TEXT: GURPS: Shadowrun
  The Magic System
  Index
  • Spells
  • Magic Pool
  • Sorcery
  • Resistance
  • Effect
  • Draining
  • Defense
  • Sustaining
  • Stacking
  • Multiple Targets
  • Noticing Spellcasting
  • The Grimoire
  • Conjuring
  • Conjuration
  • Drain
  • Control Contest
  • Banishing
  • The Astral Body
  • Shamanic Magic
  • Totems
  • Totem Power Bond
  • Regaining Power Bonds
  • Nega-Mages
  • Physical Adept Powers
  • Magical Duels
  • Foci
  • Bonding
  • Using a Focus
  
  The Spells
     As in the normal GURPS Magic rules a spell always cost at least 1 character point.
  Force
     This determines the maximum Force available to cast a particular spell. Must be purchased for each spell. Once Force 1 is purchased for a
  particular spell, the magician is considered to know that spell.
     The cost to learn spells are 1 for Force 1, 2 for Force 2 and +2 for each Force thereafter.
  Fetishes
     A spell that requires fetishes to work is reduced in cost. If the spell requires an Expendable Fetish in order to work, the cost is reduced by 1 point.
  If the spell requires a Reusable Fetish in order to work, the character must take a related Quirk. (Quirks taken this way still cannot exceed the –5
  point limit.)
  Shamanic Spells
     When a shaman is buying spells, he must limit them in some way. Be logical here. A Combat spell cannot be limited by Takes Extra Time for
  instance.
  The Magic Pool
     Points from this pool can be used to improve spellcasting success, resist Drain, or in Spell Defense. Points from this pool are allocated into the
  aforementioned three areas at the start of each turn (before any actions).
  Sorcery (Spellcasting)
     Note: a critical success results in no spell resistance possible (unless there is Spell Defense available) and maximum damage as figured
  normally (even if Spell Defense is available).
  Spell Success Table
  Roll 3d against
  10+ Magic Pool + Force
  Modifiers
  Foci, Inanimate Objects
  Inanimate Objects Table
  Object is…
  Modfier
  Natural
  0
  Manufactured (TL 1-5)
  -2
  Manufactured (TL 6-9)
  -5
  Highly Processed
  -8
  Making Resistance
     Physical spells are resisted by HT, Mana spells by Will. A critical failure results in succes granted maximum effect (damage, duration, etc.).
  Spell Resistance Table
  Roll 3d against
  Will or HT - Force + Defense
  The Effects
     All spells are a result of comparing spell success to the resistance success. Subtract the resistance success from the spell success. If the result
  is greater than 0, the spell has been successfully cast. If the spell is a damaging spell, divide the amount of success by 2 (round up) and consult the
  table below for damage amount. The success raise the damage done from the base of the spells Damage Level.
  Spell Damage Table
  Damage Level
  Damage
  Light
  1d
  1d+2
  Moderate
  2d
  2d+2
  Serious
  3d
  3d+2
  Deadly
  4d
  4d+2
  5d
     …and so on!
  The Draining
  Spell Drain Table
  Roll 3d against
  Will + Magic Pool - Force Factor
  
  Modifiers
  Foci
     The points of success is used to offset the Drain of the spell by 1 level per 2 points (round up).
  Spell Drain Damage Table
  Drain Code
  Damage
  Deadly
  11
  9
  Serious
  7
  5
  Moderate
  4
  3
  Light
  2
  1
  0
  The Spell Defense
     Points from the Magic Pool may be allocated to Spell Defense to any target in LOS, including the magician himself. These points add to the
  target’s resistance rolls with a ratio of 2:1 (e.g. Ned the Mage allocates 1 point to defend Argoth, Spawn of Atrocity (a troll) - Argoth gets +2 on his
  spell resistance roll; good thing, Argoth only has a Will of 8).
  Spell Sustaining
     All the magicians actions are at a cumulative -2 for each spell he is sustaining.
  Spell Stacking
     For each extra spell stacked, all the rolls involving the casting and the Drain are at a cumulative -2. Magic Pool points must be allocated
  seperately for each spell.
  On Multiple Targets
     The mage must divide the Force of his spell among the intended targets, and roll seperately. He must the make a Drain roll for each target affected,
  but the Drain Factor is full and unchanged for each roll!
  How to Notice Spellcasting
     Noticing a spellcasting is difficult. Make a roll against Vision, modified by twice the difference between the Force of the spell being cast and the
  Magic level of the mage.
     Example: The Renraku guard is about to be a puppet of  a Control Thought 3 spell. The mage’s Magic level is 5, so the guard must make a Vision
  roll modified by (2x(5-3)) -4.
  
