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  Writing
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  Inspiration: Perdido Street Station and American Gods
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  2
  “What in the name of Allah is that?” Mahmut nudged the bullet-riddled thing with his foot. The gunfire was 
  still echoing in the distance, the acoustics of the tunnels bouncing the sound back and forth.
  A couple of limbs twitched and then stopped moving. Mahmut poked it again with his assault rifle just 
  to make sure. The merc had signed on with this group of foreigner runners as backup and he was increasingly 
  sure he’d made a mistake. He’d grown up in the backstabbing shadows of Istanbul and he’d never seen the like 
  of this thing…
  “Looks like blatta orientalis to me,” said Elijah, crouching over the body. Behind him, Ethernaut nodded 
  agreement. The magician caught Mahmut’s uncomprehending expression and sighed. “It’s a bug, Mahmut. An 
  insect spirit, a roach spirit to be exact. I’d hazard a guess that they like the humidity of the hamam.”
  Mahmud spat on the body. “Iffriti,” he mumbled and made a sign against evil.
  Deckard gave the Turk a slap on the shoulder. “Those you get used to. The professor’s gibberish … not so 
  much.” He didn’t look as cocky and confident as he sounded. His memories of the Chicago were still fresh.
  Ethernaut scanned the body with his Sight, and his lips tightened, “Bad news. This is a caretaker. We must 
  have taken a wrong turn into a nest. That, or we need a word with Ahmed when we get back. I had a feeling that 
  weasel was setting us up. Let’s move, ladies—the others will have heard that racket.”
  Neith unsheathed her scimitar, while Mahmut looked nervously from runner to runner twisting his mous-
  tache with his greasy fingertips, “Others? What does this mean, others?”
  The Nubian adept shouldered her backpack and drew her second scimitar, “It means these passages will be 
  crawling with roaches in a few minutes. Big roaches. They tend to get territorial if they think we’re a threat to 
  their nest.”
  The blood drained from Mahmut’s face, “You have met such things before, yes?
  “Yes,” muttered Elijah, looking grim. Neith flashed him the ugly acid burn usually hidden under her necker-
  chief, “That’s one way of putting it…”
  Gizmo examined one of the side-tunnels identical to so many others riddling the ground below the streets 
  of Beyoglu. Somewhere below lay the ancient city’s vast labyrinthine cistern, and the gunfire was still echoing. 
  The techie pointed down the darkened shaft. “There’s a temperature gradient in this direction, boss. It gets colder 
  down this way, maybe they won’t follow? We have no quarrel with them. This was an honest mistake. We’re on a 
  scavenger hunt. We could try and cut a deal with the shaman,” Gizmo threw in hopefully.
  Deckard grabbed the excavation gear from where he’d dropped it, and shouldered past the tech, “Like that 
  worked out last time. Forgotten the Shattergraves already? Sure you did, Neith and me saved your scrawny ass. 
  I’m not waiting round, anyone coming?”
  Ethernaut opened his eyes, his astral reconnaissance finished, “The point is moot. They’re coming. Let’s move! 
  Ladies, go, go, GO!”
  As they scurried into the tunnel, they could all hear the skittering and clicking of chitin on ancient stone.
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  3
  FURTHER PATHS OF MAGIC
  The following section offers additional traditions that are 
  familiar to magicians in the Sixth World. Note that the “Psionic 
  tradition” is in fact a magical oddity in that its practitioners 
  believe other magicians are deluded to attribute magic to super-
  natural sources rather than the power of the mind.
  THE EGYPTIAN TRADITION
  Concept: Egyptian lore believes magic (heka) to be one 
  of the primordial forces used to make the world. Through heka, 
  symbolic actions could have practical effects. Deities, spirits and 
  people are believed to possess this force in the form of their ka 
  (immortal spirit), but there are strict conventions and rules about 
  who, why and how it could be used and learned.
  Combat: Fire
  Detection: Earth
  Health: Air
  Illusion: Guidance
  Manipulation: Water
  Drain: Willpower + Intuition
  Note:  Egyptian magic is a Possession tradition.
  Members of this tradition follow the complex mystic belief 
  system of the Egyptian heka priest, painstakingly resurrecting the 
  rites of the Ancients from surviving records, just as Isis pieced to-
  gether Osiris’ body and bestowed it with new life. To a heka, magic 
  is the study of the many parts of the ka and of the mystic corre-
  spondences of the deities, planets, stars, and the higher and lower 
  realms upon the Earth. Insight into the workings of this inner and 
  outer duality, and mastery of the appropriate rites, grants a heka 
  the power over aspects of the Earthly realm. The gods, known as 
  the Glorious Ones, are primordial spirits of immense power with 
  many earthly correspondences. Accordingly, many dedicated heka 
  take certain divinities as mentor spirits (see p. 184, Street Magic). 
  Even if a mentor is not chosen, the Egyptian pantheon plays an 
  important part in the tradition’s paradigm.
  Heka magicians evoke spirits as emanations of one of the 
  many Glorious Ones and their lesser subjects. The forms spirits 
  take are often linked to the deity being evoked. However, such cor-
  respondences are unusually fluid and vary on a case by case basis. 
  For instance, while fire often corresponds to Ra (the sun god), it 
  is sometimes linked to Light and Eternal life, the realm of Osiris. 
  Likewise, the life-breath of Air is sometimes associated with Isis 
  (the Great mother and Queen), other times it is linked to eagle-
  headed Horus, her son. Other common associations include water 
  for Sobek (crocodile god of the Nile), earth with Thoth or Bast 
  (gods of knowledge and ritual), and Darkness and Illusion with 
  Set (the betrayer and lord of the desert). To complicate things 
  further, many deities have dual natures. In legend, Sekhmet, the 
  ferocious lion goddess, brought death and destruction when she 
  accompanied the pharaoh on his campaigns of war but was also 
  evoked by the healers in their fight against disease. Wax figurines 
  and clay statues in the preferred forms of the gods or favored ani-
  mals are the preferred vessels for spirits, though the appropriate 
  invocations can allow heka magicians to offer up themselves or 
  another living form to the gods’ will.
  Words of power and hieroglyphic phrases (called hekau) also 
  play an important role in invocations and spells. Heka magicians 
  use ankhs, wands, staves, figurines, incense, and ritual knives 
  known as apotropaic in their rituals. All sorts of Egyptian symbols 
  and imagery such as the Eye of Horus, scarabs, snakes, incense, and 
  burning herbs feature in magical rites. Contrary to popular belief, 
  they do not make use of “pyramid power” or anything associated 
  with that theory, though astrology, geometry, and Pythagorean 
  mathematics are important to certain rites.
  Egyptian magic is one of the few traditions to have more 
  followers outside its birthplace than at home. Egypt is an Islamic 
  TABLE OF CONTENTS
  FURTHER PATHS OF MAGIC 
  3
  The Egyptian Tradition 
  3
  The Rastafarian Tradition 
  4
  The Psionic Tradition 
  4
  SAMPLE MAGICAL GROUPS 
  5
  Shrine of Southern Winds 
  5
  The Oxford Grand Lodge 
  6
  Código 515 
  6
  FURTHER ENCHANTING 
  7
  Evaluating Magical Goods 
  7
  Uncommon Metamagic Enchantments 
  7
  Gaining Focus Addiction in Play 
  8
  Making a Unique Enchantment 
  8
  ExPANDED SPIRITS 
  10
  Optional Rule: Attuned Watcher Spirits 
  10
  Resolving Possession 
  10
  Possession and The Gamemaster 
  11
   
  Possession Examples 
  12
  MORE MAGICAL THREATS 
  14
  Blood Magic Enchantments 
  14
  The Toxic Paths 
  14
   
  A Poisoner “Tradition” 
  14
  Shadow Spirits 
  14
   
  Group Pacts 
  14
  Insect Spirits 
  15
   
  A Brief Timeline of Insect Spirits 
  15
   
  Hive in Plain Sight 
  16
  ExPANDED GRIMOIRE 
  16
  ADDITIONAL ADEPT POWERS 
  17
  SIDEBARS
  Optional Rule: The “Lost” Adepts 
  5
  A Note on Large Magical Groups 
  5
  Optional Rule: Alternative Circulations 
  8
  Sample Unique Enchantment:  
   
  Kurokawa, The Black River 
  9
  What is an Air Spirit? 
  11
  Tweaking the Rules:  
   
