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  Writing: Peter M. Andrew, Jr.
  Art: Peter Dora, Bryan Syme
  Layout: Matt Heerdt
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  Development: Peter M. Andrew, Jr.
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  Proofing: Adam Large, Andrew Marshall
  © 2014 The Topps Company, Inc. All Rights 
  Reserved. Shadowrun and Matrix are 
  registered trademarks and/or trademarks 
  of The Topps Company, Inc., in the United 
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  > “There are reasons the Dark Ones share knowledge with humanity. 
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  Welcome back to JackPoint, chummer:
  Your last connection was severed 6 hours, 24 minutes, 9 seconds ago.
  Today’s Heads Up
  After perusing our Street Grimoire download I noticed a couple of 
  things were missing. Winterhawk was kind enough to bring us the 
  rest of the way up to date. – Glitch
  Incoming
  > 
  The Matrix has become the home of a number of different 
  “friends.” [Tag: 10 AIs]
  > 
  There are a lot of strange things in the shadows. But you can 
  always be stranger. [Tag: Run Faster]
  > 
  All stories have a beginning. [Tag: Another Rainy Night]
  Top News Items
  > 
  Independent investigators have confirmed Giatronic’s latest 
  data from Rory Caolain. The search for the MET2000 members 
  responsible for the murder of Heinrich Gustof continues. Link
  > 
  Knight Errant investigators have been unable to secure evidence 
  relating to the disappearance of seventeen local youths at the 
  Shiawase Mall in Tacoma; extraterritorial jurisdiction has thus far 
  stalled their efforts. Link
  > 
  Another bloodless body was found in Atlanta this evening. 
  Officials are denying any connection to the “Mealtime Killer.” Link
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     3
  POSTED BY: WINTERHAWK
  The subject of magic is broad enough that one could de-
  vote one’s entire life to it and still feel as if you have only 
  acquired a glassful of water out of an ocean of knowledge. 
  I know that for a personal fact. Recent postings by Man-of-
  Many-Names, Jimmy No, and others have brought some 
  light to the subject of magic, but also raised questions. So 
  to supplement their fine work, I’ve assembled this collec-
  tion of more—more traditions, more societies, more spells, 
  and so forth. This will bring you more knowledge if you, 
  like me, are intent on swallowing that ocean.
  TRADITIONS
  THE ABORIGINAL TRADITION
  The Aboriginal tradition is still a largely localized one, as 
  most practitioners remain relatively close to the Austra-
  lian Outback, helping limit the destruction caused by the 
  area’s mana storms. Those who have left the Outback 
  share a rich oral history and complex belief system with 
  those who show interest. Those who practice this tradi-
  tion are generally called koradji.
  The tradition is steeped in the concept of Dreamtime, 
  or the time of creation. Dreams are considered by some 
  to be memories of this time, or to be a temporary entry 
  into this timeless state that existed before the world was 
  and will continue long after this existence fades. “Dream-
  ing” often refers to individual spiritual beliefs, which vary 
  from region to region. The koradji believe the interaction of 
  Dreamtime and our reality play an important role in magic; 
  some stories say that the spirits that created the world are 
  still here, and koradji are keeping them contained to keep 
  them from destroying the world.
  A koradji’s relationship with the spirits is defined by 
  both the caster’s behavior and the type of spirit. Aboriginal 
  spirits fall into three categories; the categories are rough, 
  and a being may fall into more than one. These categories 
  are: Creation Beings, Ancestral Beings, and Totemic Be-
  ings. Creation Beings are involved in the creation of peo-
  ple, objects, or concepts, such as colors; Ancestral Beings 
  are considered to be the direct ancestors of people living 
  today and are responsible for teaching them how to sur-
  vive, including making tools to ensure that survival; and 
  Totemic Beings represent the original form of a being in 
  the Dreamtime. These spirits can take on many different 
  appearances, and Ancestral Beings have been known to 
  favor the form of a plant or animal. While the overlaps 
  and lack of clear categories frustrate some proponents 
  of Western-style ultra rationalism, Aboriginal casters feel 
  their system works well, and they rarely have issues iden-
  tifying a spirit, both according to their spirit type and what 
  category of being they represent.
  Adina is a striking young elf, currently undergoing an 
  internship at Telestrian Industries in Malek’thas. The young 
  lady has carefully avoided any contact with radical ele-
  ments of the country, almost as if she had guidance help-
  ing her navigate the complex web of Tír politics, and she 
  has made a large number of fairly influential friends in a 
  short period of time. Her open nature and popularity has 
  developed into a small cult of personality in the local clubs.
  > 
  She may appear harmless, but she’s been tutoring some of the 
  local youth in her tradition. Local blogs report something about 
  recruiting those who can “watch the spirits.”
  > 
  Danger Sensei
  > 
  There are things in the desert that need watching.
  > 
  Man-of-Many-Names
  > 
  How about you give us a clue regarding what those things 
  might be? Or maybe even state something clearly?
  > 
  Netcat
  > 
  Come now, he made sense through almost all of the Street 
  Grimoire posting. He must be exhausted.
  > 
  Chainmaker
  THE EGYPTIAN TRADITION
  The Egyptian tradition is based on the ancient religion 
  of Egypt, with the practitioners following the path of 
  the priests in using magic (heka). Suppressed in its na-
  tive country, the tradition has a fairly large following in 
  Europe and southern Africa. The tradition has strict rules 
  regarding how and why spells can be cast, and how mag-
  ic can influence the spiritual essence of the divinities or 
  people, referred to as ka by the tradition.
  The spirits of this tradition frequently take the form of 
  the Glorious ones, who include the deities of the original re-
  ligion and the pharaohs who joined them in godhood. The 
  practitioners of this tradition often take one of these figures 
  ABORIGINAL TRADITION
  Combat: Beasts
  Detection: Earth
  Health: Plant
  Illusion: Guidance
  Manipulation: Air
  Drain: Willpower + Charisma
  PREFERRED SPELLS
  Clout  
   
  Hawkeye
  Hydrate 
   
  Manascape
  Control Pack
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     4
  as a mentor spirit, but even those who do not speak of the 
  Glorious ones with reverence. Egyptian practitioners gener-
  ally summon these spirits into wax figurines, although they 
  can also inhabit a living being when needed.
  The customs and trappings of this religion and tradi-
  tion have largely been reconstructed through translation 
  of the ancient texts, and this activity is responsible for re-
  surgence in hieroglyphic instruction in a number of univer-
  sities. The reconstruction of the tradition has also led to 
  a number of private expeditions attempting to reach an-
  cient ruins in search of more information about the life of a 
  heka priest and possible spell formulae in the inscriptions 
  on tomb walls. There are also a number of translations of 
  new hieroglyph documents published on Matrix sites, but 
  these appear to be the work of amateur scholars trying to 
  learn the language and are of dubious reliability.
  Fernando Jenningsen is a study in contradictions. The 
  magician dresses in cutting-edge fashion when slumming, 
  then dons his trademark “gutter-chic” when rubbing el-
  bows with the elite. Fernando works as a legal freelance 
  security specialist, normally providing protection for 
  short-duration assignments.  He regularly wears an ankh 
  and other symbols of his devotion to the Egyptian tradi-
  tion. He has earned censure from Egypt’s current govern-
  ment, although the exact reason for this is unknown. The 
  murkiness surrounding his quarrel with the government 
  has helped him successfully resist an extradition request.
  > 
  You should see the large Anubis statues at the front of his 
  apartment. They look like they can almost move.
  > 
  Netcat
  > 
  I’m tired of his droning about Ramses this, Ramses that. 
  Although the better question is, does Slamm-0! know you’ve 
  been to his apartment?
  > 
  Elijah
  > 
  The extradition request was interesting to read. Apparently the 
  current Egyptian government is claiming any follower of the old 
  gods is a subversive who should be brought to trial, which runs 
  counter to UCAS’s principle of freedom of religion.
  > 
  Kay St. Irregular
  > 
  I find it interesting he’s a legal shadowrunner. I’ve heard of some 
  going legit after they’ve made the big score, but not running 
  while somehow remaining legal.
  > 
  Chainmaker
  > 
  I’ll introduce you to Assets, Inc. sometime.
  > 
  Stone
  THE NORSE TRADITION
  The Norse legends are common knowledge to the peo-
  ple of Scandinavia (with some popularity beyond those 
  regions, thanks in part to the mainstreaming of Thor), 
  and these myths have seen resurgence since the Awak-
  ening. The tradition has revived the ancient religion and 
  formed an exclusive construct with its own runic alpha-
  bet, unique spell formulae, and methods of communing 
  with spirits. The associations of this tradition with the ter-
  rorist Winternight organization are not fair, in my mind, 
  but they mean that professed members of this tradition 
  may undergo increased scrutiny from authorities outside 
  Northern Europe.
  The Norse spirits vary, ranging from fire giants to the 
  dark fae, but one aspect with which many outsiders are 
  familiar is the Valkryie, the warrior maiden who choos-
  es the slain. The relationship a ganner, a Norse magician, 
  may have with a spirit is never easy as respect and obedi-
  ence are earned and often takes the form of negotiations 
  and tribute to extract services from the proud or hostile 
  entities.
  The tradition is intrinsically intertwined with the reli-
  gion sometimes referred to as Ásatru. Casters often serve 
  as priests for cults within Scandinavia, leading them in 
  worship of the Aesir or Vanir as a whole or in the worship of 
  a singular god. The aspect of a cult’s chosen deity often di-
  rects the paths of the cult, with followers of Hiemdall pre-
  ferring to work as sentries or guards or followers of Odin, 
  seeking knowledge no matter how painful the cost.
  The Norse tradition is not exclusively composed of ma-
  gicians, with adepts often taking the role of battle leaders 
  for the cult. These individuals often take the role of ber-
  EGYPTIAN TRADITION
  Combat: Fire
  Detection: Earth
  Health: Air
  Illusion: Guidance
  Manipulation: Water
  Drain: Willpower + Intuition
  Note: This is a possession tradition.
  PREFERRED SPELLS
  Corrode 
   
   
  Translate
  Convert Blood to Ichor 
   
  Phantasm
  Evaporate
  EGYPTIAN DEITIES
  Ra, the sun god
  Osiris, god of the underworld
  Set, god of the desert
  Thoth, inventor of writing
  Horus, patron of kings
  Bast, temple guardian
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     5
  serker, throwing themselves into combat with abandon. 
