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CATALYST GAME LABS

CATALYST GAME LABS Shadowrun Street Wyrd Core Magic Rulebook game

SKU CH-60ZR-RV4C4

Core magic rulebook for Shadowrun Sixth World adding spells, spirits, adept powers and custom spell creation

  • TypeBoard Game
  • Core magic rules for Shadowrun Sixth World
  • Create custom spells with the built-in design system
  • Expanded adept powers and new spirit options
  • Enhanced enchanting rules for magical crafting
  • Essential resource for Awakened character development

Core Magic Rulebook for Shadowrun Sixth World

Street Wyrd is the core magic rulebook for Shadowrun, Sixth World. It serves as an essential resource for players and gamemasters running Awakened characters. The supplement provides comprehensive rules for spells, spirits, and adept powers. It also includes a system for creating custom spells.

Physical Game Supplement with No Power Requirements

As a printed tabletop roleplaying game book, this product operates without thermals, noise, or power draw. It requires no electricity, cooling solutions, or hardware compatibility checks. The supplement functions at any table with adequate lighting. Physical handling produces only minimal page-turning sounds.

Rulebook for Shadowrun Sixth World Magic Systems

This supplement is designed specifically for the Shadowrun, Sixth World ruleset. It is not compatible with other roleplaying systems or earlier Shadowrun editions without conversion. Buyers seeking generic fantasy magic rules or rules for different game systems will not find them here.

Highlights

  • Core magic rules for Shadowrun Sixth World
  • Create custom spells with the built-in design system
  • Expanded adept powers and new spirit options
  • Enhanced enchanting rules for magical crafting
  • Essential resource for Awakened character development

Specifications

BrandCatalyst Game Labs
TypeBoard Game

Questions about this item

How do I add the spell-creation system from Street Wyrd to my existing Shadowrun, Sixth World campaign?

Treat Street Wyrd as a supplemental rulebook; its custom-spell framework plugs into the core Sixth World mechanics so you only need the base rulebook and this volume to start designing new spells.

Will I need any future errata or companion books to keep the magic rules current?

Street Wyrd is a complete core magic rulebook for Sixth World; Catalyst Game Labs releases errata PDFs when needed, but no additional supplements are required to use the spells, spirits, adept powers or enchanting rules inside.

What is the first limitation a game master hits when running heavy magic sessions with this book?

The book adds dozens of new spells, spirits and adept powers, so the practical limit is table complexity — tracking multiple custom spell effects, spirit services and drain tests slows play before any rule gap appears.

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