Mage Vision Feature Restored
- Dave
- 22 hours ago
- 2 min read

Mage Vision or Mage Aura was content left on the cutting table, now fully restored to Shadowrun Returns through the Shadowrun Electric Mod. On Karma Screen, at spellcasting level 3 player gets permanent Mage Vision ability with range 7 tiles (does not take up any inventory). When activated on self in turn mode, this buff allows active player to see aura rings and aura icons behind walls and FOW. At spellcasting level 5 range is improved and more aura rings appear with target's attribute_Magic. At spellcasting level 7 range is improved further and now aura icons corresponding to mages, shaman totems, beasts and non-magic users appear. Some of the icons were already being used as shaman totem icons. Other icons like the mage, beast, common and an extra dog totem were created by me without AI based on Northwestern People's art. The aura ring effect is something close to what the developers might have had in mind although they never included an aura ring asset in the bundles but they did name them "rings", so I used the existent character disc objects and colored them.

Essence zero beings (drones, turrets) won't show auras. That also means a way to detect androids in the Bounty Runner UGC.
If you are a creator and don't want Mage Vision at all in your UGC but want the other benefits from the mod, just create a bool variable in your UGC called exactly DisableAuraVision and set it true, and Mage Vision won't ever be added to the player's abilities on Karma screen.


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