  Alternative Possession Mechanics 
  12
  The Aleph Society 
  12
  
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  4
  presences at work in God’s creation that should be treated with cau-
  tion and only by those with the appropriate training and presence 
  of mind. Spirits are not evil, but rather quicksilver otherworldly 
  entities of inconstant nature. Some are channeled into the physical 
  world through natural things, while others are messengers of higher 
  realms, but all are volatile, hard to appease, and easily angered.
  Often stereotyped as the people who brought us reggae music 
  and popularized mind-altering hallucinogenics, the Rastafarian 
  stereotype is not without some truth. Music, song, and dance 
  figure highly both in Rasta culture and magical ritual—as do 
  hallucinogens and altered states of consciousness. Rastafarian 
  magicians are often priests and accomplished healers, pillars of 
  Rasta communities, and most of their magic has strong underlying 
  religious motifs. Music, poetry, and prayer all play important roles 
  in magic practice which is seen as a personal and fleeting touch of 
  the divine upon the worldly.
  THE PSIONIC TRADITION
  Concept: Psionics is the ability to tap the latent powers of 
  the metahuman mind and psyche and use them to directly ef-
  fect change in the world through concentrated force of will. The 
  psionic is a mentalist with the talent to manipulate the external 
  world through the innate powers of the metahuman mind.
  Combat: Fire
  Detection: Air
  Health: Man
  Illusion: Guide
  Manipulation: Task
  Drain: Willpower + Intuition
  Note: Psionics is a Possession tradition
  Awakened characters who believe their abilities to be purely 
  psionic in nature are rare in the Sixth World, however, they pose 
  a unique perspective on the nature of magic and may provide in-
  teresting roleplaying opportunities for players and gamemasters 
  alike (p. 45, Street Magic). Most psionics consider the belief in 
  magic and the supernatural as mere superstition and mysto-
  religious nonsense dressed up as pseudo-science and fueled by 
  yet-to-be-explained psychic and natural phenomena. For instance, 
  Conjuring is considered the shaping of autonomous psychic con-
  structs known as “thought forms.” To a psionic it is only natural 
  that mystics perceive them as spirits and attribute magical corre-
  spondences to them since these are believed to distill aspects of 
  a psionic’s own psychic abilities (i.e. fire is linked to pyrokinesis, 
  air is linked to clairvoyance, etc.). Psionics, too, are capable of 
  “imprinting” and commanding such thought forms on the astral 
  plane—though depending on concentration and willpower of the 
  psionic, the thought form may be more or less capable of inde-
  pendent action. In game terms, these incorporeal “thought forms” 
  are normal spirits that interact with the physical world through 
  possession (p. 101, Street Magic)—though psionics do not believe 
  in preparing vessels through enchanting.
  Psionic characters are able to astrally perceive and project 
  (even to the metaplanes), use Counterspelling, create wards 
  (“mental shields,”) and may even use appropriate foci (i.e. crystals 
  to focus their mental energies, etc). The gamemaster and player 
  should discuss what spells are appropriate for the psionic char-
  acter given the character’s understanding of the forces at work. 
  Because a psionic believes that all of his energies are fueled from 
  nation, and, though more tolerant than others, Egyptian magi-
  cians and their pagan beliefs are persecuted by the authorities (and 
  the general populace) whenever they practice their arts openly. 
  Nonetheless, several cults persist and many Awakened find them-
  selves drawn to the undeniable power of the ancient arts and the 
  mystic phenomena surrounding many Egyptian ruins.
  THE RASTAFARIAN TRADITION
  Concept: Magic is power over God’s creation. Magicians 
  of the Rastafarian tradition walk a path that preaches spiritual 
  insight and mystic power through altered state of consciousness, 
  interaction with the invisible powers of the spirit world, and re-
  spect for all creation.
  Combat: Man
  Detection: Beast
  Health: Plant
  Illusion: Water
  Manipulation: Guide
  Drain: Willpower + Intuition
  Note: Rastafarian magic is a Possession tradition
  A rasta magician is sometimes known as an obeahman, some-
  times as griot, but many simply avoid titles that would set them 
  apart them from mundane members of the faith. Their religious 
  beliefs are based on an enlightened Ethiopian king called Ras 
  Tafari, direct descendent of King Solomon and the Queen of 
  Sheba. Also known as Jah, this legendary figure is revered as the 
  Black Christ. Rastafarians also believe that Jamaica is a worldly 
  metaphor for Hell and Ethiopia, the mythical motherland, is 
  the Promised Land, and that one day they will return there and 
  re-enter paradise. Much like the Rastafarian faith, the tradition’s 
  paradigm evolved and reclaimed the fractured truth from many 
  different sources—from shamanism and voodoo to the Hebrew 
  Qabbalah and Gnostic Christian beliefs. The core Rastafarian 
  belief revolves around the sanctity of God’s creation, the metap-
  rinciple of cosmic balance, and the mystical creed “word, sound, 
  and power.”
  Like Voodoo, Rastafarian magic believes spirits interact with 
  the material world through possession. Rastas see spirits as invisible 
  
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  Resources/Dues: Middle. No dues. All costs are supported 
  by patrons and community donations.
  Patron: The Japanese Imperial household.
  Description and Customs: Secluded in the lush greenery 
  and rolling hills of the Tama Kyuryo Natural Park, on the out-
  skirts of Neo-Tokyo, stands the temple known as the Shrine of the 
  Southern Winds. The shrine has stood since the Meiji period and 
  is home to a small magical group of kannushi (Shinto magicians) 
  and their fellow monks. The Shrine’s dedicated magical group was 
  devoted to following the Shinto ideal of enlightenment, through 
  communion with the kami and the pursuit of mystic understand-
  ing. Its existence was peaceful and contemplative.
  The Shrine’s magical group is small and the shrine itself is 
  maintained by offerings from believers and a small Imperial en-
  dowment. Its kannushi and monks court the local kami on behalf 
  of the community to bring good fortune, provide pleasant weather, 
  guard against evil spirits, and, on occasion, intervene directly on 
  behalf of someone worthy.
  Its history might be unremarkable had not one of the priests, 
  during a rare visit to the city in 2069, cursed the first son of a local 
  wakagashira whom he caught attempting to rape a local girl. The 
  would-be rapist was left disfigured, and his father, Hiro Yamajima 
  of the Mita-gumi, ordered the temple be razed and the priest put 
  to the death in retaliation. His minions exacted his commands 
  with bloody and ruthless efficiency. They set the ancient shrine 
  alight and killed several monks who stood in their way.
  The temple has since been rebuilt with Imperial aid and is 
  now protected by the Emperor’s personal decree. Restored to its 
  former glory, it has been provided with a sizeable Shinto magical 
  lodge (rating 6) and library. The temple also receives a steady flow 
  of ritual materials provided by local talismongers in exchange for 
  occasional prayers, blessings, and wardings.
  The violence wrought on the holy place seems forgotten. 
  Ostensibly, the Shrine has returned to a peaceful monastic routine 
  amidst pleasant rock gardens, placid contemplation pools, and 
  newly built offering halls. The truth is more sinister.
  Unbeknownst to the Shrine’s Imperial patron, the kannushi 
  have vowed revenge for the violence wrought on them and have 
  within, these characters may not choose to take a Mentor Spirit. 
  As a guideline, spells should be restricted to abilities that could be 
  ascribed to “the power of the mind” and para-scientific paradigm 
  of psionic abilities. Note that traditionally, psionics encompasses 
  a wide range of abilities (such as telepathy, empathy, clairsentience, 
  telekinetics, pyrokinetics, cryokinetics, vitakinetics, to name but 
  a few), and this limitation can be as restrictive or flexible as neces-
  sary to fit the style and setting of the game.
  Alternatively, players wishing to create a psionic character 
  conforming to a more “classic” conception of mentalist—focusing 
  on his spell-like abilities and disregarding conjuring—have only 
  to create a magician character of the psionic tradition and take 
  the Aspected Magician (Sorcerer) Quality (p. 26, Street Magic) 
  to represent the limitations imposed by the character’s own beliefs. 
  SAMPLE MAGICAL GROUPS
  The following section adds three more sample groups with 
  distinctive purposes and agendas to the selection in Street Magic. 
  Gamemasters are free to use them “off the shelf ” or customize to 
  fit their games.
  SHRINE OF SOUTHERN WINDS
  Purpose: The Shrine’s public purpose is the peaceful pursuit 
  of Shinto ideals and philosophy through monastic devotion and 
  seclusion. In secret, it is waging a bloody vendetta against a power-
  ful Yakuza clan.
  Members: 5
  Strictures: Attendance, Belief, Deed (acts of vengeance), 
  Fraternity, Limited Membership (Shinto kannushi), Oath
  OPTIONAL RULE: THE “LOST” ADEPTS
  The “Lost” are adepts who lack the development 
  focus of a way. They either have yet to find a way of 
  their own, or lack the will or self-discipline to com-
  mit to any single way. Some people simply lack the 
  personality to follow a way, others find they drift 
  away when something happens to make them lose 
  their commitment or shake their belief in their own 
  self-image. Still others never reconcile the fact they 
  are Awakened. In such cases, their magic is usually 
  channeled by random necessity and desire rather 
  than training and direction. Metahuman magic works 
  best—and is less dangerous and random—when given 
  a particular focus, and Street Magic notes that such 
  adepts often have greater difficulty and less control 
  in developing their magical gifts and powers.
  Gamemasters who desire to stress this fact 
  in their games may choose to increase the cost of 
  individual adept powers by 25 percent (whether at 
  character creation or in play). The same might also 
  apply to adepts who stray from their original way, 
  treading a path that contradicts their outlook and 
  personal convictions. Adepts who abandon a chosen 
  way completely due to a crisis of confidence or faith 
  in their own abilities might even find themselves fac-
  ing loss of powers until they regain their focus.
  A NOTE ON LARGE MAGICAL GROUPS
  Particularly large groups are in fact as-
  sociations of various magical groups and are 
  invariably broken down into smaller local chap-
  ters or circles. Prospective members join the local 
  group—only local membership counts towards 
  the threshold for Tests to join or found a group 
  (p. 68, Street Magic).
  Large groups like the Illuminates of the New 
  Dawn, the New Druidic Movement or the Doctor 
  Faustus Society, are normally organized in tiers. 
  Local leaders are often members of both the 
  local group and a higher-ranking group in the 
  same organization. Each of these groups are in 
  turn led by a member of an even higher-ranking 
  group, until a final rank or the inner circle of the 
  organization is attained.
  
