Section.8 Magic
Shadowrun Magic has some fairly weird roots. As game magic systems are measured, it's shockingly coherent. I would say that it is the
most coherent of
any game, but I'm sure some asshole would bring up some indie title I've never heard of or a minor GURPS implementation no one cares about or something as a counter example. And apparently this is because the original Magic system was designed by at least some people who
believed in magic. And unlike
Mage, which can boast a similar claim, it wasn't written by asshole solipsists. And so the foundation of
how magic worked and
what it could do was hammered down with remarkable clarity back in 1989. There have been entire books dedicated to expanding magic and writing new rules and making it do new things, and these books were written for four different editions and there was new magic crap introduced in setting books and adventures and event books and even
cyberware catalogs, and through it all Magic in Shadowrun has stayed remarkably close to its roots.
The mechanics of course change with the editions and expansion material is certainly added. A 4th edition player in 2009 giving the short hand of their Mystic Adept of a Possession tradition to a 1st edition player Shadowrun player from twenty years earlier would certainly
initially draw a blank stare. But if you got into the deeper metaphysics of it all and explained what you were doing with Magic in order to have the powers you have, a player who had only read the big blue book from 1989 would still be able to nod their head and understand, because the fundamentals of how this shit works really haven't changed much in the last quarter century.
Which is not to say that Shadowrun doesn't have gray areas or genuine incremental change. They certainly did! Earlier editions had a concept of “grounding” which has been tossed, and AncientHistory and I have had a particularly heated argument over whether you could meaningfully enchant a laser and whether you could kill an astral spirit by running them over with a dual natured schoolbus. But the fact remains that we could have that kind of argument
at all because magic was well enough defined for it to be plausible that there was actually a “right answer.” When you compare it to questions of what “arcane magic” is capable of in Dungeons & Dragons, there's no comparison at all.
Now while Shadowrun's vision for how magic works is remarkably
clear, that doesn't mean that it is without problems. Magic operates on a “chosen one” basis: either you're magic or you're not. And the magic that you do uses mana that you personally channel. And this means that other people's magic is basically worthless to you. This fit with the original vision of personal will working, and distanced the game from D&D's santa sack of magic bling. Player characters
do not cover themselves with magic rings and elvish cloaks and shit, it just doesn't happen. It
can't happen. If you don't power a ring with your personal power juice, it won't do anything for you. And if you're one of the 99% who don't have any personal power juice, then nothing magical you'll ever find will ever do you any good. Needless to say, this is kind of lame, especially for a game about stealing shit. If magic items are personal, what exactly is the point of stealing anyone else's magic items? Shadowrun never had a particularly good answer for that.
In Shadowrun, you basically don't get one of these.
One of the great paradoxes of Shadowrun has been the ever receding “Now.” In 1989, the game was set in 2050 and every year after that, a year was supposed to pass. There was some time fuckups around 4th edition where there was a time skip and then time stood still for a few years when the production schedule fell behind, but now 5th edition is set in 2075 and until they fuck up the production schedule again we're back on target. Shadowrun is always
five minutes 61 years in the future. But just as 25 years have passed for me since I first read the big blue book, 25 years have passed for the world of Shadowrun as well. Indeed, 25 years have passed
in the world of Shadowrun. Which means that certain things that were said to be happening or about to happen in the original book should be old hat. This book still talks about Concrete Dreams, the band that they spent all that time wanking to in
Shadowbeat, but for fuck's sake: that band was being played on Oldies Stations two editions ago. And so this chapter tries to update things a bit by talking about how there are now second and third generation mages. Um.... no.
