TEXT:  
   
  Limits: characters are limited to the number of successes equal to their physical, mental, or social limit, 
  depending on their skill check, or the associated gear's limit if using gear. Example: using accuracy of a 
  weapon instead of physical limit. 
   
  Using Edge:  
  Push the limit 
  Add Edge attribute to roll before or after test. May use rule of six. Ignores 
  limit 
  Second chance 
  Reroll fails. May not negate glitch or critical glitch. No rule of six 
  Seize the Initiative 
  Score 
  Move to the top of the Initiative Score 
  Blitz 
  Roll the maximum of dice (5) for one combat turn 
  Close call 
  Negate the effects of a glitch or turn a critical glitch to a glitch 
  Dead man's trigger 
  May roll Body + Willpower (3) test to make a single action before falling 
  unconscious 
  Burning Edge: 
   
  Smackdown 
  Automatically succeed a test with four Net Hits 
  Not dead yet 
  Survive. 
   
  Regaining Edge: 
   
   Good role-playing 
   Heroic acts of self-sacrifice 
   Achievement of important personal goals 
   Enduring a critical glitch without using a close call (you get a point of Edge back to balance the 
  scales a bit; this should be used judiciously, though, so as not to always let the players off the 
  hook when they roll a critical glitch). 
   Succeeding in an important objective. 
   Being particularly brave or smart. 
   Pushing the storyline forward. 
   Having the right skills in the right place at the right time. 
   Impressing the group with humor or drama. 
   
  
  Conceal table 
  Modifier 
  Items/size 
  -6 
  RFID tag, bug slap patch, microdrone, contact lenses 
  -4 
  Hold-out pistol, monowhip, ammo clip, credstick, chips/softs, sequencer/passkey, 
  autopicker, lockpick set, commlink, glasses 
  -2 
  Light pistol, knife, sap, minidrone, microgrenade, flash-pack, jammer, cyberdeck, 
  rigger command console 
  0 
  Heavy pistol, machine pistol with folding stock collapsed, grenade, goggles, ammo 
  belt/drum, club, extendable baton (collapsed) 
  +2 
  SMG, machine pistol with folding stock extended, medkit, small drone, extendable 
  baton (extended), stun baton 
  +4 
  Sword, stun baton, sawed-off shotgun, bull pup assault rifle 
  +6 
  Katana, monosword, shotgun, assault rifle, sport rifle, crossbow 
  +8 
  Sniper rifle, bow, grenade launcher, medium drone 
  +10/just give up Machine gun, rocket launcher, missile launcher, staff, claymore, metahuman Body 
   
   
  SIN & License Checks: Device Rating x2 (rating of SIN/License) v. License Rating.  Success burns a 
  SIN & all licenses tied to that name or just the license that was checked. A tie results in a something 
  fishy showing up to the checker. The device rating is the commlink, grid, or other device. 
   
  Fire: Armor Rating + Fire Resistance - Fire Armor Penetration (hits scored on attack). If test passes; 
  target not on fire. DV of fire starts at 3, but increases for every combat turn target is on fire. Agility + 
  Intuition test reduces fire DV by each hit.   
   
   Open flame: -2 AP; spell: Force; flame-based weapon: -6 
   
   
  Electrical damage: -1 penalty to all rolls, except damage resistance, and loses 5 Initiative Score for 1 
  combat turn. Stun damage is treated as physical damage against electrical equipment.    
   
  Armor penalties: only the max armor rating can be used. For items (shields, helmets) that provide 
  +Armor Rating, the bonus is limited to the character’s Strength attribute; however, for every 2 the full 
  value is over the character's Strength, they receive a -1 to their Agility and Reaction. 
   
  Lift/carry limits: Strength x 10 limit. Every 15 kilos in excess -1 to physical limit, minimum 1. 
   
  Noticing hidden gear: intuition + perception - gear concealability modifiers. To actively hide gear, 
  make a Palming + Agility v. Perception + Intuition test. Modifiers are found on (SR5 p. 420). 
   