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  CÓDIGO 515
  Purpose: Código 515 is an Amazonian criminal magical 
  circle with a very eclectic membership. It is apparently dedicated 
  to the expansion of its powerbase and criminal profit under the 
  direction of a twisted Pai de Santo (Santeria priest). The magical 
  group controls a mundane syndicate numbering several hundred 
  members in the Rio district of the Metrópole sprawl.
  Members: 13
  Strictures: Oath, Secrecy, Service
  Resources/Dues: High. No dues.  The groups resources are 
  paid for by the gang’s criminal activities.
  Patron: Código 515 gang.
  Description and Customs: Código 515 refers to the police 
  code for the paramilitary death squads employed by the pre-
  Awakened Brazilian regime to keep the “criminal” masses in the 
  increasingly volatile favelas (shanty towns) manageable. The death 
  squads were infamous for using magical terror tactics, targeting 
  rabble-rousers for assassination and obliterating any opposition 
  that might form among the major favela gangs.
  By 2070, the name is a dark reminder of a darker past, and 
  is claimed by a magical group and the gang it controls (one of the 
  biggest gangs in the Rio district). Ruthless and brazen, Código 
  515 stands out from every other magical syndicate and wizkid 
  gang the world over by counting several sentient critters and even 
  a spirit or two in its ranks. It has kept in check Comando Verde, 
  Rio’s megagang, and a coalition of smaller gangs sponsored in 
  secretly rededicated the shrine to Hachiman, the kami of war. 
  Pacts have been made with dangerous kami and the group is 
  engaged in a shadow war of revenge against the local gumi. For 
  now, the Mita-gumi has yet to realize the identity of their brazen 
  new enemy and the Shrine has been careful to remain unidentified. 
  However, the losses and damages the Shrine is causing are substan-
  tial and the situation is bound to escalate. The Shrine’s purpose has 
  been redefined and the group will not rest until the kumicho and 
  his son have paid for their crimes.
  THE OxFORD GRAND LODGE
  Purpose: One of the leading Grand Circles of Britain’s pow-
  erful New Druidic Movement (NDM), the Oxford Lodge and its 
  leader are secretly dedicated to returning the NDM to its original 
  “pure” ideals. Consequently it has become the leading voice for the 
  dissident faction at the heart of the NDM and has placed itself on 
  a collision course with Britain’s current leadership.
  Members: 9
  Strictures: Attendance, Belief (Druidic faith), Dues, 
  Limited Membership (Druids), Obedience, Service (environmen-
  tal reclamation and conservation)
  Resources/Dues: High. 10,000 euros in dues per month.
  Patron: Justin Carmichael, the Duke of Oxford and the New 
  Druidic Movement.
  Description and Customs: The Oxford Lodge is one of the 
  oldest and most influential Grand Lodges in the inner circle of the 
  NDM. Led by Lord Carmichael, this influential nature-revering 
  magical group sees as its obligation to return the NDM to its pure 
  conservationist ideals and the belief in the custodianship of the 
  land. As a Grand Lodge, it and most of its members are important 
  players in the grander scheme, commanding the loyalty and clout 
  of a number of lower-ranking local NDM Lodges (numbering 
  many hundreds of mundane followers) and several high-ranking 
  members of the Green Party.
  The Oxford Lodge believes the NDM’s current leadership 
  is misguided at best, corrupt at worse. This has placed it at odds 
  with the current Grand Druid of Britain, Lord Marchment, and 
  his successor in the role of Lord Protector of Britain, Sir Adam 
  Dashwood. Beyond being a gifted druid, Lord Carmichael has 
  honed his natural political cunning and his social skills to an edge 
  to navigate the tangled and treacherous British political scene. 
  Carmichael is an outspoken critic of Lord Marchment’s 
  leadership. Pushed by the heavy-handed power wielded by the 
  Lord Protector’s Office under the current Emergency Act, he has 
  decided the time has come for regime change. To this end, the 
  Lodge has gathered to its side the dissatisfied and disaffected 
  among the ranks of Green politicians, Conservationist-minded 
  nobles, and druids. It has further reached out with the remaining 
  hard-line activists of the Pendragon movement—which has been 
  floundering since their figurehead vanished following the tragic 
  2066 Cambridge student riots.
  The Oxford Lodge’s seat of power is the Duke’s personal 
  estate, Dunham Manor, which was built atop a powerful druidic 
  domain. The estate has been converted for exclusive use by the 
  lodge and features not only luxurious suites for members, but also 
  ritual rooms, two alchemical workshops, and an extensive occult 
  library, and a ring of standing stones (Force 8 Magical Lodge). The 
  estate also possesses a 20 member security force and SOTA security.
  
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  In his lab, Nephrine performs an assay on a strange 
  metal he suspects may be a reagent. With Logic 5 and 
  Arcana 3, he rolls 8 dice and scores 9 hits in four hours. 
  The assay reveals that the strange metal is indeed a metal 
  reagent (iron), which is all Nephrine wants to know. 
  UNCOMMON METAMAGIC ENCHANTMENTS
  The metamagic enchantments presented in Street Magic 
  are the most common and easily found, but others exist. These 
  enchantments are less common even in the most magically cos-
  mopolitan sprawl, expensive, and are even accorded the status of 
  urban legend.
  Divining Foci add their Force to the magician’s Initiate 
  Grade when using the Divining metamagic. Divining foci are as in-
  dividual and personal as each magician’s chosen divining technique 
  and might take the shape of an exclusive-design Tarot deck, a set of 
  antique shells, bones or runes, a scrying bowl, or crystal ball.
  Dowsing Foci add their Force to the magician’s Initiate 
  Grade when using the Psychometry and Sensing metamagics. 
  The researcher of a dowsing focus formula must possess both the 
  Psychometry and Sensing metamagics, or collaborate with one or 
  more magicians that know those techniques.
  Infusion foci boost the somatic abilities of adepts and mys-
  tic adepts using the Infusion metamagic. Each infusion focus is 
  charged with 0.25 Power Points worth of adept powers for every 
  point of Force; these powers are incorporated into the focus 
  formula and cannot be changed. When a character is using the 
  Infusion metamagic, they can choose to use the 0.5 Power Point 
  per Initiate grade “boost” to select abilities from the focus instead 
  of boosting some of their own innate powers. Abilities gained 
  from infusion foci may not be further boosted using the Infusion 
  metamagic. If the character already has a power contained within 
  the infusion focus, it does not stack with their existing powers. 
  Characters cannot select the same power in the infusion focus 
  multiple times in an attempt to “stack” them.
  part by the powerful Cachoeira Cartel. The latter see Código 
  515 as a potential challenger to their drug operations in the 
  Rio area favelas but cannot afford to operate too openly in 
  the Metropole megasprawl for fear of rousing the ire of the 
  Amazonian establishment. 
  Another reason the Ghost Cartels may be distancing them-
  selves are the rumors that the Código’s leader, a twisted Pai de 
  Santo called Miguel Branco is actually a deep-cover agent for the 
  elusive head of the Amazonian intelligence, the wyrm known as 
  “M’Boi.” Though, equally common stories claim Branco is in bed 
  with Big 10 megacorporate interests bent on unseating the current 
  Amazonian regime. The magical group is fully funded by the drugs 
  and BADs (Bioengineered Awakened Drugs) the gang deals to the 
  impoverished masses of the favelas and to the tourists in the alleys 
  and backstreets of Copacabana. 
  Entry into the group requires a harrowing initiation into the 
  gang and a term of service with the Código’s mundane enforcers. 
  After proving his worth and loyalty, a potential member must still 
  go on a Metaplanar Quest with Branco before being accepted. 
  The nature of this Quest is a closely held secret and only after 
  surviving the quest is the applicant inducted into Código 515’s 
  inner circle—this is done in secret and makes identifying inner 
  circle members difficult.
  Members come from a variety of backgrounds and traditions 
  and live in relative luxury in well-guarded residences and pre-fab 
  condos the gang controls in the stepped warrens of Rio’s favelas. 
  Código members are expected to participate in all aspects of the 
  group’s illegal operations from extortion, contract assassinations, 
  racketeering, heists, and kidnapping, to less violent crimes such as 
  smuggling and talislegging. There is a standing 10,000¥ govern-
  ment bounty on all known Awakened members of Código 515.
  Persistent rumors claim that the Código’s magical inner cir-
  cle has an agenda beyond simply amassing power and wealth and 
  that there is more than meets the eye to the group’s assassinations 
  of several Metrópole officials over the past few years. The truth 
  remains obscure as the Código has proven particularly difficult 
  for authorities to infiltrate.
  FURTHER ENCHANTING
  EVALUATING MAGICAL GOODS
  Characters who lack access to astral space evaluate reagents 
  and magical goods by using an analysis technique known as an 
  assay. An assaying kit is required to perform an assay. Many talis-
  mongers and talisleggers are completely mundane, and utilize this 
  technique to analyze their merchandise. Magicians who cannot, or 
  do not wish to, open themselves to the astral in order to assense 
  the item also find assays useful.
  An Assay Test is an Arcana (Assaying) + Logic (8, 1 hour) 
  Extended Test. The Assay Test Result Table provides guidelines 
  for the test results, based on net hits scored. A glitch indicates 
  the assay has given false or misleading information. In the case 
  of a critical glitch, the gamemaster may rule the assay damages 
  or destroys the sample material; foci and fetishes cannot be de-
  stroyed in this fashion but may give false results.
  ASSAY TEST RESULTS
  Net Hits 
  Results
   2 
  Only general knowledge, no details.
   
   
  Example: If the item is magical or not.
   4 
  Major Details only, no minor details.
   
   
  Example: If the item is a reagent, fetish, or 
  focus, and its category, if any.
   8 
  Major and minor details, which some minor 
  details obscured or missing.
   
   
  Example: If the reagent is raw, refined, or 
  radical; the force of the focus or conjuring 
  material.
   16 
  Completely detailed information.
   
   
  Example: The aspected enchantment on 
  the focus, the exact nature of the unique 
  enchantment, trace elements in the orichal-
  cum, etc.
  
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  GAINING FOCUS ADDICTION IN PLAY
  When a magician relies too heavily on foci, they become 
  a “crutch” that begins to undermine the magician’s abilities. 
  Prolonged (ab)use of more foci than the magician can safely 
  handle can burn out their Talent.
  Focus Addiction (p. 26, Street Magic) uses the Addiction 
  rules (See Addiction quality, p. 80 and Substance Abuse p. 247, 
  Shadowrun, Fourth Edition). The gamemaster can call for a Focus 
  Addiction Test at any time she feels the player is abusing foci; a 
  good guideline is whenever a character has a total Force of active 
  foci in excess of twice their Magic attribute. When a character fails 
  the Focus Addiction Test, she gains the Focus Addiction Negative 
  Quality (See Focus Addiction, p. 26–27, Street Magic). Treat focus 
  addiction as a Mental addiction with a Threshold of 2.
  Ultimately, it is important focus addiction be an integral 
  element in roleplaying the addicted magician to emphasize the 
  dangers of magic. Many find kicking the habit difficult, if not 
  impossible, because the magician must abstain from using foci 
  altogether during the withdrawal period. 
  MAKING A UNIQUE ENCHANTMENT
  Most unique enchantments, with the exception of unique 
  radicals and compounds, may be crafted using traditional enchant-
  ing techniques and a variant of foci formula known as a unique 
  enchantment formula. Except where specified, researching and 
  When the powers from the infusion focus fade, the character 
  does not suffer “burn out” for any powers drawn from the focus; 
  instead the focus becomes inactive and cannot be reactivated for 
  a like amount of time as the infusion was in affect. Any Power 
  Points not spent on drawing powers from the infusion focus cause 
  burnout as normal.
  Benny is an adept with Initiate Grade 3, Magic 4 
  and a spiffy new infusion focus (4) (Astral Perception). 
  When he uses the Infusion metamagic, Benny gains a 1.5 
  Power Point “boost”—he chooses to spend 1 Power Point 
  of that boost to gain Astral Perception from his infusion 
  focus, and the other 0.5 Power Points to increase his 
  Critical Strike power. When the “boost” wears off in 4 
  minutes, Benny’s infusion focus deactivates and he suffers 
  a temporary 0.5 Power Point burnout.
  A character researching an infusion focus formula must pos-
  sess or collaborate with an adept or adepts that know the Infusion 
  metamagic and the powers being encoded into the focus.
  Lyran is looking to make a Force 2 (Rapid Healing) 
  infusion focus, but she doesn’t have the Rapid Healing 
  power. After calling in a few favors, she gets in touch 
  with Roxanne, a mystic adept initiate with 4 levels of 
  Rapid Healing and knowledge of the Infusion metamagic. 
  Together, they set off to design the formula.
  Because Lyran is the primary researcher, the tradi-
  tion of the formula will be shamanic. She decides the form 
  of the focus will be a copper-alloy nasal septum piercing. 
  The difficulty of the Test is 4. Roxanne, assisting Lyran, 
  trades in her dice pool of 4 for 1 hit, which gives Lyran a 
  bonus die. Lyran rolls 7 dice and scores four hits and no 
  glitches. The two magicians manage to research the focus 
  formula in a single day.
  FOCI
  Metamagic Enchantments 
  Cost 
  Availability
  Divining Focus 
  Force x 10,000¥ 
  (Force x 6)R
  Dowsing Focus 
  Force x 12,500¥ 
  (Force x 8)R
  Infusion Focus 
  Force x 15,000¥ 
  (Force x 10)R
  Focus Formula 
  Cost 
  Availability
  Divining Focus 
  Force x 2,500¥ 
  (Force x 6)R
  Dowsing Focus 
  Force x 3,000¥ 
  (Force x 8)R
  Infusion Focus 
  Force x 2,500¥ 
  (Force x 10)R
  FOCUS BONDING
   
