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.
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
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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.
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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)
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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.
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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.
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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
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 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)
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 Type | What It Does | Bonding Cost |
|---|---|---|
| Power Focus | Adds dice to any Magic Test (Magic Pool effectively grows). The crown jewel of foci. | 3 Karma × Force |
| Spell Focus | Adds dice to Sorcery Tests for one specific spell or spell category. | 1–2 Karma × Force |
| Spirit Focus | Adds dice to Conjuring Tests for one type of spirit. | 1 Karma × Force |
| Weapon Focus | A 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 Lock | Holds 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.
- 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.
- 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.