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Shadowrun Sixth World: Magic

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Jan 26, 2021
14:07

Magic is one of the longest sections in Shadowrun 6th World. If past editions and other RPGs that include magic are any indication, it's busted, overpowered, and pretty much steals the show any time somebody goes in hard on it. This is the section that drives the final nail in the coffin for my dislike of Shadowrun 6e -- it's very wildly different from everything else in that Edge is...somehow less utilized. Magic instead favors lots of big dicepools on top of bigger effects. Still, I include this guide for the sake of anybody interested in Shadowrun 6th Edition, whether they wish to know how it compares, or they like 6th edition and want a resource to help slice through the rules. ...not that Magic particularly needs it; the long page count of this section actually gives things adequate explanation. (Assuming you ignore why spirits would take a human form.) All Images not owned by Aaron der Schaedel are done so under Fair Use. Music credits: Intro - Victory Declared by Dr. 3AM Outro - A Bit of Bounce by Dr. 3AM https://soundcloud.com/dr-3am-1

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