  Item 
  Karma Cost
   
  Divining Focus 
  6 x Force
   
  Dowsing Focus 
  6 x Force
   
  Infusion Focus 
  3 x Force
  OPTIONAL RULE:
  ALTERNATIVE CIRCULATIONS
  The 28-day circulation for alchemical practices 
  is standard to most magical traditions in the Sixth 
  World and is based on the lunar cycle. Other tradi-
  tions may base their practices on the solar cycle and 
  practice a 30-day circulation, or on ancient numerol-
  ogy and practice a 25-day circulation. Gamemasters 
  should choose a length of circulation that fits the 
  traditions of the magicians in their game.
  
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  enchantment). Unique enchantments should also call for Exotic 
  Reagents (p. 83, Street Magic) more often than traditional foci. 
  This explains why many magicians spend years researching and 
  attempting to craft unique enchantments without success.
  An unique enchantment formula may only be used once to 
  make one specific item. At the end of the successful process, the 
  formula is either destroyed or incorporated into the item and can-
  not be replicated. If unsuccessful, the formula may be reused to 
  attempt to make the item again. 
  Magical Compound creation is covered on p. 88 of Street 
  Magic. When researching or translating the unique enchantment 
  formula for a new magical compound, the Force is equal to 6 times 
  designing an unique enchantment formula follows all the rules for 
  focus formulae on p. 82–83 of Street Magic. Ultimately, a unique 
  enchantment is a solution to a problem that cannot be satisfacto-
  rily resolved by normal methods. The gamemaster must adjudicate 
  the difficulties for creating other forms of unique enchantment, as 
  appropriate to their campaign. In general, the process should fol-
  low the standard creation process, only longer, more difficult, and 
  requiring exceptionally rare components. Each step in creating a 
  unique enchantment may be an adventure in itself.
  The gamemaster should adjust modifiers and thresholds as 
  appropriate to reflect the singular nature of the enchantment 
  (for instance, doubling the threshold for a similar, non-unique 
  SAMPLE UNIQUE ENCHANTMENT
  Lyran has been hired to construct a unique enchant-
  ment using an unique enchantment formula, an ancient 
  japanese text, provided by her employer. First things first: 
  Lyran can’t read Japanese, so she scans the text and runs 
  it through a translation program, which chokes on the ar-
  cane terminology and archaic bits, but gives her a gist of 
  what she’s looking at.
  The gamemaster decides translating the formula would 
  be an Arcana + Magic (36, 1 month) Extended Test. Lyran 
  doesn’t have that sort of time, so she asks if she can just 
  figure out who can use the formula.
  An Arcana + Logic (2) Test permits analysis of the 
  formula. Lyran rolls 8 dice and scores 2 hits. The unique 
  enchantment formula describes how to forge a unique en-
  chantment—it looks a bit like a weapon focus to Lyran—in the 
  form of a particular style of katana using the symbolism and 
  notation consistent with the Buddhist tradition of magic. 
  Lyran needs to find a Buddhist swordsmith-enchanter.
  After a lot of long-distance commcalls, calling in a cou-
  ple markers, a discreet datasteal from MCT, and a punch-up 
  with some Yakuza, Lyran makes contact with Hiro Gassan, 
  scion of a line of Imperial Japanese swordsmiths and a mys-
  tic adept. After a bit of haggling, Gassan agrees to forge 
  the sword–but the formula requires a number of exotic re-
  agents: unique radicals of air, earth, fire, and water; natural 
  radicals from throughout Asia; a tooth from an Eastern 
  dragon; ten units of orichalcum; and a live metahuman who 
  will be sacrificed to complete the enchantment.
  While Lyran was gathering the components of the en-
  chantment, Gassan had refurbished the forgotten retreat 
  of a yamabushi hermit as a Buddhist shrine (Rating 6 
  Magical Lodge) in a secluded cave on Kiso Ontake-san. The 
  formula had included specific requirements concerning the 
  daily rituals of purification the enchanter must undertake. 
  Mechanically, this means Gassan must abide by the Ritual 
  geas (see Ritual Geas, p. 28, Street Magic) while enchanting 
  the blade. The enchanting will be conducted at the same 
  time the blade is forged, sharpened, named, and blooded.
  The Enchanting Test to create the focus is Enchanting 
  + Magic (20, 1 day). Hiro Gassan has Enchanting 5, Magic 5, 
  Edge 2, is using exotic telesma, four reagent materials, and 
  the equivalent Force of the focus is 6. He rolls 12 dice and 
  accumulates 22 hits over seven rolls.
  One week after he began assembling the focus, Gassan 
  completes the enchantment by driving the blade through 
  the body of the living metahuman. Using astral perception, 
  Lyran sees part of the victim’s aura actually detach and flow 
  into the sword. This sacrifice replaces the typical Binding 
  ritual for the blade. Gassan presents Lyran with the blade 
  Kurokawa. Lyran sighs with relief. Now all she has to do is 
  get this thing through customs back to Seattle.
  Kurokawa, The Black River
  The bright blade Kurokawa is a katana featuring a vein 
  of orichalcum running the length of its folded steel blade, 
  and a hilt carved from the fang of an adult Eastern dragon. 
  Hiro Gassan, descendent of a line of Japanese master 
  swordsmiths, used an ancient magical formula to instill the 
  unique enchantment within the blade.
  Kurokawa acts as a Force 6 weapon focus. The sword 
  immediately bonds with anyone who holds it, magician 
  or mundane, without having to pay Karma or perform a 
  bonding ritual and they gain the benefit of the focus im-
  mediately. The blade is always active and dual-natured and 
  cannot be deactivated except through force (such as the 
  Disrupt Focus spell or an astral barrier). Kurokawa’s wielder, 
  even a mundane, may become subject to Focus Addiction 
  (See Focus Addiction, p.26–27, Street Magic), becoming ob-
  sessed with the blade.
  
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  refined reagent) from a living devil rat, a piece of bone 
  (natural refined reagent) from a dead magician, earth 
  (natural mineral radical) from the island of Haiti, and 
  a unique water radical.
  Gathering the necessary reagents takes several days, 
  but when they gather again in Johnny’s honfour, (Force 
  6 magical lodge) all is prepared. Johnny rolls 6 dice and 
  scores enough hits to complete the enchantment of the True 
  Vessel in five days. Now, all they have to do is get Sousonn-
  Pannan in it.
  ExPANDED SPIRITS
  The Spirits of the Sixth World chapter of Street Magic expands 
  significantly upon the basic spirit types and rules presented in 
  Shadowrun, Fourth Edition. The following material complements 
  and refines the material introduced in Street Magic.
  OPTIONAL RULE: ATTUNED WATCHER SPIRITS
  Watcher spirits are not exceptionally bright, and left to their 
  own devices they can get lost or confused easily. At first glance, 
  this makes their utility as trackers, couriers, and shadows seem 
  very limited. However, a watcher spirit can be attuned to a spe-
  cific aura or astral shadow during their summoning, making them 
  far more adept at finding the particular person, object, or place 
  tied to that aura or astral shadow. If the aura or astral shadow is 
  in the magician’s sight and he is using astral perception when he 
  summons the watcher, the watcher may then add the magician’s 
  Magic attribute to any test related to noticing, tracking, or finding 
  the subject observed. Alternatively, if the subject’s aura or astral 
  shadow is not within sight, the magician may use a material, sym-
  pathetic, or symbolic link to the subject, but the added Magic dice 
  are reduced by any applicable link modifier (see Material Links, 
  p. 28–29, Street Magic). Note that in order to use a sympathetic 
  or symbolic link in this fashion, the conjurer must first possess 
  the Sympathetic Linking metamagic technique (see Sympathetic 
  Linking, p. 29, Street Magic).
  RESOLVING POSSESSION
  The following notes are meant to complement, clarify and 
  illustrate the rules on spirit Possession, p. 101, Street Magic. 
  Spirits conjured by Possession traditions are intended to 
  be as easy to manage as spirits conjured by other traditions. The 
  only significant difference between Possession spirits and mate-
  rializing spirits is the manner in which they bridge the barrier 
  from astral to physical. Otherwise, such spirits behave just like 
  other spirits in all respects and the rules for spirits apply equally 
  to spirits with Possession.
  It is important to keep in mind that once possessing a vessel, 
  the spirit’s mind and not the vessel’s is in control, and the spirit 
  does not have access to the vessel’s knowledge or skillset.
  Summoning and Binding a Possession Spirit
  Summoning and Binding possession spirits follow the 
  normal Summoning and Binding rules (found on p. 179 and p. 
  180, SR4). If the Conjuring Test is successful, the spirit appears in 
  its conjurer’s vicinity in Astral space and the magician may then 
  the number of critter powers that the compound grants with 
  an interval of 1 month. Unlike all other unique enchantments, 
  the formula for creating a magical compound is not destroyed. 
  Magical Compound formulas can be used repeatedly. A magical 
  compound always has a minimum of one exotic reagent requisite 
  (see Exotic Reagent Requisites, p. 83, Street Magic).
  Laura wants her character Snowblood to create a 
  new magical compound that grants Animal Control 
  (Ordinary Rats). Since the magical compound will only 
  grant one power, the threshold for the extended test to cre-
  ate the formula is 36. Rolling 8 dice, she accumulates the 
  hits she needs in 18 days. Together, Laura and her GM 
  iron out the details of the magical compound:
  PIEd PIPER PASTE
  Duration: Essence + 1d6 hours, maximum 12 
  hours.
  Effects: The paste grants the Animal Control 
  (Ordinary Rats) critter power.
  Description: At the end of the duration, the charac-
  ter treats all non-paranormal rats as if they had the Fear 
  power for an equivalent duration.
  Exotic Ingredient: Natural animal refined reagent 
  from a demon rat.
  Had Snowblood wished for the formula to also grant 
  Concealment (Self Only), the Force would have counted as 
  12, and the threshold would have risen to 144.
  True Vessels are created in the same way as normal vessels, 
  but the enchanter must research or obtain an unique enchantment 
  formula. Substitute the Force of the free spirit for the Force of the 
  focus when calculating the threshold for creating the formula. A 
  True Vessel’s unique enchantment formula specifies the shape of 
  the vessel, the associated magical tradition, and must incorporate 
  a copy of the free spirit’s spirit formula. The formula also specifies 
  the purpose of the True Vessel—to safeguard the free spirit during 
  period of low mana, to imprison the spirit, etc.
  A bocor summoned a malicious spirit far too powerful 
  for her, and it slipped free. Abracadavre nearly died learn-
  ing the spirit’s True Name, and decided to call in Papa 
  dimanche and Johnny Vendredi to help him out. Together, 
  they hatch a plan to imprison the entity in a True Vessel.
  The free spirit that calls itself Sousonn-Pannan 
  is a Force 6 blood spirit, so the threshold for the test is 
  36. Papa dimanche has the highest Arcana skill, so the 
  others assist him in researching the unique enchantment 
  formula. The True Vessel will be an hourglass-shaped 
  wooden drum, and the formula will be of the voodoo 
  tradition. Between them, Johnny and Abracadavre score 
  6 hits, which add 6 bonus dice to Papa’s dice pool. Papa 
  has Magic 4 and Arcana 4, so he rolls 14 dice. It takes 
  Papa seven days to accumulate 36 hits. However, the for-
  mula requires several exotic reagents: a feather (natural 
  refined reagent) from a black cockatrice, blood (natural 
  
