ConcisionRun Magic (Early Beta)

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ConcisionRun
Magic
version 0.1
MAGICALLY ACTIVE............3 SPELLCASTING PROCEDURE....5 ENCHANTED ITEM RULES......7
ESSENCE & MAGIC.............3 #1: REFRESH MAGIC POOL......5 FOCI........................7
EXCLUSIVE & PERMANENT.......3 #2: SPELL DECLARATION.......5 REQUIRES MAGIC TO USE.......7
SKILLS REQUIRED.............3 DECLARING MULTIPLE TARGETS. .5 BINDING FOCI................7
SORCERY DRAIN...............3 DECLARING AREA OF EFFECT. . . .5 ACTIVATING FOCI.............7
READING SPELL DESCRIPTIONS 3 #3: SUCCESS TEST............5 MAXIMUM ACTIVATED FOCI......7
DRAIN.......................3 TARGET MODIFIERS............5 TYPES OF FOCI.............7
TYPE: PHYSICAL VS MENTAL. . . .3 TARGET NOT RESISTING........5 SPECIFIC SPELL FOCI.........7
DURATION....................3 ROLL EXTRA DICE CONCURRENTLY 5 SPELL PURPOSE FOCI..........7
SPECIAL EFFECTS.............3 #4: RESISTANCE TEST.........5 SPIRIT FOCI.................7
PURPOSE CATEGORIES..........3 SPELL DEFENSE...............5 POWER FOCI..................7
SPELLCASTING RULES........3 ARMOR AND MAGIC RESISTANCE. .5 SPELL LOCKS.................7
SPELLCASTING SKILL..........3 INANIMATE OBJECTS DO RESIST. 5 WEAPON FOCI.................7
SPELL FORCE VS MAXIMUM FORCE 3 #5: IMMEDIATE RESULTS.......5 CONJURING.................8
LEARNING SPELLS.............3 COMBAT SPELL DAMAGE.........5 CONJURING SKILL.............8
SPELL OPPOSITES & ALTERNATES 3 DETECTION SPELL RESULTS.....5 CONJURING SUCCESS TEST......8
LINE OF SIGHT REQUIRED......3 HEALTH SPELL RESULTS........5 CONJURING DRAIN.............8
SUSTAINING SPELLS...........3 ILLUSION SPELL RESULTS......5 UNCONSCIOUS CONJURER........8
SHAMANIC RULES............4 MANIPULATION SPELL RESULTS. .5 UNCONTROLLED SPIRITS........8
SHAMANIC TOTEM..............4 #6: RESIST DRAIN............5 BANISHING...................8
NO INSECT SHAMANS...........4 #7 ONGOING RESULTS..........5 CONTESTING CONTROL..........8
TOTEM LIST..................4 DETECTION SPELL RULES.....6 SHAMANIC CONJURING........8
TOTEM MODIFIERS.............4 HYPERSENSES.................6 NATURE SPIRIT DOMAINS.......8
TOTEM CHARACTERISTICS.......4 HYPERSENSE RANGE............6 NATURE SPIRIT POWER LIMITS. .8
MEDICINE LODGE..............4 GENERAL DETECTION SPELLS. . . .6 NATURE SPIRIT ATTACKS.......8
LODGES REUSABLE & MOVABLE. . .4 SUSTAINING GENERAL DETECTION 6 NATURE SPIRIT SERVICES......8
HERMETIC RULES............4 HEALTH SPELL RULES........6 HERMETIC CONJURING........9
HERMETIC LIBRARIES..........4 PERMANENT THRESHOLD.........6 BOUND ELEMENTALS............9
LIBRARY RATINGS DON'T STACK. 4 TOUCH REQUIRED..............6 BOUND SPIRIT LIMIT..........9
WORKS LIKE A LIBRARY........4 CAN'T HEAL FATIGUE..........6 HERMETIC PRESENCE REQUIRED. .9
SORCERY LIBRARY.............4 WEAK HEALS WON'T WORK.......6 ASSIGNING CONTROL TO OTHERS. 9
CONJURING LIBRARY...........4 ILLUSION SPELL RULES......6 ELEMENTAL SERVICES..........9
HERMETIC SUMMONING..........4 NO DIRECT PERMANENT EFFECTS. 6 AID SORCERY.................9
HERMETIC RITUAL MAGIC.....4 CHOOSE YOUR ILLUSION........6 AID STUDY...................9
HERMETIC CIRCLE.............4 SUSTAIN SPELLS..............9
SPECIFIC & REUSABLE.........4 PHYSICAL SERVICE............9
CIRCLE TIME & SIZE..........4 REMOTE SERVICE..............9
CIRCLE'S RATING LIMITS FORCE 4
THERE'S MORE................4
2
ASTRAL SPACE.............10 ASTRAL COMBAT............11 RITUAL SORCERY...........12
PROJECTION & PERCEPTION. . . .10 ASTRAL COMBAT IS MELEE.....11 RITUAL SORCERY SKILL.......12
ASTRAL PERCEPTION FIGHTING OTHER MAGICIANS. . .11 NO COMBAT MAGIC RITUALS. . . .12
(ASSENSING)...............10 FIGHTING MAGICAL BARRIERS. .11 RITUAL REQUIREMENTS........12
ASTRAL ENTITIES............10 SPELLS VS. MAGICAL BARRIERS 11 RITUAL TEAMS...............12
VULNERABLE WHILE ASSENSING. 10 FIGHTING MAGICAL ITEMS.....11 RITUAL TEAM SPOTTERS.......12
AURAS......................10 FIGHTING MAGICAL CREATURES. 11 RITUAL TEAM QUITTERS.......12
NO ASSENSING THROUGH OBJECTS FIGHTING RITUAL TEAMS......11 MATERIAL LINK..............12
...........................10 FIGHTING SPELLS............11 RITUAL SORCERY MATERIALS. . .12
CASTING WHILE ASSENSING. . . .10 OPPOSED SUCCESS TESTS......11 RITUAL SORCERY PROCEDURE. 12
MUNDANES IN ASTRAL SPACE. . .10 ATTACKER RESISTANCE TESTS. .11 PREPARATION................12
ELEMENTS IN ASTRAL SPACE. . .10 DEFENDER RESISTANCE TESTS. .11 FORM MAGICAL LINK..........12
INANIMATE OBJECTS..........10 REPERCUSSION...............11 SENDING....................12
TEXT/SYMBOLS...............10 NO PENALTY FOR MOVEMENT. . . .11 DETERMINE EFFECT...........12
ADDITIONAL SENSES..........10 COVER IN ASTRAL SPACE......11 RESIST DRAIN...............12
ANALYZING MAGICAL AURAS. . . .10 MUNDANES ARE FURNITURE.....11 SUSTAINING THE SPELL.......12
ASTRAL PROJECTION..........10
COMA-LIKE TRANCE...........10
SEARCHING FOR YOUR BODY. . . .10
BODILY DEATH...............10
ASTRAL ATTRIBUTES..........10
CASTING DURING ASTRAL TRAVEL
...........................10
ASTRAL MOVEMENT............10
ASTRAL FLIGHT..............10
Art credit page 2 – Magic Book by richten on DeviantArt – https://www.deviantart.com/richten/art/Magic-Book-496602914
Art credit page 3 – Lo Pan by yvanquinet on DeviantArt – https://www.deviantart.com/yvanquinet/art/Lo-Pan-691042716
Art credit page 7 – Futuristic City 001 by cesarsampedro on DeviantArt –
https://www.deviantart.com/cesarsampedro/art/Futuristic-City-001-116327140
3

Magic-User Rules (Early Beta)


MAGICALLY ACTIVE EXCLUSIVE & PERMANENT SORCERY DRAIN
A character with a Magic Attribute A magically-active character must Casting spells causes damage to the
rating of 1 or above is magically active,
choose only one way to use magic caster. After casting, roll a Willpower
aka a magician, a magic-user. If the (hermetic, shamanic, etc); the choice Resistance Test (TN = the Spell Force)
Magic Attribute goes below 1, the can never be changed. to reduce this damage using normal
character is no longer magically active. SKILLS REQUIRED Resistance Test staging; the Staging
ESSENCE & MAGIC Number is in the spell's description, as
Some magical abilities require a
part of its Drain code. If casting a spell
At most, the Magic Attribute rating is magical skill. Spellcasting is performed
with a Spell Force higher than the
equal to the Essence rating rounded via the Sorcery Skill (or its Spellcasting
caster's Magic rating, the damage is
down. concentration); summoning is done via
physical; otherwise, the damage is
the Conjuring Skill (or its various
fatigue/mental.
concentrations).

READING THE SPELL DESCRIPTIONS


DRAIN DURATION SPECIAL EFFECTS
Each spell's Drain code shows the base Spell duration is either Instant, Spells often have additional effects,
damage the caster takes from Sorcery Sustained, or Permanent. including narrative effects that change
Drain when casting the spell. Instant spells are quick-cast magics the game situation in ways other than
TYPE: PHYSICAL VS MANA/MENTAL with potentially lasting effects. throwing dice or stacking modifiers.
These effects are game mechanics.
A spell's classification is either P or M A sustained spell takes effect while it is
(physical or mental/mana). Any spell being sustained, after which the effects PURPOSE CATEGORIES
can be cast at a living thing. Otherwise: are undone. The five spell Purpose Categories are:
• Only Physical (P) spells can target A permanent spell must be sustained Combat, Detection, Health, Illusion, and
inanimate objects; Manipulation.
for a time before taking effect, after
• Only Mana (M) spells can target which the effects are permanent.
purely magical or mental targets.

SPELLCASTING RULES
SPELLCASTING SKILL SPELL OPPOSITES & ALTERNATES SUSTAINING SPELLS
The Spellcasting Skill is a concentration Every spell has an opposite or alternate Sustaining a spell triggers the
of the Sorcery Skill. version. Spells can't be inverted on the Distraction mechanic if any other
Spellcasting Skill can be used in place of fly; you must spend Karma to learn actions are attempted.
the Sorcery Skill in all Success Tests either the normal version, or the
related to non-ritual spellcasting. alternate/reversed version, or both;
they are separate spells.
SPELL FORCE VS MAXIMUM FORCE
When casting a spell, the caster chooses LINE OF SIGHT REQUIRED
a Spell Force up to the maximum force You can only cast magic at targets you
they have learned. can see via natural vision, including
through low-tech aids such as a non-
LEARNING SPELLS electronic binocular. Seeing your target
A character must spend Karma to learn with the aid of an anti-darkness spell is
a spell before using it. (Mages: having a valid; seeing via Clairvoyance, isn't
spell in your Sorcery Library does not (you're using someone else's senses).
mean you've learned that spell.)
4
SHAMANIC RULES
These rules apply only to all shamanic TOTEM MODIFIERS MEDICINE LODGE
magic-users, e.g. shamans, shamanic Most totems provide bonus dice for Learning new spells requires a
adepts, etc. casting certain categories of spells, and medicine lodge, aka shamanic lodge or
SHAMANIC TOTEM disadvantages that reduce dice for simply lodge. A lodge has a rating. The
All shamanic characters (shamans, certain kinds of spells and situations. lodge's Rating must be equal to or
shamanic adepts, etc) must choose a These are called Totem Modifiers. greater than the force of any spell being
totem at character creation. This choice TOTEM CHARACTERISTICS learned. The lodge must be at least 3x3
can never be changed. meters. Materials must be purchased
Most totems impose Totem
from a talismonger (see Magical
NO INSECT SHAMANS Characteristics. If a shamanic character
Equipment, pg. 140). Setting up the
Shamans who follow an insect totem behaves too contrary to these traits for
lodge takes 1 day per rating point.
are not playable. too long, the totem will first remove
totem advantages, and then gradually LODGES ARE REUSABLE & MOVABLE
TOTEM LIST reduce the Magic Attribute Rating one Medicine lodge materials are reusable
The list of totems and their descriptions point at a time. These penalties are and the lodge can be moved. Setup
is found on pgs. 75-77 of Shadowrun, removed when the shamanic character time is repeated if the lodge is moved.
and pgs. 107-108 of Grimoire. behaves correctly for long enough.

HERMETIC RULES
These rules apply only to all hermetic LIBRARY RATINGS DON'T STACK SORCERY LIBRARY
magic-users, i.e. mages, hermetic Combining hermetic libraries doesn't A hermetic mage requires a Sorcery
adepts, etc. result in a higher Rating. Library to learn new spells.
HERMETIC LIBRARIES WORKS LIKE A LIBRARY CONJURING LIBRARY
Mages need separate libraries for each Hermetic libraries can be shared and A hermetic magic-user needs a
magical skill they actively pursue: copied. Copying from a library brings Conjuring Library to summon spirits.
Sorcery, Conjuring, etc. A library has a the lower-rated library up to the same HERMETIC SUMMONING
rating. They don't have Concentrations rating as the higher-rated library. A
Unlike shamans, mages must perform
or Specializations. hermetic library can be electronic,
ritual magic to summon a spirit. See
print, Datasoft, or a mix.
“Hermetic Ritual Magic”, this chapter.

HERMETIC RITUAL MAGIC


HERMETIC CIRCLE CIRCLE TIME & SIZE THERE'S MORE
Ritual magic requires a hermetic circle Time to draw (Rating) x 1 hour This section applies only to hermetics
when cast by a hermetic magician. A Size (diameter) (Rating) + 3 meters doing rituals, whether summoning or
circle has a rating. CIRCLE'S RATING LIMITS FORCE sorcery. Shamanics skip this section.
SPECIFIC & REUSABLE The rating of the hermetic circle For hermetic summoning use this
Each hermetic circle is for either a determines the maximum force of the section plus “Conjuring”.
specific spell, or a specific type of spell cast or spirit summoned within it. For hermetic ritual sorcery use this
elemental. The circle can be reused to section plus “Ritual Sorcery”.
cast the same spell, or summon the
For faster spellcasting (without the
same kind of elemental.
ritual, no matter who's doing it) see
“Spellcasting Procedure”.
5
SPELLCASTING PROCEDURE
1. Refresh Magic Pool TARGET MODIFIERS INANIMATE OBJECTS DO RESIST
2. Spell Declaration Target modifiers from Fire Combat Even inanimate objects roll Resistance
rules apply to the Sorcery Success Test, Tests against spells which can be
3. Success Test
except for the modifier for a moving resisted: see Shadowrun, pg. 81.
4. Resistance Test target; it does not apply. #5: IMMEDIATE RESULTS
5. Immediate Results
A magical barrier protecting the target If the caster scores any successes, the
6. Resist Drain adds a penalty to the caster's TN equal spell takes effect, assuming either:
7. Ongoing Results to its rating.
• it's a combat spell, or
#1: REFRESH MAGIC POOL TARGET NOT RESISTING
The TN for healing magic is equal to 10 • the caster's successes exceed at least
Reclaim your spent Magic Pool dice, one target's Resistance Test
minus the target's Essence. Other spells
except those spent for Spell Defense successes
that are not resisted use a TN of 3.
since your previous action.
COMBAT SPELL DAMAGE
#2: SPELL DECLARATION ROLL EXTRA DICE CONCURRENTLY All combat spells deal base damage of
If using extra dice in a Sorcery or
Name one or more spells, the Spell Light (either type P or type M, per spell
Spellcasting test, e.g. from Magic Pool,
Force at which you'll cast each of them, type) and use normal damage scaling
totem modifiers, foci, etc, they must be
and their targets or areas of effect. Also according to the Scaling number in
rolled at the same time as the skill dice,
declare if you're dropping spells you their spell description. See “Damage
not afterward. The total dice must be
were previously sustaining. Scaling” in the Combat Rules.
declared before being rolled.
All this can be conditional, delayed, or #4: RESISTANCE TEST DETECTION SPELL RESULTS
immediate. Once the magic-user begins The target rolls either Body dice (for Detection magic is typically not
executing this plan, it can be canceled Physical spells) or Willpower dice (for resisted. Extra net successes improve
early. the results.
Mana spells) with a TN equal to the
DECLARING MULTIPLE TARGETS caster's Sorcery Skill rating, with no HEALTH SPELL RESULTS
A single spell can be cast at multiple modifiers (except for bonus dice from Divide the base casting time
targets by dividing the Spell Force dice foci, totem modifiers, dice pools, etc). (threshold) of a health spell by the
among the targets; this incurs separate number of extra successes.
SPELL DEFENSE
Drain rolls for each target. To defend oneself and allies against ILLUSION SPELL RESULTS
Extra successes improve illusion magic
DECLARING AREA OF EFFECT enemy magic, a magic-user can allocate
results.
Spells targeting an area of effect use a number of Magic Pool dice, and
only one Sorcery Success Test even if multiply that number by their Sorcery MANIPULATION SPELL RESULTS
Skill rating. The dice do not refresh for Manipulation magic usually fails unless
the area envelopes multiple targets. Do
not divide dice between targets for one extra turn. Spell Defense dice must the caster rolls a minimum number of
area-targeted spells. be declared before the enemy rolls net successes; this number is given in
their Success Test. These dice can be the spell description as its Threshold.
Spells which target an area can be cast
added to Resistance Tests against that
so the area is bigger or smaller than #6: RESIST DRAIN
spell for the caster and any targets
normal. The normal radius in meters is Roll Willpower to resist Sorcery Drain
physically visible to the defending
equal to the caster's Magic Attribute normally; see the beginning of this
magician.
rating. Remove one die from your chapter.
ARMOR AND MAGIC RESISTANCE
Success Test to expand the radius by Worn armor has no effect on magic. #7 ONGOING RESULTS
one meter; remove two dice to shrink Natural or cybernetic dermal armor Assuming the caster is still conscious
the radius by one meter. does add to the Body Attribute rating after resisting Drain, the casting of
#3: SUCCESS TEST for purposes of rolling Resistance Tests sustained and permanent spells can
The caster rolls Spell Force dice with a against harmful Physical magic such as continue, if applicable.
TN equal to the target's Body (for P combat spells.
spells) or Willpower (for M spells).
6
OTHER RULES PER SPELL PURPOSE CATEGORY

DETECTION SPELLS HEALTH SPELLS ILLUSION SPELLS


HYPERSENSES PERMANENT THRESHOLD NO DIRECT PERMANENT EFFECTS
A hypersense spell gives new senses A permanent-duration Health spell has Any symptoms directly caused by
while the spell is sustained. a Threshold based on the wound level it Illusions will disappear when the spell
HYPERSENSE RANGE is trying to heal. If the patient is ends.
wounded again while being targeted by CHOOSE YOUR ILLUSION
The range of the sense in meters is
a Health spell, or if the spell is not
calculated via a Spell Force Success Test Illusions can target an area, such that
sustained until its Threshold passes, no
vs TN 4; multiply the Magic Attribute by all within the area experience the
healing occurs. Each retry suffers a +2
the number of successes. illusion; can reside on a subject like a
Retry penalty.
GENERAL DETECTION SPELLS disguise; or can target a subject like an
Base Healing Time eyes-only message.
TN is based on where the caster must
search: Total Wound/Drug/ Base Time
Target is Target Number Disease Level (Threshold)

Within sight 4 Light 5 turns

Out of sight 6 Moderate 10 turns

In astral space 10 Serious 15 turns

Out of sight & +Barrier Rating Deadly 20 turns


behind a magical TOUCH REQUIRED
barrier
Health spells require the caster to touch
Results are based on the number of the target unless otherwise noted.
successes: CAN'T HEAL FATIGUE
# Level of Detail No spell can ease fatigue or reduce
Successes boxes on the mental Condition Monitor.
1 General knowledge, no details WEAK HEALS WON'T WORK
2 If a target's total wound level is worse
Deailed but slightly inaccurate
than the wound category of the spell
3 Detailed & accurate except
minor missing parts used to heal them, no healing occurs.
4 Detailed & accurate

SUSTAINING GENERAL DETECTION


Sustaining General Detection spells
reveals new subjects as they enter the
area of effect, without repeat dice rolls.
7

ENCHANTED ITEM RULES


FOCI POWER FOCI
TYPES OF FOCI
An enchanted item is called a focus; A Power Focus both raises its bearer's
there are six types of foci. Foci have SPECIFIC SPELL FOCI Magic Attribute rating and provides
ratings and can be bought from A Specific Spell Focus is a spell focus extra dice to the general Magic Pool,
talismongers (see Magical Equipment, that provides extra Magic Pool dice both equal to the focus's rating. Rating
Shadowrun pg. 140). If a focus's rating equal to its rating when casting a points can be permanently spent to buy
is reduced to 0, it's no longer specific spell. These dice refresh when extra successes for any magical test.
enchanted. your Magic Pool refreshes. The focus's
SPELL LOCKS
rating points can also be permanently
REQUIRES MAGIC TO USE
sacrificed to buy extra successes at A Spell Lock always has a rating of 1
Magical items can only be used by casting that specific spell, at a rate of and costs 1 Karma to bind. After
magic-users. one success per rating point. binding the focus, activating and using
BINDING FOCI it, and initiating a sustained spell, the
SPELL PURPOSE FOCI focus is then placed on the spell's target
A focus must be bound to a magic-user A Spell Purpose Focus is a spell focus
while the spell is sustained, making the
before they can use it. It can only be that provides extra Magic Pool dice
spell permanent. It lasts until the spell
bound to one person at a time, and equal to its rating when casting or
or focus is destroyed via astral combat
that's the only person who can use it at defending against any spell within its
or the spell is dispelled. The locked
that time. Binding costs Karma; see purpose category. These dice refresh
spell's force is 1. Only a magician can
Shadowrun pg. 151. with your Magic Pool. The focus's rating remove, or even touch, a successfully-
ACTIVATING FOCI points can also be permanently spent to placed spell lock. The lock maintains an
In addition to binding, the focus must buy extra successes at relevant actions, astral link to its owner.
also be activated before use. Activating at a rate of one success per rating point.
WEAPON FOCI
a focus is an action. (Using the focus is SPIRIT FOCI Magic weapons can act as power foci,
yet another action.) The focus remains A Spirit Focus works only with a
can bypass the critter ability Immunity
activated so long as it is carried or specific type of spirit (for example, fire
to Normal Weapons, and can be
worn. elementals or city spirits). The focus wielded in astral space. If made of
MAXIMUM ACTIVATED FOCI provides extra Magic Pool dice for use orichalcum, they also add their rating to
A magic-user can have, at most at one in any roll connected to summoning, the wielder's Armed Combat Skill.
time, a number of active foci equal to banishing, and control contests with
their Intelligence Attribute rating. that specific kind of spirit.
8

