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
Traditions of Shadowrun
Alchemy Tradition –
The tradition is slightly different than others as you make your magic in vials,
balms and bombs. Preparation of the spell requires an alchemists kit.
Arcana Tradition –
The traditional wizard who casts spells using ritual and formula.
Divine Tradition –
The traditional priest who casts spells using powers gained from an entity in
another plane of existence.
Primal Tradition –
This tradition shaman who casts spells based on their connections with nature.
Rune Tradition –
Your casting of magic generally requires a rune to be involved in the casting
of the spell.
Verse Tradition –
Your casting is through song, so more like a bard or rocker and requires some
form of instrument to be involved in the spell.
Magic vs Resonance –
Magic affects the living, and the spirit (astral) world, where Resonance
affects technology and the digital (matrix) world.
Casting a Spell
Over-Casting a spell (Or casting while sustaining a spell) –
When over-casting a spell you use the magic tradition as the skill with matching
attribute and add Force/Corruption (White) dice equal to your magic to roll. A
player can choose the life path or the power path when rolling the white dice,
choosing life before rolling can be changed to power after the roll, but choosing
power cannot be switch back to life as power has a cost. Life casting is more
difficult, while power casting leads to corruption.
Note - You can sustain spells without overcasting using the sustain talent.
Choosing life path
One White Marker - additional Success or Advantage.
Two White Markers - reduce your corruption score by 1.
Three White Markers - can be used to trigger a Triump.
Triumph - increase the magic rating of the spell.
One Black Marker - additional Failure or Threat.
Two Black Markers - can be used to trigger a Despair.
Despair - reduce the magic rating of the spell, and if reduced
to zero rating, the spell fails.
Note - Any black markers rolled are added to your corruption
score, and then a corruption check is rolled.
Choosing power path
One White Marker - additional Advantage.
One Black Marker - additional Success.
Three White or Black Markers - can be used to trigger a Triump.
Triumph - increase the magic rating of the spell.
Note - Any black markers rolled and any white markers used are then
added to your corruption score, and then a corruption check is rolled.
What is a corruption check –
This is your percentage chance of drawing the attention of the Horrors, or
having your spell misfire in certain circumstances such as casting spell in
toxic magic areas. Roll a percentage dice, and see if it is equal or less than
your current corruption score. Effects of Corruption up to the GM but can be
seen as a critical injury that cannot be healed. Counting as a critical injury
in all forms and can be rolled on the chart.
Maintaining a spell –
Costs a manoeuvre on the casters next turn and a strain per spell maintained in
this way. If they take damage, then they need to make a Discipline (two purple)
with one Setback (Black) dice per spell maintained check or loose all maintained
spells. A character can gain the sustain talent to maintain a spell wkthout having
to spend a manoeuvre or the strain, but would still need to make the Discipline
check if they sustain damage.
Spell Effects that Reference Knowledge –
I have changed this to the skill used to cast the spell to link your ability with
the magic tradition directly to the power of the effects you can create, the other
option is to associated it with the Magic Rating attribute which I think is a
smarter shift.
Penalties when casting spells –
One Setback (Black) dice for not having at least one hand free
Two Setback (Black) dice for being unable to speak (due to gaged,
silenced or other reasons.
One Setback (Black) dice for armour that provides +2 soak or more.
One Setback (Black) dice for each reduction in Strain by cyberware
on yourself as well as on your target.
One or more upgrades for environmental effects, such as targeting
someone other than the person your engaged in combat with.
Penalties when casting spells
Any remaining threat can be taken as 2 Strain and 1 Damage, and any remaing
Despair is considered a critical injury on the caster. Threat can be spent in
the following manner.
One Threat or Despair
(These options can only be taken once per casting)
Minor Magic Backlash - The magical energies exhaust the character,
and they suffer 2 strain or 1 wound. (Casters choice)
Magic Eddy - The character and all allied spellcasters in the
encounter add a Setback (Black) dice to any attempts to cast spells
until the end of the characters next turn.
Two Threat or One Despair
(These options can only be taken once per casting)
Magic Backlash - The magical energies exhaust the character,
and they suffer 4 strain or 2 wounds. (Casters choice)
Spell Delay - The spell doesn’t take effect until the start of
the next round, or after a minute in narrative gameplay.
Implement misfire - If the character is using a magical item, it
becomes damaged on step.
Magic Attractor - Until the end of the encounter, enemy
spellcasters add a Boost (Blue) dice per magic rating of the character
when casting spells targeting this character.