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  When a magician commands a service that requires the spirit 
  to take possession of a vessel, the gamemaster should allow the 
  conjuror to identify a subject as part of the service (i.e. “Possess 
  that guard over there and attack his companions.”) If the conjuror 
  does not wish to pick a target, the gamemaster should assume that 
  if left to its own devices, a spirit will generally prefer a living and 
  mobile vessel over an inanimate one; a prepared vessel, over an 
  unprepared one.
  POSSESSION AND THE GAMEMASTER
  Possession can raise a number of metagame issues which 
  some players may try to exploit. Key among these is the possibil-
  ity raised by possessing a mundane item particularly handy from 
  a shadowrunners point-of-view—armor, weapons or vehicles. In 
  such cases the gamemaster should keep in mind several things:
  First, it is important to remember that everything magical a 
  player character does is focused through the prism of his tradition, 
  its beliefs, symbols, and tropes. Materialized and possessing spirits 
  alike boast a bewildering variety of appearances and forms that 
  are dictated by the conjurer’s tradition and the nature of the spirit 
  involved. While it is up to individual gamemasters how this may 
  translate into their games, it’s important to stress that the same 
  tradition-bound perceptions and beliefs should effect the vessels 
  used by various traditions. For example, while a houngan will call 
  down loa to ride serviteurs, zombies, gris-gris jars, and even musi-
  cal instruments, a qabbalist will prefer to invest golems, amulets, 
  incense burners, and Torah rods. The aforementioned qabbalist 
  should find that an elhoim (an emanation from the ascended 
  Sephiroth) is reluctant to inhabit a trashcan, while a traditional 
  witch is equally likely to find her spirits displeased with the idea of 
  possessing a dikoted monosword. This is not to say they wouldn’t 
  do so if pressed in an emergency or that a gamemaster shouldn’t 
  always be open to a player’s argument and reasoning. Ultimately, 
  though, it is the gamemaster’s call as to what is or isn’t appropriate 
  in his story. Rather than simply ruling something as impossible, 
  the gamemaster may consider adding a negative dice pool modi-
  fier (–1 to –4) to the spirit’s dice pool in a Possession Test when 
  it involves a vessel he believes is inappropriate or unlikely for the 
  character’s tradition.
  Second, it is vital to understand that Possession is designed to 
  be balanced with the remaining SR4 magic rules. This means the 
  gamemaster is assumed to be enforcing such elements as Binding 
  material costs, Binding ritual durations, and that Conjuring 
  Drain (or indeed any magical Drain) is not healable by magical 
  means—these all help balance out some of the potential abuses of 
  possession by making conjuring the expensive, time-consuming, 
  and risky business it is meant to be.
  Finally, the gamemaster should always be aware that the exact 
  Ratings and Attributes raised through Possession are at his discre-
  tion and can easily turn apparent advantages into double-edged 
  swords for abusive players (e.g. players may reconsider their pos-
  sessed Talmudic body armor with Immunity to Normal Weapons, 
  when they realize the effects of possession-enhanced Ballistics and 
  Impact ratings on their character’s mobility). Similarly for weap-
  ons, an unbreakable possessed monosword may seem cool, but it 
  doesn’t modify any of the character’s abilities. 
  command it as normal. The spirit may operate and perform any 
  services on the Astral plane as normal. If, however, the magician 
  wishes the spirit to interact with the physical plane—such as 
  employing any of its physical powers or carrying out a physical 
  task—the spirit must first use its Possession power to take over 
  a vessel (bear in mind that this demands a Test that normally re-
  quires at least one Complex Action to accomplish).
  Choice of Vessel
  Picking a vessel to possess on the fly can be tricky. The vessel 
  may be the conjurer himself, a willing and prepared serviteur, a 
  homunculus, or an enchanted object specially prepared for the 
  occasion—but in a pinch an unwilling, unprepared host or object 
  will do (although this is slightly harder to possess). The conjurer 
  may always order the spirit to use its possession power on a specific 
  vessel (though as a use of a Power this costs a service). 
  WHAT IS AN AIR SPIRIT?
  While a hermetic air elemental is very different 
  in appearance and attitude from a shamanic storm 
  spirit or a Shinto kami of the Western wind, all 
  such spirits are treated as a “spirit of air” in terms 
  of game mechanics. An air elemental comes from 
  the metaplane of air (according to hermetics) and 
  can teach Detection spells, while to a Nordic gode 
  the storm spirits come from the metaplane of 
  Thrudheim and teach Combat spells. Each tradition 
  conceptualizes spirits of air differently, and this will 
  often be reflected in the game setting, where they 
  are called by any number of names. “Spirit of Air” 
  (or any such variation) is simply a game term, which 
  abstracts an entire group of spirits that share the 
  same core attributes, abilities, and skills for conve-
  nience and simplicity.
  Conversely, the game makes no special allow-
  ances for wild or “aberrant” spirits (p. 93, Street 
  Magic). A wild spirit is an astral entity that does not 
  fit neatly into metahumanity’s current understand-
  ing of spirit lore and their role in the universe as of 
  the 2070s. 
  The game rules are largely unconcerned with the 
  current state of magical theory and are in place to 
  express only what spirits can do rather than why 
  they are able to do it. For example, the Silap Inua 
  are unique spirits that inhabit the frigid arctic 
  wastes at the poles and are hostile to metahu-
  manity. They have yet to be adequately studied, 
  but they appear unrelated to any thaumaturgy or 
  magical tradition known to man. To modern thau-
  maturgical theory, they are an aberration, but as far 
  as the game mechanics are concerned they are wild 
  spirits that a gamemaster can assign powers and 
  Force as desired (or use the rules for free spirits on 
  p. 106–110 of Street Magic as a guideline).
  
