Magic

Magic works differently in the Sixth world compared to the standard Savage Worlds rules.

ARCANE BACKGROUNDS

There are two major ways to be awakened in the sixth world: Adepts (and their subset, Mystical Adepts), and
Magicians.
In a nutshell, Adepts use their powers on themselves as a free action, whereas a Magician use their powers on the
world as an Action.

ADEPTS
Starting Powers – 3
Adepts are awakened characters who instead of
manipulating the world around them using their gifts,
have turned their magic inwards. Adepts are often able
to perform seemingly superhuman feats of strength or
skill, and to most Adepts using their powers is a
second nature.
Adept powers are activated without any rolls as a free
action, unless noted otherwise in their description,
effectively “always on”. When a roll is needed,
Equillibrium is used and works like spellcasting. Unless
noted otherwise, Adept powers do not cause any
Drain.
Adepts, like other awakened characters, do not mesh
well with Cyberware. For each lost point of Essence
(rounded up), the Adept’s powers function as if the
Adept was a rank lower than normal. If this penalty
takes the Adept’s effective rank below Novice, the
Adept’s powers cease to exist, having been snuffed
out by technology.
Adepts are able to astrally perceive their immediate
surroundings, but cannot project their consciousness
in the same way that a Magician can. They use their
Equilibrium check to assense in this way.
Due to the introverted nature of the Adept’s power, an
Adept cannot learn more powers by using spell
formulae like the magicians. They must discover these
powers on their own, represented by the “Adept
Power” edge.

MAGICIANS
Starting Powers: None
Magicians are the primary spellcasters in the
Shadowrun universe. Since the awakening, numerous
magical traditions have emerged, and the general
consensus seems to be that if an awakened character
believes it works, it works. This means that a voodoo
Houngan/Mambo, a Wiccan sorceress and a hermetic
mage from the MITT University all manipulate the
same energies to different effects.
This means that every magician must choose their
own unique tradition. The most common traditions are
Hermetic mages and Shamans, at least in the western
world. However, any magical or religious tradition can
work if the character is awakened. Some traditions
have certain ethical stigmas against using some spells
or some trappings. This is up to the player who creates
the character to decide.
Magicians gain access to two new skills: Sorcery,
which is used to cast spells, and Conjuring, which is
used to control and manipulate spirits or elementals.
Also note that magicians do not automatically start out
knowing any spells. The magical potential must be
harnessed through practice, either by Formulae or
personal instruction. During character creation, it is
assumed that the Magician automatically learns any
spells purchased as Formulae. There is no need to
roll.

The major changes to spellcasting can be summed up as follows:
 There are no power points. The amount of spells a spellcaster can cast per day is practically unlimited.
 Drain. Each time a spellcaster casts a spell, they must roll to resist drain. Drain represents the physical
exertion inherent in manipulating the fabric of reality.
 There is no limit on what spells a character can cast. A novice character can, if they desire, pick a Veteran
spell and attempt to cast it. This will be very difficult and could very well kill the character.
CASTING SPELLS.
In order to cast a spell, the magician rolls a Sorcery check against a variable Target Number. This target number
depends on the rank of the spell relative to the rank of the magician. The Target Number starts at 4, and increases by
2 for each rank the spell is above the casters rank. This makes it easier for a high-rank character to cast spells in
general.
For a Novice character, the target number would increase as shown:
 Novice 0
 Seasoned +2
 Veteran +4
 Heroic +6
 Legendary +8
Spellcasters also take penalties for having a lowered essence. Essence is normally lowered by installing cyberware
into the body. Each lost point of essence confers a -1 penalty to spellcasting and checks to resist drain.
Once a spell has been attempted, regardless of whether it succeeded or not, the spellcaster has to resist Drain of a
rank equal to the spell being cast.
OVERCASTING
It is possible for a magician to stretch his capabilities and amp up his magic. This dangerous practice is known as
overcasting, and next to bullets, it is the most likely cause of death for the reckless magician.
By raising the rank of the spell in question, the spell can be stronger, or have additional effects. Check the individual
spells for overcasting options.
SUSTAINING SPELLS.
Many spells can be sustained indefinitely, such as Invisibility. A magician can sustain a number of spells equal to half
his or her magic attribute at a time. The magician must maintain some degree of concentration to do this, and incurs a
-1 penalty to all other actions for each spell maintained
If the magician is in a situation that could hinder concentration, the magician must make a smarts check or lose all
currently maintained spells, ending their effects immediately. Situations like these include, but are not limited to:
 Sudden movements, such as dropping prone or diving out of fire
 Being shot in his or her wiz-kid face.
 Shooting others in their wiz-kid faces.
 Grenades exploding nearby
 A flock of pigeons converging on the magicians face.
 Anything else that would disrupt concentration or require a significant amount of mental effort.

