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Magical Equipment

Magical Goods
Formulae Availability Cost
Focus Formula as Focus Force x 0.25
Spell Forumla
Combat 8R 2,000
Detection 4R 500
Health 4R 500
Illusion 8R 1,000
Manipulation 8R 1,500
Magical Supplies Availability Cost
Magical Lodge Materials Force x 2 Force x 500
Reagents, per dram - 20

Reagents

Mana flows through the world and collects on objects like sediment on a seabed. Like the magical world itself, the mana in these objects waxes and wanes. If such objects are found and harvested at the right time by a skilled person, they become reagents. Reagents are sensitive to pollution and emotion, just like the astral plane, which makes the challenging task of harvesting reagents even more difficult in many areas.

Reagents have a higher inherent concentration of mana than normal substances, but they are otherwise identical to their mundane counterparts. The power of a set of reagents is measured in drams of orichalcum, or simply drams, an imprecise but useful comparison to the power in the magical material known as orichalcum. Orichalcum is the purest reagent known, chunks of metal that are perfect mana conduits. A reagent that is worth a single dram of orichalcum usually weighs more than the traditional 1.77 grams, but is usually still fairly small and tends to weigh less than 5 grams (less than the weight of a pistol bullet). This means that a single object as light as 25 grams can be worth 5 drams of reagents.

Reagents come in all types and forms. Orichalcum can be created through Alchemy, but it’s a lengthy process that will be covered in a separate book. Naturally occurring reagents vary by tradition. Hermetic magicians prefer minerals, pure elements, old trinkets, and virgin ores. Shamans favor parts of plants and animals, naturally polished rocks, and small, intricately crafted handmade items. A Rastafarian might be able to find magic in a coin from a street musician’s instrument case, while an aspected magician might seek natural items that are harvested under a certain moon.

Reagents are surprisingly common, but not all reagents can be used by every tradition. The cube of cinnabar that the hermetic magician values is useless to a shaman, just as the shaman’s bundle of feathers is of little interest to the magician. Generally speaking, the reagents from one tradition only work at half strength to magicians of other traditions. This makes trading in reagents a tricky proposition to anyone not versed in the fine art of talismongering.

Reagents are almost as versatile as mana itself. When you spend a reagent, the mana it stores dissipates, which means it ceases to be a reagent, even if its physical form remains intact. Here’s a quick rundown of the many uses of reagents.

Using Reagents

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 (see Ritual Spellcasting, p. 295).
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.

Harvesting Reagents

The easiest way to get reagents of your own tradition is to buy them. Your local talismonger can sell them to you at 20 nuyen per dram. If you are versed in Alchemy, you can collect them yourself and cut out the middleman— here’s how.

First, it’s best if you’re in an environment suited to your tradition; such environments are listed in the description of your tradition. It is not necessary to be in the right place to gather reagents, but it makes the job easier. Next, you must be using Astral Perception to watch the flow of mana while still interacting with the physical world. After you have spent a full hour searching for reagents, make an Alchemy + Magic [Mental] test. You gather one dram of reagents for every 2 hits on this test if you’re working in an area suited to your tradition, one dram every 4 hits if you’re not.

If there is an occasion where shadowrunning leaves you in the position to gather reagents—after, say, killing a dragon—you can try to gather what you can. You still have to spend an hour, same as normal (rummaging around in the dragon’s guts, if we’re staying with the example) to see what can be salvaged, then make the Alchemy + Magic [Mental] test and harvest what you can.

Gathering reagents taps out a location for a period of time. For every dram of reagents harvested, it takes two days for the area (roughly a hectare) to be viable for harvesting reagents again. This can be particularly problematic when magicians and talismongers fight over the same turf.

Foci

Foci (singular: focus) are more than mundane items with a dusting of mana to give them potency. They are astral constructs embedded within physical objects. When active the design of the astral construct pools mana energy so that the magician it is bonded to can draw upon it for a specific magical task. The physical form of a focus varies—bracelets, amulets, belts, wands, walking sticks, staves, cups, bottle caps, daggers, hats, hip flasks, pens, and so on and so forth—although most of the time a focus reflects the tradition of its maker. Foci have a Force rating that measures their power.

You can’t use a focus unless you’ve bonded it to yourself (and you can’t bond foci unless you’re Awakened). The amount of Karma required to bond a focus is different for each focus, listed on the Focus Table. Bonding a focus takes an hour per Force of the focus, spent contemplating the object and synchronizing its astral signature to yours. Once you’ve spent the Karma and the time, the focus’s power is available to you. A focus can only be bound to one person at a time—the bonding process breaks the bond with the focus’s previous owner (if it had one).

Each focus has a specific power (described under Focus Types) and must be active for you to use it. Activating a focus is a Simple Action. For a focus to remain active, it must be in the possession of the magician (worn, carried, hand-held, in a pocket or pouch, etc). Likewise, if you lose consciousness your foci deactivate. If you lose possession of a focus, it automatically deactivates and you lose all its benefits until you recover it and activate it again. You can deactivate a focus at any time.

All foci have auras that are visible from astral space and carry your astral signature (p. 312). While activated, a focus also has an astral form. If you use astral projection, you also carry the astral form of any active foci you have. If you deactivate a focus while you’re projecting, its astral form disappears and you’ll need to go back to your body to reactivate it.

You can’t bond more foci than your Magic attribute, and the maximum Force of all your bonded foci can’t exceed your Magic x 5. Regardless of the number of bonded foci you have, only one focus may add its Force to a dice pool for any given test.

