2 | 1 | 2 | - | - |
Lightning Bolt I | A bolt of lightning that targets a single enemy and also does - 1 AP. | 2 | 1 | 3 | 10 | - |
Power Bolt II | The most basic spell every mage knows and always has ready. | 3 | 1 | 0 | 10 | - |
Armor II | Target gains +4 Armor. Lasts 3 rounds. | 3 | 1 | 0 | - | - |
Dispel Magic | Dispels any target's on-going magical effect. | 3 | 1 | 1 | - | - |
Distraction II | Decreases the target's to hit chance by 15%. Lasts for two rounds. | 3 | 1 | 0 | - | - |
Flamethrower II | A line of fire controlled by the caster and directed at one target. | 3 | 1 | 1 | 20 | - |
Manabolt II | A powerful magical bolt that pierces up to 2 armor. | 3 | 1 | 2 | 12 | - |
Mind Wipe | Target ignores all enemies. Lasts 2 rounds. | 3 | 2 | 3 | - | - |
Stunbolt | A stun spell which does -1 AP to the target. | 3 | 2 | 3 | - | - |
Manaball II | Ignores armor, targets Willpower, and does ongoing -10 HP for 1 round. | 6 | 2 | 2 | 10* | 2 |
Acid Stream II | A stream of acid that also does ongoing - 6 HP for 2 rounds. | 4 | 1 | 2 | 12* | - |
Aim II | Increases the target's to hit chance by 15%. Lasts 4 rounds. | 4 | 1 | 1 | - | - |
Lightning Bolt II | A bolt of lightning that targets a single enemy and also does - 1 AP. | 4 | 1 | 3 | 12 | - |
Weaken Armor II | Decreases the target's Armor by 2. Lasts 4 rounds. | 4 | 1 | 0 | - | - |
Ball Lightning I | Lightning explosion that also does -1 AP. Ongoing -5 HP and -1 AP for 1 round. | 4 | 3 | 4 | 15* | 2 |
Fireball I | A fiery explosion that also does ongoing -10 HP for 1 round. | 4 | 2 | 2 | 15* | 2 |
Stunball | Magical explosion that does -1 AP and ongoing -1 AP for 2 rounds. | 4 | 3 | 3 | - | 2 |
Powerbolt III | The most basic spell every mage knows and always has ready. | 5 | 1 | 0 | 14 | - |
Armor III | Target gains +6 Armor. Lasts 4 rounds. | 6 | 1 | 0 | - | - |
Blindness | Target is blinded and cannot see or attack targets. Lasts 2 rounds. | 5 | 2 | 3 | - | - |
Flamethrower III | A line of fire controlled by the caster and directed at one target. | 5 | 1 | 1 | 25 | - |
Glue | The target cannot move but can still use AP to attack. Lasts 2 rounds. | 5 | 1 | 3 | - | - |
Manabolt III | A powerful magical bolt that pierces up to 3 armor. | 5 | 1 | 3 | 16 | - |
Weaken Armor III | Decreases the target's Armor by 3. Lasts 4 rounds. | 5 | 1 | 3 | 0 | 0 |
Aim III | Increases the targets to hit chance by 18%. Lasts 6 rounds. | 6 | 1 | 1 | - | - |
Confusion | Target switches to your team and attacks your enemies. Lasts 2 rounds. | 8 | 3 | 3 | - | - |
Lightning Bolt III | A bolt of lightning that targets a single enemy and also does - 1 AP. | 7 | 1 | 3 | 18 | - |
Petrify | Target loses all AP for 2 rounds and cannot attack or move. Lasts 2 rounds. | 8 | 3 | 4 | - | - |
Fireball II | A fiery explosion that also does ongoing -10 HP for 2 rounds. | 6 | 2 | 4 | 20* | 2 |
Manaball III | Ignores armor, targets Willpower, and does ongoing -10 HP for 2 rounds. | 8 | 2 | 4 | 15* | 2 |
Powerbolt IV | The most basic spell every mage knows and always has ready. | 7 | 1 | 0 | 15 | - |
Ball Lightning II | Lightning explosion that also does -1 AP. Ongoing -5 HP and -1 AP for 2 rounds. | 8 | 3 | 4 | 15* | 2 |
Flamethrower IV | A line of fire controlled by the caster and directed at one target. | 8 | 1 | 2 | 30 | - |
Manabolt IV | A powerful magical bolt that pierces up to 4 armor. | 7 | 1 | 3 | 16 | - |
* Does not include DoT damage.
