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Dragonstar Spellware Conversion
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<blockquote data-quote="Negflar2099" data-source="post: 7064591" data-attributes="member: 65944"><p>I have been in the process of trying to convert Dragonstar to 5e. I've made a lot of progress (mostly by cribbing off of a ton of things I found online and tweaking as needed). I have finally gotten around to converting Spellware. For the uninitiated, Dragonstar was sci-fi, space opera, magic and tech campaign setting set in a galaxy ruled by an evil red Dragon Emperor and spellware was a magical version of cyberware. </p><p></p><p>Before I jump in I wanted to apologize to the Murder Nerds (<a href="https://themurdernerds.com/tag/shadowrun/" target="_blank">https://themurdernerds.com/tag/shadowrun/</a>) as I used their cyberware conversion they did for their Shadowrun game as a basis for a lot of this spellware.</p><p></p><p>Without further yammering on here's my spellware:</p><p></p><p><span style="color: #661900"><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Spellware</strong></span></span></span></p><p> <span style="font-family: 'Calibri'">The following are bioware implants that combine magic and technology to create effects neither one could create on their own. They combine the rules of bioware implants and magical items. Like bioware implants they use up slots preventing other implants (even non-magical cyberware) from being implanted in the same location. But, like magic items they require attunement, except for biosculpting. In fact because spellware is implanted in the body you are considered attuned to as long as it's part of you. Essentially until the spellware is removed you have one less attunement slot for other magic items for every piece of spellware you have. </span> </p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Installing spellware works like installing cyberware except you would require the services of an arcanist (to create the spellware) as well as a cybersurgeon (to install it). A very rare few do both. Instead of a cost spellware is classified like other magic items into common, uncommon, rare and very rare types (there's no legendary spellware, yet). Once installed spellware is almost impossible to extract without destroying it. Together all of this means is that typically to get a spellware implant you will find need to find an intact version of that spellware that has never been used. Then you will approach a cybersurgeon about installing it, negotiate a fee after which point that surgeon will install your spellware (in a surgery that usually takes 1d8 hours). </span> </p><p></p><p> <span style="font-family: 'Calibri'">Since even the most common spellware is still relatively rare none of it is technically illegal and none of it requires licensing. Some of this spellware is dangerous however, so if you use it in public (especially in a core world city) you can expect a police response. </span> </p><p> <span style="color: #661900"><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong></strong></span></span></span></p><p><span style="color: #661900"><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Head Slot Spellware</strong></span></span></span></p><p> <span style="font-family: 'Calibri'">The following spellware takes up your “head” slot.</span></p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Augmented Spellcasting</strong></span></p><p><span style="font-family: 'Calibri'"><em>Spellware, rare (requires attunement)</em></span></p><p><span style="font-family: 'Calibri'">A techno-magical device is implanted in the back of your head, with a visible crystal that anyone can see unless you take steps to hide it. Choose a descriptor from among the following: acid (yellow), poison (green), fire (red), cold (white), lightning (blue), thundering (purple), radiant (gold), or necrotic (black). Once chosen the crystal changes to match the color of the descriptor. Whenever you cast a spell that does the same damage type as your chosen descriptor you may reroll any damage dice that come up as a 1 or a 2. </span> </p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Aura Mask</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, uncommon (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">This techno-magical device is implanted in your brain at the very top of your head. This works just like a ring of mind shielding. </span> </p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Danger Sense</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, uncommon (requires attunement)</em></span></p><p><span style="font-family: 'Calibri'">A techno-magical device is implanted directly into your brain granting you advantage on all Wisdom (Perception) checks to avoid being