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Buchinformationen

  • Titel: Street Magic
  • Sprache: Englisch
  • Art: Hardcover
  • Seitenzahl: 192 Seiten
  • ISBN-10: 1-932564-67-5
  • Erstverkaufstag: 05.09.2006
  • Developer: Rob Boyle, Peter Taylor
  • Autoren: Lars Blumenstein, Jason Levine, Robyn King-Nitschke, Peter Taylor, Jon Szeto, Rob Boyle, Frank Trollman, Robert Derie
  • Cover Artwork: Michael Komarck
  • Preis: 34.99 $

Rückseitentext

Street Magic is the advanced magic rulebook for Shadowrun, Fourth Edition. It provides background details on everything known to magic in the year 2070, from the nature of mana and astral space to and its effects on society and the Awakened. It also covers a few things that aren't known - or at least understood - such as the metaplanes and hostile spirits. It also contains advanced rules for magic traditions and groups, initiation and metamagic, enchanting, and new spells and adept powers. Street Magic contains everything the players and gamemasters need for magic in Shadowrun.

Inhalt

  • Jackpoint Login
  • The Awakened World
    • Magic in Daily Life
    • Popular Beliefs and Media-Fueled Misconceptions
      • Myth vs. Reality
    • The Magical Child: Growing Up Awakened
      • Magic and Education
    • Magic and the Law
      • The Other Side
    • Magic and Religion
      • Christianity
      • Eastern Religions
      • Islam
      • Judaism
      • Neo-Paganism
      • New Religions
    • Magic and the Corps
      • Corporate Mojo
      • The Big Players
      • Small but Mighty
    • Magic in the Shadows
  • The Awakened Character
    • Creating an Awakened Character
      • Metatype
      • Attributes
      • Skills
      • Qualities
      • Magic and Technology
    • New Awakened Skills
      • Arcana (Logic)
      • Enchanting (Magic)
    • New Awakened Qualities
      • Positive Qualities
      • Negative Qualities
    • Advanced Magic Rules
      • Material Links
      • Sympathetic Links
      • Acquiring Geasa During Play
      • Tweaking the Rules
  • Paths of Magic
    • The Many Paradigms of Magic
      • The Practice of Magic
      • Possession-Based Traditions
      • Faith, Belief, and Magic
    • Alternate Magical Traditions
      • The Aboriginal Tradition
      • The Aztec Tradition
      • Black Magic
      • The Buddhist Tradition
      • Chaos Magic
      • Christian Theurgy
      • The Druidic Tradition
      • The Hindu Tradition
      • The Islamic Tradition
      • The Norse Tradition
      • The Path of the Wheel
      • The Qabbalistic Tradition
      • The Shinto Tradition
      • Traditional or Hedge Witchcraft
      • The Voodoo Tradition
      • The Wiccan Tradition
      • The Wuxing Tradition
      • The Zoroastrian Tradition
    • Paths of the Adept
      • The Athlete’s Way
      • The Warrior’s Way
      • The Invisible Way
      • The Shamanic Way
      • The Speaker’s Way
    • Magical Oddities
      • Psionics
      • Miracles
      • Madness
    • Building a Magical Tradition
      • Step 1: Concept
      • Step 2: Spirits
      • Step 3: Drain
      • Step 4: Rounding Out
  • Initiation & Metamagic
    • Initiation
      • Beyond the Doors of Perception
      • Group Initiation
      • The Initiation Rite
      • Initiatory Ordeals
    • Metamagic
      • Learning Metamagic
      • New Metamagic
      • Advanced Metamagic
  • Magical Groups
    • Social Circles
    • The Magical Group
      • Purpose
      • Customs
      • The Group Bond
      • Individual Strictures
      • Group Strictures
      • Group Benefits
      • Group Resources and Dues
      • Patrons
    • Finding a Group
      • Joining a Group
      • Founding a Group
      • Creating a Group
    • Sample Magical Groups
      • Bear Doctor Society
      • Benandanti XXV
      • Brotherhood of the Iron Crescent
      • Dead Warlocks
      • Gladio
      • Hermetic Order of the Auric Aurora
      • Illuminates of the New Dawn
      • Jamil Islamyah
      • MCT Research Unit 13