Foci Costs
Foci Availability Cost
Enchanting Focus (Force x 3)R Force x 5,000
Metamagic Focus (Force x 3)R Force x 9,000
Power Focus (Force x 4)R Force x 18,000
Qi Focus (Force x 3)R Force x 3,000
Spell Focus (Force x 3)R Force x 4,000
Spirit Focus (Force x 3)R Force x 4,000
Weapon Focus (Force x 4)R Force x 7,000


Focus Bonding Costs
Focus Type Bonding Cost (Karma)
Enchanting Focus Force x 3
Metamagic Focus Force x 3
Power Focus Force x 6
Qi Focus Force x 2
Spell Focus Force x 2
Spirit Focus Force x 2
Weapon Focus Force x 3

Focus Types

There are seven categories of foci: Enchanting, Metamagic, Power, Qi, Spell, Spirit, and Weapon. Foci have the same cost as other foci in their category, but they don’t all have the same effect.
Enchanting Foci

Alchemical focus: An alchemical focus adds its Force in dice to any Alchemical skill tests.

Disenchanting focus: When a disenchanting focus is in contact with another artifact, the magician can add dice equal to its Force to the Disenchanting Test.

Metamagic Foci
Metamagic foci are advanced type foci designed to support initiates and the higher forms of magic they’ve learned. Metamagic foci add their force to the magician’s initiate grade when using specific metamagics.

Centering focus: A centering focus adds its Force to the magician’s initiate grade when he uses the centering metamagic on Drain Resistance Tests.

Flexible signature focus: A flexible signature focus adds its Force to your grade when increasing the threshold of observers’ Assensing Tests.

Masking focus: When resisting someone else’s Assensing Test, add the Force of this focus to your dice pool. It does not increase the number of bonded foci you can mask.

Spell shaping focus: Treat your Magic rating as if it was increased by the Force of this focus when determining how much you can shape your spells.

Power Foci
Power foci live up to their name. They are very powerful foci that temporarily increase your effective Magic rating. That means they add to your Sorcery, Conjuring, and Enchanting dice pools, along with any other test where Magic is involved. Power foci can take any form, but for some reason, rings and amulets are quite popular.
Qi Foci
Qi (pronounced “chee”) foci only work for adepts. They channel mana into your adept powers. A qi focus can be an object, like other foci, but it can also be worked into a body modification, like tattoos, ritual scarring, and piercings. Each focus is specific to a single adept power at a specific level. While the focus is active, you get the power contained in it, or if you already have the power the focus’s levels are added to your own (if it’s a power with levels, that is; otherwise there’s no benefit for you). The Force of the focus must be four times the Power Point cost of the power it holds, so a Level 1 Improved Ability (Unarmed Combat) qi focus is a Force 2 focus, while a Level 1 Improved Reflexes focus is Force 6 if you do not have Power Point of your own in the power, or Force 4 if you already have levels of your own.
QI Foci: Yantra Tattoos
Here are a few examples of qi foci from the Tantric tradition. These yantra tattoos are quite popular among young adepts, partly because they’re effective, partly because it’s hard to remove, but mostly because they look pretty badass.
Spell Foci
Spell foci empower Sorcery skills. Each spell focus is attuned to one of the five category of spells or rituals (Combat, Detection, Illusion, Healing, and Manipulation) when it is created and cannot be changed. There are four types of spell foci.

Counterspelling: Counterspelling foci add dice equal to their Force to any Counterspelling attempt, as long as the countered spell is in the same category as the focus. It also adds its Force to your spell defense pool.

Ritual Spellcasting: A ritual spellcasting focus adds its Force in dice to your Ritual Spellcasting Tests (whether you’re the leader or a participant). If the ritual isn’t a spell ritual, this focus can be used, but if it’s a spell ritual of a different category than the focus, it can’t.

Spellcasting: Spellcasting foci add their force to your Spellcasting dice pool as long as the spell is in the same category as the focus.

Sustaining: When you cast a spell through a sustaining focus, it sustains the spell for you, letting you avoid the dice pool penalty for sustaining a spell. A spell sustained by a sustaining focus cannot have a Force greater than that of the focus, and the spell’s category must match the focus’s category. If a spell sustained by a focus is disrupted, it ends, but the focus is still active (and still bound to its owner), it’s just not sustaining a spell at the moment. A sustaining focus can’t be used to sustain a spell ritual.

Spirit Foci
Spirit foci empower a magician’s conjuring skills. Each spirit focus must be attuned to a specific type of spirit.

Summoning: A summoning focus adds dice equal to its Force to summoning attempts as long as the targeted spirit is in the same category as the focus.

Banishing: The banishing focus adds its Force to the limit of a magician’s Banishing Test as long as the target spirit is in the same category as the focus.

Binding: A binding focus helps a magician tie a spirit to him. The focus adds its Force in dice to a magician’s Binding Test as long as the spirit is in the same category as the focus.

Weapon Foci
A weapon focus always has, unsurprisingly, the form of a melee weapon. It adds magical power to the melee attacks you make with it. When used in physical combat, it gives you its Force as a dice pool bonus on your melee Attack Test. You still rely on your Physical Attributes and skills in combat; the weapon focus merely makes you more effective.

A weapon focus is effective against astral forms too, whether you’re using astral perception or projection. It adds its Force to your Astral Combat Tests when you’re using it, and you can take it along while astrally projecting. The damage of the weapon in astral combat is the same as it is in the physical world, except that you can decide between Stun or Physical damage (Astral Combat, p. 315).