The Grimoire (Shadowrun)
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Designers
- 1st edition
- Paul R. Hume
- 2nd edition
- Mark Chaffe
- Thomas A. Dowd
- Paul R. Hume
- Steve Kenson
- Christopher Kubasik
- Carl Sargent
Illustrators
- 1st edition
- John Zeleznik
- Joel Biske
- Timothy Bradstreet
- Rick Harris
- Jeff Laubenstein
- Jim Nelson
- 2nd edition
- Thomas Baxa
- Janet Aulisio
- Joel Biske
- Dell Harris
- Dana Knutson
- Jeff Laubenstein
- Mike Medynsky
- Jim Nelson
- Mike Nielsen
- Anthony Szczudlo
- Karl Waller
PublishersFASA
Publication1990
![]() 1st edition, cover art by John Zeleznik | |
| Designers |
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|---|---|
| Illustrators |
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| Publishers | FASA |
| Publication | 1990 |
| Genres | Near future Science fantasy |
The Grimoire is a supplement published by FASA in 1990 for the near-future science fantasy role-playing game Shadowrun. A second edition was published in 1994.
The Grimoire is a supplement that contains rules for magical societies, magic spells, Astral Space, and spirits.[1] The book is divided into 13 chapters:[2]
- "Making Magicians": The essential differences between a magician and an ordinary human.
- "Magic and Society": The impact of magic on mainstream religions and the business world, and laws relating to magic.
- "Adepts": A new type of wizard.
- "Initiation": Progressing as a magician.
- "Metamagic": New abilities granted to initiates.
- "Geas": How an obligation or prohibition can be placed on a mage.
- "Magical Groups": Various esoteric orders.
- "Enchantment": A new skill to help a mage.
- "Spells and Spell Designs": How to create a new spell.
- "Astral Plane": A parallel world.
- "Allied Spirits": Those that are controlled by a mage
- "Free Spirits": Spirits that have gained enough strength to break away from a mage.
- Magical Threats": The power of shamans
The book concludes with an appendix that details rule changes, a price list, a glossary of magic terms and a list of spells.[2]
