OOC:Rules Modifications
Magic
Traditions and Spirits
All traditions may summon any spirit within their tradition for any task. Use the restriction table to determine if a given spirit can help with learning or casting a spell.
Rationale
Excerpt from Street Grimoire Page 41: Common magic traditions of the Sixth World are presented below. The outlines of how to use traditions in Shadowrun are presented on p. 279, SR5. Each tradition presented below includes preferred spells and/or adept powers for that tradition. There are no benefits in game mechanics for choosing those spells; they are there so that players can give their characters the flavor of that tradition. The descriptions also include the type of spirits each tradition uses to perform particular functions, as well as the attributes they use for Drain. Mages of that particular tradition may only summon the spirits listed with the tradition, and they are restricted in the tasks they can assign them. Assigning tasks outside the general area of their tradition will not receive a response from the spirit (for example, a Buddhist mage telling an air spirit to heal him will get no response, as air is a Combat spirit in that tradition, while the Health spirit is earth). Descriptions also include notable teachers in each tradition who can be used in games to help characters advance in a particular tradition. Note that when a tradition is described as a possession tradition, replace the spirit power of Materialization in any spirits summoned by conjurers of that tradition with Possession (p. 197).
OK! So that looks like it means that you need to use spirits from your tradition for specific tasks. Meaning that a Shaman needs to use Fire spirits for Combat and Man spirits for "Manipulation" (whatever that means).
That tradition (asking a air spirit to heal him) definitely makes it looks like it's 100% intended to be that you had to use a spirit for specific kind of action. Which completely garbages up how spirits have traditionally been used.
There's discourse on the internet (now, I am sure you're shocked, so I'll give you a moment to calm down) that says that this section actually is only talking about aiding spellcasting and teaching spellcasting - which doesn't work with the example - but also doesn't make the game inconsistent with other editions - and doesn't screw up Josh's build. So my suggestion we use the rules that way.
> (from Malta in the Kvetching email thread) > Just to clarify: You remain limited to the spirits on your tradition's table --MaltaTalk
Green magic tradition
Gets Cleansing metamagic for free at first initation in addition to the usual metamagic, instead of requiring it be taken.
Rationale
Cleansing is of niche and moderate utility as is and requiring it be taken is a heavy karma and downtime tax. Other traditions get similarly scoped metamagics for free.
> This one is *pure* buff to me, and only that, and I am definitely cool with not having that buff --MaltaTalk
Street Cred
Basically, some extra dice, see the full article
Buncha Rules Stuff
- SR5:Active Skills
- SR5:Adept Powers
- SR5:Adept Powers List
- SR5:Ammo:Ammunition
- SR5:Ammo:Arrowhead
- SR5:Ammo:Grenade
- SR5:Ammo:Rocket
- SR5:Armor/Clothing
- SR5:Armor Mod
- SR5:Armor Packs List
- SR5:Basic Rules
- SR5:Basic Rules:Races
- SR5:Bioware:Basic
- SR5:Bioware:Cultured
- SR5:Bioware:Other
- SR5:Character Creation
- SR5:Character Creation:Step 1
- SR5:Character Creation:Step 2
- SR5:Character Creation:Step 3
- SR5:Character Creation:Step 4
- SR5:Character Creation:Step 5
- SR5:Character Creation:Step 6
- SR5:Character Creation:Step 7
- SR5:Character Creation:Step 8
- SR5:Character Creation:Step 9
- SR5:Color Packs List
- SR5:Combat Actions
- SR5:Combat Rules
- SR5:Combat Rules:Armor Stats
- SR5:Combat Rules:Called Shots
- SR5:Combat Rules:Elemental Damage
- SR5:Combat Rules:Martial Arts
- SR5:Combat Rules:Modifiers
- SR5:Combat Rules:Visibility
- SR5:Combat Rules:Weapon Stats