Many kinds of magical actions are very taxing on the character. After attempting these actions, the character must
resist the drain on the body, as magical energy courses through his or her body.
Drain comes in ranks, like characters. For each rank the spellcaster must resist one point of damage. If the rank of the
Drain is less than or equal to the rank of the character, the damage is Fatigue. If the Drain’s rank is above the
characters, the damage is Lethal.
Resisting Drain is like soaking wounds, only that Spirit is used instead of Vigor. The Wild Die is used as normal, and
bennies can be spent on this roll as well. If all the damage is resisted
completely, the Spellcaster is not even shaken.
For Example, a seasoned character resisting a novice Drain would have to
“soak” 1 point of fatigue damage. With a roll of 4 on the spirit die, the Drain is
resisted and the character can go on. Another example would be a novice
character resisting a seasoned Drain. This would entail “soaking” 2 points of
lethal damage, using spirit as above

IN SUMMARY

In short, when casting spells to impress friends and immolate people, you must:
1. Determine which spell to cast
2. Consider overcasting
3. Roll a Sorcery check, modified by essence loss and rank difference
4. Resist Drain
5. Sustain the spell, if applicable.

Spell Rank Damage to Resist
Novice 1
Seasoned 2
Veteran 3
Heroic 4
Legendary 5

ASTRAL SPACE
The Astral space is layer of reality that mundanes cannot perceive. Where the mundane world is viewed through
reflected light, the astral world is perceived through the force of two things: Mana and Auras.
Mana is the magic energy that flows through all living things, to some extent. It is Mana what the magician draws from
the world to either cast spells or conjure forth spirits. As such, a magician can always feel the state of the Mana in a
given area. Places of nature or worship feel pleasant and warm, whereas the city tastes metallic and feels cramped.
Mana cannot be seen, only sensed in other ways. Toxic Mana, which is found in areas of heavy pollution, feels very
unpleasant. The spirits here are in constant pain and the very Mana itself feels very unpleasant.
Auras are the main thing that stands out visually in the astral space. Every living thing has an aura, which reflects their
intent and worldview. This is seen as a glow, with colours representing the emotions related to each thing. Non-living
things that are significant to the people around them, such as love letters or a favourite gun, also stand out in this
space, even though they don’t have an aura. Everything else is grey and monochrome.
It is important to remember that light is not perceived normally, and thus reflections and refractions are not perceived
either. This means, in general terms, that glass is no longer transparent and mirrors no longer function as normal.
Both of these are just blank, opaque surfaces. This has gotten mages into trouble before, so be careful.
PERCEPTION AND PROJECTION
Magicians are able to project themselves to the astral
plane, soaring at the speed of thought through the
spirit world. Once they are in position, they can
assense their targets. They can also perceive the
astral plane in their immediate surroundings
Adepts can perceive, but not project, on the astral
plane. Rules are the same as for the Magician.
To perceive astrally, the character simply has to
concentrate for a moment to change their perception.
Doing this in combat is an Action. To “switch back” to
mundane perception is also an Action.
To project astrally, the character must roll a Sorcery
check at TN 6. A Magician can be active on the astral
plane for a number of hours equal to half their Sorcery
die (i.e. a D6 allows for 3 hours, D8 for 4 hours and so
on). This check is modified by essence loss, such as
that from Cyberware.
ASSENSING
Awakened characters can use their astral perception
to try to gain information on living targets by sensing
their aura. This is done by rolling a casting check vs.
the target’s Spirit check.
Failure- You can tell the health of the target in general
terms. You get an impression of the targets emotions
and whether they are mundane or awakened. You also

