Grimoires for Shadowrun - not the book, dolt!

Grimoires

Grimoires are a new type of focus, and a very powerful one at that. They originate from ancient teachings, from the fourth world; the last age of magic. As of 2056 only two organisations were known to have possession of such a grimoire, the first was the Young Elven Technologists a policlub based in Seattle, and allegedly sponsored by a powerful elf. The other organisation was Federated Boeing. Allegedly their Grimoire was purchased from an elven mage who had stolen it from the YET, it is also alleged that Aztechnology made extreme attempts to purchase the item before F-B; but were frustrated in every attempt by unknown players.

A grimoire is a book of spells, within it, it holds a number of spell formulae. However, it is much more than that. It has a magical aura which is used in the casting of the spells held within. A magician can cast a spell from the grimoire and actually use its aura, rather than his own, to mould and shape the astral energies. This considerably lessens, and can even negate, the effects of drain.

The grimoire remembers and stores the processes and channels to the etheric plain within its aura, this means that a magician can cast a spell from the grimoire without even knowing it. The magician simply draws the astral energies into the grimoire's aura and directs them once they have been channelled and processed.

As with all foci the user needs to bond the item, however a temporary bonding can be made which will allow the spell to be cast, albeit with a limited effect. It is also rumoured that a grimoire can be used as a 'spell buffer' or 'spell chamber'and actually hold a readied spell within its aura.

Grimoires are not always books, they can be staffs with runes etched in them, or an intricate mosaic which covers an enormous wall or floor. The form is limited only by the creator's imagination.

System: Like any other foci, a Simple action is required to activate and deactivate it. A grimoire may contain a number of spell formulae equal to its rating x 5. No spell within the grimoire can have a force greater than its rating. Most grimoires can hold spells of only one type, Combat, Detection etc., though some have no such limitations.

The Drain TN is reduced by the grimoire's rating when casting a spell through it. If a ten minute ritual is completed (the actual ritual is uaually described in the grimoire) the spell may be cast with no drain what so ever.

If a magician wishes to use a grimoire but has not bonded it to him he must temporarily attune the grimoire and its contents to him. The character makes a Sorcery test with a TN of the grimoire's rating,if successful the magician may use the grimoire, but at a +2 TN to the spell test reduced by 1 per 2 successes on the attunement roll. This attunement lasts until the grimoire is deactivated or until a number of hours go by equal to the grimoire's rating. If a magician wishes to cast a spell from a grimoire which he doesn't know, his Magical Theory skill must equal or exceed the maximum force of the spell contained within.

A magician may not wish to cast the spell, instead leaving the readied magical energies within the grimoire. This follows the procedure for holding a spell, but the grimoire takes the strain so there is no +1 TN. Only one copy of each spell may be held by the grimoire, but they may be held even when the grimoire is deactivated, using a similar metaphysical process as a spell lock. To release such a spell does not require the magician's Magical Theory skill to equal or exceed the maximum force of the spell if the magician does not know the spell.

Creating a grimoire requires the character to have been taught by someone who knows how.

Spell Category Grimoire
Design Base Time: 30 days
Enchantment Base TN: 6
First Bonding Cost: Rating x 5
Normal Bonding Cost: Rating x 3

All Category Grimoire
Design Base Time: 60 days
Enchantment Base TN: 8
First Bonding Cost: Rating x 7
Normal Bonding Cost: Rating x 5


Taken from the pages of Jens-Arthur Leirbakk