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Build guide

Combat Mage (Shadowrun 6th Edition)

A spellslinger who scouts astrally, summons what the team cannot afford to hire, and ends a firefight before it becomes one.

The starting sheet

Every number this build starts with. Take it as your own and change anything, nothing here is locked.

Identity

Metatype
Elf
Archetype
Mage
Magic or Resonance
Magician
Background
Spellslinger who scouts astrally and ends fights early.

Attributes

Core attributes
Body (BOD)
3
Agility (AGI)
3
Reaction (REA)
3
Strength (STR)
2
Willpower (WIL)
6
Logic (LOG)
4
Intuition (INT)
4
Charisma (CHA)
5
Special attributes
Edge (EDG)
2
Magic (MAG)
6

Skills

Combat & physical
Firearms
2
Athletics
2
Stealth
2
Perception
3
Social
Con
2
Influence
3
Magic & Resonance
Sorcery
6
Conjuring
5
Enchanting
2
Astral
4

Recommended choices

Archetype
Mage
Metatype (common fit)
Elf or Human
Core Attributes
Magic + Willpower
Core Skills
Sorcery + Conjuring + Astral

Priorities

  • Magic and Willpower together: one casts, the other survives the drain.
  • Take an astral skill early, reconnaissance nobody can shoot at is your edge.
  • Pick a small, deep spell list over a wide, shallow one.

Play tips

  • Drain is the real limiter. Plan the fight you can afford to cast in.
  • Astral scouting before the run is worth more than any combat spell during it.
  • Background count and wards will ruin a plan built on magic alone. Have a second one.

Build it in RPG Stack

Save your character and keep it updated across sessions.