  Although most berserkers are adepts, some mystic adepts 
  and magicians also follow this path. When frenzied, they 
  often manifest a shamanic mask, which frequently paral-
  lels their mentor.
  Erik Larson is a noted professor at Stanford University, 
  with his primary area of instruction being European his-
  tory. He is a popular faculty member, with a number of 
  papers published regarding galdor, the lore of Norse runes. 
  He is known to participate in the great ceremonies held by 
  members of the MIT&T faculty. He is a registered magician 
  but has not been seen performing a spell in public since his 
  immigration.
  > 
  I’m not entirely sure he is skilled in the Art. I had a chance to 
  assense him a couple of years ago, and he barely registered 
  above the mundanes in his class.
  > 
  Elijah
  > 
  He only teaches one class for Stanford’s Awakening degree. He 
  is actually more of a historian than anything else.
  > 
  Glitch
  > 
  Sometimes people are more than they seem. The professor 
  seems like he is a peaceful Scandinavian immigrant who 
  coincidentally arrived just after Crash 2.0.
  > 
  Fianchetto
  > 
  Are you suggesting Winternight?
  > 
  Aufheben
  THE PSIONIC TRADITION
  This tradition believes that all power flows from the mind, 
  not a nebulous mana field that surrounds the world and 
  beyond. In fact, most practitioners of this tradition con-
  sider the other schools misguided and overly supersti-
  tious. This helps explain the rarity of the tradition, as it 
  is centered on extreme self-confidence and innate talent 
  rather than a formalized school curriculum like the Her-
  metic tradition. Psionists appear to lack mentor spirits, as 
  they refuse to believe an outside force can provide any 
  useful power or guidance for their abilities.
  Those of the tradition who conjure spirits refer to them 
  as thought constructs, believing them to be extensions of 
  the summoner’s own thoughts rather than separate sa-
  pient beings. They use these summonings to empower 
  items or people. This is sometimes referred to as rewiring 
  the victim’s wetware to serve the needs of the psionic or 
  the superior mind, although they do not prepare the ves-
  sel in the way more traditional practitioners do. The abili-
  ty to conjure is not universal through the tradition, as the 
  member’s internal thought processes control their confi-
  dence to summon and deal with the result. The members 
  are generally able to perceive the astral and counterspell 
  as any other magician, but they frequently refer to such 
  abilities as “enhanced consciousness” and “squelching a 
  weaker mind.” What others believe are astral manifesta-
  tions of mana, they believe are visual manifestations of 
  mental power.
  Paris hosts one outspoken member of the Psionic tra-
  dition, Pierre Dubois, a Quebec native who fled his home-
  land after the fall of Cross Technologies. Pierre has become 
  a regular commentator on local Matrix shows, regularly 
  attempting to debunk more traditional magical theory 
  whenever possible during his interviews. He has also start-
  ed a small after-school tutoring program to teach youth 
  to “harness the power of the mind.” While this endeavor 
  has not created any great prodigies of the tradition, it has 
  taught Pierre a number of new instruction techniques to 
  assist him in guiding other psionists to new discoveries.
  NORSE TRADITION
  Combat: Guardian
  Detection: Earth
  Health: Plant
  Illusion: Air
  Manipulation: Fire
  Drain: Willpower + Logic
  PREFERRED SPELLS
  Death Touch 
   
   
  Shatter
  Eyes of the Pack 
   
  Personal Warmth
  Insulate 
   
   
  Shape Ice
  NORSE DEITIES
  Odin, the Allfather
  Thor, god of thunder
  Freya, goddess of fertility
  Loki, god of mischief, a figure not actively worshipped until 
  the Sixth Age
  PREFERRED ADEPT ABILITIES
  Combat Sense  
  Pain Resistance
  Counterstrike 
   
  Supernatural Toughness
  PSIONIC TRADITION
  Combat: Fire
  Detection: Air
  Health: Man
  Illusion: Guidance
  Manipulation: Task
  Drain: Willpower + Intuition
  Note: This is a possession tradition
  PREFERRED SPELLS
  Control Emotion  
   
  Control Mind
  Mind Link 
   
   
  Mind Probe
  Nutrition
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     6
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     7
  MAGIC SOCIETIES
  THE AMAZING BLASTERS
  Members: 27
  Dues: Variable. The group uses what it can steal to finance 
  most of their activity.
  Areas of Expertise: Muscle, vandalism, protection rackets
  Patron: Muldoon Family
  Description and Customs: The Amazing Blasters began 
  as a wiz-gang who regularly terrorized the populace of 
  Boston with their escapades while combating the An-
  cients and other local gangs. The group lasted longer 
  than normal as the members managed to control their 
  self-destructive urges by taking out their teenage angst 
  on competing gangs. 
  While the initial leadership of the gang, Kumtopapa 
  Smith and Freeze-Ray Fred, attempted to maintain inde-
  pendence from the major criminal syndicates and cor-
  porations, their successor, a young dwarf named Haley 
  Soprano, entered into a pact with the Muldoon family for 
  support and access to materials otherwise beyond the 
  gang’s ability to procure. The largest sign of this support 
  is the number of Stunbolt spell formulae made available to 
  new members. In return, the gangers act as the “or else” 
  for the Family’s protection rackets in Roxbury.
  > 
  They are mostly a bunch of kids trying to play at being the big 
  fish in their pond. I’ve seen them run from serious opposition.
  > 
  Traveler Jones
  > 
  Yeah, but I’ve seen trideo footage of them regrouping and 
  tearing up a fully prepared runner team, leaving them dead 
  in an alley. Don’t question the ability of fifteen or so mages 
  throwing Stunbolt volleys at a team until attrition takes effect.
  > 
  Glitch
  HALEY SOPRANO
  THE CÓDIGO 525
  Members: 9
  Dues: None
  Areas of Expertise: Drug running, BAD creation, extortion, 
  racketeering
  Patron: Unknown
  Description and Customs: The gang is named in accor-
  dance with the old paramilitary death squads spon-
  sored by the Brazilian regime. The magic group con-
  trols a gang with the same name, which is one of the 
  largest in Metropole. The members of the inner circle 
  are Awakened who have proven their loyalty through 
  a number of trials. The first trial is to work with the 
  organization at the street level, then members progress 
  to more challenging tasks. The overt trials end with 
  a metaplanar quest that Branco, the group’s leader, 
  handles. The exact number of inner circle members is 
  Haley Soprano
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  5
  3
  3
  4
  4
  3
  2
  4
  2
  6.0
  4
  Initiative
  5 + 1D6
  Astral Initiative
  4 + 3D6
  Condition Monitor
  11/10
  Limits
  Physical 6, Mental 4, Social 6
  Armor
  9
  Skills
  Assensing 4, Intimidation 6, Language: Italian 6, 
  Language: Japanese 4, Leadership 5, Perception 3, 
  Pilot Ground Vehicle 5, Pistol 5, Sorcery skill group 7, 
  Summoning 5
  Qualities
  Guts, Simsense Vertigo, Toughness
  Vehicle
  Yamaha Growler
  Spells
  Antidote, Agony, Combat Sense, Control Actions, 
  Detox, Ice Sheet, Stunball, Stunbolt
  Gear
  AR goggles, armor vest, autopicker, Sony Emperor 
  [Device Rating 2], 2 stim patches [Rating 3]
  Weapons
  Ares Lightfire 70 [Light Pistol, Acc 7, DV 6P, AP —, SA, 
  RC —, 16(c), w/ regular ammo]
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     8
  unknown, but with the Aztlan-Amazonia war depleting 
  the ranks of the country, it is believe to be lower than 
  it was in 2070. The Amazonian government maintains 
  a eight-thousand-nuyen bounty for members of the 
  gang’s inner circle.
  The gang’s activities support the magic society’s 
  needs, with the funds directed up to Branco and his lieu-
  tenants. This is easily enough to meet their material needs, 
  and they reside in luxurious quarters. The gang has gained 
  some ground against its minor competitors as the war and 
  the tempo boom distracted the Ghost Cartels from their 
  antics in the Rio district.
  Rumors continue to circulate that Blanco is in bed with 
  a larger power, possibly a dragon or one of the Big Ten, 
  although the latest theory gaining traction is that he has an 
  alliance with North American vampires. Whatever external 
  help the group has access to, everyone treats them with 
  wary respect, as the nearly one thousand mundane mem-
  bers of the gang are well armed, capable, and ruthless.
  > 
  And they have an agenda no one knows about. They can’t be 
  accumulating all that money and firepower without a good 
  reason.
  > 
  Plan 9
  > 
  Uh, money and power are normally enough of a motivation by 
  themselves. At least they are for me.
  > 
  Kane
  > 
  Even a broken clock is correct twice a day.
  > 
  Man-of-Many-Names
  > 
  I thought they just kept blinking, or burned out altogether.
  > 
  Bull
  NEW LABOUR  
  MOVEMENT PARTY
  Members: 49
  Dues: 75¥/month
  Areas of Expertise: Charity events, fundraising, politics
  Description and Customs: A splinter from the larger 
  policlubs in the United Kingdom, the New Labour 
  Movement is dedicated to the ideal of a peaceful 
  merging of Awakened and non-Awakened politicians 
  sharing power and methods to solve local issues. 
  While cleaning toxic sites using Awakened methods is 
  risky, the party advocates using this activity to return 
  usable land to the populace and provide them a better 
  standard of living.
  While the group espouses laudable goals, they have 
  yet to make a major impact against the established inter-
  ests. The most publicly active members of the group are 
  not the most gifted, which makes the group appear weak-
  er than it is in an attempt to attract non-Awakened voters. 
  This has also made gaining the confidence of certain cir-
  cles harder, as the campaigners are unable to perform the 
  rituals required to meet the group’s promises. The most 
  prominent member of the group is Patrick Maley, a profes-
  sor at Glasgow Caledonian University.
  > 
  While I understand the strategy to build influence at the local 
  level before entering the national stage, what chance does a 
  bunch of hermetic mages have against the druids?
  > 
  Slamm-0!
  > 
  While I’m pleased you’ve finally started learning political 
  strategy, I’m not sure the local approach will have much effect 
  within the United Kingdom’s political structure. Unless their 
  plan is eventual Scottish independence, local politics don’t 
  mean success on the national stage.