  
  COMBAT 
   
  Attack: Weapon Skill + Agility v. Reaction + Intuition (plus any special modifiers and actions) 
   
   May only attack once per Initiative Score phase, regardless of simple or complex action. 
   May take a free action at any point of the Initiative Score pass. 
   Defense tests still have the related stat limits if a skill is introduced. 
   Defending is a Reaction + Intuition test. 
   Soaking damage is Body + Armor, unless Armor is reduced to 0. Damage is Physical if DV is 
  greater than armor, Stun if less than or equal to armor. 
   If there are not enough bullets to complete a burst, reduce modifiers on recoil and defense 
  penalty by the number of bullets missing. 
   
  Interrupt Actions  
  Block 
  -5 Initiative Score. Block melee attack using unarmed combat 
  skill. Add unarmed skill to defense test. Used once 
  Dodge 
  -5 Initiative Score. + Gymnastics to defense tests. Used once 
  Full defense 
  -10 Initiative Score. + willpower to defense tests during entire 
  combat turn 
  Hit the dirt 
  -5 Initiative Score. Drop prone to avoid suppressive fire instead 
  of making normal test. 
  Intercept 
  -5 Initiative Score. Attempt to intercept moving character within 
  1 + Reach distance. Allows a melee attack outside of own turn.  
  Parry 
  -5 Initiative Score. Block melee attack using armed melee 
  weapon and its related skill. Add melee weapon skill to defense 
  test. Used once 
   
  Free actions 
  Call a shot 
  -4 to dice pool. May knock an item out of hands, -4 to target's dice pool 
  on next action, turn a s attack to p, knock a target down with Strength + 
  Net Hits v. target's physical limit, drop a target's Initiative Score by 5 
  even if all damage is resisted, do a trick shot, or add +2 to DV. 
  Change linked device 
  mode 
  Via DNI, character can change the mode of a device 
  Drop object 
  Obvious 
  Drop prone 
  Obvious 
  Eject smartgun clip 
  Obvious 
  Multiple attacks 
  May attack multiple targets by splitting dice pool 
  Run 
  -2 to all actions, +4 for charging, and 2 to dice pool of ranged attack 
  towards a running target.  
  Speak/text/transmit 
  phrase or gesture 
  Obvious 
   
  
  Simple actions 
  Activate focus 
  May activate a focus that is on the user 
  Call spirit 
  Call an already summoned spirit that was placed on standby 
  Change device mode 
  Change device mode of non-DNI device. 
  Command spirit 
  Issue command to single or multiple spirits under character's 
  control 
  Dismiss spirit 
  Frees spirit from character's control. Does not leave the physical 
  world, it now can do whatever it wants. 
  Fire bow/throw weapon 
  Obvious. May not take any other attack action this pass 
  Fire weapon (SS, SA, BF, FA) 
  Fire a weapon. See recoil table. May not make any other attack 
  action this pass 
  Insert clip 
  Load a weapon with a new clip. Weapon must be without clip. 
  Observe in detail 
  Make a perception test 
  Pick up/put down object 
  Obvious 
  Quick draw 
  Attempt to draw and fire in the same simple action. Make a 
  Weapon Skill + Reaction (3) test. Pass: may fire. Fail: drawn but 
  may not shoot. Glitch: gun is stuck in holster. Quick draw holster 
  reduces the threshold by 2. Target may draw weapons for each 
  hand splitting the pool and off hand penalties apply. 
  Ready/draw weapon 
  Obvious. May ready a number of small throwing weapons equal 
  to half Agility rounded up 
  Reckless spellcasting 
  Cast a spell as a simply action with +3 drain. Can cast 2 spells a 
  pass this way 
  Reload weapon 
  See reload table 
  Remove clip 
  Remove clip from weapon 
  Shift perception 
  May shift perception to astral if capable 
  Take aim 
  +1 to weapon accuracy or dice pool. May stack over multiple 
  passes and turns. Bonus limited to half willpower rounded up. 
  Take cover 
  Get behind cover to use as bonus to defense tests. May not use 
  this if surprised. 
  Use simple device 
  Obvious 
   
