Street Magic Shadowrun, Fourth Edition. things that aren’t ... · Street Magic is the advanced...

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Street Magic is the advanced magic rulebook for Shadowrun, Fourth Edition. It provides background details on everything known to magic in the year 2070, from the nature of mana and astral space to and its effects on society and the Awakened. It also covers a few things that aren’t known—or at least understood—such as the metaplanes and hostile spirits. It also contains advanced rules for magic traditions and groups, initiation and metamagic, enchanting, and new spells and adept powers. Street Magic contains everything the players and gamemasters need for magic in Shadowrun. ©2006-2008 WizKids, Inc. All rights reserved. Street Magic, Shadowrun and WK Games is a registered trademark and/or trademark of WizKids, Inc. in the United States and/or other countries. Used under license. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. WEBSITE: CATALYSTGAMELABS.COM Under License From Sample file

Transcript of Street Magic Shadowrun, Fourth Edition. things that aren’t ... · Street Magic is the advanced...

Page 1: Street Magic Shadowrun, Fourth Edition. things that aren’t ... · Street Magic is the advanced magic rulebook for Shadowrun, Fourth Edition. It provides background details on everything

Street Magic is the advanced magic rulebook for Shadowrun, Fourth Edition. It provides background details on everything known to magic in the year 2070, from

the nature of mana and astral space to and its effects on society and the

Awakened. It also covers a few things that aren’t known—or at least understood—such as the metaplanes and hostile spirits.

It also contains advanced rules for magic traditions and groups, initiation and metamagic, enchanting, and

new spells and adept powers. Street Magic contains everything the

players and gamemasters need for magic

in Shadowrun.

©2006-2008 WizKids, Inc. All rights reserved. Street Magic, Shadowrun and WK Games is a registered trademark and/or trademark of WizKids, Inc. in the United States and/or other countries. Used under license. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.

WEBSITE: CATALYSTGAMELABS.COM

Under License From

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Jackpoint Login 5The Awakened World 6 Magic in Daily Life 8 Popular Beliefs and Media- Fueled Misconceptions 8 Myth vs. Reality 9 The Magical Child: Growing Up Awakened 11 Magic and Education 12 Magic and the Law 13 Th e Other Side 14 Magic and Religion 14 Christianity 15 Eastern Religions 15 Islam 15 Judaism 16 Neo-Paganism 16 New Religions 16 Magic and the Corps 16 Corporate Mojo 16 Th e Big Players 17 Small but Mighty 17 Magic in the Shadows 19The Awakened Character 20 Creating an Awakened Character 22 Metatype 22 Attributes 22 Skills 22 Qualities 23 Magic and Technology 23 New Awakened Skills 24 Arcana (Logic) 24 Enchanting (Magic) 24 New Awakened Qualities 24 Positive Qualities 24 Negative Qualities 26

Advanced Magic Rules 28 Material Links 28 Sympathetic Links 29 Acquiring Geasa During Play 30 Tweaking the Rules 31Paths of Magic 32 The Many Paradigms of Magic 34 Th e Practice of Magic 34 Possession-Based Traditions 34 Faith, Belief, and Magic 34 Alternate Magical Traditions 35 Th e Aboriginal Tradition 35 Th e Aztec Tradition 35 Black Magic 36 Th e Buddhist Tradition 36 Chaos Magic 37 Christian Th eurgy 37 Th e Druidic Tradition 38 Th e Hindu Tradition 38 Th e Islamic Tradition 39 Th e Norse Tradition 39 Th e Path of the Wheel 40 Th e Qabbalistic Tradition 40 Th e Shinto Tradition 41 Traditional or Hedge Witchcraft 41 Th e Voodoo Tradition 42 Th e Wiccan Tradition 42 Th e Wuxing Tradition 43 Th e Zoroastrian Tradition 43 Paths of the Adept 44 Th e Athlete’s Way 44 Th e Warrior’s Way 44 Th e Invisible Way 45 Th e Shamanic Way 45 Th e Speaker’s Way 45 Magical Oddities 45

Psionics 45 Miracles 46 Madness 46 Building a Magical Tradition 46 Step 1: Concept 46 Step 2: Spirits 47 Step 3: Drain 47 Step 4: Rounding Out 47Initiation & Metamagic 48 Initiation 50 Beyond the Doors of Perception 50 Group Initiation 50 Th e Initiation Rite 50 Initiatory Ordeals 50 Metamagic 52 Learning Metamagic 52 New Metamagic 52 Advanced Metamagic 58Magical Groups 62 Social Circles 64 The Magical Group 64 Purpose 64 Customs 64 Th e Group Bond 65 Individual Strictures 66 Group Strictures 67 Group Benefi ts 67 Group Resources and Dues 68 Patrons 68 Finding a Group 68 Joining a Group 69 Founding a Group 69 Creating a Group 69 Sample Magical Groups 69 Bear Doctor Society 69 Benandanti XXV 70

. . . TABLE OF CONTENTS . . .

