[quote=stickman] BTW, what power do mages have actually? [/quote] [hider= Magic stuff pulled from the rulebook] Magic Use The use of magic largely revolves around the Magic-linked skills of the Sorcery and Conjuring skill groups, though Arcana and Enchanting are essential to round out the versatile magician. Sorcery Sorcery is the term used for manipulating spells in Shadowrun. Sorcery is a skill group composed of the Spellcasting, Ritual Spellcasting, and Counterspelling skills. Spellcasting When a magician casts a spell, the player first chooses the Force of the spell and then rolls her Spellcasting + Magic dice. Other sources of power (foci, spirit spellcasting aid) and Visibility modifiers (p. 136) may affect the dice pool. The success of a spell is measured by the number of hits attained on the test, though some spells may require a minimum number of hits before they work. Using Spellcasting requires a complex action. For more information on spellcasting, see p. 182. Ritual Spellcasting Ritual Spellcasting is the process of casting a spell over a longer duration, usually with a group of magicians. Ritual Spellcasting allows the magicians involved to cast a spell at a target they cannot see. Hits scored on a Ritual Spellcasting + Magic Test determine the success of a ritual spell. Additional magicians on the ritual team grant bonus dice to the Ritual Spellcasting Test. Ritual Spellcasting is a Complex Action that requires an extensive length of time to complete (as long as 12 hours). For more information, see p. 184. Counterspelling Counterspelling is used to interrupt other spells, either as they are being cast or while they are sustained. For spell defense, Counterspelling dice are added to each protected defender’s dice pool. When dispelling, a Counterspelling + Magic Opposed Test is made against the target spell’s Force + caster’s Magic, with net hits reducing the hits scored to cast the spell. For more information, see p. 185. Conjuring Conjuring is the skill group used to deal with spirits. The group is composed of the Summoning, Banishing, and Binding skills. Summoning The Summoning skill deals with the calling and commanding of spirits. When a magician summons a spirit, she first chooses the Force of the spirit she wishes to summon and then makes a Summoning + Magic Opposed Test against the spirit’s Force. Other sources of power (such as Summoning or power foci) may add to the summoner’s dice pool. Net hits scored determine the number of services that the spirit owes. The services of a summoned spirit remain only until sunrise or sunset, whichever comes first, unless the spirit is bound to the magician (see Binding, p. 188). Summoning is a Complex Action. For more information, see p. 188. B nishing The Banishing skill is used to sever the magical ties between a spirit and its summoner, freeing the spirit to return to its native metaplane. In order to banish a spirit, the magician makes a Banishing + Magic Opposed Test against the spirit’s Force (or Force + summoner’s Magic for bound spirits). Each hit reduces the services owed by that spirit by one. If the services are reduced to 0, the spirit returns to its home unless a magician immediately moves to summon it once again. Banishing requires a Complex Action. See p. 188. Binding The Binding skill is used to compel spirits into a longer period of service. Bound spirits can perform a wider variety of services for magicians. Binding is an Opposed Test pitting the character’s Binding + Magic against the spirit’s Force x 2. This test requires a number of hours equal to the spirit’s Force. If the magician gains one net hit, the spirit is magically bound to him. The services it owes from its original summoning will remain until expended, rather than expiring at sunrise or sunset. Each additional net hit after the first further increases the number of services owed by the spirit by one. For more information on binding spirits, see p. 188. Arcana The Arcana skill is what a magician uses to translate his magical tradition’s arcane formulations and magical theory into practical magical formulas. These formulas can take a variety of physical shapes, forms, and materials appropriate to each tradition. Whether they take the form of parchment scrolls or whalebone statuettes, these formulas distill arcane knowledge and symbolism into a material representation that can be used to design a focus (or develop a new spell). While of limited application under the basic rules, Arcana is greatly expanded upon in the advanced magic rulebook, Street Magic. Enchanting Enchanting is the skill magicians use to tap the latent potency in natural elements and transform them into magical goods. Its most common use is in the artificing of foci and other magical items. Enchanting is complex and requires time, concentration, and appropriate tools. Details about the usage of Enchanting can be found in the Enchanting section (p. 190). Street Magic features complete rules for creating a variety of additional magical goods and introduces other useful applications of Enchanting. Drain The effort of manipulating mana can exhaust or even injure a magician. As mana is a form of energy, channeling greater quantities of