Magic in the Shadows
Magic in the Shadows features revised and expanded rules based on the core magic rules presented in Shadowrun¸ Third Edition. In addition to incorporating informtion from previous products¸ Magic in the Shadows includes a spell creation system and other advanced rules. This new core product is a must for all Shadowrun players and gamemasters.
This product replaces Grimoire¸ Second Edition and Awakenings.
Magic in the Shadows
So¸ You Think You Know Magic?
Chummer¸ I can write a book on wht you don't know. Can you design a spell or enchant a dagger? Can you invoke a great spirit or divine the future? Have you bared your soul to the Dweller on the Threshold during an astral quest? You've got a lot to learn--not even dragons know all there is to know about Magic in the Shadows.
Magic in the Shadows expands on the basic magic concepts in Shadowrun and provides advanced magic rules. For players¸ this book offers new magical paths¸ metamagic¸ totems and more than 75 new spells. For the gamemaster¸ there are rules for initiation¸ spirits¸ astral security¸ magical threats and more! For use with Shadowrun¸ Third Edition.
Shadowrun¸ despite being my all-time favorite gaming universe¸ was a complete money drainer¸ with an excessive amount of supplements to purchase in order to flesh out your campaign.
3rd edition and its updates however¸ seemed to consolidate and condense better¸ focusing on game mechanics and rules rather than pictures and colorful quotes from fictional characters.
Magic in the Shadows is no exception¸ as it compiles all three previous magic books¸ updates their mechanics¸ and also introduces new 3rd edition magic rules¸ skills¸ and abilities. Although the 3rd edition books are not as colorful or fun to read as previous books¸ they do a much better job of actually providing rules and mechanics to streamline your game.
This book is a must have for anyone with awakened characters¸ because it covers the rules for initiation¸ a process that makes a magical character uber-powerful.