Conjuring[edit edit source]
Name | Description | Conjuring | AP | Cooldown | Damage | AOE |
---|---|---|---|---|---|---|
Acid Bolt I | A Conjurer's basic acid bolt. Does damage over time. | 1 | 1 | 0 | 4 (+2/turn) | - |
Slow I | Decreases the targets Movement by 2 for 3 rounds. | 1 | 1 | 1 | - | - |
Haste I | Increases the friendly target's IP by 1 for 2 rounds. | 2 | 2 | 3 | - | - |
Air Barrier | Set 5 Light Cover barriers that last 3 rounds. Anyone that enters takes -1 AP. | 2 | 1 | 2 | - | - |
Slow II | Decreases the targets Movement by 4 for 3 rounds. | 3 | 1 | 1 | - | - |
Fog | An area of effect spell that reduces the chance to target someone by 15%. Lasts for 3 rounds. | 3 | 2 | 2 | - | 3 |
Mana Charge I | Concentrates mana from the surrounding area to provide an effect similar to a small leyline. Lasts for 2 rounds. | 4 | 1 | 5 | - | - |
Blur I | Makes a friendly target difficult to hit and increases Movement by 1. Lasts until the end of your next turn. | 4 | 1 | 2 | - | - |
Haste II | Increases the friendly target's IP by 1 for 3 rounds. | 4 | 2 | 3 | - | - |
Fire Barrier | Set 5 Medium Cover barriers that last 3 rounds. Anyone that enters takes -10 HP. | 6 | 1 | 2 | 10 | - |
Slow III | Decreases the targets Movement by 6 for 3 rounds. | 5 | 1 | 3 | - | - |
Lightning Barrier | Set 5 Medium Cover barriers that last 3 rounds. Anyone that enters takes -7 HP and -1 AP. | 4 | 1 | 2 | 7 | - |
Haste III | Increases the friendly target's IP by 1 for 4 rounds. | 6 | 2 | 4 | - | - |
Shadow | Creates a shadow zone in which characters cannot be targeted, nor target others. Lasts until the beginning of your next turn. | 5 | 2 | 5 | - | 3 |
Slo-Mo | Increases the targets AP cost for all actions by 2. Lasts for 2 rounds | 7 | 2 | 4 | - | - |
Mana Charge II | Concentrates mana from the surrounding area to provide an effect similar to a medium leyline. Lasts for 4 rounds. | 6 | 1 | 5 | - | - |
Blur II | Makes a friendly target extremely difficult to hit and increases Movement by 2. Lasts until the end of your next turn. | 6 | 1 | 3 | - | - |
Hellstorm Barrier | Set 5 Heavy Cover barriers that last 3 rounds. Anyone that enters takes -12 HP and -1 AP. | 8 | 2 | 2 | 12 | - |
Haste IV | Increases the friendly target's IP by 2 for 3 rounds. | 8 | 3 | 4 | - | - |
Chi Casting[edit edit source]
Name | Description | Chi Casting | AP | Cooldown | Damage |
---|---|---|---|---|---|
Magic Resistance | Passive: The adept gains a Medium Cover bonus to magic spells. | 2 | - | - | - |
Martial Defense I | Active: The adept gains a Light Cover bonus against incoming attacks for 4 rounds. | 5 | 0 | 6 | - |
Killing Hands | Passive: Unarmed damage increased by 3. Active: Unarmed damage increased by a further 4 for 3 rounds. | 1 | 1 | 6 | - |
Mana Fist | A powerful magic punch that pierces up to 4 Armor. Shares a cooldown with other Mana Fist spells. | 3 | 1 | 1 | 10 |
Stride | Passive: The adepts Movement is increased by 2. Active: The adepts Movement is increased by a further 2 for 3 rounds. | 4 | 1 | 4 | - |
Quick Strike | The adept gains a 0 AP cost attack that does 8 HP damage to the target. Pierces up to 2 Armor. | 7 | 0 | 2 | 8 |
Martial Defense II | Active: The adept gains a Medium Cover bonus against incoming attacks for 4 rounds. | 10 | 0 | 6 | - |
Counterstrike | The adept ends their turn, but will counter-attack with their current weapon when attacked. Maximum of 3 counter-attacks. | 5 | 1 | 2 | - |
Pain Resistance | Passive: Decreases any damage the adepts takes by 2. Active: Decreases damage by a further 3 for 3 rounds. | 9 | 2 | 4 | - |
Mystic Armor | Passive: The adepts has +2 Armor. Active: The adepts gains a further +2 Armor for 3 rounds. | 8 | 1 | 4 | - |
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For the similarly named mission, see Dragonfall.
Shadowrun: Dragonfall | ||||||||||||
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Shadowrun: Dragonfall - Director’s Cut is a standalone release of Harebrained Schemes' critically-acclaimed Dragonfall campaign, which first premiered as a major expansion for Shadowrun Returns. The Director's Cut adds a host of new content and enhancements to the original game: 5 all-new missions, alternate endings, new music, a redesigned interface, team customization options, a revamped combat system, and more - making it the definitive version of this one-of-a-kind cyberpunk RPG experience.
