Shadowrun cutting aces false mage free#
Printed in the USA.Ĭorrode 102 Melt 102 Sludge 102 Disrupt 102 Destroy 103 Destroy 103 Firewater 103 Napalm 103 Insecticide 103 Ice Spear 103 Ice Storm 103 One Less 104 Slay 104 Slaughter 104 Ram 104 Wreck 105 Demolish 105 Radiation Beam 105 Radiation Burst 105 Pollutant Stream 106 Pollutant Wave 106 Shattershield 106 DETECTION SPELLSĪstral Message 106 Astral Clairvoyance 106 Borrow Sense 106 Animal Sense 106 Eyes of the Pack 106 Catalog 107 Diagnose 107 Dragon Astral Signature 107 Enhance Aim 107 Hawkeye 107 Mana Window 107 Astral Window 107 Mindnet 108 Mindnet Extended 108 Night Vision 108 Cryptesthesia 108 Spatial Sense 108 Spatial Sense, Extended 108 Thought Recognition 108 Area Thought Recognition 108 Translate 109 HEALTH SPELLSĪmbidexterity 109 Alleviate Addiction 109 Alleviate 109 Awaken 109 Crank 109 Decrease Reflexes 110 Enabler 110 Fast 110 Forced Defense 110Īlly Spirit Formula Creating an Ally Spirit Formula Conjuring an Ally Ally Spirit Abilities Enhancing an Ally Losing an Allyīorn Free True Names Free Spirits and Karma Binding a Free Spirit Banishing a Free Spirit Free Spirit Powers Greater Powers Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
Street Grimoire, Shadowrun and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. With more options, deeper rules, deadlier threats, and dozens of way to have fun with magic, Street Grimoire is an essential book for anyone playing Shadowrun, Fifth Edition. Street Grimoire has more options for Shadowrun players, along with information on magical traditions, magic societies, and the dangers and benefits of living as a spellcaster in a world where “geek the mage first” is a common adage. Spells, rituals, alchemical preparations, adept powers, metamagics-all of those elements and more can be used to help an Awakened shadowrunner move off the streets and get a taste of the high life. Because magic is power, and power in the Sixth World needs to be grabbed with both hands. It’s dangerous, but to spellslingers in the Sixth World, it’s worth it. It can inject power into every millimeter of your veins, or leave you a lump of ashes at the end of a dark alley.
Magic can burn your brain and sear your soul.