  > 
  Kay St. Irregular
  Patrick Maley
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     9
  PATRICK MALEY
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  4
  3
  3
  3
  5
  5
  3
  4
  1
  6.0
  4
  Initiative
  6 + 1D6
  Astral Initiative
  6 + 3D6
  Condition Monitor
  10/11
  Limits
  Physical 5, Mental 6, Social 7
  Armor
  6
  Skills
  Assensing 7, Arcana 9, Banishing 9, Counterspelling 
  8, Influence skill group 8, Instruction 8, Knowledge: 
  Business 13, Knowledge: Scottish History 9, 
  Knowledge: Economic Theory 9, Perception 5, 
  Spellcasting 8, Summoning 5
  Qualities
  Analytical Mind, Combat Paralysis, First Impression
  Vehicle
  Opel Luna (uses same stats as the Chrysler-Nissan 
  Jackrabbit)
  Spells
  Analyze Truth, Antidote, Chill, Detect Life, Detect 
  Magic, Detox, Influence, Recorded Room, Resist Pain
  Gear
  AR goggles, armor clothing, Erika Elite [Device Rating 4]
  THE OXFORD GRAND LODGE
  Members: 8
  Dues: 5,000¥/month
  Areas of Expertise: Magic phenomena, politics, restor-
  ative magic
  Description and Customs: The New Oxford Lodge is 
  currently suffering from the deaths of both its polit-
  ical opponent, Lord Protector Marchment, and their 
  benefactor, Lord Carmichael. The loss of their leader 
  and primary financier has limited the lodge’s ability to 
  remain relevant in the United Kingdom’s new political 
  landscape. It remains to be seen if the organization can 
  adapt, or if it will recede to become nothing more than 
  an Awakened support group.
  Historically the Lodge is part of the New Druidic Move-
  ment, but Lord Carmichael and his followers opposed Lord 
  Protector Marchment by favoring the movement’s original 
  purpose of conservation and custodianship of the land. The 
  members of the lodge largely worked behind the scenes to 
  limit the Lord Protector’s worst excesses. Their actual effec-
  tiveness was not clear, as Marchment’s security apparatus 
  purged a number of records during the brief transition crisis.
  The Lodge remains based at the Dunham Manor, pre-
  senting a unique opportunity for those who might wish 
  to pilfer its library or laboratories, but the security remains 
  top notch. The opinion of the late lord’s heir regarding this 
  arrangement is not publicly known.
  > 
  There are some folks hiring teams to find out exactly who the 
  heir is and if they can be convinced to evict the Lodge from 
  their current holdings. Contact me if you’re interested. Travel 
  arrangements are on your own nuyen.
  > 
  Cosmo
  > 
  I’m not sure I want to get involved in a shaman power struggle, 
  but I hope the pay for whoever takes the job is worth it.
  > 
  Elijah
  The Oxford Grand Lodge has not yet selected a new 
  leader, but there has been some discussion of recruiting 
  new membership. The candidates mentioned by London 
  newsfeeds indicate the Lodge has spoken with nearly ev-
  ery druid not associated with an existing lodge and several 
  that are. While the reliability of these reports are suspect, 
  this may be an indication of a larger power struggle within 
  the group, and/or a certain degree of desperation.
  > 
  There are paths open that have yet to be walked and doors 
  closed that need to be opened before balance returns to the isle.
  > 
  Man-of-Many-Names
  > 
  Yeah, but who’s hiring the doorknockers, and is it too late to get 
  in on the action?
  > 
  Slamm-0!
  TREASURE HUNTERS, INC
  Members: 62 (est.)
  Dues: 100¥/ year, plus ten percent of any reclaimed items
  Areas of Expertise: Auctions, history and underwater 
  salvage operations
  Description and Customs: Treasure Hunters, Inc. is a 
  collection of Awakened and mundane personnel 
  who claim to have expertise in recovering lost items, 
  primarily from the sea beds near Norfolk, where they 
  maintain a small office front and scuba qualification 
  facility. They have managed to locate some historical 
  artifacts through diligent research and side-scanning 
  sonar, which has financed their continuing operations. 
  An academic paper explained how the Awakened 
  searchers assisted in the recovery operations, but no 
  information about their research was provided.
  > 
  They’re not very popular with the Atlantean Foundation. 
  Apparently they managed to find a minor artifact and auction it 
  off before the big boys got to it.
  > 
  Slamm-0!
  > 
  I wouldn’t be too sure of that. The Atlantean Foundation ended 
  up with it after Sotheby’s took their cut.
  > 
  Winterhawk
  The organization is technically a CAS-based corpora-
  tion, with another business license in Delaware, UCAS, that 
  allows members to hunt in the territorial waters of either 
  nation with reduced paperwork. It appears both nations 
  have maintained a low-key active investigation on the 
  company, since its activities would make smuggling an 
  option for the more desperate members. The FBI launched 
  a criminal probe into the finances of a late member, Sa-
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     10
  mantha Littlerock, after the IRS noticed some irregularities 
  in her tax return.
  > 
  Apparently she actually listed income under the “unreported 
  criminal activities” line on her return. I guess she was more 
  worried about going down like Capone than a security 
  corporation tracking her down.
  > 
  Glitch
  > 
  I can’t believe someone actually entered something on that line.
  > 
  OrkCE0
  > 
  Considering that she, along with her immediate family, was 
  found drowned in their backyard kiddy pool, she clearly was in 
  some deep drek, and she might have been looking for a lifeline, 
  any lifeline, that would give her a better shot than whoever she 
  was in deep with.
  > 
  Cosmos
  THREATS
  RIFTS AND THE  
  GUARDIANS OF ORDER
  The ability to pull energy directly from the metaplanes 
  without interacting with the astral plane is a newly started 
  discipline within the Awakened community, largely spon-
  sored by major corporations and their respective magical 
  research divisions. The successes of these larger organi-
  zations have been limited versus those of smaller actors 
  who are not tied to a traditional profit motive.
  The risks inherent with opening a long-term dimen-
  sional rift are obvious to anyone who watched DeeCee 
  over the past decade, and thus far I have only found refer-
  ence to three recent attempts. Two failed within ten hours 
  or so of the ritual completion. The rumored third rift is lo-
  cated in Antarctica, although I have yet to find a reliable 
  source to collaborate its existence.
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     11
  > 
  Any comment on that last item, Elijah?
  > 
  Frosty
  > 
  No.
  > 
  Elijah
  > 
  Why doesn’t someone take a little exploratory astral jaunt? Isn’t 
  that what you Awakened types do?
  > 
  Slamm-0!
  > 
  One does not take a “jaunt” near an astral rift. The probability 
  of disaster is far too high, and if the unmentionable happened, 
  what would you learn?
  > 
  Ethernaut
  > 
  Well, if you stop posting we’ll know something is there. It’s 
  called the canary approach.
  > 
  Slamm-0!
  The Atlantean Foundation and the Black Lodge made 
  contact with the same entity recently, or perhaps two dif-
  ferent but closely related entities. This entity (or entities) 
  and its retinue of spirits primarily focus on establishing and 
  preserving order on their plane, and possibly on others. 
  While there has been little independent research into their 
  home plane, the Black Lodge’s latest foray to the plane 
  where they encountered the entity has confirmed the hos-
  tility of the inhabitants to Earth’s population.
  > 
  They’re only hostile to those who exhibit “chaotic behavior” to 
  them, which basically includes any shadowrunner they meet. 
  It is conceivable, though, that some metahumans may be able 
  to convince them that they are on the same side of the order-
  versus-chaos struggle.
  > 
  Elijah
  > 
  You can bet that Black Lodge leadership is already quite busy 
  trying to convince them of that fact. The leadership must 
  be involved in this somehow—whoever first summoned 
  these entities was too powerful to be in the lower ranks. The 
  developing relationship will be interesting to watch, as both 
  sides will undoubtedly be trying to gain some sort of leverage 
  over the other.
  > 
  Kay St. Irregular
  > 
  Does this have anything to do with the rift you mentioned 
  earlier?
  > 
  Goat Foot
  > 
  In a larger sense, everything in the astral is connected, 
  and activities that seem far distant from each other can be 
  intrinsically connected. In a more narrow sense, yes.
  > 
  Man-of-Many-Names
  The denizens of this plane are interested in structuring 
  the beings they meet into organized groups. This is done 
  with mental manipulation powers at first, but it can take 
  physical form as well. The most immediately dangerous 
  of these physical activities is the spirits’ apparent ability 
  to crystallize people who refuse to conform in their pres-
  ence. The level of order instilled by the spirits appears to 
  be directly related to how many services the spirit owes 
  the summoning mage. There are also reports of the spir-
  its gaining their freedom and attempting to impose their 
  definition of order on any organic or non-organic things 
  they encounter.
  > 
  I think one of these was unleashed on a school board meeting 
  near us. The few incident reports that have leaked out indicate 
  half the board was transformed into crystal statues.
  > 
  Slamm-0!
  CRYSTALINE ENTITY
  CRYSTALIZE
  Type: P 
   
  Action: Complex
  Range: LOS 
  Duration: Permanent
  This power transforms the cells of a targeted living entity 
  into crystal. This is a ranged attack with a range increment 
  of Magic (meters), using the spirit’s Exotic ranged weapon 
  skill + Agility [Physical] to attack. If it succeeds, the attack 
  inflicts damage equal to its (Force x2)P with an AP equal 
  to the spirit’s Force, and the subject is now immobilized as 
  the transformation begins. Net hits on the attack increase 
  damage normally. The target gets a Body + Armor resistance 
  test as normal.
  If the spirit continues to attack a subject with this power, 
  eventually the victim’s entire Physical Condition Monitor may 
  be filled up, and the target is entirely crystallized. The subject 
  will not take Overflow Damage from the power and cannot be 
  directly killed through this power’s use. However, the now-
  brittle substance can be damaged through other mundane or 
  magical effects. If the subject has extremities removed while 
  crystallized, these appendages are still missing if they are 
  later returned to their normal flesh status.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  F+4
  F-1
  F
  F
  F
  F+2
  F
  F
  F/2
  F
  F
  Initiative
  (Fx2) + 4 + 2D6
  Astral Initiative
  (Fx2) + 3D6
  Skills
  Assensing, Astral Combat, Counterspelling, Exotic 
  Ranged Weapon, Flight, Perception, Spellcasting, 
  Unarmed Combat
  Powers
  Astral Form, Compulsion, Crystalize, Influence, 
  Materialization, Natural Weapon, Spell Power 
  (Control Mind)
  Optional Powers
  Guard, Energy Aura, Spell Power (Control Emotion), Spell 
  Power (Mob Mind)
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     12
  > 
  Turning things to crystal is annoying, but at least it’s noticeable. 
