Genius Loci
Prerequisite: Invoking
Many magicians believe that each place has its own spirit, a being which both personifies and serves as guardian to a location. This metamagic technique allows a magician or mystic adept to call upon such spirits and request their aid.
In order to address a genius loci, the magician must be physically present at the location; this technique cannot be used while astrally projecting. Genii locorum are Great Form free spirits and cannot normally be bound; attempts to do so will elicit a violent response, often fatal to the offending magician. There are three distinct steps to be completed: addressing the spirit, negotiating with the spirit, and serving the spirit.
To gain the attention of a genius loci, the magician must address the spirit. The magician rolls Magic + Summoning, and the number of successes indicates the spirit's starting attitude toward the magician: no successes mean the spirit is prejudiced against the magician, 2 successes mean the spirit is suspicious of the magician, 4 successes mean the spirit is neutral, and 6 or more successes mean the spirit is friendly toward the magician (see Social Modifiers table, SR4A, p.131). A glitch on this test means that the spirit is actively hostile to the magician and anyone with him, while a critical glitch means the spirit perceives the magician and his allies as its enemies and will attack them immediately.
The form of a genius loci varies according to the location it's associated with. The spirit of a forest might be a plant or beast spirit, the spirit of a factory could be a task spirit, a fire spirit might embody a foundry, or an air spirit could be the guardian of an airport. The exact appearance of the spirit is at the GM's discretion, but a genius loci often takes a form appropriate to its home: the factory's task spirit could look like an assembly-line worker with tattooed schematics that writhe subtly across his face, or the airport's wind spirit could appear as a pilot with clouds and mist spilling from her mouth as she speaks. Regardless, genii locorum tend toward the upper end of the power spectrum, with spirits of relatively small places like a coffee shop being Force 4 or 5, while the spirit of a large international airport could be Force 10, 12, or even higher.
Once the magician has the spirit's (hopefully friendly) attention, he must negotiate for what he wants. This is handled in the usual way; the genius loci is considered to have the Negotiation skill at a rank equal to its Force, and its Charisma of course is also equal to its Force. Genii locorum are perfectly willing to do favors for mortals (assuming the magician doesn't torque them off just by asking; see above) in return for a similar favor or favors. Genii locorum typically want their homes kept up and generally taken care of; if the spirit is of a place where people congregate (apartment buildings, bars, theaters, etc.) it may also develop affection and concern for the welfare of "its" people. Alternatively, if a place has been mistreated by its residents or patrons, the spirit may become angry and vengeful. More powerful and intelligent spirits may develop more sophisticated and/or far-reaching agendas. In any case, the GM is encouraged to come up with favors which the spirit will demand in exchange for its aid.
Genii locorum generally have all the normal powers for a spirit of their type, as well as optional powers at the GM's discretion. In addition, a genius loci is automatically aware of everything which transpires within its home territory, and can answer questions in detail. It does not know the mental states of metahumans or other sapient beings unless it specifically assenses them, nor can it see through solid objects. For example, the spirit of a Starbucks could tell a magician that on the 28th of September at 1:43pm, a male elf in a blue suit came in carrying a silver metal briefcase and had a venti mocha and a cinnamon roll, but the spirit would not know what was in the briefcase or where the elf was taking it.
Once negotiations are complete, the spirit will perform the agreed-upon service or services, and the magician must do likewise. Welshing on a deal with a spirit can have serious consequences. Genii locorum have excellent memories, and will remember a magician who skipped out on his debt, and any of the magician's allies it may have come into contact with, for the rest of its existence. A magician who does this repeatedly may find that his reputation for dishonesty precedes him in later dealings with similar spirits. In the case of very powerful genii locorum (Force 10+), the magician may even be magically bound to honor his agreement; treat such bonds as temporary geasa - if the magician attempts to wriggle out of his obligation, he suffers -1 to his Magic Attribute until he lives up to the agreement.