  How to Conjure
     Conjuring success is vey straightforward. The amount of success/2 (round up) equals the number of services the Spirit or Elemental will perform. If
  no success is rolled (0 or less), no spirit arrives.
  Conjuring Success Table
  Roll 3d against
  10 + Conjuring - Spirit Force
  Modifiers
  Foci, Totem, Reputation (Astral)
  Conjuring Drain
     Figure Drain resistance success as detailed below. Determine the Drain level from the Conjuring Drain Level Table below, and adjust as for
  Sorcery Drain, staging value 1.
  Conjuring Drain Table
  Roll 3d against
  10 + Presence - Spirit Force
  Modifiers
  Foci, Totem
  Conjuring Drain Level Talbe
  Spirit Force is…
  Drain
  Type
  Less than half mage’s Presnece
  L
  Fatigue
  Mage’s Presence or less
  M
  Fatigue
  Greater than mage’s Presnece
  S
  Hits
  Twice or more mage’s Presence
  D
  Hits
  The Control Contest
  The challenging magician rolls as if to conjure the Spirit with  a penalty of -3. The controlling magician rolls as if to conjure the spirit as normal.
  Drain is figured as if the Spirit was just conjured.
  Control Contest Results
  Winner
  Effect
  Who’ Drained
  Controller
  No change
  Challenger
  Even
  Spirit’s uncontrolled
  Both
  Challenger
  New controller
  Both
  How to Banish
     A magician cannot banish while sustaining spells. The banishing process is repeated until the Spirit’s Force or the magician’s Magic is reduced
  to 0, or the winner of a round breaks the Contest.
     If a Spirit’s Force is reduced to 0, it is utterly destroyed. If the magician’s Magic drops to 0, the magician suffers total  fatigue loss (i.e. 0 fatigue).
  Magic returns at a rate of 1/hour, fatigue returns as normal once the magician has a Magic of 1 again.
  A.  Make A Conjuring Roll
  If the magician summoned this spirit, points of Presence may be used to modify the roll. Normal modifiers apply. Note success.
  B.  Make A Spirit’s Force Roll
  Roll 10 + Force - Magic level of magician; note success.
  C.  Determine Effect
  Compare results. The loser’s level (Force or Magic) is reduced by 1 per 2 points of difference.
  D.  Continue Contest
  The winner decides if the Contest continues. If so, the two are locked in combat and may do nothing else.
  
  The Astral Body (and its Attributes)
     The magician’s Astral form has attributes based on his attributes in the in the physical world, with a few exceptions though.
  • Astral ST is 10+Presence.
  • Astral DX is IQ
  • Astral HT is Will
  • Astral Speed is twice IQ
     The magician’s Astral IQ, Will and Essence do not change.
     Express movement on the Astral is fast indeed. It is roughly equal to (Magic x 1.000km/h).
  
  Shamanic Magic
  Totems (both Wilderness and Urban)
     Please note, that the cost of the Totem (if negative) merely reduces the cost of the template, and does not count toward the Shaman’s maximum
  disadvantage points allowed. The template only count toward the characters maximum disadvantages if the final cost is negative.
  Bear (Wilderness)
  -12 points
  Advantages: +2 to Health spells (4); +2 for Conjuring Forest Spirits (4).
  Disadvantages: Berserk (-15); Sense of Duty (toward people needing healing) (-5).
  Beaver (Wilderness)
  -11 or -16 points
  Advantages: +2 for Conjuring River Spirits (4).
  Disadvantages: OPH (workaholics) (-5); Impulsiveness (-10); Overweight (optional) (-5)
  Cat (Urban)
  -12 points
  Advantages: +2 to Illusion spells (4) +2 for Conjuring City Spirits (4).
  Disadvantages: OPH (likes to play with prey, even in combat) (-15); Compulsive Behavior (fastidiously cleaner) (-5).
  Gator (Wilderness and Urban)
  -24 or -32 points
  Advantages: +2 to Combat spells (4); +2 to Detection spells (4); +2 for Conjuring Swamp (4), Lake (4), and River (4) Spirits, or +2 for Conjuring City
  Spirits (4) if Urban.
  Disadvantages: -1 to Illusion Spells (-4); Greed (-15); Laziness (-10); Gluttony (-5); Impulsiveness (-10).
  Raven (Wilderness)
  -19, -24 or -29 points
  Advantages: +2 to Manipulation spells (4); +2 for Conjuring Wind Spirits (4).
  Disadvantages: Either Skinny (-5), Overweight (-5) or Fat (-10/-20); Gluttony (-5); OPH (prefers to let others do the fighting) (-5); -1 to Combat spells (-
  2); -1 to all rolls when not under open sky (-10).
  Snake (Urban or Wilderness)
  -13 points
  Advantages: +2 to Health spells (4); +2 for Illusion spells (4); +2 for Detection spells (4); +2 for Conjuring any Spirit of Man (Shaman’s choice) (4).
  Disadvantages: -1 for any spells cast during combat (-5); Pacifism (Self-Defense Only) (-15); Obssession: Learning Secrets (with 2 levels Hard to
  Resist) (-9).
  
  The Power Bond System
  (Totem) Power Bond
  2 points per level
     This advantage function as a spell-point reservoir for the Drain gained from spells cast by the shaman. When a shaman uses magic in any way,
  the Drain for that particular spell is subtracted from his Power Bond points, and not from his fatigue.
     When the character is created, the shaman must buy the desired levels of (Totem) Power Bond starting at 0. Each 10 full levels after level 10 (i.e.
  20, 30, 40, etc.) grants the shaman a free level of Clerical Investment (Shaman), to a maximum of level 5. If the GM finds the character’s actions
  extremely related to his Totem, the GM might allow the shaman to actually raise his level of Totem Power Bond between adventures.
     When a shaman has lost points, he may wish to regain some again. This is not done like fatigue. There is no automatic recovery. Rest is neither
  enough nor appropriate. Below is a listing of things the Shaman can do to restore points. The amount gained is rated as percentage. The percentage
  gained is calculated from the shaman’s maximum points available, and not his current level. If the points restored is fractured, round fractures up.
     Fast recovery is not possible. The shaman must have at least 1 point of (Totem) Power Bond in order to cast magic. If, on the other hand, he has 1
  point and loses 4 points due to the Drain, the shaman may expend HT instead. The rate is 1 HT for each 2 (Totem) Power Bonds lost, round up.
  Example: Henry the Eagle, a very proud Eagle shaman tries to subdue a Mall guard by using Control Thoughts spell. The spell succeeds, and right
  after Henry the Eagle must face the Drain. The Drain results in a loss of 6 Eagle Power Bonds. Henry only have 1 points left, so he’ll have to use
  some HT. Since there’s 5 points left, Henry must spend (5/2, round up) 3 points of HT. No matter what the Shaman decides he can never bring his
  Power Bond to a negative value. Every 2 points below 0 would be subtracted from HT - even if it means killing the Shaman!
     If the shaman somehow manages to drain himself completely for Power Bonds, he is in serious trouble! To be able to Power Bond with his Totem
  again (i.e. gaining 1 point in (Totem) Power Bond), the Shaman must spend at least 24 hours in deep meditation, where the Shaman searches his
  inner self for connections to the Totem. After this period, the Shaman rolls 3d against his original Power Bond level. If this roll is a success, the
  Shaman recovers 1 point of Power Bond, and can now recover at the normal rate. If the roll is a failure, he must meditate for another 24 hours and so
  on.
     If the Shaman has a weak Power Bond, he may enhance the chances of the roll by using certain replica during the meditation period. The use of
  costumes (symbolizing the Totem), smokesticks or magical symbols might grant the Shaman +2 on the roll, while hallucinating drugs, starvation;
  self-sacrifice (doing actual damage on the Shaman) might grant +8. This is entirely up to the GM to assign the bonus.
     The table below shows some general guidelines for, what a shaman might do to regain his lost Power Bond points. Note that the rituals below are
  only meant as guidelines. It is also important to note, that the percentage shown in the right most column, is percent of the original Power Bond
  level. This means, that if a shaman (Gator Power Bond 10) is drained to 8, a 20% ritual will grant him the missing 2 points.
     It shouldn’t be possible to use the same ritual over and over again, just to gain points faster. A shaman should (for role-playing and balance) use
  different forms of rituals. This also brings flavor to the game. If the GM is feeling, that the shaman is abusing the rules (and thus his totem), he
  should punish him be draining all his points, and let the shaman face a very demanding quest to get in touch with the totem again!
  
