Haven Magic


The Haven grimoire has been heavily raided from the Manual of Practical Thaumaturgy and contains formulae that are easily understood from the perspective of the hermetic and shamanic traditions, with glosses for Wiccans and Chaos mages. Some of them come with best practices attached, describing example ethical and unethical uses. (e.g.: it is ethical to use the Enabler spell to enhance the effect of medicine, even if wizgangs out in the Mess use it to get high.)

Assume that anything from SR5 and the Street Grimoire is available, with the exception of:

It also has Incision (Bullets & Bandages p21).

The grimoire is freely available to citizens, but generally requires in-person visits to get a copy of a spell. Copies are all individually watermarked so people will know who to talk to if it shows up on the public Matrix, as Havens don’t want attention from the Mess if someone learned a dangerous spell and used it to hurt someone.

Some spell formulae are kept on storage where all accesses are audited. Spells like Control Actions, Control Thoughts, and Influence are the sort of thing where if someone is practicing them, the neighbors feel like they ought to know, much like they would if someone were brewing nitroglycerin.

Other spells in the grimoire:

The Haven Magicians’ Guild likes to open source their spells, but they are practical about it. They have multiple Slay and Slaughter spells captured from a Humanis grimoire, but you need written permission from three senior guild members to get a look at them, and it goes on record. The one person on record thus far did so for the stated purpose of reverse engineering them for public benefit, and subsequently invented Slaughter Bedbugs, Slaughter Lice, Slaughter Fleas, Slaughter Ticks, and Slaughter Ear Mites, and is now working on invasive species (having started with Slaughter Kudzu). Even those spells require being a member in good standing, rather than open source, simply because they could be reverse engineered into something nastier.



In the Havens, they aren’t part of the resource extraction economy, so they tend do their mining in old landfills and junkheaps. Their mundane technology is very, very good at recycling, but it has limits.

Roughly every month on the new moon, the available spellcasters in a Haven gather for a ritual casting of the Metalseed spell, with a bunch of earth elementals helping out. Metalseed starts with a heap of slag at the center of the ritual circle, and a batch of seed reagents around the edge, and the material from which the seeds are made grows, taking atoms from the slag. A simple case would be removing toxic mercury from the slag by making a small lump of cinnabar larger.

Could this be used to heal someone from heavy metal poisoning after a run in a toxic environment?


No. The spell would create millions of tiny breakages as all the heavy metal atoms tunneled through the body. They tried it with a tuna and a lump of cinnabar once, and the chef refused to even cook it; apparently it fell apart under the knife in a rather slimy way. I suspect it would kill you by scrambling your neurons even before you had a chance to experience the pain from the rest of your body.


It can be done with a large number of seeds simultaneously, with coal for carbon, bauxite for aluminum, cinnabar for mercury, limonite or goethite for iron, sphalerite for zinc, phosphorite for phosphorus, and so on. The seeds are still present in their original form after the ritual, but are no longer reagents. Highly ordered seeds are more difficult; the spell can be used to make graphite or diamonds, but there are far cheaper ways to do these mundanely or even magically.

Can this be used to clean up toxic waste?


Only as much as you can get into the center of a ritual circle. That’s still several tons if you can afford a decent-sized lodge, but it’s most efficient to find some way to concentrate it by mundane means before doing a lot of expensive magic. If you need expertise in bioremediation, the Havens share what they know freely; that’s how they cleaned up Glow City.


Anything left in the center of the circle after the ritual didn’t match one of the seeds. This can be because an element wasn’t represented in the seeds, or there wasn’t enough of a matching element in the target (such as sulfur to make sphalerite from zinc). Putting some buckets of common elements and compounds helps; every ritual usually includes a few barrels of water to make it easy to form hydrated crystals.

The ritual can work on non-slag materials, but the object resistance drops once complex materials have been melted down.


Haven ethics forbid binding spirits unless there is no better way to prevent harm. Havenly conjurers use bargaining, and it is common for the Mystics’ Guild to hire musicians, actors, and dancers to create performances that act as payment.

They also undertake bigger projects; while part of the motivation to found the Glow City Haven was humanitarian, cleaning up the radioactive waste and cleaning up the background count earned a lot of goodwill from the spirit world.

So they used phytoremediation to suck all the radioactive waste out of the ground, then burned the plants to ash. But how did they fix the background count? Those things can stick around a long time after the harm that created them.


The current guess is that it’s some combination of all the plants they were growing for food and decoration, the people starting to thrive there, and adjusting the local geomancy to encourage thriving. There might be some subtle, crucial ingredient like putting up public art; this isn’t a controlled experiment.


To most geologists in the Mess, it’s a curiosity that you can ask earth spirits to perform the physical service of turning sediment into sedimentary rock. Eidolonite is the name for this distinctive stuff. If you’re creating foundations for buildings, or tunneling through Seattle’s glacier-compacted sand and clay, it comes in very handy for adding to structural integrity. The Ork Underground still has a lot of artificial bracing, and requires constant monitoring as geologic stresses cause cracks.


The Mystics’ Guild have an initiatory group called the Society of the Viridescent Spiral, with the following strictures:

As per Street Wyrd p128, this is a widespread organization with local groups.

Adherence to the Haven principles is not compatible with most shadowruns. If you meet a Havenly initiate out on an ecotage run, they’re probably going to a lot of effort to avoid being traced back to a Haven, and will have to lie low someplace outside a Haven if they had any risk of attracting attention.


In 2050, they have the following forms of metamagic: