Shadowrun RPG Magic Page

Magic of Shadowrun

This is a conceptual post about my journey building a Shadowrun campaign using the Genesys rule systems and how I am planning on introducing it to my players. This was the fifth part of those articles I am looking at working with the rules associated with working and manipulating magic.

Magic 101

Base Rule - When your character casts a spell that requires a check (whether or not the check succeeds), they suffer 2 strain after resolving the check.

There are a few magic related skills in the game: Alchemy (Int), Arcana (Int), Divine (Will), Primal (Cun), Runes (Int), Verse (Pr). Each of them as various applications that they can be put to.

The various magic actions are: Attack, Augment, Barrier, Conjure, Curse, Dispel, Heal, Mask, Predict, Transform and Utility. Not every tradition has basic access to each of the magic actions by the base version of the rules. Now that I am using it for Shadowrun, I don’t need to stick to the official version and have all options available to all traditions, this will be via talents, extra cost and special events.

Magic works similar in this version of the system to the Star Wars force rules as you learn various options that you can then enhance your spells further. If the spell does not have a yes in the table above it then costs double cost for it and the upgrades and cannot access any options not associated with your tradition. As an extra negative, spells not of your tradition cost an extra purple dice to activate.

Shadowrun Magic System

Spells By Tradition

Traditions have access to the tradition spells for 5 xp and at the base difficulty. If its not part of your tradition you double the cost of the spell and upgrade the difficulty of the check by your magic rating. Note - Upgrading the check means that you turn any purple dice (Difficulty) to red dice (Challenge), where as increasing the difficulty adds more purple dice (Difficulty).

Upgrade options of spells also cost 5 xp, unless it is traditon specific which increases the cost by 5 xp. Like with spells, using a upgrade option not part of your tradition doubles the cost of the upgrade and increases the diffculty of the check by your magic rating.

Traditions
Actions Alchemy Arcana Divine Primal Runes Verse
Attack Yes Yes Yes Yes
Augment Yes Yes Yes Yes Yes
Barrier Yes Yes Yes Yes
Conjure Yes Yes Yes
Curse Yes Yes Yes Yes Yes
Dispel Yes Yes Yes
Heal Yes Yes Yes Yes
Mask Yes Yes
Predict Yes Yes Yes
Transform Yes
Utility Free Free Free Free Free

All Spells

SR Spells -
- E - Eyes of the Pack (Detection),

SR Spirits -
- H - Hearth Spirit ( Underworld 93 )

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