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From: Steve Kenson <TalonMail@***.COM>
Subject: SR3 magic terms
Date: Fri, 19 Dec 1997 16:44:24 -0500
One of the goals of SR3 is to clean up some of the terminology and phasing
carried over from previous editions of Shadowrun and make things more clear.
To that end, I am proposing the following magical "volcabulary." What I'd
like to know is if these terms and their explainations are sufficiently
clear. Please try to forget any preconcieved notions you might have about
particular terms before considering these <grin>.

mystic: Any character with a Magic Attribute of 1 or greater. Magical
characters as a whole are refered to as mystics.

mundane: Any character with a Magic Attribute of 0. Non-magical characters as
a whole are refered to (somewhat insultingly) as mundanes.

magician: A mystic with full use of the magical skills of Sorcery, Conjuring
and Enchanting under the rules of a particular tradition (q.v.) and full
access to astral space (astral perception and projection).

adept: A mystic with a limited subset of the abilities of a magician. Adepts
have varying degrees of ability and access to magical skills and abilities.

physical adept: A mystic who "grounds" all of his magical potential into the
improvement of his body and mind. Physical adepts cannot actively use magical
skills.

NOTE: I'd still like a different name for physical adepts, to better
differenciate them from magical adepts, but nothing better has come along and
it would probably have to be struck down in the name of backwards
compatibility anway. C'est la vie...

tradition: A collection of beliefs, rituals and techniques for using magical
skills. A mystic's tradition determines some of the limitations and abilities
of his magical skills. The two major traditions in Shadowrun are Hermetic and
Shamanic (q.v.).

Hermetic Tradition: A magical tradition governed by a complex set of theories
and formulae about astral space and how it interacts with the material world.
Also known as Hermeticism.

Shamanic Tradition: A magical tradition based around emotion, imrpovisation
and empathy with the natural world. Also known as Shamanism.

mage: A mystic of the Hermetic Tradition.

NOTE: "Mage" has come into common usage (in both the game-fiction and the
rules) as a term for all mystics, or at least all magicians. Probably because
it is often used that way in other RPGs. In Shadowrun, a mage is a Hermetic
mystic. Shamans are NOT "mages."

shaman: A mystic of the Shamanic Tradition.

wizard, spellworm, spell slinger: Common slang expressions for any user of
magic (mainly sorcerers).

force: The overall power of a magical effect, being or item. Force is the
sole important attribute for such things in astral space.

sorcerer: A mystic capable of actively using the Sorcery Skill, any user of
Sorcery.

spellcaster (also "caster"): A mystic capable of actively using the
Spellcasting Concentration of Sorcery, any user of Spellcasting.

conjuror: A mystic capable of actively using the Conjuring Skill, any user of
Conjuring.

enchanter: A mystic capable of actively using the Enchanting Skill, any user
of Enchanting.

mana: Magical energy.

astral form: A counterpart of the physical body on the astral plane, formed
from magical energy. Sometimes called the "astral body" (not prefered, since
it can be confused with the Astral Body attribute). There are two types of
astral forms: active and passive. All living and magical things have passive
astral forms, which are solid in astral space, but which cannot be affected
from the astral plane in any way. Active astral forms have a tangible
presence on the astral plane and can also perceive and act there.

aura: Halos of intangible magical energy that surround all things. An
object's aura is made up of the eminations of the object's life-force
(Essence) and emotions, and information about an object can be "read" from
its aura. Living and magical things have fairly complex, bright and energetic
auras. Non-living objects have very simple auras that generally contain no
information except for traces of emotions or magic left on the object by
living beings.

SURVEY QUESTION: Are the terms for the astral attributes (Astral Body, Astral
Strengt, etc.) useful or confusing? Would it be easier to say the mental
attributes are used for physical actions in astral space, then refer to them
by their usual names (i.e. "make a Willpower Test to resist damage in astral
space"); to use the astral names (i.e. Astral Body in place of Willpower) or
list both (such as Astral Body[Willpower])?

spirit: A being composed of magical energy that dwells in astral space.
Spirits all have a Force, which measures their power. Most spirits can be
controlled or commanded through the rites of Conjuring Skill. Many spirits
also have the ability to materialize (q.v.)

materialize: A power possessed by some spirits, giving them the ability to
create a physical body for themselves, allowing them to interact with the
physical world.

manifest: All intelligent astral beings have the ability to manifest, to make
themselves visible and audible in the physical world, through an act of will.
The manifest being can be seen and heard normally by living beings.
Non-living sensors and devices cannot perceive a manifest astral form; their
appearance is purely psychic and exists only in the minds of the viewers.


That covers the major ones. I know it doesn't cover everything, but I didn't
want this post to turn into a complete book in and of itself! If there are
any terms in the current magic system you think are confusing or improperly
used, let me know and I'll take a look. If any of the above terms seem
unclear, let me know that, too.

Take care,
Steve K.

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.