A Krand mage belongs to a unique school of magic, the Path of the Krand. Becoming a Krand mage is a lifelong path and once the training to become a Krand is complete, the Krand can never switch to another path of magic.
Krand mages are neither Hermetic or Shamanic, but have Hermetic leanings. The Krand mage has an understanding of magic that is light years ahead of the typical mage or shaman in Shadowrun. By using techniques drawn from ancient texts of magic use that predate known history, a Krand has a unique perspective on the use and application of magical energy.
Krand magic should NEVER become available to a player character. The advantages and disadvantages of the path of the Krand will dramatically unbalance the campaign in the player's direction.
The training of a Krand is a long and tedious process. Even with the enhanced training aids that Griffin provides, it generally takes the average practioner five years to gain a good working proficiency.
The average Krand mage comes from Z zones such as the Seattle Barrens or the Cincinnati Government Assistance Zone. In these cases, Griffin will provide job support and good (i.e. middle class) housing outside of the Z zones for the trainees family.
Once a suitable candidate has been located, the candidate's family will be visited by several Griffin representatives, usually both Krands themselves, to explain to the candidates family that their child is magically active and that Griffin will be able to help their child experience their full potential.
If the candidate's family is willing to enroll their child within Griffin's local branch of the Krand School of Magic, the family can then be offered additional support as part of the enrollment.
A student in the Krand School of Magic will receive free room and board (middle lifestyle w/o entertainment) in order to facilitate their training. Between the first and third week after enrollment, depending on the student's physical condition, the student will undergo their first transimplant surgery. This is to install a top of the line Type three Mnemonic Enhancer.
Once the student returns from surgery, the actual schooling will begin. The first task the student is to complete is to join one of the local groups of Krand Mages. A typical Krand Mage group is given near the end of the document.
Regardless of any previous magical knowledge already known, the student then begins to learn Sorcery and Conjuring techniques completely different than anything they might be familiar with.
Astral perception and projection are taught in the first year and metaplanar travel, including astral quests, are taught during the second. Theran is learned in primarily the second year and finishing up somewhere in the middle of the third year as part of training in use of the Centering metamagic technique.
The first two years are completely devoted to learning magical activities. Beginning in the third year, the other skills required to complete their job as a combat oriented mage are phased in. Leadership techniques and tactics are typically taught in the fourth year.
The Krand undergoes a second transimplant surgery at the end of the third year, this time for Type nine Damage Compensators. The Masking metamagic technique is usually learned during the fourth year as well.
By the end of the fourth year, the Krand will typically have initiated twice, once during the second year and again during the fourth. Near the beginning of the fifth year the Krand will initiate again and begin learning about spirit types and magical threats. In addition, the Krand will learn about great form spirits and highly advanced summoning techniques, including the Invoking metamagic technique.
Krand mages are unique by Shadowrun game standards. Due to the nature of a Krand's training, a Krand mage may either opt to use normal spellcasting and conjuring techniques or can use the advanced rules explained below.
While spellcasting normally only requires a single complex action to complete, a Krand mage can reduce the drain level by extending the amount of time between declaration of action and the actual spell effects. A Krand can reduce the drain code of a spell by one level for every complex action taken in preparation. Note that while this preparation is not actual spellcasting, a Krand cannot perform any other actions. If the spell is disrupted before the last complex action is completed, the spell effect simply fails to happen as the mana gathered for the spell simply dissipates rather than activing the desired effect. Also, the spellcasting can be discontinued at any time without any additional penalty to the Krand.
A spell with a D drain code requires a total of five complex actions to cast. A spell with an S drain code requires four complex actions to cast. And so forth.
It is necessary to note that the caster CAN NOT cast spells higher than his (enhanced) magic attribute while doing this, nor can spell pool be used to aid in the success test, i.e. Sorcery skill dice only.
Ritual sorcery can be done this way as well, but the casting requires an additional number of hours equal to the drain code. A D drain spell will require an additional four hours, an S drain spell will require an additional three hours, and so forth. Again, a spell higher than the leader's magic attribute may not be cast this way.
Conjuring is done in a similar manner as Sorcery.
Elemental summoning requires an additional number of hours equal to the drain code of the elemental, in the same manner as ritual sorcery. (i.e. four hours for D drain, three hours for S drain, etc) The elemental has a maximum force equal to either twice the Krand's Charisma or the Krand's natural magic rating, whichever is higher.
Nature Spirits and Spirits of the Elements require a number of additional complex actions equal to their drain code as per spellcasting techniques. Note again that the force limit is the same as that for elementals.
A Watcher can be summoned in two complex actions and can have a force up to the Krand's Charisma attribute.
Important: Ally spirits CAN NOT be summoned by Krand mages. However, sometimes (1 in 6) a free spirit of force 1d6 + 2 will act as a Krand mage's companion. Determine the free spirit's skills and abilities as per the rules provided in Magic in the Shadows.
A typical Krand magical group will be as follows:
Krand magic is available to NPCs (and specifically Griffin NPCs) only. Normal channels should be useless for learning Krand magic. Should a player character attempt to learn such techniques through an astral quest, use the following.
The first time the character attempts to learn the methods, the Dweller will simply not permit the character into the metaplanes. The second time, the Dweller will take on the appearance of a draco form and expel the character from the astral plane without a word. In addition, the character must resist both physical and stun damage with a damage power rating equal to the rating of the quest at a Serious.
If by this point, the player hasn't taken the hint, use the following. The character will be forcably ejected by the Dweller, again taking on the appearance of a draco form. Within one minute, the character will be attacked by a free spirit with a force rating equal to either twice the character's initiate rating or the character's magic rating, whichever is higher.
The free spirit will attack the character with the intent to kill. Any nature spirits or spirits of the elements called into the character's aid will refuse to battle the free spirit. Any elementals will depart and the summoner will loose all remaining services. A watcher spirit will likewise vanish. An ally spirit will not under any circumstances aid the character under attack and if forced to do so will immediately attempt to break free from the person that it is bound to.
Should the character survive and attempt to quest again for the same information, refigure if applicable and then increase the free spirit's force by 2 points for each additional attempt.