▰▰▰▱ SHADOWRUNUNOFFICIAL // 2057 / CHARACTER GENESIS
Magic

Magic Mechanics

How magic actually plays at the table — casting, Drain, Spell Defense, Conjuring spirits, Foci, Ritual Sorcery, Astral Space, and (briefly) Initiation. Sources: SR2 core Magic chapter pp. 118–169, with Grimoire 2nd Edition for Initiation / Metamagic.

// HOW THIS PAGE FITS

Magic Traditions covers who you are. Spells Index and Adept Powers cover what tools you have. This page covers how the tools work at the table — the test sequence for a cast, the Drain math, summoning a spirit, bonding a focus, projecting astrally. Glossary entries are linked where helpful.

// CASTING A SPELL — THE SEQUENCE

  1. 01

    Choose Force

    Pick a Force from 1 up to the spell's purchased Force rating (chargen cap = 6, raise later with Karma). Force feeds Power, drain TN, and any other Force-scaled effects. See the Spells Index "Force — How It Works" callout for the trade-off.

  2. 02

    Spell Success Test

    Roll Sorcery dice + allocated Magic Pool dice against a base Target Number determined by spell category, range, visibility, and circumstance modifiers. Successes are the spell's "raw power." (SR2 p. 131)

  3. 03

    Target's Resistance Test

    Target rolls against the spell. Physical spells: Body. Mana spells: Willpower. Illusions: Willpower to disbelieve. Manipulations: Object Resistance (objects) or the relevant Attribute (living targets). TN = spell's Force.

  4. 04

    Net Successes → Result

    Caster successes − target successes = the spell's effective magnitude. For damage spells, net successes "stage" the Damage Level upward (or downward if the target wins). For other spells, net successes set magnitude, duration, or scale.

  5. 05

    Drain Resistance Test

    The caster rolls Drain — see the next section. Drain is paid regardless of whether the spell succeeded.

// DRAIN — THE COST OF CASTING

// THE RULE IN ONE LINE

Roll Willpower (+ allocated Magic Pool) vs the spell's Drain TN (the bracketed portion of the drain code, e.g. [(F/2)+1]M → Drain TN = (F ÷ 2) + 1). Every 2 successes reduces the Drain Damage Level by one step (D → S → M → L → none). (SR2 p. 132)

Drain Damage Level
The trailing letter of the drain code (L / M / S / D) — same as the spell's damage level. Caster takes that level unless successes reduce it.
Drain Damage Type
Mana spells deal Stun Drain. Physical spells deal Physical Drain. Stun heals fast, Physical heals slow — Physical Drain is what kills mages.
Force > Magic Rating
If you cast at a Force higher than your Magic Rating, the Drain becomes PHYSICAL regardless of spell type. This is the major risk: a Magic 4 mage casting Force 6 Manabolt takes Physical Drain instead of Stun. Mages avoid over-casting for this reason.
Reducing Drain
Allocate Magic Pool dice to the Drain Test. Centering Skill rolls can soak additional levels. Enhanced Centering (adept power) lets non-physical skills serve as Centering. Initiated mages may have Centering as a metamagic technique (see below).

// SPELL DEFENSE

A magician with a clear view of an ally can spend Magic Pool dice as Spell Defense — bolstering the ally's resistance against incoming spells.

How it works
The defender allocates Magic Pool dice in advance. When an enemy spell hits a protected ally, those dice are added to the ally's Resistance Test. Allocated dice are spent regardless of whether they fired. (SR2 p. 131-132)
View requirement
The defender must be able to see the area being defended — naturally, through a window, or via a sustained Detect spell. Cannot defend from blind cover.
Magic Pool refreshes
Each new turn, Magic Pool refills. A defender can keep up Spell Defense indefinitely — at the cost of having those Magic Pool dice unavailable for the defender's own casts.

// CONJURING — SUMMONING SPIRITS

Both traditions summon spirits but call different beings in different ways.