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  The spirit rolls 10 dice (Force 5 x 2) against a threshold of 
  2 (handcrafted silver incense holder). The spirit achieves 
  1 net hit and the possession is successful. The gamemaster 
  rules the incense holder begins to glow eerily as if lit from 
  within and colored tendrils of smoke begin curling out 
  and reaching for the ceiling—the visible signs of posses-
  sion. He also rules that the holder not only benefits from 
  Immunity to Normal Weapons, but its normal Barrier 
  Rating of 4 is enhanced by the spirit’s Force to 9 (should it 
  be necessary). Since the spirit is possessing an inanimate 
  object (see Possession and Vessels sidebar, p. 102) with 
  no means of locomotion or mechanical components, it is 
  unable to move the vessel, but Lodz lifts it and places the 
  vessel on the shop counter before confidently stepping out 
  and locking the door behind him.
  POSSESSING AN INANIMATE OBJECT
  (PREPAREd VESSEL) 
  Lao, a mudang (Korean shaman) running the Seoul 
  shadows, is being chased down a freeway by a local go-gang. 
  Fortuitously, Lao has recently completed his plan to marry 
  his Talent with his passion for motorbikes. The long and 
  expensive process of enchanting every last piece of his classic 
  imported Harley Scorpion hog had been completed only 
  last week and now it was about to pay-off. Hunkered 
  down low over the body of the bike, Lao mutters a prayer 
  to the spirit of the night winds that he had previously 
  bound (a Force 6 spirit of Air which owes Lao 3 services). 
  He gives the spirit three commands, ordering it to: possess 
  the bike and defend the mudang from the gang attack-
  ing him (first service), conceal the bike and its rider from 
  pursuers (second service), and use its movement power to 
  accelerate the old hog (third services)—after which it is 
  free to depart.
  To accomplish the services demanded of it, the spirit 
  must first possess the motorbike. Since the bike is an inani-
  mate vessel it makes a Possession Success Test, rolling 12 
  dice (Force x 2) + the 6 dice modifier for the prepared ves-
  sel against a threshold of 4 (though the Scorpion is a bare 
  basics bike, it’s a pretty sophisticated piece of machinery). 
  The spirit achieves 2 net hits and succeeds in the possession.
  The bike’s headlights and the scorpion motif on 
  the gastank and bumper glow with a ghostly florescence, 
  streamers of vapor pour from the exhaust, and the screech 
  of the wind smothers the roar of the engine as the spirit 
  essence infuses the powerful bike. In game terms, the game-
  master rules the spirit’s presence not only gives the bike 
  Immunity to Normal Weapons, but it adds its Force to 
  the bike’s Acceleration, Body and Armor ratings.
  Lao can feel the bike accelerate under him and looks 
  back to see the vapor from his exhaust spreading like a 
  mist across the freeway hiding his escape from his pursuers. 
  In the distance he can hear the screech of tires and metal 
  as the spirit’s Elemental Attack manifests as a barrage of 
  brutal crosswinds knocking the bikers over.
  POSSESSION ExAMPLES
  POSSESSING AN INANIMATE OBJECT 
  (REGuLAR VESSEL)
  Lodz is a qabbalist living on the outskirts of Prague 
  and he’s run into some trouble with local blackmarket tal-
  isleggers. He’s afraid they might trash his lore store while 
  he’s on a brief day trip to the country for supplies. Lodz 
  doesn’t have the time to enchant a vessel, so he decides to 
  empower an unprepared Bessamim holder (a ritual in-
  cense burner) with an elohim guardian to watch over his 
  store while he’s out.
  Early in the morning, before leaving on his trip, 
  Lodz calls forth a powerful elohim from the Sephiroth 
  realm associated with the element of Fire (a Force 5 spirit 
  of fire). With the standard Summoning rules (p. 179, 
  SR4), Lodz succeeds, gains 2 services from the spirit, and 
  shrugs off the drain. The elohim now waits on the Astral 
  ready to do the qabbalist’s bidding.
  Lodz uses a single service to command the spirit to 
  possess the incense holder and guard his store against any 
  trespassers while he is out (one continuous service that will 
  last until the summoned spirit leaves at sunset). 
  The spirit then uses the Possession power on the 
  Bessamim holder. Since this is an inanimate object, pos-
  session is resolved as a Success Test (p. 101, Street Magic). 
  TWEAKING THE RULES: 
  ALTERNATIVE POSSESSION MECHANICS
  If the gaming group considers the basic 
  Possession rules too powerful or unbalanced with 
  their play-style, Possession may be adjusted by 
  implementing any or all of the following changes:
  • 
  Modify the Possession Test for inanimate ves-
  sels/objects to Force x 2 (Object Resistance x 2).
  • 
  Allow Bound spirits to only possess vessels that 
  are present at the time of their binding. This 
  limits use of Possession as an attack power to 
  Summoned spirits.
  • 
  Rule that a conjurer may only command a spirit 
  to possess a vessel which is within the conjurer’s 
  line of sight at the time.
  • 
  Rule that Possessed living vessels may actively 
  resist possession in a manner similar to a Mental 
  Manipulation spell (p. 202, SR4). Every (Force) 
  Combat Turns, the victim may spend a Complex 
  Action to shake off the spirit’s control. The vic-
  tim rolls a Willpower (+ Banishing) Test; each 
  hit reduces the net hits on the spirit’s original 
  Possession Test. If the possessing spirit’s net 
  hits are reduced to 0, the spirit is expelled from 
  the target.
  
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  Race’s Willpower (4) + Intuition (4) with a –3 wound 
  modifier. The loa achieves a single net hit but that is 
  enough to take control of the body. 
  Race suddenly jerks upright, his eyes glowing eerily, 
  a mad grin on his face and his body visibly infused with 
  new energy, ready to use his powers to protect his sum-
  moner. In his next action, the spirit possessing Race uses 
  Confusion on any visible members of the Renraku squad. 
  As with normal spirits, use of “a combative power or abil-
  ity on behalf of its summoner” counts as just one service 
  (see p. 177, SR4). Since Johnny only had one service left, 
  the loa will depart after the fight is over. If the loa had 
  owed two services, Johnny could tell it to remain in the 
  body indefinitely (or until he used up the remaining ser-
  vice with the use of a power or by commanding a physical 
  service of it). When the spirit vacates the vessel Race 
  would return to his previous state and fall to the ground 
  unconscious but alive.
  But, Johnny knows this won’t be enough, so he de-
  cides to risk a summoning. He tosses a handful of powdered 
  bones into the air and incants the conjuration to sum-
  mon another loa (Force 5 guardian spirit). Johnny rolls 
  Summoning (5) + Magic (5) + appropriate Mentor spirit 
  bonus (2) + a summoning foci (3) and is opposed by the 
  spirit’s Force of 5. Johnny rolls 4 hits and the spirit only 2 
  (the houngan totals 2 net hits). Johnny resists drain with 
  Willpower (5) + Charisma (4) and reduces the drain 
  dV of 4 to 2 boxes of Stun damage. As its optional power, 
  Johnny’s player decides to give the loa Skill: Short Arms 
  (the enemy is using SMGs). Once the summoned war-
  rior of Ogoun appears Johnny uses one of his two services 
  to order it to possess one of the attackers and defend the 
  houngan’s team.
  As commanded, the Iron Warrior of Ogoun attempts 
  to possess one of the security guards rolling a Possession 
  Opposed Test as a Complex Action. Since the vessel is 
  unprepared, the Spirit rolls only its Force x 2 (10 dice) 
  versus the security man’s Willpower (2) + Intuition (3). If 
  the spirit succeeds, the security guard’s mind is subsumed 
  and the spirit turns the man against his comrades, using 
  its powers to protect the houngan. If the spirit (and the 
  body it is possessing) survives the fight (and isn’t disrupted 
  by deadly damage or banished), it will still owe Johnny 
  a further one service and Possession may continue until 
  either the next sunrise/sunset or the service is used up.
  BANISHING A POSSESSION SPIRIT
  Jimmy No has had enough of the golem barring the 
  escape route from the IONds inner sanctum and Jimmy 
  decides to banish it. He rolls his Banishing (5) + Magic 
  (5) and boosted by Edge (4) gets 6 hits. The spirit is bound 
  and rolls its Force (5) + its conjurer’s Magic (6) and gets 
  3 hits. Jimmy resists 6S drain and nearly passes out, and 
  the banishing cancels out the spirit’s 2 remaining services. 
  At that point, the spirit is uncontrolled and will fade from 
  the golem - immediately alerting the original conjurer. If 
  Jimmy weren’t so hard hit, he might try to snatch control 
  of the spirit with Summoning.
  POSSESSING A LIVING PERSON (PREPAREd VESSEL)
  Johnny Vendredi decides that there needs to be a lit-
  tle more love in the world, so he calls forth a loa of Erzulie 
  (a Force 4 spirit of man). He rolls his Summoning (5) + 
  Magic (5) and gets 4 hits, and the spirit rolls its Force and 
  gets only 1 hit. Vendredi easily shrugs off the drain dV 
  of 2 and invites the loa to possess him (this costs a service, 
  since it involves the use of a power).
  As the summoning magician, Johnny counts as a pre-
  pared living vessel of the voodoo tradition. So possession 
  requires the spirit make a Possession Opposed Test rolling 
  of 8 dice (Force 4 x 2) + the 6 dice modifier for the pre-
  pared vessel against Johnny’s Willpower (5) + Intuition 
  (4)—one net hit is enough for the loa to ride the houngan 
  (increasing all his physical attributes by 4 and giving the 
  body Immunity to Normal Weapons for the duration). 
  Since the spirit is still in Johnny’s service, even though 
  the spirit is now in control of his body, he is still able to 
  direct it through the mental link to the spirit. Possession 
  by the Lady of the Red Eyes will last as long as the loa owes 
  Vendredi services, until the houngan commands it to leave, 
  or until sunrise/sunset (whichever comes first).
  POSSESSING A LIVING PERSON 
  (uNPREPAREd VESSEL)
  Johnny Vendredi’s mait-tete is Ogoun, Lord of Iron 
  and of War, something that comes in handy when a run 
  goes wrong and Johnny’s team is pinned down by Renraku 
  security on a New Orleans pier and things are not looking 
  good. Race, the team’s hacker, is hunkered down beside 
  Johnny. The team’s street sams, Kildare and Bobby-Joe, 
  are crouched behind containers keeping the security squad 
  pinned down. Johnny reviews his options knowing their 
  ammo won’t last forever.
  The houngan has two iron warriors of Ogoun (Force 
  6 guardian spirits) and a loa of Azaca (Force 5 spirit of 
  man) bound—the two warriors loa are already engaged 
  on the Astral plane defending the team from the Renraku 
  security mage’s elementals, while the other spirit is on call 
  (1 remaining service).
  Johnny knows the team needs his spellcasting ability, 
  so puts aside the idea of calling the loa into himself. Bobby-
  Joe, a large black troll raised in New Orleans was a fervent 
  believer and had allowed himself to be made into a servit-
  eur (a prepared vessel), but Race and Kildare steadfastly 
  refused “that mumbo-jumbo”. Johnny is reluctant to give 
  up the troll’s firepower, even for the might of an invisible, 
  and he doesn’t want to risk the rest of the other’s anger by 
  having a spirit attempt to possess one of the others. 
  Suddenly Race collapses, struck down by a hail 
  of bullets. Johnny checks and finds the hacker’s armor 
  took the brunt of the burst—he’s wounded but just un-
  conscious. With a whispered prayer, Johnny commands 
  the loa of Azaca to descend on Race and defend them 
  by confusing their attackers (using up his remaining 
  service). The spirit of man does as commanded making 
  a Possession Opposed Test (p. 101, Street Magic) to take 
  control of the body; it rolls 12 dice (Force 6 x 2) versus 
  
