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Awakenings: New Magic in 2057

Author: Stephen Kenson
Category: game
Company/Publisher: FASA Corporation

Reviewed by James McPherson on 06/28/97. Genre tags: none

The latest update to magic in the Shadowrun world, this book could easily have been renamed "The Mundane's Guide to Magic." It's a good sized 160-page supplement done in the now-classic SR "Shadowland" format interspersing "official" information with rumor and contrary opinions from prominent (and not-so prominent) figures from the SR world.

A good 70 pages are in-character descriptions on what it is to be a mage, as well as little tricks and stunts for use by, and against, mages. This is very useful material for first-time mage players, or GM's who need a few more ideas for their NPC mages in the employ of Lonestar, the corps, or various special forces. Experienced players or those who've read the novels probably won't get too much out of this, but it's a nice update of how magic is viewed in the late 2050's.

We then get to the really useful parts. Some new ways to view and run Adepts are introduced, as well as the Physical Mage, a blending of Physical, Sorcery, and Conjuring Adept. While the physical mage is a nice addition to the SR world, FASA tantalizes us with mention of an Astral Adept and then fails to follow through with rules or even a solid description.

We also meet the Houngans of the Voudouan tradition. Significant time and effort appears to have been devoted towards getting both the feel of the Voudouan tradition and an accurate view of the different loas that are the source of much of their power. Many of the original french and creole terms are used, along with a glossary for quick reference.

New rules are included for forensic magic, astral stealth, spell signatures, wards, spirits, domains, background count, metamagic, and totem creation. A whole slew of new geasa, ordeals, adept powers and spells are provided for our enjoyment. And in the new trend of SR supplements, an index of every spell, totem, adept power, and piece of magical equipment ever listed in previous SR materials.

On the negative side many of the stories describe hideously powerful physical adepts, but there are still no hints on how to develop a physad that can keep up with the frightening pace of cyberware. While the new adept powers do allow PC's to become masters of stealth and melee combat, there's still no way for adepts to keep up, let alone outrun, characters with Wired Reflexes.

Overall this is a good addition the archives of GM's or players of the magically active, just don't expect this to replace the Grimoire II as the most used book of mages, shamans, and adepts.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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