surprised. </span> </p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Empath</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, rare (requires attunement)</em></span></p><p><span style="font-family: 'Calibri'">This techno-magical spellware device in your brain is implanted directly behind your forehead. You can sense the emotions of others grainting you advantage on all Wisdom (Insight) checks. As a bonus action you can focus on one individual granting you a one word summary of their emotional state (happy, afraid, angry etc.). You can also cast the spell <em>calm emotions</em> as a 2[SUP]nd[/SUP] level spell once per day, but you must take a long rest before you can use this ability again. </span> </p><p></p><p><span style="font-family: 'Calibri'"><strong>Enhanced Hippocampus</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, uncommon (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">A device is implanted in your brain that complements your memory. This grants you editic memory, letting you remember everything you wish to. If you have the ability to prepare spells you can also prepare an extra spell per day. </span> </p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Light Tolerance</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, common (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">This techno-magical device is implanted inside the head behind and around the eyes. It removes the sunlight sensitivity racial feature.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Magic Sense</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, common (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">This device is implanted at the back of the head. As a bonus action you can cast the <em>detect magic</em> spell. In addition if you are within 25 feet of a magic area or ongoing spell effect you have the potential to detect it with a passive Wisdom (Perception) check. The final DC is determined by the DM but depends on the strength of the magic effect with stronger effects being easier to detect. </span> </p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Telepath</strong></span></p><p><span style="font-family: 'Calibri'"><em>Spellware, uncommon (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">This device is implanted in three pieces all around your head and is visible through the skin. This works just like a helm of telepathy. </span> </p><p> </p><p><span style="color: #661900"><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Torso Slot Spellware</strong></span></span></span></p><p> <span style="font-family: 'Calibri'">The following spellware takes up your “torso” slot.</span></p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Aquaform </strong></span> </p><p> <span style="font-family: 'Calibri'"><em>Spellware, rare (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">This is a complete body modification with the bulk of the techno-magical devices and artifical organs that make this work being implanted in the torso. This transformation uses a combination of runic surgery and vat grown techno-magical organs to completely change a person into a form capable of surviving in the ocean depths. This includes adding gills, as well as webbed feet and toes. The target gains a swim speed equal to their base speed as well as the ability to breathe undewater. </span> </p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Biosculpting </strong></span> </p><p> <span style="font-family: 'Calibri'"><em>Spellware, common</em></span></p><p> <span style="font-family: 'Calibri'">This spellware involves a combination of arcane surgery and cosmetic modification to improve a target creature's appeal to a almost magical level. Choose either Persuasion or Intimidate. You gain a permanent +2 bonus to the selected skill. </span> </p><p></p><p><span style="font-family: 'Calibri'"><strong>Doppleganger</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, rare (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">This is an extensive modification requiring runic surgery and techno-magical tissue grafts. This works just like the hat of disguise. </span> </p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Dragon Breath Exhaler</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, uncommon (requires attunement)</em>Techno-magical glands installed in the lungs and throat allow the user to exhale a blast of energy identical to a dragonborn's breath weapon. Choose either acid, fire, lightning, poison or cold. Use your action to exhale a blast of energy of the type you've chosen. Each creature in a 15 foot cone must make either a Con save (for poison or cold damage) or a Dex save (for all others). The DC for the saving throw equals 8 + your Con modifier + your proficiency bonus. A creature takes 2d6 damage on a faild save or half as much on a successful one. After you use this breath weapon you can't use it again