that energy may strain the body and mind. The effect of this strain is referred to as Drain. Magical actions that cause Drain have a Drain Value, much like a weapon’s Damage Value. All magicians use Willpower plus another mental attribute appropriate to their tradition to resist Drain. For example, most hermetic mages use Willpower + Logic to resist all Drain while shamans use Willpower + Charisma. Salamander has just cast a Manabolt with 2 net hits and must now resist the Drain (Drain Damage Value 3 + 2). He’s a hermetic mage, so he uses his Logic 5 in addition to Willpower 3 to resist Drain DV5. Rolling 8 dice, he gets only 3 hits, so he suffers 2 boxes of Stun damage from Drain. The base Drain Value for Spellcasting is listed in the spell’s description (p. 203). For Summoning and Binding spirits, the Drain Value is twice the number of hits (not net hits) generated by the spirit during the Opposed Test. Each hit on the Drain Resistance Test reduces the Drain Value by one. Any remaining Drain is suffered by the magician. Drain is usually Stun damage, though there are situations in which it can be transformed into Physical damage (see the Sorcery and Conjuring sections). Neither Stun nor Physical damage resulting from Drain can be healed by magical means such as sorcery or spirit powers. Magical Lodges In order to progress in her studies, a magician must have a collection of symbols, writings, tools, and other material that allows her to record her progress, gives her room to expand her knowledge, and assists her in her magical endeavors. Such a collection of items and information is known as a magical lodge. Magicians of the same tradition can share a magical lodge. A magical lodge is required to improve Magic-linked skills, learn new spells, and perform Ritual Spellcasting. A lodge has a Force rating that is used to measure its power. The Force of a lodge must be at least equal to the skill rating being learned or the force of a spell being cast (in the case of Ritual Spellcasting). A lodge costs 500¥ per Force point, and the lodge’s rating can be improved later. The money is spent to buy the supplies used to build the lodge. Once the supplies are gathered, the magician must complete an activation ritual that will “awaken” the lodge and construct its astral presence. The actual process requires 1 day per point of Force desired. An activated lodge acts as an astral barrier (p. 194). Any magicians involved in the activation of the lodge are unaffected by this barrier, and can allow other astral forms to pass through it at will. A lodge contains the astral signatures of the magicians who activated it (see Astral Signatures, p. 192), and is magically linked to them. This link can be tracked using astral projection (see Astral Tracking, p. 193). To increase the rating of an existing lodge, additional materials must be acquired. An activation ritual must also be performed, taking a number of days equal to the difference between the current Force and the desired Force. The cost of searching and gathering can be simplified to a cost of 500¥ per Force point. Improving a Force 4 lodge to Force 6, for example, would cost 1,000¥ and take two days of ritual. The contents of a lodge vary according to a magician’s tradition. Hermetic lodges contain ritual tools such as daggers, scrollwork, runes, and—above all—books (though virtual libraries are increasingly common). Shamans are known to have crystals, stones, hides, colored sand or paint, herbs, and so forth. Lodges can be established almost anywhere. While the contents of a lodge can be moved, lodges are not portable. It is an Awakened place, more than the sum of the objects it contains. After being moved a lodge must be set up again and a new activation ritual performed. Noticing Magic Just how obvious are magical skills? Not very, since most spells and spirits have little, if any, visible effect in the physical world (unless the magician prefers to have flashy effects, or her tradition calls for it). An observer has to notice the magician’s intense look of concentration, whispered incantations, and small gestures. Magicians of some traditions display a more visible change when practicing magic known as the shamanic mask. The shamanic mask typically changes the magician’s features temporarily to display characteristics appropriate to her mentor spirit or tradition—an eagle shaman, for example, might seem to have feathers or beaklike features while spellcasting or summoning. Noticing if someone is using a magical skill requires a Perception Test (p. 135) with a threshold equal to 6 minus the magic’s Force. More powerful magic is easier to spot with the gathered mana normally appearing as a disturbance or glowing aura in the air around the caster. The gamemaster should apply additional modifiers as appropriate, or if the perceiver is Awakened themselves (+2 dice), astrally perceiving (+2 dice), or if a shamanic mask is evident (+2 dice). [/hider] That gives you a kind-of overview on magic and the potentials of it, but there is just so so much information I cannot compile it without it just being a huge copy, paste list. Go read the rulebook from Munk's link in the first ooc post =p I've posted too!