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TABLE OF CONTENTS . . . . . . . . . . . . . . . . . . . . . . . . .

3Street Magic

Brotherhood of the Iron Crescent 70 Dead Warlocks 70 Gladio 71 Hermetic Order of the Auric Aurora 72 Illuminates of the New Dawn 72 Jamil Islamyah 72 MCT Research Unit 13 73 Mystic Crusaders 73 Pathfi nders 73 Th e Rat Pack 74 Sisterhood of Ariadne 74 Sons of Th under & Sea 74Magical Goods 75 The Ins and Outs of Talismongering 76 Doing Business 76 Inside the Alchemist’s Lab 78 Game Information 79 Enchanting 101 79 Enchanting Tools 79 Getting the Goods 79 Practical Alchemy 81 Artifi cing 82 Advanced Foci 84 Vessel Preparation 86 Unique Enchantments 87Spirits of the Sixth World 89 The Nature of Spirits 90 On the Intellect of Spirits 90 On the Forms of Spirits 90 Free Spirits 92 Wild and Aberrant Spirits 93 New Spirit Rules 94 Astral Movement 94 Disruption 94 Long-Term Binding 94 Spirit Combat 94 Spirit Services 94 Spirits and Edge 95 Spirits and Vessels 95 Spotting Spirits 95 New Spirits 96 New Spirit Powers 98 Ally Spirits 103 Conjuring an Ally 103 Ally Spirit Abilities 105 Enhancing an Ally 105 Losing an Ally Spirit 105 Free Spirits 106 Born Free 106 True Names 107 Free Spirits and Karma 107 Binding a Free Spirit 108 Spirit Pacts 108 Banishing a Free Spirit 109

Free Spirit Powers 109 Greater Powers 110 Wild Spirits 110Astral Space & the Metaplanes 111 The Mirror World 112 Astral Topography 112 Th e Living Earth 114 Astral Phenomena 115 Alchera 115 Astral Shallows 116 Astral Rift s 116 The Nature of Mana 117 Background Count 117 Mana Anomalies 119 Astral Security 122 Wards 123 Wards with a Twist 125 Tools of the Trade 126 The Metaplanes 128 Worlds beyond Possibility 128 Metaplanar Quests 130 Goals of a Metaplanar Quest 131Magical Threats 134 Things that Go Bump in the Night 136 Using Th reats 136 The Dark Paths 136 Th e Darkness Within 137 Paths of the Twisted and Corrupted 137 Twisted Agendas 137 Twisted Adepts 139 Blood Magic 139 Toxic Magic 141 Th e Toxic Path 141 Toxic Agendas 141 Toxic Mentor Spirits 142 Toxic Metamagic 143 Toxic Spirits 144 Toxic Spirit Powers 146 Shadows Spirits 146 Shadow Spirit Types 147 Extraplanar Menaces 148 Evanescence (Weakness) 148 Insect Spirits 149 Hive Insect Spirits 150 Solitary Insect Spirits 151 Insect Spirit Types 152 Queen and Mother Spirits 153 Insect Spirit Powers 154 Th e Shedim 155Grimoire 156 Spell Design 158 Spell Formulae 158 Designing New Spells 159 New Spells 164

Combat Spells 164 Detection Spells 165 Health Spells 169 Illusion Spells 170 Manipulation Spells 171 New Adept Powers 174 New Mentor Spirits 180 Mentor Spirit Archetypes 180 Th e Many Faces of Mentor Spirits 183

Sidebars Magic-Related Urban Legends 11 Magical Terms & Slang 12 Tweaking the Rules 31 Sense Link Power 54 A Note on Attuning Animals 54 Metamagic Techniques 55 Anchoring Trigger Conditions 60 Optional Rule: Aid Enchanting 79 Magical Goods Form and Function 82 Magical Compounds in Your Campaign 88 Spirit Appearance 96 Inhabitation Merges 100 Possession and Vessels 102 A Quick Aside About Mana 112 On Location: Th e Deep Lacuna 116 On Location: Th e Watergate Rift 117 Flexible Aspect 119 On Location: Crater Lake 120 Domain Examples 121 On Location: Cermak Blast Zone 122 On Location: Th e Maya Cloud 124 Metaplanar Gazetteer: Crystalwell 128 Metaplanar Gazetteer: Emergence Lake 130 Metaplanar Gazetteer: Th e Hive 131 Friends in High Places 132 Th e Perception of Evil 136 Playing the Twisted 138 Radiation Elemental Damage 145 Toxic Spirit Quick Design 147 Th e Insect Tradition 149 Th e Limits of Sorcery 159 Unaware Resistance 162

