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.