   
   
  
  Complex actions 
  Astral projection 
  May shift to astral plane if capable 
  Banish spirit 
  Conduct a banish contest versus target spirit. 
  Cast spell 
  Obvious 
  Fire weapon (FA) 
  Obvious see recoil table 
  Fire long or semi-auto burst 
  Obvious see recoil table 
  Fire mounted or vehicle weapon Obvious see recoil table 
  Melee attack 
  Obvious 
  Reload weapon 
  See reload table 
  Rigger jump in 
  A character with a RCC and a rigger adapted vehicle may jump 
  into the vehicle 
  Sprint 
  Increase running rate by making a running check 
  Summoning 
  Summon a spirit via complex action 
  Use skill 
  Obvious 
   
  Reload table 
  Method 
  Result 
  Action 
  Removable clip (c) 
  Remove or insert clip 
  Simple 
  Speed loader 
  Use speed loader to completely load gun 
  Complex 
  Fill clip 
  Insert (Agility) rounds into clip 
  Complex 
  Break action (b) 
  Insert 2 rounds 
  Complex 
  Belt fed (belt) 
  Remove or insert belt 
  Complex 
  Fill belt/drum 
  Insert (Agility) rounds into belt/drum 
  Complex 
  Internal magazine (m) 
  Insert (Agility) rounds 
  Complex 
  Muzzle loader (ml) 
  Load 1 muzzle tube 
  Complex 
  Cylinder (cy) 
  Insert (Agility) rounds 
  Complex 
  Drum (d) 
  Remove or insert drum 
  Complex 
  Bow 
  Knock 1 arrow 
  Simple 
   
  
  Recoil table 
  Type 
  Defense modifier 
  Rounds used 
  Notes 
  Single shot (s) 
  0 
  1 
  No recoil 
  Semi-auto (s) 
  0 
  1 
   
  Semi-auto burst (c) 
  -2 
  3 
   
  Short burst (s) 
  -2 
  3 
   
  Full auto (s) 
  -5 
  6 
   
  Full auto (c) 
  -9 
  10 
   
  Long burst (c) 
  -5 
  6 
   
  Suppressive fire (c) 
  Duck or cover 
  20 
  No recoil 
   
   
  Surprise: based on a character-to-character basis. Make a Reaction + Intuition (3) test. If characters are 
  informed of the surprise, they get a +3 to pool. There is no limit. If failed, lose 10 to Initiative Score, 
  may not act, and may not make a defense test when attacked. Edge can be used to remove defense test 
  penalty. Players may set up an ambush. They get a +6 to pool to rest for surprise.  
   
  Weapon special rules: 
   Machine guns double the uncompensated recoil. 
   Throwing knives/shurikens: for every item thrown at the target, +1 accuracy 
   
  Special Actions 
   
  Surprise! 
  All participants roll Reaction + Intuition (3). +3 Dice for players who are 
  alerted in any fashion. -10 Initiative Score if failed. Surprised characters get 
  NO defense test when attacked. Edge may be spent to avoid surprise 
  Interception 
  Reduce Initiative Score by 5 and make a melee attack (weapons can be used 
  as clubs). If damage is equal to opponent’s Body score, movement stops. 
  Prone characters cannot intercept. Complex Action may be spent to roll 
  Agility + Gymnastics (1) [Physical]. Any hit above threshold allows 
  movement past one opponent. 
  Knockdown 
  If character takes damage equal to Physical limit, he is knocked down. Any 
  character who takes 10+ damage after a Resistance Test is knocked down.  
  Subduing 
  Resolve melee combat as normal, if attacker’s Strength + Net Hits exceeds 
  defender’s Physical limit, opponent is grappled. Escape test (Complex) = 
  Unarmed Combat + Strength [Physical]. Threshold = Attacker’s Net Hits. 
  Grappler needs to spend Complex Action to maintain hold.  
   Attacker can make additional Unarmed Combat Test to get better 
  grip. Add Superior Position bonus (+2). Add hits to previous amount 
  of Net Hits; subtract defender hits if defender scores more.  
   Inflict Stun damage (DV = Strength); defender is allowed Resistance 
  Test. 
   Use Knockdown 
   
