Magic is constantly growing and expanding as the Awakened of Shadowrun push the boundaries. This page will present additional rules for magically active or "Awakened" characters. The Awakened represent 1% of the world population in Shadowrun. 10% of this 1% are full mages - Hermetics, Shamans and other traditions, making full mages about half as common as doctors are in the present day world. About 40% are a mix of Aspected Mages & Physical Adepts. The remaining 50% are unaware of their powers.
The list of spells in the Shadowrun books represent magic that can be picked up by any character and is divided up into 5 domains - Manipulation, Detection, Combat, Illusion & Health. Each domain can be linked to an elemental foundation - Earth, Air, Fire, Water, & Spirit. Access to the metaplanes after their first initiate level allows a character to craft more powerful spells by combining two domains, crafting spells composed of Earth & Fire, or Water & Spirit. After the second initiate level the mage can combine three domains in crafting & wielding spells. The third initiate level gives access to 4 domain spells. Fourth level initiates can combine all five elemental domains for spells of tremendous power.
An expanded list of adept powers can be found here.
Foci (singular: Focus) are magical items that to the Awakened, are a source of power assisting mainly in the use of magical skills. There are five main types of foci: Spell Foci, which aid Sorcery; Spirit Foci, whihc aid Conjuring; Power Foci, which increase Magic Atgtribute and aid both magical skills; Sustaining Foci, which sustain spells; and Weapon Foci, which aid in combat.
A handful of new Foci have been uncovered by the Awakened that magically assist what were once considered to be mundane skills. Acting similarly to Adept Skill-boosting powers, Skill Foci channel the Awakened characters magical abilities into a specific skill in a fashion similar to the way Weapon Foci increase the Awakened user's combat ability.
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