As I do a second reading through Street Wyrd, there's a number of small things that stick out to me as odd or strange or notable. Here's some things from the new Spell List.
pg. 30
Diagnose. Number one this should be a Detection spell not a Health spell, and I see that was the case in 5e. Number two, why does this give such incredible bonuses for no reason? I can cast it on someone, get 0 hits, have no clue what's wrong with them, and still get an Edge on Biotech and a Wild Die when casting Heal. Magic superiority alive and well.
pg.37
Foreboding/Disquiet. These spells invent a brand new anchoring/sustaining method.
If Foreboding or Disquiet is cast within a magic
lodge, and 6 Karma is spent, then the spell is sustained until the lodge is removed, the caster cancels
the spell, or someone actively counters it.
This is neat, and I would have liked to see it made into an official ingredient or show up in other places.
pg 35
Illusion spells are no longer defeated automatically by astral perception, the astral form of the spell is "hidden in the background of the astral" and can't be detected unless an astral perc test beats the net hits of the spell.
pg. 32
Rot is a scary Health spell and one I think would clearly not normally be rules-legal. It breaks down organic matter which is fine when it's not living or just bugs and worms and things, but you're allowed to use it offensively on living creatures. Despite the spell's description as turning organic matter to goo and fertilizer, and making flesh and bone in living creatures cease to connect or exist, somehow it
does no damage, only inflicts Disabled and Fatigued statuses. It's a troublesome spell that needs extra explanation, which the author doesn't provide.
pg.33
Treat, which heals status effects, is an example of a well written explanation, I just wanted to point out this paragraph:
Since there are many status effects, the gamemaster has final say if Treat can remove or reduce a particular status. For example, Treat obviously can’t help a subject with an Immobilized status due to being tied to a bed, but the gamemaster may allow Treat to be effective against the Immobilized status if the subject gained it from, say, falling from a great height or poison.
I feel like typical Shadowrun writing would leave these things unsaid and understood as common knowledge. These are rulebooks, they should be said.
Realistic Illusions I noticed that even though some illusion spells are marked Realistic, this is not a meaningful distinction. There are no spells marked Realistic in the CRB, no mechanical difference between Realistic and non realistic illusions, and no spell creation Ingredient for Realistic illusions.
pg. 36
Chaff is the first time I've seen an illusion spell with Limited duration. However, the text is confusing or contradictory. The jackpoint comment says it's a "fire-and-forget" spell, implying no concentration is needed, but the spell description says "it can be sustained for 1 Combat Round per net hit", implying it does require concentration. In addition, the spell is resisted by Willpower + Logic, but creates Noise for *any wireless signals* passing through the area equal to net hits. I have two problems with that: First, it's not clear how to determine net hits for the Noise effect. Second, this is overreach for an illusion spell. It's creating real EM interference on devices outside the area of effect.
Edit: Forgot to look up the description of Limited duration in the CRB. The magician has to concentrate to sustain, invoking the regular penalties. So the Jackpoint commentary is misleading.
pg. 41
Disregard includes a special way to exclude targets from the spell's area of effect:
When a magician casts Disregard, they select one subject who will not be affected by the spell and will be ignored by those who are. They can select additional subjects; each one beyond the first increases the Drain Value by 1.
Right here is one of the Amps I was hoping they would make. +1 Drain for each excluded target. Dang it Catalyst, you were so close.