Yes, just like Shadowrun. Here's the relevant rules:
The Spellcaster Edge
All would-be Mages must take the Spellcaster Edge at first level. Taking the Spellcaster Edge grants Cast as a bonus skill and allows the PC to pick four spells from the following list as starting incantations.
Mage Effort
Spellcasting is powered by a limited resource called Mage Effort. A caster’s maximum Mage Effort is equal to the higher of their Intelligence or Wisdom modifiers plus their Cast skill level, to a minimum of 1 point. Mage Effort refreshes completely each morning, assuming the caster has gotten eight uninterrupted hours of reasonably comfortable sleep. Casters who are starved, freezing, thirsting, sick, or otherwise
physically distracted cannot refresh Mage Effort.
Mage Effort is "Committed" when used to cast spells. There are three different kinds of Commitment for Effort.
* Commitment for the day means the Effort returns only the next morning. These spells are powerful, and make persistent demands on the caster’s energy.
* Commitment for the scene means the Effort returns at the end of the scene. This may be in fifteen minutes under ordinary circumstances, or at the end of each fight or specific activity when operating under mission time.
* Commitment for the duration means that the Effort can be reclaimed whenever the caster wishes as an Instant action, but whatever power it fueled ends as soon as the Effort is returned.
Each spell indicates how long Effort must be Committed for when the mage casts it.
Mages and Cyberware
Mages are notoriously inapt with cybernetic augmentation. The more metal that is integrated with their body, the harder it is for them to channel their arcane powers. For each cybernetic system implanted in a mage, their Mage Effort maximum decreases by the System
Strain of the implant, to a minimum of one point even for trivial cosmetic mods. Thus, a mage who implanted hardware that had System Strain costs of 2, 0, and 0.5 would lose four points of maximum Mage Effort. This Effort can be restored by removing the cyberware.
Learning and Preparing Spells
Once a spell is learned, it must be prepared for casting. A mage can prepare a number of spells equal to half their level, rounded up, plus their Cast skill. Thus, a first level PC with Cast-1 skill could prepare two different spells. A tenth level master with Cast-4 could have nine on hand at any one time. Prepared spells can be changed when Effort is refreshed in the morning. No special grimoires or spellbooks are required to change prepared spells; just having learned the spell is sufficient.
Casting Spells
To cast a spell, a Mage must have at least one hand free and the ability to speak. Spells can be cast even while wearing heavy armor or being partially restrained so long as one arm is free and the caster is not being severely jostled or disturbed.
Mages who have suffered hit point damage, grappling, or other severe distractions in a round cannot cast spells that round. If the mage is struck mid-casting by someone who held their action to do so, the spell is
lost and the Effort required is wasted.
Mages can cast only the spells they have prepared, but may do so as often as the spell or their Effort allows them to.
The actual spellcasting is a Main Action. The caster must speak at a conversational volume and gesture plainly with one hand. Spells that have a physical effect on the world project beams, glows, or other signs that clearly indicate the mage who cast the spell. Spells that
have only mental effects, such as Stun or Stunwave, have no such obvious tracers. Most professionals in a magical cyberpunk world will know enough about spellcasting to recognize it if the caster is being observed.
Unless specified otherwise, spells only require one point of Effort to be Committed in order to trigger them.
Overcasting
There are times when a sufficiently desperate caster must push their magical energies past the point of safe usage in order to invoke a needed spell. In such cases, a reckless mage can overcast, drawing more Mage Effort from the ether in exchange for the risk of serious harm.
A mage declares overcasting as an On Turn action. The next spell they cast that same round has no Effort cost, but after the spell is cast the mage then rolls on the overcasting table below, adding their Cast skill and Constitution modifier to the die, and subtracting 2 if the spell requires Committing Effort for the day. Spells with a Commit-for-duration Effort cost last for one scene when overcast.
If the System Strain inflicted by overcasting would put the mage above their maximum, they fall unconscious for an hour before waking up with 1 hit point.