Three Threat or One Despair
(These options can only be taken once per casting)
Major Magic Backlash - The magical energies exhaust the character,
and they suffer 6 strain or 4 wounds. (Casters choice)
Additional Target - The spell is slightly more powerful than
expected. One character per magic rating of the GM’s choice is targeted or
otherwise affected by the spell as well.
Beacon - All other spellcasters and creature attuned to magical
energies within a day’s travel per magic rating become aware of the
character (and depending on their disposition, maybe very interested in
finding them and doing them harm.)
One Despair
(These options can only be taken once per casting)
Severe Magic Backlash - The magical energies exhaust the character,
and they suffer all remaining strain and 1 wounds per magic point.
Caster Exhaustion - The character overexerts themselves or loses their
magical connection and is unable to cast spells for the rest of the
encounter or scene.
Wrong Target - The GM picks the target of the character’s spell.
If the caster is an NPC, the controlling player picks the target of the
spell instead.
Two Despair
(These options can only be taken once per casting)
Caster Burnout - Reduce the magic rating of the character by 1.
This cannot be healed by known means. If the casters magic rating ever
falls to 0 then they are no longer magically active.
Miscast - The character completely looses control of their magical
energies or draws the ire of their deity, suffering one Critical Injury
(or at the GM’s discretion, this may instead take the form of some
terrible or hilarious misfortune, such as temporarily being turned into
a small woodland creature, bring struck by lightning on a clear day,
swapping bodies with someone else in the encounter for the remainder of
the day, or summoning an avatar of divine or infernal wrath).
Total Item Destruction - If the character is using a magical item,
it is completely destroyed
Magical Implements
Holy Icon – Damage +0 – Enc 0 – Price 250 cr – Rarity 4
When your character casts a spell while using a holy icon, adding any
Divine Only effects increases the spell’s difficulty one less than they would
normally. In addition, when your character casts a Heal spell, the number of
wounds healed increases by two.
Magic Sceptre – Damage +2 – Enc 1 – Price 350 cr – Rarity 5
When your character casts a spell while using a magic sceptre, add a
Boost (Blue) dice to the check and adding the Close Combat effect does not
increase the difficulty. In addition, Attack spells cast by your character
increase their base damage by two.
Magic Staff – Damage +4 – Enc 2 – Price 400 cr – Rarity 6
When your character casts a spell while using a magic staff, the first
Range effect added to the spell does not increase the spell’s difficulty. In
addition, Attack spells cast by your character increase their base damage
by four.
Magic Tome – Damage +0 – Enc 1 – Price 750 cr – Rarity 7
When your character makes or obtains a tome, your GM determines up to
two effects that the tome lets your character add to any appropriate spell
without increasing the spell’s difficulty. The effects your GM chooses
should normally (without the tome) only increase the difficulty of a spell
by a total of three.
Magic Wand – Damage +3 – Enc 1 – Price 400 cr – Rarity 7
When your character makes or obtains a wand, your GM determines one
effect that the wand lets your character add to any appropriate spell without
increasing the spell’s difficulty. Without a wand, the effect your GM chooses
should only increase the difficulty of a spell by one. Attack spells cast by
your character increase their base damage by three.
Musical Instrument – Damage +0 – Enc 1 – Price 200 cr – Rarity 4
When your character casts a spell using the Verse skill while using a
musical instrument, adding the Additional Target effect does not increase
its difficulty.
Implement Materials
Bone – Cost x 1/2 – Rarity +2
When your character successfully casts an Attack or Curse spell, they
heal 1 wound.
Oak – Cost no change – Rarity no change
This is the base item type.
Hazel – Cost x 1/2 – Rarity +1
When your character generates Triumph while casting a spell with this
implement, you may roll a Boost (Blue) dice and add it to the results, in
addition to spending the Triumph normally.
Willow – Cost x 2 – Rarity +2
When your character successfully casts a spell using a willow implement,
you may add a Advantage to the results.
Yew – Cost x 1/2 – Rarity +1
When your character successfully casts an Augment, Barrier, or Heal spell
using this implement, they heal 1 strain.
Magic Runes
These are rare and dangerous items that can be worth.
Genesys Base Rules
This is the base spell per tradition from the book.
2022-08-25 – Added in a notation about when the force dice
must be used when casting spells. Also added in the details
of casting spells from different traditions, their upgrade
casts and specialty upgrades from different tradition
costs.
2022-06-15 – Added in the cost of magic and extra options
for utility spells.
2022-06-02 – Added magic check results.
2022-05-31 – Move magic specialisations to the new
specialisations page.
2022-05-30 - Published on WordPress. Updated the
specialisations to include starting info, magic implements
and runes.