   
  
  Called Shots: All Called Shots incur -4 dice penalty. 
   
  Blast out of Hands 
  Defender rolls as normal. Item can be sent flying (net hits – 1) meters from 
  defender.  
  Dirty Trick 
  Single net hit = -4 dice pool modifier on defender’s NEXT action. Attacker 
  should describe the dirty trick. 
  Harder Knock 
  Changes Stun Damage to Physical Damage 
  Knock Down 
  Melee only during the Declare phase. Compare Strength + Net Hits v. 
  Defender’s Physical limit. If limit is exceeded, defender is knocked down. 
  Attack may drop prone for free or stay on his feet. Critical Glitch = Attacker 
  falls down instead. 
  Shake Up 
  Defender loses -5 Initiative Score. Can reduce Initiative Score to below 0.  
  Splitting the Damage 
  Target must be wearing armor and attacker’s AP must be lower than the 
  armor value. If the attack is successful the damage is split between the two 
  condition monitors; if the damage was an odd number, make the Stun 
  Damage the higher value. If the modified total Damage Value of the attack 
  is less than the modified Armor Value of the defense, the attack ends up 
  doing only half damage, all of it applied to Stun. 
  Trick Shot 
  Successful attack = Attacker gets bonus to Intimidation roll equal to Net 
  Hits. 
  Vitals 
  +2 DV to attack. Assuming attacker is aiming for brain, organs or major 
  artery. 
   
  Object Resistance 
   
  Object Type 
  Dice Pool 
  Natural Objects 
  (Trees, soil, unprocessed water, hand-carved wood, metal cold-worked by hand) 
  3 
  Manufactured Low-Tech Objects and Materials 
  (Brick, leather, simple plastics) 
  6 
  Manufactured High-Tech Objects and Materials 
  (Advanced plastics, alloys, electronic equipment, sensors) 
  9 
  Highly Processed Objects 
  (Computers, complex toxic wastes, drones, vehicles) 
  15+ 
  
  Barrier rules 
  Barriers have a condition monitor equal to the structure rating of the object and have a new condition 
  monitor for every 10 square meters. 
  Barrier 
  Structure 
  Armor 
  Fragile: standard glass 
  1 
  2 
  Cheap material: drywall, plaster, door, regular tire 
  2 
  4 
  Average material: furniture, plastiboard, bulletproof glass 
  4 
  6 
  Heavy material: tree, hardwood, dataterm, lightpost, chain link 
  6 
  8 
  Reinforced material: densiplast, security door, armored glass, 
  Kevlar wallboard 
  8 
  12 
  Structural material: brick, plascrete 
  10 
  16 
  Heavy structural material: concrete, metal beam 
  12 
  20 
  Armored material: reinforced concrete 
  14 
  24 
  Hardened material: blast bunkers 
  16+ 
  32+ 
   
  Barrier damage modifiers 
  Melee/unarmed 
  No change 
  Projectiles and bullets 
  See penetration rules 
  Explosion in contact with barrier 
  Base DV x 2 
  Av rocket/missile 
  Base DV x 2  
  Combat spell 
  No change 
   
   
  Damaging 
  Barriers are immune to stun. To damage a barrier, roll attack as normal. All hits are Net Hits to damage. 
  Barriers soak via Structure + Armor, if armor applies. Once the damage has been soaked, if the 
  resulting damage is more than the structure rating of the barrier, a 2 square meter hole will be made. 
  Add +1 DV of un-resisted damage to the structure for every attack over the first (ex. +2 DV un-resisted 
  when firing 3 bullets). 
   
