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 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.
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.
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 | 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 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 |
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.
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.
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.
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.
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).