[spoiler= Arsenal Page 66]Lucifer Lamp: In 2066, metaphysicists discovered that a
modulated electrical current introduced through a filament laced
with orichalcum causes the filament to shed dual-natured light,
illuminating both the physical and astral planes. Physical and astral
solids both block dual-natured light, causing unusual shadows on
the physical and greater definition on the astral. Lucifer lamps
(available as flashlights, lanterns, vehicle headlights, and signal
beacons) make excellent additions to magical security setups and
as a form of astral communication via semaphore.
Th e light given off by a Lucifer lamp is dim on the physical,
but sufficient for characters with low-light vision to see by.
Characters in areas lit by a Lucifer lamp receive +2 Astral Visibility
modifier (see p. 114, Street Magic) and a +2 Perception Test modifier to notice magic (see Noticing Magic, p. 168, SR4). Activated
Lucifer lamps tend to attract wild spirits (see p. 110, Street Magic);
what effect this has, if any, is left up to the gamemaster.
Lucifer lamps burn hot and have limited lifespans; more
expensive bulbs last longer.[/spoiler]
Given the fact that the Current has to already be Modulated And it burns itself out so fast, I highly doubt and I mean HIGHLY doubt it'd be possible with current shadowrun Tech.. If you want offensive magic Gear for Mundanes i'd look into Smoke Grenades that also Dispense a Cloud of FAB III. in most cases unles they know it's in the smoke you can catch most things offgaurd and the FAB won't attack mundanes