HERMETIC: ELEMENTALS

Hermetic mage works inside a Hermetic Circle, calls one of four Elementals (Fire / Water / Earth / Air).

  • Test: Conjuring + Magic Pool dice vs TN = Force.
  • Services: Each success on the Conjuring Test = 1 service the elemental owes.
  • Mobility: Elemental serves the mage anywhere — not bound to a domain.
  • Drain: Resolved as a normal Drain Resistance Test. Conjuring drain is brutal at high Force.
  • Bound elementals can be locked into materials for later use; otherwise they vanish after services run out.

(SR2 p. 150)

SHAMANIC: NATURE SPIRITS

Shaman calls a spirit in its home domain (City, Forest, Mountain, Sea, Sky, etc.). Out of domain = no spirit.

  • Test: Conjuring Skill + Magic Pool vs TN = spirit's Force. Charisma dice contribute to the Drain Resistance Test.
  • Services: Each success on the Conjuring Test = 1 service.
  • Geography matters: Spirit vanishes if drawn from its domain. A City spirit dragged into a forest disappears.
  • Daily limits: Most nature spirits also fade at sunrise / sunset depending on type.
  • Drain: Each 2 successes on the Drain Test reduces drain by one level (same rule as spell drain).

(SR2 p. 149)

// COMMON SPIRIT SERVICES

Combat
Spirit fights a designated enemy until defeated, the spirit is destroyed, or the service ends.
Reconnaissance
Spirit scouts an area or follows a target and reports back.
Concealment / Confusion
Spirit uses its inherent magical Powers (Concealment, Confusion, etc.) to misdirect enemies.
Movement / Transport
Spirit carries the summoner or an object, performs lifting, opens / closes terrain.
Astral Guard
Spirit stays in astral space and watches for incoming astral threats — alerting the summoner if anything approaches.
Spirit Form
Many spirits have Astral Form (default), Manifest Form (visible in the physical world), and Remote Service modes. See SR2 p. 152 for the spirit-form table.

Banishing: Opposed Conjuring (or Charisma for shamans) vs the spirit's Force. Net successes equal services used up from the spirit's remaining stock. Spirits banished to zero services vanish. (SR2 p. 153)

// FOCI & BONDING

Foci are magical items that augment a magician's effective Magic. Each focus must be bonded by paying its Karma cost, and its Force determines how powerful it is.

Focus TypeWhat It DoesBonding Cost
Power FocusAdds dice to any Magic Test (Magic Pool effectively grows). The crown jewel of foci.3 Karma × Force
Spell FocusAdds dice to Sorcery Tests for one specific spell or spell category.1–2 Karma × Force
Spirit FocusAdds dice to Conjuring Tests for one type of spirit.1 Karma × Force
Weapon FocusA bonded melee weapon counts as a magical weapon (affects critters with Immunity to Normal Weapons) and adds dice to the wielder's attack.2 Karma × Force
Spell LockHolds a sustained spell active without the caster having to maintain it. The locked spell is "live" as long as the lock is held.1 Karma × Force

Bonding costs above are approximate — verify against SR2 p. 147 and the Magical Equipment table (p. 263) for exact values. Bonding requires Karma and the focus's nuyen price.

Bonding constraint
A focus is bonded to one magician. Another mage holding it gets no benefit. Re-bonding to a new mage requires the original to release it (or be dead).
Foci at chargen
The chargen Force-Points pool pays both the monetary cost and the Karma bonding cost — see Step 7 on the 10-Step Process. So a Force-1 Power Focus costs 3 FP to bond plus its nuyen price.
Adepts and foci
Adepts can bond Power Foci (adds dice to Magic-related rolls, including extra Power Points effectively) and Weapon Foci. They cannot use Spell Foci — no Sorcery.

// RITUAL SORCERY

Group spellcasting over time — used to reach targets a single mage couldn't dream of touching with a normal cast.