  What happens if they get subtle and try to take over management 
  of a location by inhabiting the residents or workers? Imagine, 
  for example, a Knight Errant or Lone Star precinct completely 
  taken over by these beings. How would their activities change if 
  they became fanatically devoted to imposing order at any cost?
  > 
  Bull
  One of the more interesting traits of these spirits is 
  their tendency to break free of their summoners with high-
  er-than-normal frequency. While reported members of the 
  Black Lodge do not appear to have as many issues as At-
  lantean Foundation’s mages, unaligned researchers have 
  reported their charges were nearly uncontrollable and 
  sometimes purposefully misconstrued orders.
  CREEDUS MAXIMUS
  While I hesitate to consider this group a true threat to 
  the Sixth World, they are definitely a threat against those 
  Awakened with whom they come into contact. There is 
  limited information regarding the group as a whole, but 
  Elijah and Bull were able to locate data about a few indi-
  vidual members that dates back to before the formation 
  of the organization. With this information someone here 
  may be able to locate them, but their physical appear-
  ance seems to change regularly even when their attire 
  and gear does not, indicating either regular use of mask-
  ing abilities or cosmetic surgery. Also, while we have ten-
  tative identification for three members, the other six are 
  completely unknown. Be warned—they all appear to have 
  formidable abilities.
  While their endgame is not currently known, the group 
  has continued to track and eliminate talsimongers after 
  the dragons managed to make peace following the death 
  of Alamais. They also appear to be operating under a dif-
  ferent modus operandi, as the complete eradication of a 
  target’s family has not occurred to my knowledge. They 
  have, however, continued the postmortem impoverish-
  ment of the target, with electronic funds and portable 
  physical possessions removed whenever possible.
  To date three of their attacks have been recorded and 
  distributed through newsfeeds, while nineteen others 
  have not been recorded but seem to match the methods 
  of the publicized attacks. Their victims are normally con-
  tacted anonymously and then frightened enough to leave 
  their places of safety through threats or minor attacks. The 
  victim is then struck in transit, often after any other defens-
  es are isolated and rendered ineffective. The target’s body 
  is drained of blood through medical means, and the blood 
  then transported off-site.
  > 
  “Rendered ineffective” is an understatement. I was hired 
  to provide remote overwatch for a team tasked to protect a 
  talismonger on a trip to Detroit. The team got hit with seven 
  spirits once they exited an elevator. The target was whisked 
  away while they were fighting for their lives.
  > 
  Clockwork
  > 
  I hope you were paid in advance?
  > 
  Sticks
  > 
  Only the retainer, which barely covered the ammunition, let 
  alone how much the destroyed drones cost.
  > 
  Clockwork
  SIMON
  One suspected number of Creedus, Simon is a troll origi-
  nally hailing from Boston. A masked troll with a distinctive 
  limp was recorded in the newsfeed of the second attack. 
  He appeared to largely stand to one side, possibly cast-
  ing spells to eliminate Richard Malcolm’s bodyguards. 
  While this evidence is inconclusive, my contacts have 
  been unable to locate him over the past three months.
  > 
  I have an old associate living in Worcester. Perhaps you would 
  like me to ask around a little for you? Standard rates apply, of 
  course.
  > 
  Red Anya
  Prior to his suspected current activities, Simon worked 
  as hired muscle for the O’Rilley Family. His lack of respect 
  and manners made it difficult to advance in the ranks, but 
  his ability made him a favorite for the larger collections. A 
  police report indicates his limp is the result of a mark fight-
  ing back with a shotgun. This escapade earned him nearly 
  three years in a state prison. All indications are he returned 
  to the Family after his release, although concrete evidence 
  has been hard to locate.
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     13
  > 
  The made men I know aren’t talking about him at all. Normally 
  it’s pretty easy to get a clue or two out of these guys, especially 
  if it’ll earn you a favor if you handle a problem for somebody 
  important. I still have to get him some Bruins tickets too—talk 
  about a bad deal.
  > 
  Wise Guy
  SIMON
  GEORGETTE SPINELER
  A physical adept of moderate skill, Georgette was known 
  to wear red bandanas when she worked the St. Louis 
  sprawl for her corporate handlers. She also was known 
  to associate with members of the Vory and indepen-
  dent smugglers prior to her arrest and release. Georgette 
  was arrested shortly after a run against a Renraku facili-
  ty, when her face and physical prowess was caught by a 
  security camera. There have been no public reports indi-
  cating why or how she was captured, only that she was 
  sentenced to a Lone Star facility after being provided a 
  legal name. Her last known location was Denver, working 
  as a private security consultant.
  > 
  Anyone know her old street name? She might be easier to track 
  that way.
  > 
  Slamm-0!
  > 
  Auburn Mayhem; and no, that doesn’t make it any easier. 
  > 
  Glitch
  > 
  Are you sure she has no current contact with the Vory? I could 
  see them using the civil war as a distraction for money making 
  and propping up new suppliers in the vacuum.
  > 
  Cosmos
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  9
  3
  3
  7
  5
  3
  4
  2
  3
  6.0
  5
  Initiative
  7 + 1D6
  Astral Initiative
  8 + 3D6
  Condition Monitor
  13/11
  Limits
  Physical 9, Mental 5, Social 5
  Armor
  13
  Skills
  Assensing 5, Arcana 8, Banishing 11, Counterspelling 
  11, Instruction 8, Japanese 7, Knowledge: Ancient 
  History 10, Knowledge: Atlantean Foundation 8, 
  Perception 5, Pistol 5, Spanish 7, Spellcasting 14, 
  Summoning 8
  Qualities
  Focused Concentration (2), SINner (criminal), Spirit 
  Affinity
  Spells
  Analyze Truth, Antidote, Chill, Detect Life, Detect 
  Magic, Fireball, Flame Burst, Heal, Powerbolt, Resist 
  Pain, Rot
  Gear
  AR gloves, AR goggles, armor jacket, Erika Elite 
  commlink [Device Rating 4], ritual mask (Power focus, 
  Rating 4), gold chain (Sustaining focus, Rating 4)
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     14
  > 
  That would be a new line of business for the Vory. Do you know 
  if they have a supply line to keep their fronts supported?
  > 
  Fianchetto
  She largely ignores the concept of racial solidarity, at-
  tacking other dwarves with the same regularity as any oth-
  er metatype. And she attacks a lot, as her few reported or 
  suspected runs showed a preference for physical confron-
  tation and property damage. This might have led one of 
  her compatriots to leak the surveillance imagery to law en-
  forcement, or perhaps an internal struggle of dominance 
  led to the leak.
  > 
  I hesitate to call her a security consultant. The one time I saw her, 
  she barely reacted to protect her client. She was more interested 
  in beating down the attacker than ensuring her client’s safety.
  > 
  Mihoshi Oni
  GEORGETTE SPINELER
  B
  A
  R
  S
  W
  L
  I
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  EDG
  ESS
  M
  7
  5 (7)
  5 (7)
  5 (7)
  4
  3
  3
  3
  4
  4.2
  4
  Initiative
  8 (10) + 3D6
  Condition Monitor
  12/10
  Limits
  Physical 8 (10), Mental 5, Social 5
  Armor
  7
  Skills
  Armorer 5, Athletics skill group 11, Automatics 10, 
  Blades 14 (16), Demolitions 6, Freefall 11, Gymnastics 
  8, Perception 9, Pistols 15 (17), Stealth skill group 10, 
  Survival 6, Tracking (Urban) 6 (8), Unarmed Combat 12
  Qualities
  Lucky, Quick Healer, SINner (criminal)
  Adept Powers
  Improved Ability 2 (Blades), Improved Ability 2 
  (Pistols)
  Augmentations
  Muscle augmentation 2, muscle toner 2, synaptic 
  booster 2
  Gear
  AR Gloves, AR contacts (w/ flare compensation), 
  armor vest, autopicker [Rating 3], Erika Elite [Device 
  Rating 4]
  Weapons
  AK-97 [Assault rifle, Acc 5, DV 11P, AP –3, SA/BF/FA, RC 
  1, 38 (c), w/ shock pad, 4 extra clips explosive rounds]
  Knife [Blade, Acc 5, Reach —, DV 8P, AP –1]
  Ruger Super Warhawk [Heavy Pistol, Acc 5, DV 9P, AP 
  –2, SS, RC —, 6 (cy), w/ 3 speed loaders]
  FLASHER McDANIELS
  Flasher was a known operator in the Seattle Metrop-
  lex three to five years ago before dropping off the lo-
  cal scene. He operated as a freelance physical adept for 
  a number of temporary teams through 2073 but never 
  joined a permanent crew or established long-term part-
  nerships with any runners I’ve managed to locate. Cor-
  roborated testimony indicates he prefers to use his hands 
  and feet when attacking an opponent, and he refuses to 
  use firearms under any circumstances. His nickname, in-
  cidentally, was apparently the result of a wardrobe mal-
  function when beating down a Lone Star patrol officer.
  His training and style appear to be derived from old 
  Hong Kong vids, right down to the badly worded pre-fight 
  speeches. His street rep generally mentions a generally lax 
  attitude regarding leadership, research, and timeliness to 
  planning meetings, but by most accounts he is all business 
  once the operation starts. His attitude may help explain 
  why he never joined another crew on a permanent basis.
