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Conflicting Magical Energies
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<blockquote data-quote="Whimsical" data-source="post: 1847675" data-attributes="member: 3976"><p><a href="http://www.fantasyflightgames.com/dragonstar.html" target="_blank">Dragonstar</a> has rules for a new category of magic "items" called spellware. Spellware is a form of arcane biomodificdation, a process of imbuing magical effects not in inanimate objects but in living, organic beings. Using spellware, characters can enhance their existing abilities or gain new ones they could never otherwise possess. Basically this is magical cyberware. It can be suppressed by targeted <em>dispel magic</em> or <em>antimagic field</em>, but it's an integral part of their body and cannot be damaged directly and never has to make item saving throws, but is destroyed if the body is destroyed. They require their own feat for the spellcaster to infuse a person with spellware with the additional requirement of having to make a Profession (surgeon) check, and it cost the same as an equivelent slotted magic item, but I think that they probably should cost as much as a slotless item. Another difference is that it takes one hour per 1,000 [gp] to implant opposed to the 1 day per 1,000 gp that other magic items take.</p><p></p><p>One thing to consider is that having D&D characters with such enhancements makes them feel more like superpowered superheroes than legendary or mythological beings. So you should consider if you mind or don't mind the change of tone that will occur in your campaign before you allow such an option. Spellware fits the theme and tone of Dragonstar perfectly since Dragonstar is the infusion of D&D magic and setting with sci-fi elements. My cleric had magical adamantine retractible claws added to herself just in case she is ever ambushed without her gear or imprisoned without her gear. This is the most "cyber" enhancement in the book. Everthing else works just like if you enhanced a person directly with magic.</p></blockquote><p></p>
[QUOTE="Whimsical, post: 1847675, member: 3976"] [url=http://www.fantasyflightgames.com/dragonstar.html]Dragonstar[/url] has rules for a new category of magic "items" called spellware. Spellware is a form of arcane biomodificdation, a process of imbuing magical effects not in inanimate objects but in living, organic beings. Using spellware, characters can enhance their existing abilities or gain new ones they could never otherwise possess. Basically this is magical cyberware. It can be suppressed by targeted [i]dispel magic[/i] or [i]antimagic field[/i], but it's an integral part of their body and cannot be damaged directly and never has to make item saving throws, but is destroyed if the body is destroyed. They require their own feat for the spellcaster to infuse a person with spellware with the additional requirement of having to make a Profession (surgeon) check, and it cost the same as an equivelent slotted magic item, but I think that they probably should cost as much as a slotless item. Another difference is that it takes one hour per 1,000 [gp] to implant opposed to the 1 day per 1,000 gp that other magic items take. One thing to consider is that having D&D characters with such enhancements makes them feel more like superpowered superheroes than legendary or mythological beings. So you should consider if you mind or don't mind the change of tone that will occur in your campaign before you allow such an option. Spellware fits the theme and tone of Dragonstar perfectly since Dragonstar is the infusion of D&D magic and setting with sci-fi elements. My cleric had magical adamantine retractible claws added to herself just in case she is ever ambushed without her gear or imprisoned without her gear. This is the most "cyber" enhancement in the book. Everthing else works just like if you enhanced a person directly with magic. [/QUOTE]
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