know if the target has cyberware implants and their
locations
Success-. You know what type of magical ability the
target possess. You also recognize the subjects aura if
you have seen it before (regardless of disguises or
surgeries). You can also gain a general knowledge of
afflictions to the target (diseases, poisons, etc.).
Raise- You know whether their magical aptitude is
lower, equal, or higher than yours. You also gain acute
knowledge of any sickness, disease, or poisons in the
target
Two Raises- You know if the target has any bioware
implants and the actual skill level of their magical
ability. You also know if the subject is a Technomancer
BARRIERS AND WARDS
Just as a magician can soar through astral space,
others naturally seek to prevent this from happening.
This is normally accomplished using barriers, such as
Wards or spells. Spells are detailed in the Street
Grimoire section. A barrier can either be astral,
physical or both (dual-natured).
A Ward is an astral barrier that persists even after the
magician who made it has stopped maintaining it. A
Ward has a rating between 4 and 8, which determines
the strength by which it deters intruders. A magician
can force themselves through a ward by rolling a
Sorcery check equal to that of the ward’s rating.

CONJURING SPIRITS
Whenever a magician wishes to bargain with or enslave spirits of the world, he employs the Conjuring skill. Every time
a Conjuring check is made, regardless of whether it succeeds or not, the mage must resist Novice Drain.
SUMMONING
Summoning is the act of creating or forcing a bond
between a magician and a spirit for a short period of
time.
In order to summon a spirit, the magician must be in
an environment that relates to the spirit. For example,
Spirits of Air can only be summoned in open areas,
where the sky is visible. When the magician is in a
suitable area, the summoning can begin.
To summon a spirit, the magician must make a
Conjuring check, opposed by a Spirit check by the
spirit that the mage is trying to summon. If the mage
succeeds, the spirit has been summon in the astral
world, and the magician can give the spirit one job,
plus one for each raise. Note that a spirit does not
automatically materialize in the physical world, since
this makes them vulnerable to attacks.
Summoning a spirit in combat is an Action. A
command can be given as part of that action. The spirit
acts on the magician’s initiative, and can begin fulfilling
the job on the magicians next turn. Whether the
summoning succeeds or not, the magician must resist
Drain equal to one, plus the number of successes and
raises from the Spirit’s roll.
A job is a reasonably sized task that can be worded in
a single sentence. Examples include “Materialize and
attack the guys shooting at me”, “Scout out the
building and tell me what you find” and “Watch my
target while I cast a ritual spell”. Jobs do not have to
be given right away. Until all the spirits’ jobs are
completed, the spirit will follow the magician around,
preferring to be in the astral space.
Once a spirit has completed the jobs, it will dissipate
into the astral world yet again and be free from bonds.
A spirit is also free once sunrise or sunset arrives,
whichever comes first. A spirit can be freed before it
has completed all its’ jobs.

BANISHING
Banishing is the act of weakening the bonds between
a magician and a spirit, freeing the spirit to return to
the astral realm.
To banish a spirit, it must first be assensed by the
banishing magician. This is unnecessary if the spirit is
materialized (and therefore obviously visible). Once
the spirit has been pinpointed, the banishing caster
rolls a Conjuration check, opposed by the spirits’ Spirit
check. For each success and raise, the number of jobs
the spirit has to complete is reduced by one. Again, the
magician must resist Drain equal to one, plus one for
each success and raise on the Spirit’s roll.
If the number of jobs reaches 0, the spirit breaks free
from its bonds. Unless the magician moves to summon
the spirit again on his or her next turn, the spirit will
disappear into the astral space. Banishing a spirit
during combat is considered an Action.
BINDING
A Magician or Shaman is able to bind a spirit to
become their servant. They must make an opposed
test of their Conjuring skill VS the Spirits Spirit die. If
Magician wins, they can call on the Spirit any time
without needing to roll to see if it is successful. They
can automatically give the Spirit three jobs to do and it
will carry those out and not disappear until complete
(even if it is past the sunset/sunrise). Binding a Spirit
takes a number of hours equal to the max number on
the creature’s Spirit die and an amount of magical
ingredients equal to 250 x the max number on the
creature’s Spirit die in Nuyen.
Spirits do not like being bound in this form of servitude.
Should the caster roll snake eyes during the attempt to
bind, the Spirit will attempt to kill them. In addition, if
the caster ever falls unconscious with their bound spirit
out, the creature will immediately attempt to kill them to
break the chains that bind them. The Magician can
only have one Spirit active at a time. They can
summon others as per the normal spell. For statistics
of Nature Spirits, see the appendices

Thanks to Made by Christoffer Krakou – chris.krakou@gmail.com for assisting me

Magic

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