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  5
  5
  5 (6)
  4
  5
  3
  3
  2
  3
  6.0
  7
  Initiative
  8 (9) + 2D6
  Condition Monitor
  11/11
  Limits
  Physical 6 (7), Mental 5, Social 5
  Armor
  12
  Skills
  Athletics skill group 11, Blades 7, Escape Artist 9, 
  Gymnastics 14, Negotiation 4, Perception 9, Stealth 
  skill group 11, Unarmed combat 16 (18)
  Qualities
  Double-jointed, High Pain Tolerance 2, Toughness, 
  Uncouth
  Initiate Grade
  1
  Metamagic
  Adept Centering
  Adept Powers
  Combat Sense 4, Improved Ability 2 (Unarmed 
  Combat), Improved Senses (Low-light Vision, 
  Thermographic Vision), Improved Reflexes 1, Killing 
  Hands, Mystic Armor 1
  Vehicles
  Suzuki Mirage
  Gear
  AR gloves, AR glasses, armor jacket, chemsuit, medkit 
  (Rating 4), Transys Avalon commlink [Device Rating 6]
  PROJECT WAMPUM
  This Lone Star project appears to be a pilot for larger 
  things to come. Developed by Lone Star’s Department 
  of Magical Research, the project provides a way for the 
  security company to turn previous loss leaders into reve-
  nue streams. It was mentioned briefly in the corporation’s 
  financial notes as a research project, but I had no further 
  information until I commissioned Glitch to look into 
  less-public nodes. His results largely pulled up one name, 
  along with some troubling trends with the test subjects.
  TALON KINCAID
  An example of greed gone too far, Talon was once a 
  member of Lone Star’s FRT program. His direct service 
  within that organization ended sometime in 2074, as he 
  entered the legal freelancer’s pool as a bounty hunter. 
  Talon specializes in tracking and eliminating “terrorists” 
  with magical ability—and as we all know, the megas love 
  to characterize shadowrunners as terrorists.
  > 
  If he was hunting real shadowrunners, he’d be starving like 
  most of the wannabes.
  > 
  Cosmo
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     15
  > 
  Maybe so, but the streets keep churning out desperate kids 
  looking for a payday. And there are plenty of wizgang members 
  looking to move up, so he has plenty of opportunities.
  > 
  Butch
  > 
  He nabbed a couple of kids in Seattle about a month ago who 
  had some potential. They just needed enough time to build their 
  skills. It looks like they hit a warehouse that held some Lone 
  Star goods. Tough break—maybe I’ll find them a better gig once 
  they’re out of jail.
  > 
  Bull
  Since his dismissal, Talon has captured or killed seven-
  ty-three legitimate marks, mainly for his former employer, 
  along with two from the Draco Foundation. It is unknown 
  if he has expanded his hunts to include “off the books” 
  bounties, although considering his high lifestyle, that’s 
  pretty likely.
  > 
  One of the Draco Foundation marks was a mad hatter called 
  Luscious Lou, a practicing blood adept from Orlando. Apparently 
  Talon decided to do some hunting in Miami at the same time 
  that Lou was looking for new kicks.
  > 
  Kane
  > 
  You’re calling somebody crazy? Pot and kettle, right?
  > 
  Netcat
  > 
  Even I don’t use baby elf blood for a Bloody Mary. Since, you 
  know, there’s no profit in it.
  > 
  Kane
  Talon is a classically trained hermetic mage with a pref-
  erence for direct combat spells, reserving his use of spirits 
  to reconnaissance and support. He has remained a solo 
  hunter thus far, although his P2.0 feed indicates he may be 
  open to joining forces with the right partner.
  > 
  Yes, as long as you understand the term “joining with the right 
  partner” in the proper sexual sense. I’ve seen a large number of 
  sexual deviant creeps become bounty hunters for some reason. 
  Is it possible for them to work with someone they are not trying 
  to screw in some way? Sticks? 
  > 
  Elijah
  > 
  You could try a funnier line, or maybe just fuck off and die.
  > 
  Sticks
  The primary reason I’ve included him here is not that 
  a lone bounty hunter is a threat to the world or the Awak-
  ened at large. The problem is what appears to be happen-
  ing to his acquisitions. Nine of the more talented mages he 
  has captured have returned to the streets as Lone Star of-
  ficers. While runners going legit is not an unheard-of phe-
  nomenon, in one of these cases the conversion happened 
  within twenty-four hours. This individual subsequently suf-
  fered a fatal stroke moments after allowing a gang to es-
  cape. If Lone Star, or any of the corporations, is developing 
  a stable of un- or semi-willing mages, as I believe they are, 
  it could radically change the chess match we all engage in.
  > 
  Is this really surprising? The shadows have had rumors of cortex 
  bombs being installed in assets for decades. I’m sure Slamm-0! 
  or one of the others can find references to this pre-Crash. I don’t 
  blame them. If I could keep a mage on a leash, I would.
  > 
  Kane
  > 
  The possibility the Star is damaging mages with headware is 
  surprising to a degree. While I’m sure Plan 9 has files and files 
  of similar activities, a cybered mage is by definition a damaged 
  mage. The question is, are they really getting a mage that is 
  worth their effort?
  > 
  Elijah
  > 
  It’s likely more about control for Lone Star. They turn a miscreant 
  and a threat into something they can use. The mage may not 
  fill a high-powered slot, but someone working for you is better 
  than someone working against you.
  > 
  Mr. Bonds
  > 
  I wonder how the other corps will start to react if others 
  attempt to scale up this sort of activity. They would be worried 
  about the human cost, of course, but they might become 
  concerned about the Awakened army other corps are building. 
  of it. While we consider the gifted to be commonplace in our 
  business, less than 0.1 percent of the population has usable 
  talent, so amassing a large group of them can quickly turn 
  you into a threat.
  > 
  Glitch
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  M
  4
  4
  4
  3
  5
  5
  4
  4
  4
  6.0
  6
  Initiative
  8 + 1D6
  Astral Initiative
  8 + 3D6
  Condition Monitor
  10/10
  Limits
  Physical 5, Mental 7, Social 7
  Armor
  15
  Skills
  Assensing 10, Arcana 8, Athletics skill group 7, 
  Cantonese 6, Conjuring skill group, 11, German, 7, 
  Japanese 6, Knowledge: Law 10, Knowledge: Lone 
  Star Procedures 10, Longarms 7, Negotiation 6, 
  Perception 5, Pistol 11, Spanish 7, Sorcery skill group 
  14, Stealth 8, Unarmed Combat 9
  Qualities
  Astral Chameleon, Natural Athlete, SINner (corporate 
  limited)
  Spells
  Armor, Detect Magic, Fireball, Heal, Increase 
  Attribute, Manaball, Powerbolt, Recorded Room, 
  Stunbolt
  Rituals
  Watcher
  Vehicles
  Suzuki Mirage, Toyota Gopher
  Gear
  AR gloves, AR goggles, armor clothing, Erika Elite 
  commlink [Device Rating 4], full body armor, gold ring 
  (Power focus, Rating 1)
  Weapons
  Ares Predator V [Heavy Pistol, Acc 5(7), DV 8P, AP –1, 
  SA, RC —, 15(c), w/ smartgun system, 4 spare clips]
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     16
  SUPPLEMENTARY 
  GRIMOIRE
  INTRODUCTION
  “The means meet the end” is an old saying whose mean-
  ing has never been truer. These spells might be the means 
  to keep spellslingers and their team from meeting an end 
  they don’t want.
  The following additional range category is added to 
  Shadowrun spells:
  Range: A spell with the range of self (S) can be placed 
  on the caster only. If the spell is an area (A) effect, the cast-
  er is at the center of the spell’s area of effect and is auto-
  matically affected unless the description states otherwise.
  COMBAT SPELLS
  CHILL
  (DIRECT)
  Type: P  
  Range: LOS 
  Damage: S
  Duration: I 
  Drain: F – 1
  FRIGID
  (DIRECT)
  Type: P  
  Range: LOS (A)      Damage: S
  Duration: I 
  Drain: F + 1
  These spells reduce the air temperature around the tar-
  get to the point it limits their ability to move as frostbite 
  begins to set in, stiffening their joints, making them shiver, 
  and temporarily inhibiting their ability to breathe. The tar-
  get suffers Stun damage per normal Direct Combat spell 
  resolution and reduces their initiative score by one per net 
  hit, with a maximum reduction of 5.
  FLAME BURST
  (DIRECT, ELEMENTAL)
  Type: P  
  Range: S (A) 
  Damage: P
  Duration: S  
  Drain: F + 1
  A spell for the desperate or uncaring, Flame Burst sends 
  sheets of flame from the caster, damaging everything with-
  in its area of effect, animate or inanimate, friend or foe. The 
  spell sends a pulse of flame in a single direction with the 
  caster’s first action once every Combat Turn as long as it is 
  sustained, without damaging its point of origin (the caster). 
  Everything else in its path, though, is damaged.
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     17
  MAGEBOLT
  (DIRECT)
  Type: P  
  Range: LOS 
  Damage: P
  Duration: I  
  Drain: F – 4
  This spell harnesses destructive magical energy and 
  damages a living Awakened target or spirit through re-
  lease of energy inside of the target. The spell only affects 
  creatures that are Awakened or dual natured. If cast at a 
  non-Awakened target, the caster must resist Drain as nor-
  mal, though the target is unaffected, as are any physical 
  non-living possessions.
  [ELEMENT] GRENADE
  (INDIRECT, ELEMENTAL)
  Type: P  
  Range: T 
  Damage: P
  Duration: I  
  Drain: F – 1
  This family of spells was created to allow spellcasters 
  to assist their team members clearing buildings during mil-
  itary operations. Currently it is generally used by mages 
  with corporate or military connections, though it’s starting 
  to be used by shadowrunners as well.
  The family of spells functions the same, but each el-
  ement counts as a separate spell. The currently available 
  variants are: acid, cold, electricity, fire, pollution, radiation, 
  and water. The spell creates a solid ball of energy rough-
  ly the size of a grapefruit in the caster’s hands. The spell 
  then launches from the caster as a grenade launcher (p. 
  182, SR5) without a minimum range. The ball is affected 
  by physical barriers and can bounce off solid surfaces and 
  around corners. The spellcaster must make a Magic + [Tra-
  dition Attribute] (3) Test to see how close the spell grenade 
  lands to its target, where Tradition Attribute is the Attribute 
  used along with Willpower to resist Drain. This test takes 
  the place of the Throwing Weapons + Agility Test used for 
  grenades (see Grenades, p. 181, SR5). Scatter should also 
  be determined as it is with grenades (p. 182, SR5).
  The grenade spell explodes when the caster uses 
  a Simple Action to detonate it or the combat turn ends, 
  whichever happens first. The rules for blasts against barri-
  ers (p.183, SR5) apply to the spell’s effects, along with the 
  previously mentioned elemental effects.