  Shooting through 
  -6 to attack due to blind fire. Roll structure v. armor to soak. If result is greater than structure, then the 
  attack has penetrated the barrier. 
   
  Using people 
  The structure rating of a Body is equal to the Body rating. All other situations apply. 
   
   
  
  MATRIX 
   
  Matrix Damage Resistance = Device Rating + Firewall 
   
  Action  
  Test 
  Notes 
  Brute Force 
  (Complex) 
  No Marks 
  Cybercombat + Logic [Attack] v. Willpower + 
  Firewall 
  Two Marks = -4 
  Three Marks = -10  
  1 DV of Matrix every two Net 
  Hits 
  Change Icon 
  (Simple) 
  Owner 
   
  Data Processing Action 
  Does not change Matrix 
  Perception results 
  Check Overwatch 
  Score 
  (Simple) 
  Electronic Warfare + Logic [Sleaze] v. 6 Dice 
  Add defending hits to current 
  OS 
  Control Device 
  (Variable) 
  [Data Processing (or special)] v. (as action) or 
  Electronic Warfare + Intuition [Sleaze] v. 
  Intuition + Firewall 
  1 Mark = Free 
  2 Marks = Simple 
  3 Marks = Complex 
  Sleaze Limit can apply 
   
  Crack File 
  (Complex) 
  1 Mark 
  Hacking + Logic [Attack] v. Protection Rating 
  x 2 
   
  Crash Program 
  (Complex) 
  1 Mark 
  Cybercombat + Logic [Attack] v. Intuition + 
  Firewall 
  Must specify which program 
  (discovered through Matrix 
  Perception). Program must be 
  rebooted to be functional 
  Data Spike 
  (Complex) 
  Cybercombat + Logic [Attack] v. Intuition + 
  Firewall 
  DV = Attack Program Rating + 
  1 per net hit. 2 per net hit for 
  every mark on target 
  Disarm Data 
  Bomb 
  (Complex) 
  Software + Intuition [Firewall] v. Data Bomb 
  Rating x 2 
  ANY Net Hits = Disarmed 
  NO Net Hits = Data Bomb 
  explodes 
  Edit File 
  (Complex) 
  1 Mark 
  Computer + Logic [Data Processing] v. 
  Intuition + Firewall 
  Alter ONE detail per test. To 
  protect a file, make a Simple 
  Computer + Logic [Data 
  Processing] test. Hits = 
  Protection Rating. A protected 
  file cannot be read, changed, 
  deleted, or copied until its 
  protection is broken. 
  Enter/Exit Host 
  (Complex) 
  1 Mark 
   
  Leaving a host puts you back on 
  the grid you started on. 
   
   
   
   
  
  Erase Mark 
  (Complex) 
  Variable Marks 
  Computer + Logic [Attack] v. Willpower + 
  Firewall 
  Need 3 Marks on the icon on 
  which you want to erase from.  
  2 Marks = -4 
  3 Marks = -10 
  Erase Matrix 
  Signature 
  (Complex) 
  Computer + Resonance [Attack] v. (Signature 
  Rating) x 2 
   
  Format Device 
  (Complex) 
  3 Marks 
  Computer + Logic [Sleaze] v. Willpower + 
  Firewall 
  Software Replacement Extended 
  Software + Logic [Mental] (12, 
  1 Hour) Test. Devices loses all 
  Wireless modifiers, but can still 
  operate as normal. 
  Full Matrix 
  Defense 
  (Interrupt) 
  Owner 
   