The Awakening was in 2011, and it's supposed to be 2075 now. So when you meet some up and coming Sabrina “now,” remember that her mother was born in 2038 (and was thus one of the street kids running around in the background of a 2050 street scene, but I digress). Her
grandmother was born in 2018, meaning that her
great grandmother was actually a junior high schooler when the Awakening happened, and her
great great grandmother was actually a regular adult and felt the first stirrings of magic while driving her children to soccer practice. Her
great-great-great-grandmother was only 52 when the Awakening hit, and may well have learned some magic before dying of heart disease in 2035, tragically just a year short of seeing Sabrina's grandmother getting married. This book seems to think it's being edgy and transgressive talking about third generation mages, but really we should be talking about
sixth generation mages. Fuck, Orks can have kids at 12, we could seriously be talking about
ninth generation mages, and in the shittier parts of the world we probably should be. Now that probably sounds like a somewhat pointless nit to pick, but it's part of a larger problem: the fundamental unwillingness to actually allow the “mana levels are rising” plotline to actually move forward. Back in first edition we were assured that only one percent of the population of the world was magically active but that it was growing fast. Then in 2nd edition we were assured that... only one percent of the population was magically active but that it was growing fast. And then in 3rd edition we were told... well you can fucking guess at this point. It was an amazing uphill battle for me to get a citation into a 4th edition book that actually said that the percentage of magically active people had actually grown in the 20 years since the big blue book came out. There was an incredible amount of pushback even then. Now the 5th edition book doesn't bother giving a number for how many people are magically active. Numbers are not a thing this book is comfortable with. But I think it's telling that even though the characters we played in 1st edition have not only settled down and had children, but that
their children have settled down to have kids of their own – this book is still talking about 3rd and even 2nd generation magicians. Honestly, this goes way beyond insistence that 2050s slang is still cool.
But we should talk about mechanics, and for that we're going to start with the concepts of Force and Drain. Pretty much everything magical has a Force rating, which is a measure of how powerful it is. Higher Force spells, spirits, magic items, wards, and effects are more powerful than lower Force versions of the same thing. Force is a
relative measure of power, not an
absolute one. A Force 4 Hellblast was bigger than a Force 4 Fireball, a Force 4 Power Focus was bigger than a Force 4 Spirit Focus. But within each effect, higher Forces meant they were more powerful. But higher Force generally also comes with higher Drain. Channeling mana to cast spells and summon spirits and what have you is taxing on the body and mind in Shadowrun. And when you use a bigger magical effect, the Drain is likely to be higher as well. If you channel an effect that is big enough, Drain can be serious enough that you can actually die (although players don't tend to push things that far for obvious reasons). The relationship between Force and Drain is somewhat dependent on what kind of thing you're casting/summoning/enchanting/whatever. Each spell or other effect has an equation for determining what the Drain code is, and Force factors into that equation. But you're still looking at a situation where casting a Force 3 Improved Invisibility has a higher Drain than a Force 3 regular Invisibility, because the base equation is different. The actual equations have changed considerably between editions (generally speaking getting simpler each time), but really none of them have been all that complicated. And crucially, they've been pretty recognizable from edition to edition. A 1st edition player would not be confused by what they were looking at if they saw the drain codes on the spell lists of 2nd, 3rd, or 4th edition (although the expression is considerable shorter in 4th than in 1st).
Now what things being higher Force actually
did was fairly up in the air. For Spirits it was easy, it raised their stats. For Magic Items, it was
mostly pretty simple in that almost all magic items were just boring boosters to your magic dicepools and the Force set how big of a bonus that was. But for most of the editions of the game, the myriad spells had no fixed relationship with their Force and their effects. Powergamers would talk about “Force Dependent Spells” that you wanted to cast at high Force, as opposed to spells that got something shitty like “being marginally harder to dispel” or something that you might as well cast at low Force. Shadowrun 4 finally standardized what Force did for spells: it set the 5th edition style Limit for the casting test. Now I'm not drawing an
analogy or saying that 4th edition's spell Force effects were
similar to SR5's limits, I'm saying that it was
exactly the same mechanic. The Fifth Edition developer literally and specifically said that they were expanding that exact mechanic to everything in order to make the Limits. The ironic thing of course, is the in 4th edition, Spell Force Hit Limits were a
good thing. Because all the things that are weird and idiosyncratic when your limits are set by how long of a barrel your gun has are quite appropriate when your limit is being set by how powerful a spell you have. If you're making an opposed roll, it's because someone is trying to stop your spell from working and then you want to pump more Force into it. If you want to accomplish a big task that has a high threshold, you need to pump more Force into it. If you're reeling from penalties because you're injured and drugged out your ass, then maybe you should conserve your strength and cast spells at low Force because you aren't going to benefit from a big Force anyway. It
makes sense in a way all the extra limits 5th edition added really don't.
And yes, as some people have already mentioned, 5th edition decided to add the Force Hit limits to magical die rolls other than spellcasting. Which means that limits kick in super hard on conjuring, which is an opposed test so you want a high limit. So it's really hard to summon ginormous elementals because they have high dice pools opposing you, but it's also really hard to summon very tiny elementals because the limits are really harsh and the designers of fifth edition have no idea what they are doing. They thought that because it worked and was cool for spells that it could automatically be applied to everything else.
