optional conversion note: if working with SR5e, Easy (threshold 1) is Very Easy in Mythras. Each step in threshold increases the step. so
Threshold 1 - Very Easy
Threshold 2 - Easy
Threshold 3 - Standard
Threshold 4 - Hard
Threshold 5 - Formidable
Threshold 6 - Herculean
Threshold 7 - Hopeless
you probably won't see too many at that high end. I would normally just stop with Herculean. it's 10% of skill anyways. This is also a pretty soft definition, as scaling past 3 successes steeply falls off, and you need very high pools to get the averages. One could easily use the stock table from SR and go
Threshold 1 - Very Easy
Threshold 2 - Standard
Threshold 3 - Hard
Threshold 4 - Formidable
Threshold 6 - Herculean
and be pretty on. The second one there is based on average human attributes and max skills
The metatypes gain the following benefits
Elves gain the Night Sight creature ability, and have a Lithe Build. Elves roll twice on the social class table and take the best result
Dwarves gain the Infravision and Poison Resistance creature abilities. In addition, they have a Heavy build
Orks gain the Night Sight creature ability and a Heavy Build. Orks roll twice on the social class table and take the worse result.
Trolls gain 4 points of natural armor on every location, manifesting as a warty, knobby hide. Add 40% to their weight on top of the Heavy Build due to this armor. In addition, they gain Infravision. Trolls roll twice on the social class table and take the worse result.
Infravision The creature sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise.
Night Sight allows the creature to treat partial darkness as illuminated and darkness as partial darkness.
Poison Resistance allows the creature to treat Endurance rolls against poisons and toxins as one grade easier
This is one of the primary shifts in structure between Shadowrun core and what I'm doing with Mythras Shadowrun. In Shadowrun, Hermetics and Shamans use essentially identical mechanics for everything. Hermetics are limited to elementals, shamans get nature spirits, but their spellcasting is the same.
Instead, I make a much stronger dividing line with these. Shamans are now treated as Animists directly, and have full domain over the spirit, including elementals. Shamans do not cast spells, they get spirits to do their dirty work. When making your own spirits, limit them to folk magic if you need spellcasting.
On the other hand, Sorcerers are all Hermetics and have complete domain over casting magic, with relatively unfettered access to the spells in the book (exceptions noted below). Many also tap into folk magic for minor effects.
The other one is that I put a much stronger link to culture. You are not just a "generic mage" anymore. You have a background. This is most impactful to sorcery, which now has some constraints on abilities. Conjuring (animism) has totems, so it feels a little more the same.
Animism duplicates Conjuring. I recommend following it pretty close. Most of the spirits are fairly easily done. I would leave off spellcasting outside of Folk magic spells for most spirits. Shapechanging too.
Note, even the Spirit Worshippers cannot Astral Project, but they should be able to negotiate with spirits. You might want to speed up the transition to the spirit world, but maybe not. Their spirits are VERY powerful. An intensity 2 spirit is probably at least a Force 5 spirit. The ones in the books are examples, but they cover a lot of the bases. Some example spirits
City Spirit
Demense, Manifestation, and one or more of the following: Endowment (Camouflage in region), Passion (Confusion), Passion (Fear), Perceptive
INT: 2d6+6
POW: As per its Intensity
CHA: 3d6
Culture and Lore skills of their people and region = 100%+(INTx2)
Spectral Combat = 50%+POW+CHA
Willpower = 50%+(POWx2)
Storm Spirit - treat as an air elemental
Land Spirit - treat as an earth elemental
Water spirit - treat as a water elemental
Additionally, the making of Fetishes is quite powerful - careful of fetish proliferation, as there are no inherent social structures to prevent access, but there is the limit to bound spirits (p136). Respect that.
For initiation here, I would put in pulling others into the astral.
Sorcery duplicates Sorcery. There are many variations of the Wrack spell in the core SR book. Honestly, they are pretty close in effect. Just use Wrack as the base.
For their spells, I would constrain them to their Cult (make a cult, examples p212 Mythras) and give them 7-9 spells taught by the cult. That's a lot, but the Sixth World is pretty high magic.
It should also follow the rules of magic, briefly summed up here
Sorcery needs a magical link
Sorcery cannot alter the fabric of space and time
Sorcery cannot divine the future with certainty
Sorcery cannot summon or banish spirits
Sorcery cannot raise the dead
Sorcery cannot create magical items
Sorcery cannot bridge the astral and physical planes
Sorcery cannot create complex things
Magic is not intelligent
The following spells are not available due to these laws
Banish (cannot summon or banish)
Evoke (cannot summon or banish)
Hide Life (cannot summon or banish)
Portal (cannot alter space or time)
Summon (cannot summon or banish)
Switch Body (cannot bridge the astral)
Teleport (cannot alter space or time)
Undeath (cannot bridge the astral)
The following spells are restricted to Initiates only: Castback (aka Reflection), Enchant (aka Anchoring or Quickening, depending on the target), Protective Ward (aka Shielding). Also, Shapechange should preserved your DNA.