      • Mystic Crusaders
      • Pathfinders
      • The Rat Pack
      • Sisterhood of Ariadne
      • Sons of Thunder & Sea
  • Magical Goods
    • The Ins and Outs of Talismongering
    • Doing Business
    • Inside the Alchemist’s Lab
    • Game Information
      • Enchanting 101
      • Enchanting Tools
      • Getting the Goods
      • Practical Alchemy
      • Artificing
      • Advanced Foci
      • Vessel Preparation
      • Unique Enchantments
  • Spirits of the Sixth World
    • The Nature of Spirits
      • On the Intellect of Spirits
      • On the Forms of Spirits
      • Free Spirits
      • Wild and Aberrant Spirits
    • New Spirit Rules
      • Astral Movement
      • Disruption
      • Long-Term Binding
      • Spirit Combat
      • Spirit Services
      • Spirits and Edge
      • Spirits and Vessels
      • Spotting Spirits
      • New Spirits
      • New Spirit Powers
    • Ally Spirits
      • Conjuring an Ally
      • Ally Spirit Abilities
      • Enhancing an Ally
      • Losing an Ally Spirit
    • Free Spirits
      • Born Free
      • True Names
      • Free Spirits and Karma
      • Binding a Free Spirit
      • Spirit Pacts
      • Banishing a Free Spirit
      • Free Spirit Powers
      • Greater Powers
    • Wild Spirits
  • Astral Space & the Metaplanes
    • The Mirror World
      • Astral Topography
      • The Living Earth
    • Astral Phenomena
      • Alchera
      • Astral Shallows
      • Astral Rifts
    • The Nature of Mana
      • Background Count
      • Mana Anomalies
    • Astral Security
      • Wards
      • Wards with a Twist
      • Tools of the Trade
    • The Metaplanes
      • Worlds beyond Possibility
      • Metaplanar Quests
      • Goals of a Metaplanar Quest
  • Magical Threats
    • Things that Go Bump in the Night
      • Using Threats
    • The Dark Paths
      • The Darkness Within
      • Paths of the Twisted and Corrupted
      • Twisted Agendas
      • Twisted Adepts
      • Blood Magic
    • Toxic Magic
      • The Toxic Path
      • Toxic Agendas
      • Toxic Mentor Spirits
      • Toxic Metamagic
      • Toxic Spirits
      • Toxic Spirit Powers
    • Shadows Spirits
      • Shadow Spirit Types
    • Extraplanar Menaces
      • Evanescence (Weakness)
      • Insect Spirits
      • Hive Insect Spirits
      • Solitary Insect Spirits
      • Insect Spirit Types
      • Queen and Mother Spirits
      • Insect Spirit Powers
      • The Shedim
  • Grimoire
    • Spell Design
      • Spell Formulae
      • Designing New Spells
    • New Spells
      • Combat Spells
      • Detection Spells
      • Health Spells
      • Illusion Spells
      • Manipulation Spells
    • New Adept Powers
    • New Mentor Spirits
      • Mentor Spirit Archetypes
      • The Many Faces of Mentor Spirits
    • Sidebars
      • Magic-Related Urban Legends
      • Magical Terms & Slang
      • Tweaking the Rules
      • Sense Link Power
      • A Note on Attuning Animals
      • Metamagic Techniques
      • Anchoring Trigger Conditions
      • Optional Rule: Aid Enchanting
      • Magical Goods Form and Function
      • Magical Compounds in Your Campaign
      • Spirit Appearance
      • Inhabitation Merge
      • Possession and Vessels
      • A Quick Aside About Mana
      • On Location: The Deep Lacuna
      • On Location: The Watergate Rift
      • Flexible Aspect
      • On Location: Crater Lake
      • Domain Examples
      • On Location: Cermak Blast Zone
      • On Location: The Maya Cloud
      • Metaplanar Gazetteer: Crystalwell
      • Metaplanar Gazetteer: Emergence Lake
      • Metaplanar Gazetteer: The Hive
      • Friends in High Places
      • The Perception of Evil
      • Playing the Twisted
      • Radiation Elemental Damage
      • Toxic Spirit Quick Design
      • The Insect Tradition
      • The Limits of Sorcery
      • Unaware Resistance
      • Elemental Effects
      • Spell Design Examples
      • Other Elemental Combat Spells

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