until you complete a short or long rest. </span> </p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Elemental Resistance</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, uncommon (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">Runic grafts implanted into the user's body and across the skin provide protection against elemental damage. Choose either acid, fire, lightning, poison or cold. You gain resistance to that elemental damage type. </span> </p><p> </p><p><span style="font-family: 'Calibri'"><strong>Flight</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, very rare (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">This spell involves intensive runic surgery and several techno-magical devices implanted in the torso all running off a central system powered by the user's life force. Together they counteract the force of gravity (if present) and provide native thrust allowing the user to fly. The flight system has 1 charge for every point of Constitution modifer the user has. Each charge can be activated as a reaction to give the user a fly speed of double their normal movement speed for 10 minutes. The user can take a level of exhaustion to give themselves another 10 minutes of flight time. If they are aloft when the charge runs the user begins to fall. They regain all charges after a long rest. </span> </p><p> </p><p><span style="font-family: 'Calibri'"><strong>Trauma Symbiote</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, uncommon (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">A trauma symbiote is a vat grown organic creature created by a mix of chemistry, alchemy and magic and implanted in a user's abdomen. It feeds off of a user's lifeforce but excreets a flush of chemicals in response to trauma that acclerate healing. During a short or long rest a user can “feed” hit die to the symbiote up to a maximum of 3 hit die. If the user has multiple types of hit die they must choose which type to feed the symbiote when they do so. If the user is damaged the symbiote can use its own reaction to heal that damage, spending that hit die and healing the user as if they had spent the hit die during a short rest. Once fed to the symbiote those hit die can't be used direclty by the user, either to heal during a short rest or for any other reason. </span> </p><p> </p><p><span style="color: #661900"><span style="font-family: 'Calibri'"><span style="font-size: 15px"><strong>Arm or Leg Slot Spellware</strong></span></span></span></p><p> <span style="font-family: 'Calibri'">The following spellware takes up either one of your “arm” or “leg” slots. </span> </p><p> <span style="font-family: 'Calibri'"><strong></strong></span></p><p><span style="font-family: 'Calibri'"><strong>Phase Inducer </strong></span> </p><p> <span style="font-family: 'Calibri'"><em>Spellware, rare (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">A phase inducer implant is a techno-magical device insalled somewhere in either the arm or leg (user's choice). This device shifts the user to the Ethereal plane and back again. As an action the user can activate the effect, which is identical to casting the <em>blink</em> spell. After activating this device the user must complete a long rest before they can use it again. </span> </p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Stealth</strong></span></p><p><span style="font-family: 'Calibri'"><em>Spellware, uncommon (requires attunement)</em></span></p><p> <span style="font-family: 'Calibri'">This small techno-magical device is usually implanted in the arm. When activated (requiring a bonus action) shadows deepen around the user. This gives them advantage on Dexterity (Stealth) checks that rely on sight. The effect can be deactivated with a reaction. </span> </p><p> </p><p> <span style="font-family: 'Calibri'"><strong>Tailored pheromones</strong></span></p><p> <span style="font-family: 'Calibri'"><em>Spellware, common (requires attunement)</em>Modified glands, typically installed around the groin (using a leg slot), release pheromones controlled by the user, allowing them to subtly affect another person’s disposition. The user gains proficiency in Persuasion or Intimidation. If they already have proficiency, they gain expertise (double proficiency bonus).</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Let me know what you think.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Thanks!</span></p><p><span style="font-family: 'Calibri'"></span></p></blockquote><p></p>