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  the pervasive and all-enveloping nature of smog, and the muta-
  genic force of toxic evolution.
  Ritual sorcery and bindings, twisted by the poisoner’s vision 
  and infused with toxic symbolism and meaning, are undertaken 
  on landfills, sites of environmental accidents, illegal dumping 
  grounds, or even derelict buildings fouled with refuse and other 
  pollutants. Pollutants and hazardous materials are crucial compo-
  nents of all arcane activity and the core of a poisoner’s power. Foci 
  are made of irradiated or corroded scraps, and ritual components 
  often contain poisonous or mutagenic chemicals and agents.
  SHADOW SPIRITS
  Though all the rare and elusive entities known as free spirits 
  are ultimately alien and mysterious, their interests and agendas are 
  mostly benign (or at least not malevolent). Unfortunately, a num-
  ber of dangerous free and wild spirits exist that are quite hostile 
  to humanity. These are generally known as Shadow or Trickster 
  spirits (see p. 146, Street Magic). The following section describes a 
  rare ability among free spirits, but one that several Shadow spirits 
  have exhibited in the past.
  GROUP PACTS
  A number of Shadow free spirits—as well as free spirits of 
  other inclinations—exhibit the rare ability to establish Spirit Pacts 
  with groups of magicians rather than individuals. This ability is 
  not only uncommon, but the spirits that indulge are invariably 
  quite powerful. Group Pacts extend the benefits of a Spirit Pact to 
  all members of a particular magical group (most often one under 
  the spirit’s direct control).
  Such Pacts must be established at the moment of the magical 
  group’s creation and must be woven into the Group’s Bond (see 
  Magical Groups, p. 65, Street Magic). The spirit must enter into it 
  willingly, and the group may not have another spirit mentor. The 
  spirit effectively becomes the group’s Spirit Avatar.
  The type of Spirit Pact involved varies significantly from 
  group to group and spirit to spirit, but may include any of the 
  various Pacts described on p. 108 of Street Magic, or it may be 
  something unique to the group and spirit involved.
  Group Pacts and the shadows and free spirits that indulge 
  in them are sufficiently rare that they are essentially a plot device, 
  and as such the exact nature of the Pact and the individual spirit’s 
  reasons and agenda are left to the gamemaster. Below is a sample 
  Group Pact.
  The Aleph Society
  The Aleph Society is an arcane foundation supposedly found-
  ed in 2056 by Dr. Michael Nickson. The society’s fundamental 
  mission is to raise the “innate magical potential inherent in every 
  person.” It claims these goals are inspired by an old Atlantean 
  artifact known as the “Book of Gaf ” (which has brought it into 
  conflict with the Atlantean Foundation more than once). On 
  paper, the Aleph Society is a philanthropic foundation that strives 
  towards spiritual enlightenment and promises hope and ascen-
  dancy. It attracts would-be Awakened who have never exhibited 
  any sign of magical talent, along with those who have burned out 
  due to abuse of their arcane abilities or spiritual self. In many ways, 
  it is organized like a cult. The group was relatively unknown until 
  2061, when it first started to garner media attention after claims 
  MORE MAGICAL THREATS
  Street Magic introduces a number of magical menaces and 
  otherworldly threats that inhabit the Sixth World. The follow-
  ing material complements different subsections of the Magical 
  Threats chapter (p. 134, Street Magic). 
  BLOOD MAGIC ENCHANTMENTS
  Blood fetishes are particularly potent minor enchantments 
  fueled by the magician’s own blood. A blood fetish functions in 
  all ways as a fetish or talisman (see Limited Spells, p. 172, SR4), 
  except the magician gains +4 dice to resist Drain when casting the 
  spell attuned to the blood fetish. Attuning a blood fetish requires 
  a simple, 10 minute ritual that inflicts 1 box of unresisted physical 
  damage that cannot be healed while the blood fetish is attached. 
  The enchanter must know the Sacrifice metamagic to craft a blood 
  fetish; otherwise a blood fetish is crafted and attuned in the same 
  manner as any other fetish (see Fetishes and Talismans, p. 81, Street 
  Magic). Any magician may attune a blood fetish, whether they 
  know the Sacrifice metamagic or not.
  THE TOxIC PATHS
  Though no two toxics are identical, many share sufficiently 
  analogous outlooks and have similar derangements and delusions, 
  that their magic paradigm can be represented for simplicity’s sake 
  as a typical tradition. The following example is meant to illustrate 
  how one of the many possible paths a toxic magician might follow 
  could be portrayed. The example that follows can be used as is, or 
  adjusted to reflect another Toxic Poisoner’s beliefs, magical tropes 
  and spirits (the example uses the sample toxic spirits presented on 
  p. 144–146 of Street Magic).
  POISONER “TRADITION”
  Concept: The poisoner is a harbinger of the new forces of na-
  ture and evolution. New primal powers and elements are replacing 
  the old. Gaia is evolving, slowly being transmuted into something 
  glorious and new. Metahumanity must evolve, or, like all weak 
  species, it will be eradicated by natural selection.
  Combat: Nuclear
  Detection: Acid
  Health: Sludge
  Illusion: Smog
  Manipulation: Abomination
  Drain: Willpower + Intuition
  The toxic magician following this path revels in environ-
  mental blight and pollution of all sorts. He comes to believe his 
  magic is linked to the ascension of a new order, a toxic evolution of 
  Earth’s natural forces. Metahumanity is weak and must be culled. 
  The toxic’s own corruption is an example of the one true path for 
  all mankind: adapt or perish.
  The spirits a poisoner summons incarnate the fundamental 
  elemental forces evolution has unleashed upon Creation. They 
  embody the purifying radiation of nuclear fire, the caustic touch 
  of cleansing acids, the volatile mix of elements that is toxic sludge, 
  Enchantment 
  Cost 
  Availability
  Blood Fetish 
  500¥ 
  10F
  
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  Many members of the Aleph society are former burnouts 
  who are gradually becoming addicted to the spirits energies in a 
  manner similar to Focus Addiction (see p. 26–27, Street Magic).
  INSECT SPIRITS
  Insect spirits are one of the most dangerous and frightening 
  mystical threats metahumanity has encountered so far. The fol-
  lowing timeline outlines the major events involving this dangerous 
  menace since it made its presence known in the 21
  st century.
  A Brief Timeline of Insect Spirits
  2011: Insect mentor spirits begin contact with a small num-
  ber of magicians and lay the foundation of the insect tradition. 
  2040–2055: A humanitarian non-profit organization called 
  the Universal Brotherhood becomes a façade for the largest multi-
  species Insect spirit hive in history. UB chapterhouses open in 
  cities throughout the world, recruiting thousands of members to 
  become unwitting vessels for insect spirits.
  2051: A well-organized hive attempts to infiltrate Yamatetsu’s 
  Crashcart medical subsidiary in Seattle. They are discovered and 
  sanitized, but it is unknown whether the infiltration extended 
  further.
  2055: After an FBI investigation unexpectedly stumbles upon 
  the truth about the growing threat of the Universal brotherhood, 
  the UCAS military and Ares Firewatch teams begin discretely 
  cleaning out and closing down UB chapterhouses, destroying the 
  insect hives hidden within without alerting the public.
  Aug. 23, 2055: Ares Firewatch teams identify Chicago as 
  home to the largest multi-species hive in North America. An ini-
  tial raid to destroy the hive fails disastrously. Insect spirits spill into 
  the surrounding city. Preliminary intelligence revealed roughly a 
  thousand new insect spirits being invested within the hive. In an 
  effort to contain the thousands of Insect spirits, the UCAS gov-
  ernment establishes the Chicago Containment Zone (CCZ).
  Oct. 1, 2055: Faced with few options, Ares detonates a 
  sub-tactical nuclear weapon within the hive complex. The blast 
  is contained by a powerful magical barrier that had been erected 
  over the hive by the shamans and queen spirits within. Hundreds 
  of Insect spirits survive.
  2055–2056: The Chicago affair reveals the existence of insect 
  spirits to the public. Highly public and coordinated governmental 
  and corporate assaults ensue globally to control breakouts and 
  wipe out hives in numerous major sprawls. By 2056, all Universal 
  Brotherhood chapterhouses worldwide are closed.
  2056: A neo-communist movement in Malaysia is discov-
  ered to be a front for insect spirits; the revelation sparks panic and 
  riots in the worst neighborhoods.
  2057: Rumors circulate of insect involvement in the assas-
  sination of UCAS Presidential hopeful General Franklin Yeats.
  Feb. 22, 2058: Ares launches Operation Extermination using 
  newly developed Strain III FAB to exterminate the insect spirits 
  remaining in the Chicago Containment Zone. After the clean-up 
  is over, Ares leaves and the CCZ is opened again.
  2062: Accounts of a failed shadow op suggests that Ares 
  Macrotech may be exploring crossbreeding insect spirits with 
  paranormal animals for security purposes, though these remain 
  unconfirmed.
  that some of its members, Awakened burn-outs, had been able to 
  reclaim their powers.
  The entire organization, however, is nothing but a front for 
  an entity known as Gaf—the Black Moon. Gaf (whether it is a 
  single entity or not) is most likely a free spirit. The true reason for 
  the existence of the society is to lure burned-out magicians into the 
  initiatory group that forms its inner core (~30 members). The initia-
  tory group has a Group Pact, through which Gaf apparently restores 
  the burnout’s magic power (even if it had been reduced to 0).
  When a member first joins the group, besides bonding to the 
  group, he must make a Karma sacrifice to Gaf. The spirit’s Group 
  Pact allows Gaf to fuel the magician’s magic through the group’s 
  bond. This particular Pact allows Gaf to shift some of his own 
  Magic to an Aleph acolyte temporarily, increasing the magician’s 
  Magic by the amount of Magic transferred (up to the magician’s 
  maximum Magic rating). The transfer occurs automatically when-
  ever an Aleph magician tries to use magic, but is always under the 
  control of Gaf. Since it can control how much magic it concedes 
  to its acolytes, it uses this link as a measure of control and to com-
  pel its karmic tribute. Since Gaf is connected to all the members of 
  the Aleph Society inner circle via the Group Pact, the amount of 
  magic available for each member at a given time varies. The Magic 
  rating of a burned-out Aleph member can vary between 1 and 6, 
  depending on how many Aleph members draw on Gaf ’s power at 
  a particular time.
  