- SR5:Core Packs List
- SR5:Creature Lists
- SR5:Critter Powers
- SR5:Critter Powers List
- SR5:Critter Weaknesses
- SR5:Critter Weaknesses List
- SR5:Critters List
- SR5:Cyber Packs List
- SR5:Cyberdecks:
- SR5:Cyberdecks:Modules
- SR5:Cyberware:Body
- SR5:Cyberware:Ear
- SR5:Cyberware:Eye
- SR5:Cyberware:Head
- SR5:Cyberware:Limb
- SR5:Cyberware:Limb Accessories
- SR5:Cyberware:Other
- SR5:Cyberware:Weapon
- SR5:Daily Living List
- SR5:Decker Packs List
- SR5:Driving:Skills/Attributes
- SR5:Driving Rules
- SR5:Drone Packs List
- SR5:Electronics:Commlink Mod
- SR5:Environmental Armor
- SR5:Errata
- SR5:Explosives
- SR5:Explosives:
- SR5:Explosives Rules
- SR5:Firearm Accessories
- SR5:Gear List
- SR5:Gear Lists:Armor/Clothing
- SR5:Gear Lists:Cyberware
- SR5:Gear Lists:Electronics
- SR5:Gear Lists:Magical Equipment
- SR5:Gear Lists:Medical
- SR5:Gear Lists:Others
- SR5:Gear Lists:Security
- SR5:Gear Lists:Vehicles\Drones
- SR5:Gear Lists:Weapons
- SR5:Hacking Lists
- SR5:Health Gear:DocWagon Contract
- SR5:Industrial Chemicals
- SR5:Infected List
- SR5:Large Drones
- SR5:Lifestyle Packs List
- SR5:Lists
- SR5:Magic:Adepts
- SR5:Magic:Dark Magic
- SR5:Magic:Initiation
- SR5:Magic:Preparations
- SR5:Magic:Spellcasting
- SR5:Magic:Spirits
- SR5:Magic:Traditions
- SR5:Magic List
- SR5:Magic Packs List
- SR5:Magic Rules
- SR5:Magical Equipment
- SR5:Magical Equipment:Foci
- SR5:Magical Equipment:Formulae
- SR5:Magical Equipment:Magical Supplies
- SR5:Martial Arts
- SR5:Matrix:Actions
- SR5:Matrix:Basics
- SR5:Matrix:Complex Forms
- SR5:Matrix:Cyberdecks
- SR5:Matrix:Echoes
- SR5:Matrix:How To
- SR5:Matrix:IC
- SR5:Matrix:Jargon
- SR5:Matrix:Programs
- SR5:Matrix:Skills/Attributes
- SR5:Matrix:Sprite Powers
- SR5:Matrix:Sprites
- SR5:Matrix:Submersion
- SR5:Matrix Rules
- SR5:Medium Drones
- SR5:Mentor Spirits
- SR5:Mentor Spirits List
- SR5:MetaMagics List
- SR5:Micro Drones
- SR5:Mini Drones
- SR5:NanoGear
- SR5:Negative Metagenic Qualities
- SR5:Negative Qualities
- SR5:Other Devices:Imaging
- SR5:Packs List
- SR5:Positive Metagenic Qualities
- SR5:Positive Qualities
- SR5:Qualities List
- SR5:Race:Centaur
- SR5:Race:Changeling
- SR5:Race:Dwarf
- SR5:Race:Elf
- SR5:Race:Human
- SR5:Race:Naga
- SR5:Race:Ork
- SR5:Race:Pixie
- SR5:Race:Sasquatch
- SR5:Race:Shapeshifter
- SR5:Race:Troll
- SR5:Ritual List
- SR5:Rules
- SR5:Security:B&E Gear
- SR5:Security:Battering Ram
- SR5:Security:Communications
- SR5:Security:Device
- SR5:Security:Grapple Gun
- SR5:Security:Restraints
- SR5:Sensors
- SR5:Skill List
- SR5:Skill Lists:Active Skills
- SR5:Skill Lists:Common Skill and Attribute Uses
- SR5:Skill Lists:Knowledge Skills
- SR5:Skill Lists:Language Skills
- SR5:Skill Lists:Other Attribute Uses
- SR5:Small Drones
- SR5:Spell List
- SR5:Spells:Combat
- SR5:Spells:Detection
- SR5:Spells:Health
- SR5:Spells:Illusion
- SR5:Spells:Manipulation
- SR5:Spirit List
- SR5:Spirits:Basic
- SR5:Spirits:Blood
- SR5:Spirits:Insect
- SR5:Spirits:Shadow
- SR5:Spirits:Shedim
- SR5:Spirits:Toxic
- SR5:Survival Gear
- SR5:Vehicle:Aircraft
- SR5:Vehicle:Groundcraft
- SR5:Vehicle:Watercraft
- SR5:Vehicle Modifications
- SR5:Vehicle Mods Lists
- SR5:Vehicle Packs List
- SR5:Weapons:Assault Cannons
- SR5:Weapons:Assault Rifle
- SR5:Weapons:Ballistic Projectiles
- SR5:Weapons:Blades
- SR5:Weapons:Clubs
- SR5:Weapons:Exotic Firearms
- SR5:Weapons:Exotic Melee Weapons
- SR5:Weapons:Exotic Ranged Weapons
- SR5:Weapons:Flamethrowers
- SR5:Weapons:Heavy Pistol
- SR5:Weapons:Hold-Out Pistol
- SR5:Weapons:Implant Firearms
- SR5:Weapons:Implant Melee Weapons
- SR5:Weapons:Improvised Weapons
- SR5:Weapons:Lasers
- SR5:Weapons:Launchers
- SR5:Weapons:Light Pistol
- SR5:Weapons:Machine Guns
- SR5:Weapons:Machine Pistol
- SR5:Weapons:Misc Melee Weapons
- SR5:Weapons:Shotgun
- SR5:Weapons:Sniper Rifle
- SR5:Weapons:Sporting Rifle
- SR5:Weapons:Submachine Gun
- SR5:Weapons:Taser
- SR5:Weapons:Throwing Weapons
- SR5:Weapons Packs List