CONJURING
CONJURING SKILL BANISHING
SHAMANIC CONJURING
The Conjuring Skill allows a magically- Hermetics and shamanics can both
active character to summon, banish, banish elementals and nature spirits. Nature spirits only respond to
and seize control over controllable Banishing is an exclusive action. shamanic summons, and only in the
spirits. A spirit has a Force rating. spirit's natural home. At the next
Roll an Opposed Success Test: sunrise or sunset, a nature spirit will
CONJURING SUCCESS TEST
• The banishing magician rolls vanish, no longer owing any services.
Roll Conjuring dice; TN = the Force of
Conjuring, TN = Spirit Force. The NATURE SPIRIT DOMAINS
the spirit, as chosen by the summoner.
magician who conjured the spirit A nature spirit can't leave its domain or
If no successes are rolled, summoning
may add Charisma Attribute dice. exercise its powers outside its domain.
has failed; otherwise, the spirit appears,
owing a service for each success. Roll to • The spirit rolls Force vs TN = the Nature spirit domains can be highly
resist Drain whether summoning was banishing magician's Magic rating. specific, such as the hearth spirit of a
successful or not. bakery, or the city spirit of a sidewalk.
The loser's Force or Magic rating is
CONJURING DRAIN temporarily harmed by 1 point per net NATURE SPIRIT POWER LIMITS
Conjuring spirits causes Drain similar success. The winner declares whether A nature spirit can use powers in its
to sorcery. After conjuring, roll a there will be another turn in the Astral Form only if the power is
Charisma Resistance Test (TN = the contest; the loser cannot break it off. beneficial and the target is the shaman
Spirit Force) to reduce this damage who conjured it. For all other uses, it
Repeat until the winner of a turn breaks
using normal Resistance Test staging. must manifest.
off the contest or until a temporary
Drain must be calculated based on the rating is reduced to 0. A nature spirit can only use a power on
difference between the summoner's a single target at a time.
If the magician's Magic rating reaches 0
Charisma and the spirit's Force: in this contest, he is unconscious with NATURE SPIRIT ATTACKS
Deadly fatigue. If the spirit's Force When a nature spirit uses a power to
Conjurer's Charisma is Drain is
reaches 0, it is destroyed. Lost rating attack, roll an Unresisted Success Test:
More than spirit's Force M1 Mental recovery rate is 1 point/hr. • If the target has a Conjuring Skill
Equal to spirit's Force M1 Mental
If a spirit gets a chance to break off this rating, it may be used as the TN
Less than spirit's Force S1 Physical contest and flee, it will do so. • Otherwise, the TN is the greater of
Less than ½ spirit's Force D1 Physical CONTESTING CONTROL the target's Body or Willpower.
Any spirit a character could summon, Any successes cause the power to take
UNCONSCIOUS CONJURER
can also be seized via a control contest. effect with rating equal to Spirit Force.
If Drain or anything else renders a
conjurer unconscious, the spirits under Make an Opposed Success Test, both For Area Effect powers, roll Spirit Force
that magician's sway are now actors rolling Conjuring dice with the dice and note the highest roll. All
uncontrolled. Spirit's Force as TN. designated targets in the area of effect
UNCONTROLLED SPIRITS The defending magician may defend are affected whose Willpower, Body,
even if they wouldn't otherwise be able and Conjuring ratings are all exceeded
When a spirit becomes uncontrolled,
to act. Extra dice used to defend in a by the roll.
roll 2d6 (non-exploding, add the dice):
control contest are refreshed Powers which act as ranged attacks use
if the result is higher than the spirit's
immediately after the contest. normal Fire Combat rules, except the
Force, it vanishes; lower or equal, it
manifests and attacks. If the defender wins, the attacker rolls TN is the higher of Body or Willpower.
Drain normally. (See “Conjuring Drain”.) Damage Staging works normally.
An uncontrolled spirit seeks to kill its
If the attacker wins, both actors roll NATURE SPIRIT SERVICES
master, and attacks anyone who gets in
Drain. If neither rolls any successes, the The scope of a single service depends
its way. If its master is dead, or if it is
spirit is uncontrolled and both actors on situation and phrasing. It can range
losing the fight, it vanishes.
roll Drain. from a single use of a single ability, to
An uncontrolled spirit is not bound and
is freed of remaining services. protection through an entire combat.
9
CONJURING, CONTINUED
ELEMENTAL SERVICES SUSTAIN SPELLS
HERMETIC CONJURING
Elementals have five types of service: By spending a point of an elemental
Elemental spirits only respond to spirit's Force, the spirit can take over
hermetic summons, via ritual. A • Aid Sorcery
sustaining one spell for three seconds.
hermetic circle and conjuring library • Aid Study The spell must be in the appropriate
must be used, each with ratings equal category shown under Aid Sorcery. The
• Sustain Spells
or greater to the Force of spirit being mage may resume sustaining the spell
summoned. (See “Hermetic Ritual • Physical Service
as the spirit's Force reaches 0, or else
Magic” earlier this chapter.) • Remote Service the spell drops when the spirit
Materials are required, costing 1,000¥ AID SORCERY vanishes. This consumes one service.
multiplied by the Force of the spirit. Each type of elemental can provide Alternatively, the elemental can be
Materials are consumed even in failure. extra dice for Sorcery Success Tests and bound to the spell. The spirit sustains
An appropriate source is also required, Resistance Tests, but only when casting the spell one day per Force Rating
e.g. a bonfire, swimming pool, etc. or resisting against a specific purpose point, but this consumes all remaining
BOUND ELEMENTALS category. Using Spirit Force points in services even if the spirit is released
this way drains the spirit's force at a from this service early; the spirit is now
An elemental spirit is Bound if it owes
rate of 1 force per die; if the spirit's bound to the spell, not the mage.
services to a hermetic magician.
Force rating reaches 0, the spirit Banishing the spirit ends the spell.
Ordering a bound spirit to come is an
disappears, requiring an action to
action; it will instantly appear before PHYSICAL SERVICE
summon again (if still bound).
the mage in astral space. Manifest and do a task. Based on
BOUND SPIRIT LIMIT Elemental Type Spell Purpose wording and situation this can range
A hermetic can keep a number of bound from a single act, to defending your
Fire Combat
spirits equal to her Charisma Attribute team through an entire battle.
Water Illusion
rating. REMOTE SERVICE
Air Detection
HERMETIC PRESENCE REQUIRED Remote Services can only be ordered
Earth Manipulation immediately after the conjuring ritual.
A bound elemental must be in the
mage's presence to receive orders. The The elemental is bound until the
AID STUDY
spirit must be in the mage's sight while service is done, but all services are used
The elemental's Force dice can be
doing services, except remote services. up at once. The service cannot be
sacrificed when learning a new spell,
Magical senses can be used to keep the canceled unless the spirit is banished or
but only if the spell matches the spirit's
spirit in sight, but not electronic tools. destroyed.
spell purpose category as shown under
ASSIGNING CONTROL TO OTHERS Aid Sorcery.
The conjuring mage can transfer
control and services to another
character, even if mundane.
10
ASTRAL SPACE
PROJECTION & PERCEPTION INANIMATE OBJECTS SEARCHING FOR YOUR BODY
Astral projection and astral perception Astral entities can freely pass through If someone moves your body, roll the
require no skills. Full shamanics and inanimate objects, which, lacking auras, higher of Body or Willpower with TN 4.
hermetics can do both. are barely visible in astral space. Time for the search is 6 hours divided
ASTRAL PERCEPTION (ASSENSING) TEXT/SYMBOLS IN ASTRAL SPACE by the number of successes.
Astral perception (“assensing”) allows Pictograms i.e. letters, words, numbers, BODILY DEATH
seeing nearby astral space, the astral and symbols cannot be perceived from A magician whose body is killed during
nature of things, and astral entities. astral space. With printed materials the astral travel survives as an astral entity
It takes an Action to switch from emotional content is perceived; with until her Essence fully evaporates, at
normal vision to assensing, and another symbols on a screen, the emotional which time she dies.
to switch back again. context of the file is perceived (such as ASTRAL ATTRIBUTES
legal/illegal, public/secret, business/
ASTRAL ENTITIES Physical Attributes don't apply to the
personal, technical/emotive).
In astral space, magical things are astral body. If a rule calls for a Physical
corporeal, and have visible auras and ADDITIONAL SENSES Attribute, use the matching Astral
agency. Examples: foci, spells, spirits, Assensing/astrally projecting also allow Attribute instead:
and people using astral senses or astral the magician to see and trace auras of: Physical Attribute Astral Attribute
projection. Astral entities can see living • magical energy on the physical plane (instead of this...) (...use this)
things and each other via their auras. • Ritual sorcery Sending in progress Strength Charisma
VULNERABLE WHILE ASSENSING • spells sustained via spell locks or Quickness Intelligence
Assensing makes a magician assailable ritual sorcery
Body Willpower
via astral combat. ANALYZING MAGICAL AURAS
AURAS To identify something magical, roll CASTING DURING ASTRAL TRAVEL
Auras are distinctive for each living or Conjuring (for spirits) or Sorcery (for Only mana-type spells can be cast
magical thing. To those assensing, auras everything else) against TN 4. during astral projection.
are impossible to hide or disguise. Successes Information Revealed ASTRAL MOVEMENT
Diseases, wounds, drugs active in the Astral movement has two speeds.
1-2 Item type & spell purpose
body, and cyberware are visible in the Normal: Movement rate in meters per
aura. The strength of Essence and 3 Force or Magic rating
turn is equal to Astral Quickness,
Magic ratings is also visible in an aura. 4+ Full details multiplied: by 3 for Dwarves and Trolls;
NO ASSENSING THROUGH OBJECTS ASTRAL PROJECTION by 4 for others.
Assensing can't see through objects Astral projection means entering a Fast: Movement rate is the Magic
magical or nonmagical, living or dead. trance, separating the spirit from the rating, multiplied by 1,000 km per hour.
CASTING WHILE ASSENSING A character moving at this rate cannot
body, and moving through astral space.
A magician may cast Mana-type spells It takes an Action to begin astrally assense their surroundings in detail
while assensing. projecting. except to avoid obstacles.
MUNDANES IN ASTRAL SPACE Copies of magical gear go with the ASTRAL FLIGHT
Nonmagical living things, e.g. non- astral body during astral projection. Astral entities can “fly” up to the limits
magicians, plants, animals, and the of the atmosphere, ~50 miles up.
COMA-LIKE TRANCE
Earth, all exist in astral space. They are
visible and corporeal to astral entities, Until the astral body returns to the
but they cannot act upon astral entities. physical body, the magician cannot feel
his body or use its senses.
ELEMENTS IN ASTRAL SPACE
Astral travel reduces the body's
Water and fire reduce range of
Essence by 1 point/hour; if it reaches 0,
assensing. All elements are tangible, but
it dies. After returning to the body,
water, air and fire cause no harm, are
Essence restores at 1 point/minute.
low-density, and can be passed through.
11
ASTRAL COMBAT
ASTRAL COMBAT IS MELEE SPELLS VS. MAGICAL BARRIERS ATTACKER RESISTANCE TESTS
The procedure varies depending on A spell cast through a magical barrier Attacker's Attacker's
what type of astral entity is fighting, but must fight its way through the barrier. If Intended Resistance Attacker's
the basic model is described in the spell is injured, its wounds persist. Victim Dice Resistance TN