  SUNBEAM
  (INDIRECT)
  Type: P  
  Range: LOS 
  Damage: P
  Duration: I 
  Drain: F–1
  Developed under contract with the Kingdom of Benin 
  by Mitsuhama, Sunbeam was intended to give spellcasters 
  an advantage against HMHVV-Infected invaders or infiltra-
  tors from Asamando. The spell creates an instantaneous 
  beam of sunlight directed at the target. Intended to take 
  advantage of ghouls’ vulnerability to sunlight, it has prov-
  en effective against other sufferers of the virus. The spell 
  is not very useful against targets without any Allergy to 
  sunlight; it does half the normal damage (rounded up) as 
  Stun damage. Damage resolution is handled as explained 
  in Indirect Combat Spells (p. 283, SR5). Against targets 
  who have the Allergy (sunlight) weakness, however, the 
  spell’s Damage Value is increased to twice what it nor-
  mally is, and it always inflicts Physical damage regardless 
  of the target’s armor value. All targets must deal with the 
  bright glare of the spell; any target hit by the spell (whether 
  it does damage or not) receives a –1 dice pool penalty to 
  their next attack due to glare (flare compensation of any 
  kind removes this penalty).
  EXAMPLE
  Timmy the Addict Cannibal mage is competing against 
  one of the local ghouls for dinner this evening. With careful 
  preparation, he manages to get position on his competition 
  and surprise the ghoul before it eats all the good parts of a 
  migrant worker’s corpse. Timmy decides to cast a Force 5 
  Sunbeam at the ghoul, with Magic 4 and Spellcasting 4. Tim-
  my decides to use his Edge of 2, as he’s really hungry, so he 
  rolls 10 dice on the Spellcasting Test. Timmy manages to get 
  4 hits while the ghoul manages 3, so he has 1 net hit. The nor-
  mal Damage Value for an Indirect Combat Spell is Force + net 
  hits, meaning Timmy has done 6 points of damage. But since 
  the ghoul has an allergy to sunlight, this is doubled to 12. The 
  Armor Piercing rating of Indirect Combat Spells is –(Force), 
  making it –5. The ghoul then resists the damage with Body + 
  (Armor). Since the ghoul has no forms of flare compensation, 
  its next attack takes a –1 penalty due to difficulty focusing 
  with the glare.
  If Timmy makes a mistake and attacks some neighbor-
  hood kid dressed as a ghoul for Halloween, the damage is 
  half what it normally is for an Indirect Combat Spell, meaning 
  6 damage becomes 3. The AP remains at –5. Let’s hope the kid 
  survives and Timmy maybe takes a look at auras or something 
  next time before he starts slinging mana around.
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     18
  DETECTION SPELLS
  PASSENGER
  (PASSIVE, PSYCHIC)
  Type: M  
  Range: LOS
  Duration: I  
  Drain: F – 1
  This variant of the Borrow Sense Spell (p. 102, Street Gri-
  moire) enables the caster to borrow all of the senses from 
  the chosen target.
  RECORDED ROOM
  (PASSIVE, AREA)
  Type: P  
  Range: LOS (A)
  Duration: S  
  Drain: F
  This spell makes a visual image of a room, including 
  any details not readily visible to an observer’s perspective, 
  such as a chair behind a desk. It also copies any readily vis-
  ible electronic displays or printed material. If something is 
  obscured by another object, like a piece of paper partially 
  covered by a book, only the readily visible characters are re-
  corded. As a Complex Action, the caster can alter their per-
  spective and observe any details (Detection Spell Results, p. 
  286, SR5) within the room while sustaining the spell.
  SECRET HANDSHAKE
  (ACTIVE, AREA)
  Type: M  
  Range: T
  Duration: S  
  Drain: F – 4
  This spell is popular with spellcasters of clandestine or-
  ganizations. It allows them to make rendezvous without 
  electronic signals or records for mundane investigators to 
  sift through. The spell detects other versions of itself, but 
  only if they are from the same spell formula. Each formula 
  is specific enough to be invisible to a practitioner using a 
  different formula of the spell.
  BROADCAST
  (ACTIVE, AREA)
  Type: M  
  Range: T
  Duration: S  
  Drain: F + 1
  SENDING
  (ACTIVE, EXTENDED AREA)
  Type: M  
  Range: T
  Duration: S  
  Drain: F + 2
  These spells function in a similar manner as Mindlink, 
  allowing the target to communicate with all intelligent be-
  ings within range. The communication is one-way only, 
  primarily intended to issue commands to subordinates, 
  rather than act as a tactical communications system. Ev-
  eryone within the area of effect receives the message, al-
  though targets can attempt to resist by using Willpower, as 
  if it were a Direct Combat spell (p. 283, SR5).
  [SENSE] LINK
  (PASSIVE, PHYSIC)
  Type: M  
  Range: T
  Duration: S  
  Drain: F – 2
  This variation of the Mindlink spell allows the caster to 
  use one of the target’s senses. Each variant of the spell 
  links to a different sense (e.g., Vision Link, Thermograph-
  ic Vision Link, Astral Perception Link), depending on the 
  spell’s formula.
  HEALTH SPELLS
  The following category of spells is added:
  Negative Health Spells: Spells that negatively affect a 
  character cause a Magic + Spellcasting [Force] damage, 
  resisted by the subject’s Body (+ Counterspelling, if appli-
  cable). For details on Touch-only attacks see p. 187, SR5.
  CONVERT BLOOD TO ICHOR
  (ESSENCE, NEGATIVE)
  Type: P  
  Range: T
  Duration: I 
  Drain: F
  This spell converts the target’s blood to inorganic liquid, 
  causing physical damage to the target as their organs stop 
  receiving nutrients and oxygen. The spell causes (Force)P 
  damage on the first Combat Turn, (Force – 1)P damage the 
  second Combat Turn, and continues to decrease by one in 
  each subsequent Combat Turn until it reaches zero. Each 
  time damage is inflicted, the subject resists with a Body 
  + Counterspelling Test. The damage occurs immediately 
  before the subject’s first action each Combat Turn.
  DECONTAMINATION
  Type: M  
  Range: T
  Duration: P  
  Drain: F – 4
  This spell is used to reduce the effects of radiation poi-
  soning on a patient due to radiation contamination. The 
  character receives additional dice to their Radiation Resis-
  tance Test (p. 18) equal to the spell’s net hits. It does not 
  repair any existing radiation damage; that requires a sepa-
  rate Heal spell (p. 288, SR5).
  DEHYDRATE
  (NEGATIVE)
  Type: P  
  Range: T
  Duration: S 
  Drain: F – 4
  The spell’s subject suffers from nausea and disorienta-
  tion (p. 409, SR5) while the spell is sustained (unless the 
  spell is resisted).
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     19
  GHOULISH STRENGTH
  (ESSENCE)
  Type: P  
  Range: T
  Duration: S 
  Drain: F – 4
  Ghoulish Strength was developed by unknown sources 
  and taught to three ghoul shamans in the Boston sprawl. 
  It is believed the same group that created it has dissem-
  inated it to the other ghoul packs. The spell only affects 
  sufferers of the HMHVV virus.
  The spell increases the Strength of the subject by one 
  for each net hit, to their augmented maximum.
  HEALTHY GLOW
  Type: P  
  Range: T
  Duration: P 
  Drain: F – 2
  Healthy Glow is a popular spell with the well-to-do, 
  or those who want to appear well-to-do. This spell im-
  proves the appearance of the subject by improving their 
  circulation, brightening their appearance and improving 
  their general health. The effect is permanent but can be 
  marred through hard living and natural aging. Hits on the 
  Spellcasting Test [limited by Force] determine how well the 
  subject is cleaned up. The spell has two effects—increasing 
  the Social limit of the target, and providing a modifier to 
  First Aid or Medicine Tests (per Healing Modifiers, p. 208, 
  SR5 or modifiers to Health spells, p. 287, SR5). The Social 
  limit increases by 1 for every two hits (rounded up) on the 
  Spellcasting Test, while the Healing Modifier is 1 for every 
  3 hits on the Spellcasting Test (rounded up). These effects 
  last for 24 hours; after that, the health effects vanish, and 
  people adjust to the new appearance, so the increased So-
  cial limit disappears as well.
  HYDRATE
  Type: P  
  Range: T
  Duration: P 
  Drain: F – 4
  This spell rehydrates a subject, limiting the effect of 
  prolonged exposure to the elements. Each hit on the 
  Spellcasting Test reduces Fatigue damage (p. 172, SR5) 
  due to dehydration by 1. It also counters the Dehydrate 
  spell (p. 18).
  INFLICT DISEASE
  (NEGATIVE, ESSENCE)
  Type: M  
  Range: T
  Duration: P 
  Drain: F – 3
  One of the reasons to never jilt an Awakened lover, this 
  spell infects the subject with a disease like VITAS—or like 
  one of the more personal, socially harder-to-explain ones. 
  The Force of the spell becomes the Power of the disease. 
  The spell cannot inflict a disease that is magically based, 
  like HMHVV.
  Net successes do not affect the Power of the disease; 
  the successes are solely used to determine if the target 
  is inflicted with the disease or not. After the Spell Resis-
  tance Test, the subject must make a Disease Resistance 
  Test (Body + protective systems rating). If the Resistance 
  Test does not reduce the Power to zero, the subject starts 
  showing symptoms the following Combat Turn (symp-
  toms depend on the disease inflicted on the target; see 
  the Sample Diseases table for examples). Resistance Tests 
  continue to be made each Combat Turn until the Power is 
  reduced to zero.
  NAUSEATE
  (NEGATIVE)
  Type: M  
  Range: T
  Duration: I 
  Drain: F – 2
  The target suffers from Nausea (p. 409, SR5) if they fail 
  to resist. The target takes no damage but is incapacitated 
  due to vomiting and dizziness for 1 Combat Turn for each 
  net hit.
  ALLEVIATE NAUSEA
  Type: M  
  Range: T
  Duration: S  
  Drain: F – 4
  The spell relieves the effect of Nausea (p. 409, SR5) on 
  the target. Each net hit reduces the duration of the Nausea 
  by 1 Combat Turn. In addition, while the spell is maintained 
  wound effects are not doubled. The effect of Nausea re-
  turns at full force once the spell is no longer sustained (as 
  long as the force causing the Nausea remains in effect).