  How to Regain Power Bonds
  Ritual
  Objects/ingredients
  Time
  Recovery
  The Shaman holds a symbol of his/her totem and makes a gesture or maneuver
  appropriate to the chosen totem.
  Small symbol.
  1 sec.
  10%
  The shaman holds an object related to his/her totem and honor the totem by saying
  it’s name out loud or screaming the sound the appropriate totem makes.
  Small symbol.
  1 sec.
  10%
  The shaman sits down and holds a small token or symbol related to his/her totem,
  and prays for that totem.
  Small symbol, smokesticks, candles.
  10 min.
  20%
  The shaman lights candles and makes a simple ceremony for the totem.
  Small symbol, totem bones,
  instruments
  10 min.
  20%
  The shaman places candles in a circle and dances for the totem. A symbol of the
  totem must touch the bare skin. Being in the totems natural habitat helps.
  Symbols, candles, smokesticks, and
  totem bones.
  20 min.
  30%
  The shaman sings or hums a song, praising the totem, using instruments to get in
  spiritual touch with it. Spices scattered around the room to attract the attention of the
  totem.
  Symbol, candles, smokesticks,
  spices, instruments.
  20 min.
  30%
  A minor ritual where the shaman gathers all his/her energy and through concentrated
  thoughts transfers that energy to the totem. This can be done e.g. by a burning fire so
  the smoke reaches the totem or by making sand drawings while praying for the totem.
  A symbol or two, candles, spices
  instruments, smokesticks, totem bones
  30 min.
  40%
  The shaman lies flat on the ground almost naked to symbolize his pure devotion to
  his totem. He will place pieces of fur, feathers or other appropriate materials to his
  totem on his body until it is completely covered. He will through prayers and singing
  try to reach his totem. Calling out the screams and noises the totem makes he will
  sink deeper and deeper into the state of actually being the totem itself. Hallucinating
  drugs can be used.
  A couple of symbols, totem skin or
  feathers, hashes, smokesticks,
  candles.
  40m-1h
  50%-70%
  Picking out an appropriate place symbolizing the totems natural habitat the shaman
  draws symbols of the totem on the ground using spices, stones, branches, or bones to
  imprint the drawings in the ground. A huge fire is made in the middle of the drawings
  and spices should be tossed on the fire to make a soft sweet smell in the air. The
  shaman calls for his/her totem in rhythmic songs while praising all the drawing made
  on the ground. A large symbol of the totem (either natural or homemade) should be
  held at all times during the ceremony.
  Large symbol, stones, bones, spices,
  hashes,
  1h10m
  80%
  The shaman should sing play rhythms and dance for the totem and spices are thrown
  onto a large fire. Torches can be lit, along with candles. The shaman should wear as
  little clothing as possible, and have various symbols of the totem touching his bare
  skin. Hashes can be taken to reach a deeper mental state with the totem. Screaming
  the sound of the totem, acting like the totem (e.g. crawl on all fours if the totem is a
  bear, flapper the arms if the totem is a raven etc.) Being in the totems natural habitat
  will increase the effects.
  Various symbols, torches, candles,
  spices, hashes
  1h20m
  90%
  A small altar should be build; prayers, songs, poems, rhymes and dances should be
  made. Bones placed on the altar, candles lit, and the atmosphere should be such that
  the totem would feel comfortable being in the room (or in the natural habitat if such a
  place is selected for the ritual). Symbols of various kinds should be used, both
  directly and indirectly (the altar build on the skin of a bear, while bones are hammered
  together for rhythms to accompany the song.) The body should be covered in oils
  made from the animal. Hallucinating drugs are used to become closer to the state
  between conscious and unconscious.
  Several symbols of various kinds, an
  altar build with the totem in mind, a
  room that would attract the totem,
  candles, fire, oil, instruments, spices,
  hashes or grass etc.
  1h30m-2h
  100%
  