“Fighting Other Magicians”. Magician Astral Body Defender's Sorcery


FIGHTING MAGICAL ITEMS
Barrier Astral Body Rating
FIGHTING OTHER MAGICIANS Magical items behave like barriers. The
Item / focus Astral Body Rating
TN for all rolls is 4. Use Sorcery Skill in enchantment is destroyed upon defeat.
Creature Astral Body Creature's Essence
place of combat skills. Counterattacking FIGHTING MAGICAL CREATURES
is an Opposed Success Test, Sorcery Use the creature's Essence rating as its Ritual team Astral Body Defender's Sorcery
member
Skill vs Sorcery Skill. number of dice in both tests. Spell Astral Body Spell Force
Net successes determine wound level: FIGHTING RITUAL TEAMS
DEFENDER RESISTANCE TESTS
Net Successes Wound Level During Sending and sustaining, team
members are present in astral space. Defender's
1 Light Resistance Defender's
2 Moderate Members (not the leader) can exit a Defender Dice Resistance TN
barrier to engage. Drain from fallen Magician Astral Body Attacker's Sorcery
3 Serious
teammates is Physical for those outside Barrier Rating Attacker's Sorcery
4 Deadly a barrier. (See “Ritual Team Quitters”.) Item / focus Rating Attacker's Sorcery
A Resistance Test is Astral Body with a FIGHTING SPELLS Creature Essence Attacker's Sorcery
TN equal to the attacker's Sorcery Skill Spells have a Condition Monitor with a Ritual team Astral Body Attacker's Sorcery
rating. number of boxes equal to their force. member
Spell Spell Force Attacker's Sorcery
Resistance Staging depends on the type Spells only fight if blocked. If a spell is
of attack: injured but hits its target, it hits with REPERCUSSION
full Spell Force. If all attackers get out of Damage taken in astral combat
Type of Attack Staging Number
the way, the spell hits its target. manifests on the physical body as
Barehanded 1
When a spell is attacked, its caster wounds. Healing applied to either body
Weapon focus Focus Rating knows, and can provide support to the (astral or physical) also heals the other.
As in melee, a combatant can't dodge spell. First resist Drain; if the caster is NO PENALTY FOR MOVEMENT
and counterattack at the same time. still up, she can give dice to the spell's Movement (at any speed) is a free
Dodge Pool. This Distraction can go on action during combat. It does not cause
FIGHTING MAGICAL BARRIERS
until the spell wins or is destroyed. The Distraction when combined with other
Magical barriers surround lodges (at all
caster can stop supporting the spell on actions.
times) and circles (when in use). A
any action.
barrier's owner knows if it's attacked. There is also no penalty for attacking a
The spell vanishes if the caster is moving target.
A barrier rolls Rating for the Opposed
knocked out.
Success Test and the Resistance Test. COVER IN ASTRAL SPACE
OPPOSED SUCCESS TESTS Astral entities can pass through solid
If the attacker wins the opposed roll,
one net success means penetration and Attacker's Target's objects effortlessly but cannot sense
passage. If the barrier wins, it causes Target Dice Dice through them. Living things and astral
wounds to the attacker, as with Magician Sorcery Sorcery entities are solid in astral space.
“Fighting Other Magicians”. Barrier Sorcery Rating MUNDANES ARE FURNITURE
If one attacker penetrates a barrier, it Item / focus Sorcery Rating Only astral entities can engage in astral
remains effective against others. Creature Sorcery Essence combat. Non-magical entities cannot
fight astral entities as such, nor directly
An injured barrier heals fully in the first Ritual team Sorcery Sorcery
member be harmed in astral combat.
turn during which it is not attacked.
Spell Sorcery Spell Force
Barriers fight back, but won't harm
attackers who stop their assault.
12