  Reduce Initiative Score by 10; 
  add Willpower to Defense Test. 
  Grid Hop 
  (Complex) 
  Data Processing Action 
  Hack on the Fly OR Brute Force v. 4 Dice 
  (Local Grid) or 6 Dice (Global Grid) 
  Must have access to destination 
  grid or must Hack on the Fly or 
  Brute Force. 
  Hack on the Fly 
  (Complex) 
  Hacking + Logic [Sleaze] v. Intuition + 
  Firewall 
  Target Icon = 1 Mark placed 
  (every two Net Hits = one hit on 
  Matrix Perception) 
  Hide 
  (Complex) 
  Electronic Warfare + Intuition [Sleaze] v. 
  Intuition + Data Processing 
  Cannot Hide from icon that has 
  a mark on you. 
  Invite Mark 
  (Simple) 
  Owner 
   
  May choose number of marks to 
  allow. 
  Jack Out 
  (Simple) 
  Owner 
  Hardware + Willpower [Firewall] v. Logic + 
  Attack 
  Character suffers dumpshock. 
  Defense only applies if character 
  is link-locked.  
  Jam Signals 
  (Complex) 
  Owner 
  Electronic Warfare + Logic [Attack] 
  Turns device into local jammer; 
  cannot use device for further 
  Matrix actions. Hits = Noise 
  Rating within 100 meters. 
  Jump Into Rigged 
  Device 
  (Complex) 
  3 Marks 
  Electronic Warfare + Logic [Data Processing] 
  v. Willpower + Firewall 
  Must be in VR; device must 
  have rigger adaptation. Cannot 
  jump into devices currently 
  occupied. 
  Matrix 
  Perception 
  (Complex) 
  Computer + Intuition [Data Processing] (v. 
  Logic + Sleaze) 
  (SR5, p. 235 for example info) 
  1 hit = 1 piece of information. 
  Character Running Silent uses 
  Opposed Test 
  Matrix Search 
  (Special) 
  Simple Computer + Intuition [Data 
  Processing] 
  (SR5, p. 241 for Thresholds and 
  Times) 
  
   
  Reboot Device 
  (Complex) 
  3 Marks 
  Computer + Logic [Data Processing] v. 
  Willpower + Firewall 
  Device is online next combat 
  turn. Erases OS and marks if 
  persona is on when rebooted.  
  Target may delay amount of 
  time for reboot. Only works on 
  devices.  
  Send Message 
  (Simple) 
  (1 mark) 
  Data Processing 
  If DNI or AR, longer and/or 
  complicated messages may be 
  sent. Used to open live feed to 
  recording devices. 
  Set Data Bomb 
  (Complex) 
  1 Mark 
  Software + Logic [Sleaze] v. (Device Rating x 
  2) 
  Rating of bomb = up to Net Hits. 
  Must choose if file will be 
  deleted upon detonation. 
  Triggered when someone 
  attempts to read, edit, copy, 
  protect, delete, or put another 
  Data Bomb on the file. Damage 
  = (Rating)d6 Matrix Damage. 
  Data Bomb is deleted if 
  disarmed 
  Snoop 
  (Complex) 
  1 Mark 
  Electronic Warfare + Intuition [Sleaze] v. 
  Logic + Firewall 
  Intercept Matrix traffic. 
  Listen/view/read live data feeds. 
  Can save if device is able to. 
  Spoof Command 
  (Complex) 
  1 Mark 
  Hacking + Intuition [Sleaze] v. Logic + 
  Firewall 
  One mark required on the icon 
  and not the device. Only works 
  on devices and agents. 
  Switch Interface 
  Mode 
  (Simple) 
  Owner 
  Data Processing Action 
  Switches from AR to VR and 
  vice versa. Entering VR renders 
  body helpless. 
  Trace Icon 
  (Complex) 
  2 Marks 
  Computer + Intuition [Data Processing] v. 
  Willpower + Sleaze 
  Find physical location of device 
  or persona. Know location as 
  long as there is 1 Mark on target. 
   