  The Nega-Mage
     Nega-mages are completely immune to all forms of magic. They cannot be harmed by combat spells, fooled by illusion spells, affected by
  manipulation spells, cured by healing spells or detected by detection spells. Magic cannot affect them at all. Similarly, the powers of paranormal
  animals cannot affect a nega-mage.
     A nega-mage’s immunity to magic includes the powers of physical adepts and magical weapons. If a nega-mage is hit by a physical adept doing
  a Killing Hand attack, he takes damage as from a normal punch. If hit by magical weapons, he takes damage as if hit by a normal weapon. In
  addition, every time a nega-mage is hit by a magical weapon, there is a one in six chance that the weapon will lose its magical properties forever.
     Nega-mages can never cast spells of their own, or have spell-locks cast on them, or have beneficial spells cast on them.
     Area spells cast at a nega-mage will not work within the area of the spell as normal.
     Magicians still suffer drain for spells canceled by nega-mages as they have still cast the spell. It is possible to indirectly harm a nega-mage
  through magic. For example, if a mage throws an area fireball spell at a nega-mage standing by a car, the fireball won’t affect the nega-mage. But it
  may have an effect on the car (igniting the gas tank and causing an explosion), which in turn could have a nonmagical but nonetheless harmful
  effect on the nega-mage.
     Regarding the astral space, nega-mages quite simply don’t register. An astrally projecting mage could be standing next to a nega-mage and never
  realize it. Naturally, this makes nega-mages very popular as spies and corporate intrusion agents. They are usually too rare to waste on guard duty,
  although they may be used for especially important or magically dangerous projects.
     Even with regard to cyberware, the nega-mages follow none of the usual rules concerning magic.
     While cyberware usually causes a steady and measurable decline in a mage’s powers, nega-magic seems to operate on a all-or-nothing principle.
  While some nega-mages have lost their powers afte minor surgery (such as implanting a datajack), others have retained theirs despite major
  cybernetic alterations. The power loss is never gradual - either it completely stays or it completely goes after cybernetic enhancements.
     In game terms, for every piece of cyberware implanted, the GM should roll 1d. If the roll is less than or equal to the number of points of Essence
  lost, then the nega-magician has lost his powers forever. A roll of a 1 automatically means the roll has failed.
  
  Powers of the Physical Adept
  Astral Perception
  MC: 2
     The adept has the ability to see into the Astral Plane via Astral Perception, but cannot use Astral Projection. This enables the adept to use the
  Sorcery advantage in Astral combat, but the character cannot cast spells nor does he have a Magic Pool.
  Attribute Boost
  MC: 0.5/level
     This power temporarily boosts ST, DX or HT. The power must be bought seperately for each attribute.
     To make the power work, roll a 10+Magic level roll. The points by which the roll was made times 5 is the number of seconds the power works.
  Attributes are boosted by +2 per point of success for ST and HT, and +1 per point of success for DX. When the duration of the power ends, the adept
  suffers drain as a mage using spells. The adept makes a Mental Will roll with a penalty of -1 per point of success from the first roll. Each 2 points of
  success reduce the drain one step. For each 2 points the first roll was made by, the Damage Level increases by one level (i.e., 2 or less points
  euqals Light, 4 equals Moderate, 6 equals Serious, and 8 or more equals Deadly).
  Body Control
  MC: 0.5/level
     The adept using the body control power has such control over his body that he or she can resist the effects of gases, drugs and poisons.
     Each level adds +2 to HT when resisting gases, drugs and poisons.
  Combat Sense
  MC: varies
     The adept with the combat sense power has an almost sixth sense about an area and any threats around him. Each level of this power is not
  cumulative.
  Combat Sense Power
  Level
  Effect
  MC
  1
  +1 Active Defenses; +2 to Feint
  2
  2
  +2 Active Defenses; +4 to Feint
  3
  3
  +3 to Active Defenses; +6 to Feint
  4
  Improved Ability
  MC: Varies
     The Physical adept is able to purchase additional points of specific skills. Each level add +2 to the chosen skill.
  Improved Ability Cost
  Ability
  MC/level
  Acrobatics
  0.25
  Stealth (moving silently)
  0.25
  Stealth (hiding)
  0.25
  Any melee weapon skill
  0.5
  Any unarmed combat skill
  0.5
  Throwing or Knife Throwing
  0.5
  Guns (type)
  0.5
  Gunner (type)
  0.5
     For all the combat skills, a special rule applies. Each level of the power also enables the adept to adjust the results of a critical success up to as
  many numbers of points. Example: An adept with an Improved Brawling power 3 scores a critical success, and is entitled to roll on the critical
  success chart. He scores a 12. Now he can either decrease or increase it by up to 3 points in either direction. This modification is done after the roll
  is made!
     For all non-combat skills, each level of the power adds +1 to the chance of scoring a critical success!
  Improved Physical Attribute
  MC: 1/level
     The adept uses his Magic to raise one particular attribute. Each version of the Improved Physical Attributes (ST, DX or HT) must be learned
  seperately. Each level of the ST or HT version add +2 to the improved attribute. For the DX version the improvement is +1 per level.
  Improved Physical Senses
  MC: 0.25
     These improvements includes low-lights, thermographic vision, low- or high frequent hearing and so on.  Improvements including a radio or similar
  technology can not be bought this way. Also package deals is not available like in cybeware.
  Increased Reaction
  MC: 1/level
     The adept can with this power increase his reaction. The adept only gets reactions bonus and not additional dice.  Each level add +1 to the
  adepts reaction.
  Increased Reflexes
  MC: varies
     The adept uses his magic to get additional initiative dice.
   Increased Reflexes
  Level
  Effect
  MC
  
