Magic

Adding ‘Universal Magic Theory’ to Sprawlrunners

These houserules contain quite significant changes from normal Sprawlrunners. The intent is to give players the flexibility to freely create their own magical traditions, beyond the existing archetypes of shaman and hermetic mage.

Note that this entire section assumes a reasonable familiarity with existing Shadowrun rules and canon for magic abilities; I won’t do a full recap of them here.


Arcane backgrounds

Different types of Awakened characters

Astral space, perception, and projection

The astral plane; how to go there and what to do

Powers

Houserules and clarifications for specific powers

Summoning & Spirits

Rules for summoning spirits

Using Powers

My take on No-Power-Points spell casting in SWADE