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Shadowrun RPG: Street Wyrd Core Magic Rulebook - Roleplaying Game Supplemental Game Master And Player Book by Catalyst Game Labs
- Street Wyrd is the core magic rulebook for Shadowrun, Sixth World
- Spells, spirits, and adept powers are a core part of Shadowrun and are items of perpetual interest to Shadowrun players.
- Street Wyrd offers that and more to players and gamemasters, including a system to help them make their own spells
- New ways to use Shadowrun, Sixth World rules and flavor to help players understand magics place in the world, Street Wyrd is an essential resource for Awakened characters
Any questions? Our AI beta will help you find out quickly.
The power to shape the world can also tear it apart. The power to summon spirits and gain allies can also conjure enemies and lead to your own destruction. And the power to fill objects with magic is also the ability to make them blow up in your face.
Shadowrunners learn about power the hard way?by being on the wrong end of it. That means they often gather it to them however they can, consequences be damned.KEY_TAB Street WyrdKEY_TAB is a guide to all sorts of Awakened power, from spells to adept powers to new spirits to enhanced enchanting rules. It also gives runners the power to make their own spells to unleash on their enemies. Because runners know that the power you grab for yourself is the only thing that stays with you.
Street WyrdKEY_TAB is the core magic rulebook forKEY_TAB Shadowrun, Sixth World.
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