Shadowrun has an entire plane of existence called the Astral Plane. There's very little of interest there, but things on our plane of existence are visible but not solid. Magicians can all have their physical body go inert while they send out an astral body that can move around at the speed of thought. The speed of thought varies somewhat from edition to edition but it tends to be about a thousand kilometers an hour if you engage hyperdrive (not actually called that) and more like a bird than a plane if you don't. Mages can also use “astral perception” where they are still walking around as normal people but they also extend onto the Astral. This is an extraordinary ability and one of the defining powers of a Shadowrun mage. Since things look different on the Astral and you can poke your head through walls, magicians are a
huge source of information for the team. SR5 gives people an Astral Limit which is basically just their highest Limit, which in turn is a whole lot like not even having Limits.
Sorcery has an explicit list of things it can't do and an implicit list of things it can do. With a few bumps in the road here and there, those lists haven't really changed in 25 years. When a new spell gets printed in
any edition that causes controversy for being outside the guidelines, players from
every edition can weigh in on the debate that follows and make cogent points because that aspect of the canon is largely the same as when Paul Hume was ranting in the late 80s. Sorcery basically follows the Law of Contagion from real-life sympathetic magic traditions, with the additional caveat that things the caster can currently see are essentially connected in an immediate enough way that you can channel mana into them in a split second timeframe. This means that people can cast spells on things in their immediate vicinity at speeds relevent to gun fights, or they can sit around for hours mucking about with locks of hair and voodoo dolls and shit. For obvious reasons, players have historically almost exclusively
used the former while living in genuine
fear of the latter. There was a modest rules clusterfuck with dicepool calculation and targeting that made ritual sorcery fairly useless in 4th edition, but the fluff remained essentially unchanged – and since player characters hardly ever used ritual sorcery themselves, the psychological effects of players wanting to purge blood stains lest corporate thaumaturgists murder them in their sleep remained for some time. SR5 scraps that shit and introduces actual ritual spell lists of special things you can do with ritual magic to try to make it more appealing. I'm not opposed to this in principle, but magic only has a handful of rules and the rituals in this short ass list still manage to violate like half of them. Sorcery not being able to think for itself is a pretty fucking important foundation of how Shadowrun magic works, and these assholes wrote a ritual that makes inanimate objects into intelligent homunculi. I'm all in favor of slaughtering sacred cows left right and center, but that's a very large cow to murder for no apparent advantage.
Regular spells get their time in the sun in this book as well. The first thing you notice when opening the spells section is that direct combat spells no longer do damage. The basic “I kill you” spell for the last 25 years has been “Mana Bolt” and now it does a number of wound boxes equal to your net hits. This is an amount of damage so small that it is actually laughable. It is literally impossible for me to believe that that actually got playtested at any point, because there is absolutely no way that playtesters would report being satisfied with doing 2 boxes of damage to enemies who have ten health boxes or more and risking Drain to do it. There's just no fucking way. None of the other changes look like they were playtested at all either. The somehow managed to make Illusions not make any sense. Shadowrun is historically one of the very few games where Illusions don't create giant arguments, because they do very explicit things and also are simply allowed to be extremely powerful. But in SR5 they've sort of failed to explain who gets to resist Illusions and when, and I genuinely don't know how it's supposed to work anymore. Fuck this book.
Spirits are ridiculously powerful. Always have been. They live on the Astral Plane and project into the physical world. Which as you recall from the whole Astral Projection deal means that they can go places at airplane speed, phase through solid walls, and are literally 100% immune to physical attacks of just about everyone until they choose to take physical form. They can follow you around all day taunting you until you pass out from fatigue and only then materialize and murder you in your sleep. Even when they take physical form, they have very high stats, formiddable magic powers, and are still
nearly immune to physical weaponry. Still, Shadowrun has historically had hands down the best conjuring system in any game. You conjure spirits and you get a number of services from them, and this all seems to work much much better than any of the planar binding bullshit in any other game I've ever seen or heard of. The whole limits thing has made actually conjuring spirits totally fucked, but the actual spirit command rules are pretty much still solid. Indeed, credit where credit is due: Spirits have most attributes equal to their Force, which gets crazy really fast, but in 4th edition they introduced the Edge stat, which at stat == Force got
Really crazy. In 5th edition they cut Spirit Edge to Force/2. We are on page 303 and I have found a change which is individually good.
I haven't gotten to Adepts, Enchanting, “Reagents,” or Foci... but I have gotten over three thousand words. Magic is just going to have to be two posts.