  PERSONAL WARMTH
  Type: M  
  Range: LOS
  Duration: S  
  Drain: F – 4
  Personal Warmth maintains the body temperature of 
  one or more metahumans at healthy levels. The number 
  of metahumans covered is equal to the number of net hits 
  [limited by Force] achieved with Spellcasting Test. The re-
  cipients must be in the caster’s line of sight for the spell to 
  affect them when it is cast, but they do not need to remain 
  there while the spell is sustained. The spell does not offer 
  a defense against cold-based attacks.
  SAMPLE DISEASES
  DISEASE
  REQUIRED
  POWER
  EFFECT
  Botulism
  4
  Malaise, Nausea, Paralysis
  Influenza
  2
  Stun Damage (Fatigue), 
  Disorientation
  HSV-5
  5
  Agony, Malaise, Stun Damage
  VITAS-3
  6
  Malaise, Nausea, Stun Damage
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     20
  ROT
  (ESSENCE, NEGATIVE)
  Type: P  
  Range: T
  Duration: I  
  Drain: F
  Rot is a spell preferred by casters who want their op-
  ponents to suffer horribly as they die. The UCAS military 
  requires all members who learn this spell to undergo reg-
  ular psychological screening as a precaution against it 
  being misused. 
  The spell kills flesh in a localized area of the target’s 
  body. If the caster gets at least 2 net successes after the 
  target’s Resistance Test, the caster kills the flesh near the 
  contact point. With 2 or 3 net successes, the caster can 
  destroy a hand or foot. With 4 or more net successes, the 
  caster can destroy an entire limb. If the torso is touched, 
  the effect kills internal organs; with 2 or 3 successes a sin-
  gle organ is destroyed, with 4 or more successes multiple 
  organs are destroyed. For each organ destroyed, the tar-
  get’s Body is reduced by 1. Unless the spell does enough 
  damage to kill the target (that is, reducing Body to 0), 
  life-sustaining organs (brain, heart etc.) cannot be selected 
  for destruction. The damage from this spell requires treat-
  ment from a medical facility to deal with the dead tissue. 
  The Heal spell cannot repair damage caused by this spell.
  VAMPIRIC SPEED
  (ESSENCE)
  Type: P  
  Range: S(A)
  Duration: S  
  Drain: F – 2
  A new favorite for those afflicted with HMHVV, Vampir-
  ic Speed centers itself on the caster, increasing the speed 
  of any HMHVV-infected beings within its radius. The spell 
  increases the walking and running movement rate of the 
  infected by one meter per hit. Additionally, the speed 
  boost increases their Initiative Score by +1 per hit (without 
  directly increasing the Reaction or Intuition attribute).
  ILLUSION SPELLS
  FALSE IMPRESSION
  Type: M  
  Range: LOS
  Duration: S  
  Drain: F – 4
  MANASCAPE
  Type: M  
  Range: LOS(A)
  Duration: S  
  Drain: F – 2
  This spell is designed to pass illusions to the target’s 
  magical senses. While it cannot create auras of astral im-
  ages where none are present, it can change their appear-
  ance to anyone using Assensing, Psychometry, Sensing, 
  or the Astral Window spell. False Impression only affects 
  the image of a single spell or astral form, while Manascape 
  changes the appearance of an area.
  VAMPIRIC STEALTH
  Type: M  
  Range: S
  Duration: S  
  Drain: F – 3
  Knowledge of this spell is primarily based on specula-
  tion developed from astral forensic observation and a par-
  tial spell formulae recovered by a Knight Errant task force.
  This spell affects the ability of the caster to move un-
  seen about the Sixth World. The caster must suffer from 
  HMHVV for the spell to have any effect.  The spell provides 
  the caster a dice pool modifier to Sneaking Tests equal to 
  the Spellcasting Test hits (maximum 5).
  MANIPULATION SPELLS
  AIR FILTER
  (PHYSICAL)
  Type: M  
  Range: LOS
  Duration: S 
  Drain: F – 6
  This spell allows the subject to breathe while buried or 
  while underwater. The subject can breathe normally for ten 
  minutes per Spellcasting Test hit. The duration is halved in 
  the subject is buried in wet sand or mud.
  ALTER MEMORY
  (MENTAL)
  Type: M  
  Range: LOS
  Duration: P  
  Drain: F + 1
  This spell allows the caster to alter a single memory of 
  the target, including the addition or subtraction of a mem-
  ory. The net hits scored by the caster determine the qual-
  ity and the complexity of an implanted memory. Every 
  [Force] months, or anytime the character is presented with 
  evidence the memory is false, or has been removed, the 
  subject may attempt a Willpower Test. Each hit reduces the 
  hits on the caster’s original Spellcasting Test. When the to-
  tal reaches 0, the spell no longer has any effect. The orig-
  inal memories are restored, and the false ones revealed.
  ALTER TEMPERATURE
  (PHYSICAL)
  Type: P  
  Range: LOS (A)
  Duration: S 
  Drain: F – 3
  Alter Temperature changes the ambient temperature in 
  the selected area, either up or down by 5 degrees cen-
  tigrade for every hit on the Spellcasting Test. The game-
  master may judge the effects of extreme temperatures, 
  keeping in mind that appropriate clothing should mitigate 
  some effects.
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     21
  ASTRAL ARMOR
  (MENTAL)
  Type: M  
  Range: LOS
  Duration: S  
  Drain: F–2
  This spell is an Armor spell for the astral plane (p. 292, 
  SR5). Each hit provides 1 point of armor against astral 
  combat attacks. It only works in astral space.
  CONTROL EMOTIONS
  (MENTAL)
  Type: M  
  Range: LOS
  Duration: S  
  Drain: F – 1
  MOB MOOD
  (MENTAL)
  Type: M  
  Range: LOS(A)
  Duration: S  
  Drain: F + 1
  Control Emotion instills a strong emotion of the cast-
  er’s choice into the target, such as love, hate, rage or de-
  spair. The subject feels the emotion wholeheartedly, and 
  it affects their physical performance in a manner consis-
  tent with the emotion, conducting actions opposed to the 
  emotion invoke a –2 dice pool penalty. For example, sub-
  jects feeling rage engaging in combat suffer no penalties, 
  whereas if the subject were attempting negotiations the 
  negative modifier would apply.
  Mob Mood affects all subjects in the defined area with 
  the same emotion.
  EVAPORATE
  (PHYSICAL)
  Type: M  
  Range: LOS
  Duration: S  
  Drain: F – 4
  This spell removes heat loss due to sweat, reducing the 
  threat of exposure in arctic climes. The subject must be 
  within the caster’s line of sight when the spell is cast but 
  may move outside of it while the spell is sustained.
  The spell provides a +1 dice pool modifier to Survival 
  Tests in arctic environments.
  LOOKING GLASS
  (PHYSICAL)
  Type: P  
  Range: T
  Duration: S  
  Drain: F – 3
  The spell allows the caster to change the properties of 
  material to allow light to pass through it. The spell affects 
  a number of cubic meters of material equal to the net hits 
  of the Spellcasting Test. The net hits must also exceed the 
  material’s structure rating from the Barrier Rating Table (p. 
  196, SR5) for the spell to take effect. An object affected by 
  the Looking Glass spell allows Line of Sight to objects or 
  persons on the other side.
  INSULATE
  (PHYSICAL, ENVIRONMENTAL)
  Type: P  
  Range: LOS(A)
  Duration: S 
  Drain: F – 2
  This spell creates and maintains an area of air equal in 
  radius to the spell’s Force that maintains a metahuman’s 
  body temperature (if an exact temperature is needed, use 
  the caster’s as a guide). Objects can pass into and out of 
  the spell’s effect without being inhibited. The temperature 
  of objects is not changed, only the caster’s ability to touch 
  and interact with those objects. The spell must be cast on 
  an area, not an individual, and the area of effect cannot 
  move. The ability of the spell to insulate an area is limited 
  to objects within 20 degrees Celsius of metahuman norms.
  NAPALM WALL
  (PHYSICAL, ENVIRONMENTAL)
  Type: P  
  Range: LOS(A)
  Duration: S 
  Drain: F
  This spell is a variant of the [Element] Wall spell (p. 115, 
  Street Grimoire), combining elements of fire and water to 
  create a rippling wall of burning water.
  The wall causes both fire (p. 171, SR5) and water (p. 
  105, Street Grimoire) damage. The spell causes physical 
  damage, with the subject’s armor providing protection as 
  normal and any fire-resistant modifications included in the 
  Defense Test (p. 173, SR5).
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     22
  PETRIFY
  (PHYSICAL)
  Type: P  
  Range: LOS
  Duration: S  
  Drain: F – 2
  This spell transforms living tissue into calcium carbon-
  ate, or effectively, stone. The spellcaster must succeed in 
  a Spellcasting + Magic [Mental] Opposed Test against the 
  subject’s Body (+ Counterspelling). The spell’s Force must 
  also equal or exceed the subject’s body. The subject is not 
  conscious while under the spell’s effect, and any damage 
  suffered by the stone-like subject translates normally to 
  the appropriate Condition Monitor. While in this form, the 
  subject has a Barrier Armor Rating (p. 197, SR5) equal to 
  their Body + the caster’s net hits when they cast the spell. 
  Non-living material is not affected by the spell, including 
  clothing, cyberware, and carried gear.
  PULSE
  (PHYSICAL, ENVIRONMENTAL)
  Type: P  
  Range: LOS(A)
  Duration: I  
  Drain: F – 4
  Pulse sends a high-power, short-duration burst of 
  electromagnetic energy into a targeted area, disrupting 
  wireless and radio communication for a moment. The 
  burst also erases any standard RFID tags in the affected 
  area and may damage any non-optical based computer 
  systems. While most systems since 2050 have been op-
  tical based, there are still a few throwback, unshielded 
  systems in use. Affected systems may suffer data loss, 
  power outages, or a complete systems failure depending 
  on a Defense Test using the applicable Object Resistance 
  Rating (p. 295, SR5). The more net hits by the spellcaster, 
  the greater the damage. 
  RADIATION SHIELD
  (PHYSICAL)
  Type: P  
  Range: LOS
  Duration: S  
  Drain: F – 4
  RADIATION BARRIER
  (PHYSICAL)
  Type: P  
  Range: LOS(A)
  Duration: S 
  Drain: F – 2
  Radiation shield creates an aura surrounding the target, 
  intended to reduce damage caused by a radiation haz-
  ard. This is generally signified by a glowing field, although 
  some recent spell formulae have removed that visual 
  component. The spell provides radiation shielding (p. 84, 
  Run & Gun) equal to the number of hits scored (limited by 
  Force of the spell). 