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  ExPANDED GRIMOIRE
  The following are some diverse spells that may be useful to 
  more magicians with certain specific vocations.
  COMBAT SPELLS
  Disrupt [Focus] (Direct)
  Type: M • Range: LOS • Damage: Special • Duration: I • DV: (F÷2) – 1
  This spell channels magical energy into disrupting an ac-
  tive magical focus, dealing temporary damage to its astral form. 
  A focus that receives damage equal to its Force from this spell is 
  disrupted and becomes inactive; the magician bonded to the focus 
  cannot gain dice bonuses or any other benefit from the focus until 
  the focus is reactivated. A number of boxes of temporary damage 
  equal to the focus’s Force is “healed” at the beginning of the next 
  Combat Turn. The owner may spend a Simple action to reactivate 
  the focus when all damage is healed. Disrupting a sustaining focus 
  will also disrupt the spell it is sustaining. Astrally projecting magi-
  cians whose foci become disrupted cannot reactivate them until 
  their astral form rejoins their physical body.
  Disrupt [Focus] is designed to target a specific type of focus: 
  Disrupt Weapon Focus, Disrupt Anchoring Focus, Disrupt 
  Spellcasting Focus, etc. The target of each spell is designated by 
  the spell formula. A stacked focus is affected by this spell if at least 
  one of its focus types matches that of the spell, but the damage 
  dealt by the spell must equal or exceed the combined Force of the 
  stacked focus to disrupt it.
  Destroy [Free Spirit] (Direct)
  Type: M • Range: LOS • Damage: P • Duration: I • DV: (F÷2) – 2
  This variation of Slay (p. 165, Street Magic) is designed to 
  target a specific free spirit; different versions of this spell could 
  exist for every free spirit. The target of each spell is designated 
  by the spell formula, which must incorporate the target’s spirit 
  formula. This spell has no effect on any other spirit, even one of 
  the same type as the free spirit. The spell formula counts as a copy 
  of the spirit formula for all purposes.
  2063: Unsubstantiated reports indicate Insect spirits 
  may have infiltrated one of Italy’s major Mafia syndicates, the 
  N’drangheta.
  2065: After publicly discovering and terminating a large 
  number of infiltrated flesh form good merges within the Aztlan 
  government, Aztechnology begins a public information campaign. 
  Fear and paranoia run rampant, quietly fostered by Aztechnology 
  propagandists.
  2068: Several archeological sites in Egypt being excavated by 
  the Apep Consortium are assaulted by a group of Beetle magicians 
  calling themselves the Hem’netjer.
  2070: Intensifying manastorms drive Termite spirits from 
  the Australian Outback toward the coastal cities.
  HIVE IN PLAIN SIGHT
  Shadowrun, Fourth Edition recognizes that the Insect hive 
  (or nest) is essentially a story device to be used by the gamemaster, 
  and as such no specific rules are provided for their formation and 
  numbers.
  Most hives that appear in adventures will be fully-formed, 
  or on the verge of invoking a Queen/Mother spirit (though a re-
  cently established hive trying to get on its feet might prove equally 
  interesting). The gamemaster should feel free to tailor the size and 
  extent of the hive collective to suit the needs of the story he is 
  telling without feeling constrained by game mechanics.
  The physical aspect of a hive or nest can take almost any 
  shape or appearance. In the past decades, insect spirits have 
  learned to adapt to their human environment, making their hives 
  and nest as inconspicuous and “human” as possible so as not 
  to draw undesired attention. Though collectives often occupy 
  derelict buildings in rundown city districts, or underground in 
  subways, sewage systems, tunnels or catacombs, the most powerful 
  hives often choose to hide in plain sight. Policlub chapterhouses, 
  small corporations, and even the offices of philanthropic organiza-
  tions and churches represent excellent covers for insects to build 
  their domains. Considering that hives and nests have in the past 
  assumed the guise of religious sects, rad groups, political organiza-
  tions, or even underworld families, they have significant latitude 
  in establishing their strongholds where humans least expect them.
  
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  MANIPULATION SPELLS
  Firewater Aura (Environmental)
  Type: P • Range: LOS • Duration: S • DV: (F ÷ 2) + 6
  This variant of the [Element] Aura spell (p. 173, Street Magic) 
  combines the elements of Fire and Water for a unique elemental 
  effect: burning water, which forms a rippling aura of elemental 
  energies around the subject’s body.
   Treat the damage as both Fire damage (may set things 
  on fire; see p. 155, SR4) and Water damage (increased chance 
  of knockdown and may short out electronics). This damage is 
  Physical damage, resisted with half Impact armor (round up); 
  the fire resistance upgrade (p. 317, SR4) adds its full rating to the 
  armor value. Armor with a chemical seal, chemical protection, or 
  any other protection against a contact-vector toxin also protects 
  the target.
  Napalm Wall (Environmental, Area)
  Type: P • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 8
  This variant of the [Element] Wall spell (p. 173, Street Magic) 
  combines the elements of Fire and Water for a unique elemental 
  effect: burning water, which forms a wall composed of the elemen-
  tal energies.
  Treat the damage as both Fire damage (may set things on fire; 
  see p. 155, SR4) and Water damage (increased chance of knock-
  down and may short out electronics). This damage is Physical 
  damage,r esisted with half Impact armor (round up); the fire 
  resistence upgrade (p. 317, SR4) adds its full rating to the armor 
  value. Armor with a chemical seal, chemical protection, or any 
  other protection against a contact-vector toxin also protects the 
  target.
  Radiation Shield (Environmental)
  Type: P • Range: LOS • Duration: S • DV: (F÷2)+3
  Radiation Barrier (Environmental, Area)
  Type: P • Range: LOS(A) • Duration: S • DV: (F÷2)+5
  Radiation shields generate a glowing field of magical energies 
  that reduces the radiation hazard for the person protected, as if 
  he or she had radiation shielding (see p. 50, Arsenal), equal to the 
  number of hits scored. Radiation barrier is an area effect version 
  of the radiation shield and creates a dome protecting everyone 
  within range.
  ADDITIONAL ADEPT POWERS
  The following section adds three new powers to an adept’s 
  potential repertoire.
  Elemental Resistance
  Cost: .5
  This power can only be developed by characters who al-
  ready possess the Mystic Armor power (p. 188, SR4). Elemental 
  Resistance enhances the effects of Mystic Armor by granting the 
  full rating of the Mystic Armor Power to the character’s armor 
  value against one elemental attack type (pp. 154–5, SR4 and pp. 
  164–5, Street Magic). The specific elemental effect must be chosen 
  at the time the power is bought, though an adept may take this 
  power more than once to achieve different elemental resistances. 
  DETECTION SPELLS
  [Sense] Link (Active, Psychic)
  Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 1
  This variation of the Mindlink spell (p. 199, SR4) allows the 
  caster to tap into one of the target’s senses. Each spell variant of 
  [Sense] Link is designed to target a specific sense (ie. Sight Link, 
  Astral Perception Link, Thermographic Vision Link, etc.) defined 
  by the spell formula itself.
  Passenger (Active, Psychic)
  Type: M • Range: T • Duration: S • DV: (F ÷ 2) + 3
  This variation of the Borrow Sense spell (p. 166, Street Magic) 
  enables the subject to “borrow” all of the senses from the chosen 
  target.
  HEALTH SPELLS
  Alleviate Nausea
  Type: M • Range: T • Duration: S • DV: (F ÷ 2) – 3
  This spell temporarily reduces the effects of nausea on the 
  target’s body and mind (see p. 245, SR4). Every net hit reduces the 
  duration of incapacitation by 1 Combat Turn, and while the spell 
  is sustained the target does not double all of their would modifiers. 
  The effect of Nausea returns at full force once the spell ends.
  Nauseate (Negative)
  Type: M • Range: T • Duration: I • DV: (F ÷ 2)
  This spell temporarily induces the effects of nausea on the tar-
  get’s body and mind (see p. 245, SR4). The target resists with Body 
  + Counterspelling. The target takes no damage from the spell, but 
  is incapacitated due to vomiting and dizziness for 1 Combat Turn 
  per net hit (maximum 3).
  Decontamination
  Type: M • Range: T • Duration: P • DV: (Radiation Power) – 2
  This spell is used at any point after radiation contamination 
  to help a patient overcome radiation sickness. The infected character 
  receives a number of additional dice on her Radiation Resistance 
  Test equal to the spell’s net hits. It does not heal any damage already 
  inflicted by the contamination (that takes a separate Healing spell).
  ILLUSION SPELLS
  False Impression (Realistic, Multi-Sense)
  Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) – 1
  Manascape (Realistic, Multi-Sense, Area)
  Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 1
  These spells create illusions designed to feed false information 
  to the magical senses of passers-by. While it cannot create auras or 
  astral forms where there are none, it can change the impressions 
  gained from Assensing, the Psychometry or Sensing metamagic, 
  the Astral Window spell, the Magic Sense adept power, and 
  other magical senses. False Impression affects a single sustained 
  or quickened spell, aura, astral form, or the like, while Manascape 
  can affect an entire area, changing the impression of background 
  count, multiple auras, astral forms, etc.
  
  Digital Grimoire
  digital grimoire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  18
  Power Swimming
  Cost: 1 
  The adept character with this power moves at home in water 
  and swims with the ease and speed of a marine mammal. This 
  power doubles an adept’s natural swimming rate (p. 118, SR4) 
  and each hit on a Swimming Test adds 2 meters instead of 1 to 
  the swimming rate.
  Supernatural Toughness
  Cost: .5 per level
   
  For each level taken in this power the adept gains one extra 
  Physical or Stun Condition Monitor box.
  Indomitable Will
  Cost: .25 per level
   
  An adept with this power gains exceptional mental fortitude 
  in the face of fear and torture. Each level taken in this power grants 
  the adept a +1 dice pool modifier to Opposed Tests to resist all 
  uses of the Intimidation Skill or specializations, as well as fear-
  inducing powers and spells.
  Heightened Concentration
  Cost: 1
  The adept is capable of tuning out a single distraction to her 
  task at hand. When using this power, the adept can ignore a single 
  situational negative dice pool modifier of a value up to her Magic 
  attribute. This power requires a Complex Action to activate and 
  maybe be combined with the Adept Centering metamagic.
  Memory Displacement
  Cost: .25
  An adept with Memory Displacement is capable of remov-
  ing a specifically chosen group of memory from her brain for a 
  predetermined length of time. Memory Displacement requires 
  the user to concentrate for a Complex Action to activate. During 
  this time, the character has no way to recollect the memories in 
  question. As a consequence, the memories cannot be recovered 
  through Interrogation, Intimidation, or mental manipulation 
  spells. No amount of questioning will reveal that the character 
  ever possessed these memories. Once the predetermined amount 
  of time has passed, the adept’s memories return to normal.
  
SOURCE: textdata/thevault/Shadowrun [multi]/Shadowrun 4th Edition/Supplements/Shadowrun 4E - Digital Grimoire.pdf