Some sample spells that will be asked about
Transmogrify
Only one version of this spell is known to exist - Transmogrify (Goo). This spell affects only living creatures, and non-living material — including clothing, gear, and cyberware — are not affected. Cyberware remains still, as though frozen in the substance. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.
The goo itself is a semi-fluid substance of mystical origin. The target gains 2 points of natural armor, as they become rubbery and loose their shape. Their DNA is still present, however, and thus it is possible to determine who the "gooed" target is.
At the end of the duration, if no parts of the goo have been taken and no damage inflicted, the target resumes his form unharmed.
Acid Stream *Concentration, Resist (Evade as per missile attack)* This variant of Wrack creates acid that sprays forth from the hand of the sorcerer towards it’s target. Even when cast at long ranges, the spray can be seen to emanate from the caster, leaving a trail of droplets in its wake. Instead of inflicting damage directly to the target, this spell does not ignore armor. Instead it eats at armor first, then at the flesh underneath as per an acid, according to the table below
Once the target is hit by the acid, concentration does not need to be maintained for the acid to continue to work.
This spell can be parried as an S force missile weapon. However, this will cause the parrying object to be subjected to the spell.
Manabolt
Treat as Wrack, Change resist to Endurance
Lightning
Treat as Wrack, Iron and Steel armors do not protect, but kevlar and other substances protects fully. Bronze protects half.
I would pull some of the spells from After the Vampire Wars, but not all of them. Most of the Monster Island ones are not appropriate (time control, space control, etc), but the following might be good choices
Actuate Mechanism (but won't work on electronic locks)
Augment Incalescence
Conceal Serpenthood (maybe Conceal Orkhood?)
Diagnosticate Heredity
Penetrate Phantasm
Repudiate Calefaction
Some Sample cults might look like
Military Order
Lone Star, CorpSec, Military, ...
Benefits: Training, Protection, Material Aid (shelter, food, occasionally weaponry), Magic, Gifts
Skills: Combat Style, Unarmed, Lore (Strategy and Tactics), Invocation, Shaping
Spells: Attract Missile, Bypass Armour, Damage Enhancement, Damage Resistance, Haste, Protective Ward, Transfer Wound
Traditional skill driven advancement and access.
Oath (Order)
Scholastic Order
MIT&M, Corp Investigator, ...
Insight, Perception
Lore (any), Invocation, Shaping
Abjure (Process), Intuition, Mystic (Sense), Neutralise Magic, Perceive (Sense), Project (Sense), Sense (Knowledge)
Traditional skill driven advancement and access.
Oath (to pay back a debt)
Medical Order
Doc Wagon, …
Benefits: Training, Material Aid, Social Status, Magic, Gifts
First Aid, Locale
Healing, Invocation, Shaping
Abjure, Damage Resistance, Neutralise Magic, Palsy, Regenerate, Repulse (Vermin), Transfer Wound
Traditional skill driven advancement and access
Oath (Hippocratic, Corp)
Hermetic Order
Wage Mage, MIT&M, ...
Perception, Willpower
Lore (any), Invocation, Shaping
Abjure (Substance), Banish, Damage Resistance, Mystic (Sense), Protective Ward, Spirit Resistance, Spell Resistance
Reputation based advancement and access
Oath
Criminal Order
Yakuza, Mafia, ...
Deceit, Insight
Streetwise, Invocation, Shaping
Haste, Hinder, Holdfast, Intuition, Mark, Phantom (Sense), Project (Sense)
Reputation base advancement and access
Oath
I would make this a product of initiation, i.e. higher level in a Cult. This would be the gift of Matrix out of Monster Island. This would likely be an outgrowth of Sorcery, since Animism already has fetishes.
Drop this. It is not in regular shadowrun really. If you need to duplicate a folk magic spell, put it into the sorcery framework. It just got an upgrade. Folk magic abilities are by and large in cybernetics, decking, and rigging as tech abilities (i.e. Knock = Open Maglock, Alarm = Set Alarm, Voice = Hack Speakersystem, etc)
Do you want both? I think that's up to you. Full mages are serious business. I actually prefer to have more "aspected" mages. Both versions of magic in Mythras are very powerful.