RITUAL SORCERY
RITUAL SORCERY SKILL MATERIAL LINK Status Modifier
The Ritual Sorcery Skill is a Without a line of sight to the target, a Target moving in car, plane +2 TN
concentration of the Sorcery Skill, and ritual requires one of the following:
Ritual spell targets an area -1 TN
can be used in place of the Sorcery Skill • (For living targets) any tissue-based
in all ritual spellcasting Success Tests. Sending takes a number of hours equal
DNA sample
to the Spell Force divided by the
NO COMBAT MAGIC RITUALS • (For inanimate targets) a whole, number of successes. Minimum 1 hour.
Combat magic rituals don't exist. integral chunk of the object
If no successes are rolled, the ritual
RITUAL REQUIREMENTS An example of an integral chunk is a ends; resist Drain.
• Caster(s) must be inside a medicine brick pried from a wall of a targeted
lodge (if shamanic) or hermetic building. Magicians seeing the target (and the
circle (if hermetic). target himself, if magically active)
RITUAL SORCERY MATERIALS immediately know Sending is in
• Materials (see table), which are progress. An astral link is present
Purpose Cost
expended regardless of outcome. leading to the ritual team.
Detection 100¥ x Force
• Material Link (or Line of Sight; see DETERMINE EFFECT
Health 500¥ x Force
“Spellcasting Rules”, this chapter). Roll a Resisted Success Test. The
Illusion 100¥ x Force
RITUAL TEAMS leader's wounds, distractions, and
A team can assist a lead caster in ritual Manipulation 1,000¥ x Force totem modifiers are the only modifiers
sorcery. All members of the team must: which apply to this roll.
• be from the same tradition as the RITUAL SORCERY PROCEDURE RESIST DRAIN
lead caster. (Same totem is not 1. Preparation Once a ritual begins, Drain is inevitable.
required for shamans). 2. Form Magical Link After Sending (or ritual failure), every
• know the spell being cast. team member rolls Drain as if they had
3. Sending
cast the spell themselves. Any dice left
The team also: 4. Determine Effect in the ritual pool can be used by all
• has a size limit equal to the lowest 5. Resist Drain members of the team equally to assist
Sorcery Skill rating among the this resistance roll. Any dice from spirit
PREPARATION
team. aid or foci that were not dedicated to
Prepare and enter the lodge or circle.
• has a designated leader. the ritual may also be used.
Teams combine all Magic Pools as one
RITUAL TEAM SPOTTERS pool under the leader's control. If the team plans to stay together to
A ritual team spotter, maintaining line sustain the spell, see “Sustaining the
Leader declares the Spell Force. Spell” before rolling Drain.
of sight with the target in astral space,
counts as using Line of Sight. Everyone drops all sustained spells.
SUSTAINING THE SPELL
A spotter does not add their Magic Pool FORM MAGICAL LINK After resisting Drain, the ritual leader
to the ritual pool, but is subject to This step is only necessary if using a and team has options for sustaining the
Drain. If the spotter is killed or driven Material Link. Spend a number of hours spell, if they so wish:
away from the target, the ritual aborts equal to the Spell Force, then roll a
• Allocate remaining ritual pool dice;
and all members resist Drain. Success Test using only dice from the
the spell remains for 1 day per die
ritual pool; TN is given on pg 83 of
RITUAL TEAM QUITTERS but the ritual link dies. Elemental
Shadowrun. If no successes are scored,
If anyone leaves the team early (or is aid can augment this roll or be used
the ritual ends; resist Drain.
rendered unconscious), deduct their in place of ritual pool dice if that
Sorcery Skill rating from the combined SENDING pool is empty.
ritual pool; if this reduces the ritual Using only dice from the ritual pool, roll
• Stay locked as a team for as long as
pool to 0 dice, the ritual is aborted and a Success Test using a TN from page 83 desired. This counts as sustaining a
all team members must resist Drain. of Shadowrun, and the modifiers from
spell; which means the team will be
the following table:
Distracted when they resist Drain.

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