  Failing a Matrix Brute Force or Sleaze: if a character fails a Brute Force action, the target’s security 
  software rejects your code, corrupting it and sending it back where it came from. If it was normal data, 
  then your system could check it for errors, but in this case it’s some pretty vicious stuff designed to 
  avoid firewalls. For every net hit the target got on its defense test, you take 1 box of Matrix damage, 
  which you can’t resist. If you fail a sleaze action, the target’s firewall software detects the intrusion and 
  places a mark on you. A device immediately informs its owner, a host launches IC. If the target already 
  has three marks on you, it doesn’t get another, but it still does the informing and launching.  
  
  MAGIC 
   
   
  Reckless Spellcasting: Cast as Simple Action; add +3 Drain Value. If casting two spells, add +3 Drain 
  Value to both spells. 
   
  Casting Spells: Choose Target opponent, choose Force (limit of spell). If Spell's Force is greater than 
  Magic rating, then Drain Value is physical, not stun. 
   
  Direct – Resist Spellcasting Test; no damage 
  resistance 
  Spellcasting + Magic [Force] v. Body (Physical 
  Spell) or Willpower (Mana Spell)  
  Indirect - Resist with Body + Armor (Use 
  Grenade Scatter for AoE: Spellcasting + Magic 
  (3)) 
  Spellcasting + Magic [Force] v. Reaction + 
  Intuition. Damage = Force + Net Hits (AP = -
  (Force) 
  Illusion  
  Spellcasting + Magic [Force] v. Logic + 
  Willpower (Mana Spells) OR Intuition + Logic 
  (Physical Spells). Non-living objects resist using 
  object resistance (SR5, p. 295) 
  Health 
  Simple Spellcasting + Magic [Force]; if Target has 
  low Essence, dice pool modifier = actual Essence 
  minus maximum Essence (0 or negative number 
  rounded up) 
   
  Manipulation 
  Spellcasting + Magic [Force] v. Logic + 
  Willpower (Mental) or Body + Strength 
  (Physical). Object resistance applicable. Spell 
  lasts (number of Net Hits) 
   
  Detection Spells: The standard range of the sense a Detection spell grants is the spell’s Force x caster’s 
  Magic in meters as a radius from the target of the spell. Extended range detection spells have a Force x 
  Magic x 10 meter range. The more Net Hits you get when casting the spell, the more detailed 
  information you receive. Multiple opponents = One Spellcasting Test; multiple resistance tests 
   
   Active: Opposed Test between the caster’s Spellcasting + Magic [Force] and either Willpower + 
  Logic (+ Counterspelling if available) [Mental] for living things with auras, (Force x 2) for 
  magical objects, or the object resistance for mundane objects (p. 295). Counterspelling may be 
  used to defend against active detection spells, even if the target is unaware of them being cast.  
   
  Counterspelling (Free OR Interrupt Action (-5 
  Initiative Score)) 
   
  Choose number of dice up to Counterspelling skill 
  and can disseminate throughout party members. 
  Dispelling 
  Counterspelling + Magic [Astral] v. spell’s Force 
  + caster’s Magic (+Karma used to quicken spell). 
  Net hit = Reduces caster’s hits. 0 = spell fizzles; 
  Drain still applies. 
   
   
   
  
  Summoning: Choose Force (for every 3 Force, spirits have 1 power). Summon summoning + Magic 
  [Force] v. Spirit's Force x2. Number of Net Hits = number of services. Spirits arrive through astral 
  space. Drain is equal to twice the number of hits from the spirits defense to a minimum of 2. If the 
  spirits Force is more than Magic rating, then the drain is physical. Spirit stays until next sunrise or 
  sunset, whichever is earlier. 
   
  Binding: takes 1 hour per Force and Force x 25 drams of reagents. Opposed Summoning + Magic 
  [Force] v. Spirit's Force x2. Drain is double hits from spirit's test to a minimum of 2. Spirit now stays 
  until all services are completed. 
   
