Conjuring

Many hands make light work, and that's true even when those hands are ghostly and insubstantial. The Sixth World is host to a range of spirits, visitors from other planes who take on characteristics of air, earth, fire, water, beasts, or even people. Their exact nature is eternally debated — are they echoes of forms here on earth? Departed souls? Both? Something else? — but their utility is clear. The conjuration of spirits can be very useful to the Awakened, bringing them assistants with a range of skills and abilities to help out the summoner. Whether they serve as scouts, directly attack an enemy, or mess with opponents’ strategies, spirits can give a big boost to a shadowrunner team - or present them with a tremendous pain in the hoop.

Characters do two things when they conjure a spirit. First, they summon them, that is, make them appear; and second, they compel them to perform a certain number of services, based on the power of the summoning. For full and detailed information on the topic see Shadowrun: Sixth World core and Street Wyrd.