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4Street Magic

TABL

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Elemental Eff ects 164 Spell Design Examples 167 Other Elemental Combat Spells 168

Credits: Street Magic

Writing: Lars Blumenstein, Rob Boyle, Robert Derie, Robyn King-Nitschke, Jason Levine, Jon Szeto, Peter Taylor, Frank TrollmanEditing: Rob Boyle, Jason Hardy, Michelle Lyons, Peter TaylorDevelopment: Rob Boyle, Robyn King-Nitschke, Peter TaylorArt Direction: Rob BoyleInterior Layout: Jason VargasCover Art: Michael KomarckCover Layout: Jason VargasIllustration: Abrar Ajmal, Ed Cox, Alex Draude, John Gravato, Fred Hooper, Th omas Rooney III, Mike Rooth, Anne Rouvin, Klaus Scherwinski, Chad Sergesketter, Mia SteingräberInspiration: Atari Teenage Riot and Muted Logic (dev-editing music)Shout-Outs: Steve Kenson—who wrote the magic rules in previous edi-tions and pumped a lot of his ideas into Shadowrun—deserves special thanks and credit. Similarly, Michelle & David Lyons deserve recognition, as they did the bulk of the hard work putting the SR4 magic rules together. We’d also like to thank Elissa Carey, Christian Lonsing, Heiko Oertel, Olivier Th ieffi ne, Malik Toms, and Costan Sequeiros for additional input. Finally, Jason Levine gets a big cheer for step-ping up to bat on short notice. Playtesters: Steppen Adams, Natalie Aked, Rob Aked, Yassil Benamer, Joseph Bohms, Anthony Bruno, Th ibaut Carloz, John Dunn, Frederic Duwavran, Ortwin Escher, Torsten Germer, Rene Hess, Jochen Hinderks, Martin Janssen, Daniel Juhnke, Matthias Kleen, Brian Leist, Peter Leitch, Matt Marques, Chris Maxfi eld, Margarete Muhle, Jon Naughton, Maxime Noël, Fabien Pérès, Fiona Petiet, Th omas Rataud, Helge Saathoff , Geoff Skellams, Mark Somers, Olivier Th ieffi ne, Martijn Weezepoel, Jakko Westerbeke, Jason Wortman

Copyright© 2006-2008 WizKids Inc. All Rights Reserved. Shadowrun, Street Magic, Matrix, and WK Games are registered trade-marks and/or trademarks of WizKids, Inc. in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior per-mission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Printed in Canada.

Second Printing, corrected, by Catalyst Game Labs,

an imprint of InMediaRes Productions, LLC PMB 202 • 303 - 91st Ave. NE, G-701

Lake Stevens, WA 98258

Find us online:[email protected] (Shadowrun questions)http://www.shadowrun4.com (offi cial Shadowrun website)http://www.catalystgamelabs.com (Catalyst Game Labs website)http://www.wizkidsgames.com (WizKids website)http://www.battlecorps.com/catalog (online Catalyst/Shadowrun orders)http://delicious.com/shadowrun (cool links)http://www.dumpshock.com (Shadowrun fan forum)

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Connecting JackPoint VPN …… Matrix Access ID Spoofed.… Encryption Keys Generated.… Connected to Onion Routers.> Login****************************> Enter Passcode****************************… Biometric Scan Confi rmed.Connected to <ERROR: NODE UNKNOWN>“ Disbelief in magic can force a poor soul into believing in government and business.”

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Top News Items* Gaeatronics is denying reports that sabotage was the cause of a power outage that struck parts

of Seattle and the Salish-Shidhe for several hours last week. Other sources indicate the clean energy corp has doubled security around its new geothermal taps in the Olympic peninsula. Link.

* The great dragon Rhonabwy signed a contract with Evo’s MetaMatrix to publish a new daily music review blog, “Soothing the Savage Beast.” Link.

* Yet another researcher has died in an attempt to explore the “Dunkelzahn Rift” in Washington, DC. Doctor Miguel Echavarria astrally entered the rift in a bid to claim a Draco Foundation prize yesterday, confi dent that he had devised a “fool-proof” way to return to his body. Several hours later, when he failed to return, his body entered a coma; he was pro-nounced dead this morning. Link.

* Russian offi cials have been indicted in the cover-up of a missing fl oating atomic power plant. According to reports, the vessel carrying the reactor has been missing for “well over a year,” spur-ring outrage among environmentalists who fear this may lead to a “fl oating Chernobyl.” Link.

* There’s a buzz brewing in the Nexus over some new secret research project cooked up be-tween Manadyne and Mangadyne. What do a magic research outfi t and a Matrix design and security corp have in common? Link.

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Posts/Files tagged with “Street Magic”:

* The Awakened World* Magical Goods* Spirits of the Sixth World[More]

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