  Banishing: Banishing + Magic [astral] v. Force (+ Magic if bound to a mage). For every net hit, the 
  number of services is reduced by one. If reduce to zero, the spirit is returned to its own plane. Drain is 
  equal to twice the number of hits on the defense test, minimum of 2. If the spirits Force is more than 
  Magic rating, then the drain is physical. 
   
  Spirits: dual natured, meaning it can be attack both in physical and astral world. Spirits start in astral 
  form. Power based off of starting Force and type of spirit summoned. Spirit types are found on (SR5 p. 
  303). They have a mental link to their summoner and may speak to them telepathically. Spirit must stay 
  within summoner's Magic x 100 meters of summoner. May be sent beyond this range, but has to use a 
  service to do so. 
   
  Alchemy:  
   
  Creation: may use a spell to cast Magic at a later time, but the spell must be specifically alchemical, 
  not standard spell. Choose the Force of the spell, which will be the limit of the preparation. Target may 
  use reagents as a replacement to this limit. May choose a Force up to double the Magic. Standard drain 
  rules apply. Then choose a lynchpin. Lynchpins cannot have a Magical aura and must be transportable 
  on a person. Choose a trigger. Choose now if you are going to reagents to replace limit. Takes a number 
  of minutes equal to Force of preparation. Roll Alchemy + Magic [Force] v. Force of preparation. If no 
  Net Hits, preparation fails, but you still take drain. Drain is equal to spell's Force plus any associated 
  additions to drain. The Net Hits equal the potency of the preparation.   
   
  Triggers: 
  Command 
  Triggered by you and you must be in the physical plane and have line of sight 
  to the preparation. Simple action and must have some form of control on the 
  target's preparation. +2 drain to creation. 
   
  Contact 
  The next living being that touches the preparation activates the spell. +1 
  drain. 
  Time 
  Choose an amount of time before completing the preparation. Countdown 
  starts at completion. The time limit is restricted to the potency of the 
  preparation. If time is greater than potency, it will go off prematurely at the 
  time limit. +2 drain. 
  Potency:  potency is Net Hits on test x 2 hours. For every hour after that, the preparation loses 1 
  potency. After potency is lost, the preparation loses its Magical properties.   
   
   
  
  Reagents: Magical objects that help Magic users do their thing.   
   
  Alchemical 
  preparations 
  You can spend reagents to set the limit for alchemy when making a 
  preparation. Rather than the spell’s Force, the limit becomes the number of 
  drams spent on the limit. 
  Artificing 
  You need to spend reagents to create foci. 
  Banishing 
  You can spend reagents to set the limit for banishing. Rather than your 
  astral limit, the limit becomes the number of drams of reagents spent. You 
  can spend reagents to change the limit for banishing. 
  Binding 
  You have to spend reagents in order to bind a spirit. 
  Counterspelling 
  You can spend reagents to set the limit for Counterspelling. Rather than 
  your astral limit, the limit becomes the number of drams of reagents spent. 
  Disjoining 
  You can spend reagents to set the limit for disjoining. Rather than your 
  astral limit, the limit becomes the number of drams of reagents spent. 
  Ritual spellcasting 
  As part of the offering step, you can spend reagents to offset drain in ritual 
  spellcasting 
  Spellcasting 
  In a pinch, you can spend reagents to set the limit for spellcasting. Rather 
  than using the spell’s Force as the limit, use the number of drams of 
  reagents spent. 
  Summoning 
  You can spend reagents to set the limit for summoning. Rather than the 
  spirit’s Force, the limit becomes the number of drams of reagents spent. 
  Temporary Magical 
  lodge 
  You can create a temporary Magical lodge by spending a number of drams 
  of reagents equal to Force of the lodge. The lodge takes one hour per point 
  of Force to create and thereafter lasts until sunrise or sunset, whichever 
  comes first. 
   
   
  
SOURCE: textdata/thevault/Shadowrun [multi]/5th Edition/Shadowrun Summaries/General Help.pdf