  Radiation Barrier creates a dome with the same effect 
  as Radiation shield, protecting everyone inside.
  RITUALS
  DECRYSTALIZE
  (MATERIAL LINK, SPOTTER)
  This ritual was designed by the Atlantean Foundation 
  to counter the power of their crystalline sometimes-al-
  lies. They use it to recover unfortunate members of their 
  own organization or to return functionality to an other-
  wise useful subject. The ritual requires the complete, intact 
  crystalline statue of the subject. Otherwise, any damage 
  suffered by the subject’s statue will be transferred to the 
  subject upon retransformation. The ritual can be per-
  formed through the use of a remote spotter, although the 
  subject’s statue is more commonly transported to a lodge 
  and the ritual performed where the entire group can see 
  the subject. The ritual takes one hour per point of Body the 
  subject had when in the flesh.
  MANA FLOW
  (ANCHORED)
  This ritual was developed by the Astral Preservation So-
  ciety and freely distributed over the Matrix to interested 
  parties starting at the end of 2075. The ritual helps fill a 
  mana void on a temporary basis, with the ritual increas-
  ing the background count of a damaged area by one for a 
  number of hours equal to the Force of the ritual. The spell 
  effects an area of a Force x 100 meters radius around the 
  ritual’s anchor point. The ritual takes one hour to perform.
  Interestingly, the ritual is distributed with a number of 
  limitations, as it affects only those areas with a negative 
  background count. Its effects are negated within areas 
  where the background count is normal, even if the an-
  chor is within a damaged area. Also, the ritual cannot be 
  successfully performed in an area with a neutral or posi-
  tive count. Involved parties must resist Drain and spend 
  the allotted time like normal, but the ritual is inevitably 
  unsuccessful.
  MANA EBB
  (ANCHORED)
  The creator of this ritual is unknown, but the Pueblo 
  Corporate Council sells formulae to interested parties from 
  its Matrix shopping portal. The ritual helps drain a mana 
  surge on a temporary basis, with the ritual decreasing the 
  background count of a damaged area by one for a number 
  of hours equal to the Force of the ritual. It works by siphon-
  ing the power to a metaplane known to the ritual leader, 
  or to the deep astral plane, depending the version of the 
  ritual. The spell affects an area of a Force x 100 meters 
  radius around the ritual’s anchor point. The ritual takes one 
  hour to perform.
  The ritual only affects areas with a positive background 
  count, and its effects are negated within areas where the 
  background count is normal, even if the anchor is within 
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     23
  a damaged area.  Also, the ritual cannot be successful-
  ly performed in an area with a neutral or positive count. 
  Involved parties must resist Drain and spend the allotted 
  time like normal, but the ritual is inevitably unsuccessful. 
  While the ritual is active, plant life appears slightly wilted 
  and animal life attempts to leave the area, if possible.
  ADEPT POWERS
  DEMARA
  COST: 0.5
  This power grants the adept the ability to use an un-
  trained skill at minimal effectiveness after watching a per-
  son or recording of a person using the desired skill. Once 
  the adept has watched their reference material for at least 
  one hour, they can use the skill as if they have a skill rat-
  ing one. This knowledge remains effective for a number 
  of hours equal to the adept’s Magic Attribute. The ability 
  does not provide any Karma assistance in learning a skill 
  through character creation or advancement.
  EIDETIC SENSE MEMORY
  COST: 0.5
  An adept with Eidetic Sense Memory is capable of 
  memorizing all sensory input, including tastes, smells and 
  textures in addition to the more traditional visual ability. 
  The adept is capable of perfectly recalling any sensory 
  stimulus, or combination thereof. The memories can be re-
  called at will. The adept also has the ability to photo-read, 
  making it a great trick for those Awakened who like book 
  clubs.
  ENTHRALLING PERFORMANCE
  COST: 0.5
  This adept power is used in conjunction with an artistic 
  skill, such as Artisan or Gymnastics, which the adept must 
  also possess. This power can be selected multiple times, 
  with each selection pertaining to a different artistic skill. If 
  the gamemaster allows, this power may also be linked to 
  Unarmed Combat (Martial Arts) or Con (Impersonation).
  The power permeates the adept’s performance with 
  a subtle magic aura, mesmerizing observers with the ad-
  ept’s grace or skill as the performance unfolds. The adept 
  makes a test of the appropriate skill + Magic. The adept’s 
  hits serve as a threshold modifier for any Perception tests 
  the audience might make during the performance. Audi-
  ence members exposed to sudden outside stress or stim-
  uli, such as hearing gunshot or suffering an assault, are im-
  mediately released from the entrancement.
  HEIGHTENED CONCERN
  COST: 0.5
  The adept can ignore a single distraction while per-
  forming another task. This power negates a single situa-
  tional modifier of a value of up to half (rounded up) of their 
  Magic Attribute. It takes a Complex Action to activate and 
  may be combined with the Adept Centering metamagic.
  INDOMITABLE WILL
  COST: 0.25 PER LEVEL
  The adept has an increased resistance to fear and tor-
  ture. The adept gains a +1 dice pool modifier to Opposed 
  Tests to resist Intimidation and fear-inducing effects or 
  powers for each level of this power.
  IRON GUT
  COST: 0.25 PER LEVEL
  This power greatly increases the strength of the adept’s 
  digestive tract, allowing them to ingest and metabolize a 
  wider array of substances than the metahuman norm. The 
  power grants the adept a +1 dice pool modifier on any 
  ingested Toxin Resistance Test (p. 409, SR5) per level of 
  the ability.
  IRON LUNGS
  COST: 0.25 PER LEVEL
  This power increases the adept’s lung capacity. When 
  attempting to hold one’s breath, each level of Iron Lungs 
  increases the base time of holding one’s breath by 20 sec-
  onds. When wanting to extend past the base time, each 
  level adds an additional 6 seconds for each net hit on a 
  Swimming + Willpower Test (added on top of the normal 
  15 additional seconds per net hit). So at four levels, the 
  adept’s base time is 140 seconds (60 seconds normally, 
  plus 80 (that is, 4 x 20) seconds from the power). Each net 
  hit on a Swimming + Willpower Test extends the clock by 
  39 seconds (15 seconds as a base plus 4 x 6, or 24). The 
  power also adds a +1 dice pool modifier to Body to resist 
  Fatigue damage from Running (p. 172, SR5) per level.
  IRON WILL
  COST: 0.5 PER LEVEL
  This power makes the adept more resistant to external 
  influences. The character may add the power’s level as a 
  dice pool modifier in tests to resist mental manipulation or 
  mind control, whether originating from spells, adept pow-
  ers, or spirit powers.
  
  >> SHADOWRUN <<
  << SHADOW SPELLS >>     24
  KERATIN CONTROL
  COST: 0.5 
  The adept has the ability to accelerate their hair, nail, 
  and horn growth within the limits of the adept’s meta-
  type. The adept can go from short, professional appear-
  ance to street chic in a matter of hours. The power also 
  allows any hair grown to be straight or curly at the ad-
  ept’s discretion. Full beards and long hair normally take 
  six hours to grow, but the growth can be accelerated at 
  the cost of one unresisted box of Stun Damage per hour 
  reduction in growth time.
  LIVING FOCUS
  COST: 1
  This power allows the adept to sustain a spell in a man-
  ner that simulates a Sustaining Focus. The casting magi-
  cian does not need to maintain the spell but can transfer 
  the spell to the adept with a Simple Action, with the adept 
  providing the mana to power the spell. The spell cannot 
  be further transferred, even if the recipient has the Living 
  Focus power. The spell’s Force cannot exceed the adept’s 
  Magic Attribute, and while sustaining the spell the adept 
  suffers a –2 dice pool modifier to all actions while they 
  sustain the spell. Counterspelling the sustained spell is 
  handled with Dispelling (p. 296, SR5).
  MAINTAIN WARMTH
  COST: 0.25
  Maintain Warmth allows the adept to delay the onset 
  of hypothermia and other cold-related ailments. This elim-
  inates any modifiers to the Survival Test due to weather 
  (see Survival Test Table, p. 137, SR5).
  MEMORY DISPLACEMENT
  COST: 0.25
  This adept power allows an adept to temporarily re-
  move selected memories for a predetermined amount of 
  time with the use of a Complex Action. While the memory 
  is displaced, the adept has no recollection of the erasure 
  or its contents, rendering attempts at Intimidation, Inter-
  rogation, or mental manipulation spells ineffective, except 
  for any physical trauma caused. Once the predetermined 
  time has elapsed, the memory returns.
  PIERCING SENSES
  COST: 0.25 PER LEVEL
  This power grants the adept an increased ability to 
  identify illusions and related effects. The adept gains a +1 
  dice pool modifier to resist illusion-based effects for each 
  level of this power.
  POWER SWIMMING
  COST: 1
  Adepts with this power are banned from Olympic 
  events, as they swim with the grace and speed of a marine 
  mammal. The adept’s swimming rate is doubled (p. 137, 
  SR5), and each hit on a Swimming Test gains an additional 
  2 meters of distance, 4 meters for elves and trolls.
  ROOTING
  COST: 0.25 PER LEVEL
  Rooting allows an adept to become a nearly immov-
  able object with a Simple Action. The power provides +1 
  to the adept’s Physical Limit for Knockdown (p. 194, SR5) 
  only. It also provides a +1 dice pool modifier to any test re-
  sisting being knocked down, levitated, or otherwise being 
  displaced against their will. The adept cannot move while 
  the power is active, and she takes a –3 dice pool penalty to 
  Dodge, Block or Parry tests while the power is active. The 
  power can be canceled with a Free Action.
  SUPERNATURAL TOUGHNESS
  COST: 1 PER LEVEL
  Each level of this power gives the adept one extra box 
  in their Physical and Stun Condition monitors.
  REAGENT COST TABLE
  TYPE
  AVAIL
  COST
  Raw, per dram
  —
  20¥
  Refined
  6
  350¥
  Radical
  8
  4,500¥
  Orichalum
  12
  140,000¥
  
SOURCE: textdata/thevault/Shadowrun [multi]/5th Edition/Shadow Spells.pdf