Participants
Multiple magicians of compatible tradition work together. Hermetic ritual circles cast as a team; shaman circles use shared totem rituals.
Material Link
Required. A piece of the target — hair, blood, a recent photograph, or a personal possession. The link tightens the spell's reach. Stronger link = better TN.
Time scale
Hours to weeks of focused work. Each tick, the participants roll a Ritual Sorcery Test; successes accumulate toward a target threshold.
Range
Effectively global with a strong material link. Can cross continents.
Defending
A target who suspects a ritual can use the same material link in reverse to trace and counter-strike. Wards and Masking metamagic complicate this.

Full rules: SR2 p. 143–146.

// ASTRAL SPACE

The metaphysical layer overlapping the material world. Magicians see and travel through it; mundane characters can't perceive it at all.

Astral Perception
Mage toggles on astral sight as a Simple Action. Sees magical effects, auras, foci, spells, spirits. Body stays in the physical world — half-foot-in-each. Adepts with Astral Perception power can do this too. (SR2 p. 155)
Astral Projection
Full magicians only. Mage leaves their body, projecting as astral form. The body is helpless / comatose during. Astral form travels at supernatural speeds, ignores walls, can't interact with physical objects, and ends if the silver cord is severed (rare).
Astral Combat
Resolved as opposed tests using Willpower (and Charisma for shamans) plus magical attributes. Damage on the astral form translates to physical Stun / Physical when the mage returns to body. Weapon Foci work astrally; mundane weapons don't.
Astral Tracking
Recent spellcasting leaves an astral signature for hours afterward. An astral tracker can read it, identify the caster's aura, and follow the trail. Masking metamagic counters this. (SR2 p. 159)
Wards & Barriers
Mana Barrier spells and bonded wards block astral movement. Ramming through requires opposed Force tests; corp facilities and dragon lairs typically have layered wards.

// INITIATION & METAMAGIC (Grimoire 2e)

Past chargen, magicians can initiate — undergoing magical training that unlocks metamagic techniques. Each initiation level costs Karma; each level grants one metamagic technique.

// METAMAGIC TECHNIQUES — SAMPLE LIST
  • Centering — Use a chosen Centering Skill (Music, Tai Chi, Dance, etc.) to reduce Drain damage.
  • Anchoring — Lock a sustained spell into a physical object, freeing the caster to walk away.
  • Quickening — Permanently embed a spell into a person or object at a Karma cost.
  • Masking — Hide the mage's astral signature so they don't read as a magician.
  • Shielding — Improved Spell Defense; protects the mage's aura against probing.
  • Cleansing — Purify magical taint (background count, dark mana) from a place or object.
  • Reflecting — Bounce an incoming spell back at the caster (limited charges).
  • Divining — Scry future events; effectively magical clairvoyance + clairaudience extended.

Full Initiation rules and the complete Metamagic catalogue are in Grimoire 2nd Edition (FASA7903), pp. 62–75 approximately. Costs and unlock requirements vary; verify against the book.

Initiation cost (Grimoire 2e): Roughly 3 × current Magic Rating × current Initiate Grade in Karma per grade — meaning it gets steadily more expensive. Some groups offer reduced costs through group oaths or specific ordeals. Initiation typically takes weeks of in-fiction time.

// CAVEATS & FLAGS
  • Conjuring rules I've described here are SR2 core's standard summoning. Grimoire 2e expands these with shaman / hermetic differences, alternate spirit types, and conjuring foci.
  • Initiation / Metamagic costs and the full technique list are Grimoire 2e content — verify before applying at the table.
  • Astral combat is a deep topic. The summary here covers the basics; the full SR2 rules span pp. 155–159, and Grimoire 2e adds initiate-only options.
  • Foci bonding values are approximate. The Magical Equipment Table (SR2 p. 263) has the authoritative numbers per type and rating.