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Shadowrun: Street Wyrd (Core Magic Rulebook)
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Shadowrun: Street Wyrd (Core Magic Rulebook)

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Power Surge

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. Street Wyrd 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 Wyrd is the core magic rulebook for Shadowrun, Sixth World

 

 
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Discussions (8)
Customer avatar
Dale M April 14, 2021 12:07 pm UTC
PURCHASER
Adding magic to traditional PC's will give a major lift to power. The right adept powers and magic qualities will also give a crucial edge cost reduction.
And a timely augmentation will raise that bar. So an Awakened Decker maybe? Anything to counter the Cybered out, Essence depleted, "soulless" PC's as the only way to build is a welcomed change.
Customer avatar
Rion S April 08, 2021 1:50 pm UTC
I finally got a look at this through a friend. Wow, what an embarrassment to the history of SR this book is. Wonky & obviously untested rules, half-baked spell design, spells that exist solely to manipulate the game mechanics, goofy ideas, childish and unclear writing, senseless ways to do things, world-altering abilities characters never used to have, imbalance everywhere (by it's own admission in places)... this book adds even more heat and slop to the hot mess to that is 6e.

If you are a fan of older editions, don't waste your time or blood pressure. If you like 6e, well, you'll probably like this just fine. I genuinely wish you happy gaming. I wish you could have seen SR back in the days before CGL though. That was a pretty good game.
Customer avatar
Dale M April 15, 2021 2:24 pm UTC
PURCHASER
I'd like to see the 4e software creation rules or something like them in this edition.
Customer avatar
Dale M April 07, 2021 12:00 pm UTC
PURCHASER
The magical groups rule is a good addition. I only wish that a similar rule was in the general player character's set.
Too much inflexibility was written into previous systems on this.
With wars, disasters, mass disappearances, in a post modern technological setting I think there would be obvious reasons for characters to organize against them and explore just on principle. I mean they are already exceptional individuals with superhuman abilities so why not?
Unless that is the player does not want to know the world beyond missions and pay for them.
Customer avatar
Dale M April 03, 2021 12:45 pm UTC
PURCHASER
Progress is made with the spell creation rules. Now I hope the matrix book has some similar creation rules. Also I think the dice rules could be changed to reduce the amount/type of dice for tests. I'm amazed that so many "vets" of this system never mention how difficult it is to glare at 15+ 6 sided dice every roll.
Customer avatar
Sebastien C February 23, 2021 5:48 pm UTC
Even their table of content has mistakes... Waiting for the IP to be used by another company.
Customer avatar
Paul D March 02, 2021 12:02 pm UTC
What gets me is that they actually have the balls to credit proof readers and still put out a product that has repeated lines in the TOC and errors in grammar/spelling. Proofers should read the doc, not casually scan it will a spellcheck and then claim they have.
Customer avatar
Sean H February 21, 2021 10:20 pm UTC
Hmmm, I'm going to need to be sold on this one. From the previews, I don't see anything new/different here.
Customer avatar
Rion S February 20, 2021 5:47 pm UTC
I gather there are now magic bullets and healing potions? Any purchasers able to comment?
Customer avatar
Nathaniel B March 04, 2021 1:36 am UTC
Any one willing to admit they paid money for this?
Customer avatar
Paul D February 10, 2021 9:55 am UTC
Lol another quality product from Catalyst. How about you hire someone to actually proof read your product before release, you muppet. There is a spelling error in the second sentence of your introduction. if that is any indication as to the quality of your product then I will once again pass.
Customer avatar
Daniel F February 11, 2021 12:08 pm UTC
Which line? I couldn't spot the error in the preview.
Customer avatar
Paul D February 11, 2021 4:23 pm UTC
If you are curious, I'd check it sooner than later, Catalyst have a habit of deleting comments.
Customer avatar
Paul D February 11, 2021 4:24 pm UTC
Line 9 introduction: THEY study of magic is a lot like the study of.....
Customer avatar
Phillip G February 15, 2021 12:17 pm UTC
I am surprised that these comments are still here. They have been periodically deleting any negative comments on their books. Anyone think a company that actually cares about SR might get the property some day?
Customer avatar
Paul D February 15, 2021 11:51 pm UTC
Only if shadowrun fans stop buying the game for an entire edition and the product becomes worthless to this company. Sadly there are plenty of other bad companies out there who have control of big IP. These days I think you are often better served with a small indie game where the author shows they actually care about the product they have released.
Customer avatar
Nathaniel B February 21, 2021 3:43 pm UTC
Issue is in the Fourth Sentence of the Second Paragraph of the Introduction.
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Product Information
Electrum seller
Cards
170
Publisher Stock #
E-CAT28003
File Size:
18.95 MB
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Original electronic
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File Last Updated:
February 09, 2021
This title was added to our catalog on February 09, 2021.