RAW Sprawlrunners offers three types of Arcane Background - hermetic mage, shaman, and qi adept (like physical adepts in Shadowrun).
For my game, I am reshuffling them into the following four Arcane Backgrounds:
For avoidance of doubt: the only difference between Spellcaster (Intuitive) and (Logical) is the role-playing aspect and the choice of linked attribute for the skill. Everything else is the same – power list, drain rules, etc.
These Arcane Backgrounds can be taken individually, or combined to produce the classic Shadowrun archetypes:
No other combinations are permitted.
Most of the powers listed in SWADE are available equally to both kinds of spellcaster arcane backgrounds. The arcane background comes with three starting powers at chargen; these powers are broadly equivalent to spells in Shadowrun. Almost all the Powers in SWADE are applicable here, but note that Summon Ally and Banish move to the Summoner Arcane Background (see below).
You can gain more powers after chargen by using advances to purchase the “More Powers” edge. Each time you take this, you get two new powers.
See Spellcasting for full details.
The Summoner arcane background only has three powers associated with it, two from core SWADE and one new one:
PCs can select four powers at chargen for free, as part of the arcane background.
For more information, see Summoning.
Full mages get a free Astral Projection power. All other Awakened characters can purchase Astral Perception, either for 1 Power Point (for physical adepts) or for 1 power (everyone else.)
Activities on the Astral plane, including assensing and astral combat, are governed by the new Astral (Smarts) skill.
See Astral Space for more details.