  1
  + 1d
  1
  2
  + 2d
  4
  3
  +3d
  6
  Killing Hands
  MC: varies
     This is the power that enables the adept to do more damage from his natural punch and kick. It also allows the adept to hurt beings with the
  Immunity to Normal Weeapons power.
     Whenever an adept delivers a punch or kick, he must state whether he used Killing Hands or not.
  Killing Hands
  Level
  Effect
  MC
  L
  + 1d
  0.5
  M
  +2d
  1
  S
  +3d
  2
  D
  +4d
  4
  Pain Resistance
  MC: 0.5
     The adept can with this power resist all pain, up to his pain resistance level. Pain Resistance also allows the adept to resist pain from torture,
  magic, illness and so on. When adept reaches his pain level he gets the entire normal penalty for damage.
  
  Magical Duels (Optional)
  Duelling
     This  rule is designed to promote honor among mages. It provides a non-lethal way for one mage to prove dominance over another. The mages
  meet and begin focusing on a ball of pure Essence. As they vie for control, the Essence begins to take the shape of that mage’s icon, symbol, or
  other appropriate image. The more clear the icon appears, the more control he has. This battle is visible to all, making it quite spectacular for the
  mage’s companions. As each mage gains more control, they will lash out, striking the other with the image, draining the victim of fatigue.
  Eventually, one will fall. To the victor go the spoils. Typically the prize is acknowledgement of the victor’s power and a favor to be performed by the
  loser, but can be whatever the mages agree upon. This is a battle of honor, not trickery.
  Rules
  1. The mages may use no outside aid (Foci, Fetishes, Karma or whatever).
  2. This is a Contest of Sorcery or Conjuring (whichever the mages choose, each may choose differently).
  3. For each point of fatigue burned, that mage may add 1 to the NEXT roll.
  4. Roll and compare (note: there are no critical failures/success).
  4.1  Total each mages success.
  4.2  If a mage fails, that counts as 0.
  4.3  Subtract the lower from the higher. The mage who rolled higher has 2 options:
  4.3.1  Strike.
  4.3.2  Build.
  4.3.3  Strike and Build (splitting the points).
     If the mage Strikes, the victim takes an equal number of points in fatigue. If the mage takes 1/2 fatigue at once, he is stunned until he makes a HT
  roll modified by Strong or Weak Will, and is at -4 until unstunned. If the mage Builds, he can add that amount to his next Contest roll. This continues
  until either mage goes unconscious or draws.
  
  The Foci
  Bonding a focus
     A magician must bond a focus before he can use it. Bonding is accomplished by spending points, the amount depending on the type of focus and
  its rating. Consult the table below.
     Having paid the required points, the bonding mage now has access to the bonuses or abilities of the focus. Only one mage may bond a single
  item at a time, and only that mage can use it.
     If one mage finds or takes another’s magical focus, that item can only be used by the new mage if he spends the points, and if he beats the other
  mage in a Quick Contest of Essence.
  Item
  Cost
  Specific Spell Focus
  1
  Spell Type Focus
  2
  Elemental/Spirit Focus
  2
  Power Focus
  5
  Spell Lock
  1
  Weapon Focus, Small
  2
  Weapon Focus, Large
  5
  How to use a focus
     A mage must activate a magical focus before he can use it. The activation process is instant, but the player must still announce that he is
  activating the focus.
     The number of foci that may be active on a mage at one time is equal to his IQ/3 (round up). Once activated, a focus operates as long as it is on
  the mage’s person, whether he wears, carries, or holds it in his hand, pocket, or pouch. If the focus is snatched away or dropped, it immediately
  deactivates, and the mage loses all benefits until it is recovered. The focus need not be re-bound if picked up by the same mage.
     The only exception to the above are spell locks, which are discussed below.
  
SOURCE: textdata/thevault/GURPS Classic/SETTING/Shadowrun (gurps 4e)/GURPS Shadowrun The Magic System.pdf