Dragonfall was originally released as a downloadable expansion for the original Shadowrun Returns, and has since been retooled and expanded into a separate release (the Director's Cut), with improvements made to the game's original combat engine and interface, as well as the addition of several bonus missions and new music tracks.
Man Meets Magic & Machine[edit edit source]
In 2012, magic returned to our world, awakening powerful creatures of myth and legend. Among them was the Great Dragon Feuerschwinge, who emerged without warning from the mountains of Germany, unleashing fire, death, and untold destruction across the countryside. It took German forces nearly four months to finally shoot her down - and when they did, their victory became known as The Dragonfall.
It’s 42 years later - 2054 - and the world has changed. Unchecked advances in technology have blurred the line between man and machine. Elves and trolls walk among us, ruthless corporations bleed the world dry, and Feuerschwinge’s reign of terror is just a distant memory. Germany is splintered - a stable anarchy known as the “Flux State” controls the city of Berlin. It’s a place where power is ephemeral, almost anything goes, and the right connections can be the difference between success and starvation. For you and your team of battle-scarred shadowrunners, there’s no better place to earn a quick payday.
Now, a new threat is rising, one that could mean untold chaos and devastation. One that soon has you and your team caught on the wrong side of a deadly conspiracy. The only clue: whispers of the Dragonfall. Rumors that the Great Dragon Feuerschwinge may still be alive, waiting for the right moment to return…
Shadowrun: Dragonfall - Director’s Cut Features[edit edit source]
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- A Classic, Story-Driven cRPG: See why PC Gamer hailed Dragonfall as “one of the most memorable and complex RPG stories of the decade.” Dragonfall hearkens back to the golden age of computer RPG’s with a novel-like branching narrative full of sharp prose and deep character development. Immerse yourself in a smart, 20+ hour campaign with a diverse cast of all-too-human characters.
- A One-of-a-Kind Cyberpunk Setting: Experience the unique “Tech meets Magic” dystopian future of Shadowrun, a fan-favorite game setting now celebrating it’s 25th anniversary. Shadowrun: Dragonfall - Director’s Cut is the perfect entry point to the setting for those with no prior Shadowrun experience, while providing plenty of classic Shadowrun characters and tech for veteran players to sink their teeth into.
- Command Your Team: Lead a small team of shadowrunners - each with their own outlook, motivations, and backstory. The members of your team are designed to play contrasting roles during missions, and each has a distinct set of skills, abilities, strengths, and weaknesses. But it’s not all about the mission - each team member also has challenges to face in their own lives, which you can choose to brush aside or play an important part in.
- Gripping, Turn-Based Tactical Combat: When you’re running the shadows, every turn matters. Choose your actions wisely - move to better cover, charge into melee, or lob a fireball into a crowd of enemies. With over 200 weapons and spells at your disposal, every turn is filled with meaningful choices.
- Skill-Based Character Progression: Choose a starting character archetype and build from there! Street Samurai and Physical Adepts use advanced combat skills to dominate the battlefield, Shamans and Mages summon powerful allies and cast deadly spells, while Riggers and Deckers provide critical technological support, projecting their consciousness directly into drones and computer systems. Shadowrun: Dragonfall’s classless skill system allows you to grow your character in any direction you choose.
New in the Director’s Cut[edit edit source]
- Standalone: Due to popular demand, Dragonfall is now a completely standalone title!
- Five All-New Missions: The Director’s Cut features five all-new original missions, including three related directly to the personal stories of your team members. These missions take you to previously-unseen locales - both within the Flux State and beyond - where you’ll have to face challenging enemies and make tough choices in order to help your team members prevail.
- Revamped Combat System: The Dragonfall combat system has received a major overhaul. An all-new armor system adds another tactical layer to the experience, while refined cover and damage mechanics emphasize the importance of battlefield positioning. Complementing these improvements is an upgraded AI system which reacts more intelligently and accurately to your actions.
- Redesigned Interface: The Dragonfall in-game interface has also been rebuilt. Spells, items and abilities are now much easier to access, while improved combat feedback allows you to fully understand the tactical situation in any given encounter.
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- Customize Your Team: Guide your team members as they progress in each of their unique roles, choosing between different focus options to grant them new items and abilities. In addition, if you don’t like a team member’s default spell, item or weapon loadout, you can now customize what they bring on each mission.
- Ten New Pieces of Original Music: Fan-favorite composer Jon Everist brings ten new tracks of moody cyberpunk music to the Dragonfall experience, including compositions based on the stories of individual members of your team.
- The Complete Dragonfall Soundtrack: As a free bonus, the Director’s Cut includes the entire soundtracks from both Dragonfall AND our previous title, Shadowrun Returns. This also includes the brand new tracks exclusive to the Director’s Cut. Featuring music from the composers of the classic Shadowrun SEGA and SNES games, this exciting cyberpunk soundtrack pays homage to the past with a modern sentiment.