[QUOTE="Negflar2099, post: 7064591, member: 65944"] I have been in the process of trying to convert Dragonstar to 5e. I've made a lot of progress (mostly by cribbing off of a ton of things I found online and tweaking as needed). I have finally gotten around to converting Spellware. For the uninitiated, Dragonstar was sci-fi, space opera, magic and tech campaign setting set in a galaxy ruled by an evil red Dragon Emperor and spellware was a magical version of cyberware. Before I jump in I wanted to apologize to the Murder Nerds ([URL]https://themurdernerds.com/tag/shadowrun/[/URL]) as I used their cyberware conversion they did for their Shadowrun game as a basis for a lot of this spellware. Without further yammering on here's my spellware: [COLOR=#661900][FONT=Calibri][SIZE=4][B]Spellware[/B][/SIZE][/FONT][/COLOR] [FONT=Calibri]The following are bioware implants that combine magic and technology to create effects neither one could create on their own. They combine the rules of bioware implants and magical items. Like bioware implants they use up slots preventing other implants (even non-magical cyberware) from being implanted in the same location. But, like magic items they require attunement, except for biosculpting. In fact because spellware is implanted in the body you are considered attuned to as long as it's part of you. Essentially until the spellware is removed you have one less attunement slot for other magic items for every piece of spellware you have. [/FONT] [FONT=Calibri] Installing spellware works like installing cyberware except you would require the services of an arcanist (to create the spellware) as well as a cybersurgeon (to install it). A very rare few do both. Instead of a cost spellware is classified like other magic items into common, uncommon, rare and very rare types (there's no legendary spellware, yet). Once installed spellware is almost impossible to extract without destroying it. Together all of this means is that typically to get a spellware implant you will find need to find an intact version of that spellware that has never been used. Then you will approach a cybersurgeon about installing it, negotiate a fee after which point that surgeon will install your spellware (in a surgery that usually takes 1d8 hours). [/FONT] [FONT=Calibri]Since even the most common spellware is still relatively rare none of it is technically illegal and none of it requires licensing. Some of this spellware is dangerous however, so if you use it in public (especially in a core world city) you can expect a police response. [/FONT] [COLOR=#661900][FONT=Calibri][SIZE=4][B] Head Slot Spellware[/B][/SIZE][/FONT][/COLOR] [FONT=Calibri]The following spellware takes up your “head” slot.[/FONT] [FONT=Calibri][B]Augmented Spellcasting[/B] [I]Spellware, rare (requires attunement)[/I] A techno-magical device is implanted in the back of your head, with a visible crystal that anyone can see unless you take steps to hide it. Choose a descriptor from among the following: acid (yellow), poison (green), fire (red), cold (white), lightning (blue), thundering (purple), radiant (gold), or necrotic (black). Once chosen the crystal changes to match the color of the descriptor. Whenever you cast a spell that does the same damage type as your chosen descriptor you may reroll any damage dice that come up as a 1 or a 2. [/FONT] [FONT=Calibri][B]Aura Mask[/B][/FONT] [FONT=Calibri][I]Spellware, uncommon (requires attunement)[/I][/FONT] [FONT=Calibri]This techno-magical device is implanted in your brain at the very top of your head. This works just like a ring of mind shielding. [/FONT] [FONT=Calibri][B]Danger Sense[/B][/FONT] [FONT=Calibri][I]Spellware, uncommon (requires attunement)[/I] A techno-magical device is implanted directly into your brain granting you advantage on all Wisdom (Perception) checks to avoid being surprised. [/FONT] [FONT=Calibri][B]Empath[/B][/FONT] [FONT=Calibri][I]Spellware, rare (requires attunement)[/I][/FONT] [FONT=Calibri]This techno-magical spellware device in your brain is implanted directly behind your forehead. You can sense the emotions of others grainting you advantage on all Wisdom (Insight) checks. As a bonus action you can focus on one individual granting you a one word summary of their emotional state (happy, afraid, angry etc.). You can also cast the spell [I]calm emotions[/I] as a 2[SUP]nd[/SUP] level spell once per day, but you must take a long rest before you can use this ability again. [/FONT] [FONT=Calibri][B]Enhanced Hippocampus[/B][/FONT] [FONT=Calibri][I]Spellware, uncommon (requires attunement)[/I][/FONT] [FONT=Calibri]A device is implanted in your brain that complements your memory. This grants you editic memory, letting you remember everything you wish to. If you have the ability to prepare spells you can also prepare an extra spell per day. [/FONT] [FONT=Calibri][B]Light Tolerance[/B][/FONT] [FONT=Calibri][I]Spellware, common (requires attunement)[/I][/FONT] [FONT=Calibri]This techno-magical device is implanted inside the head behind and around the eyes. It removes the sunlight sensitivity racial feature.[/FONT] [FONT=Calibri][B]Magic Sense[/B][/FONT] [FONT=Calibri][I]Spellware, common (requires attunement)[/I][/FONT] [FONT=Calibri]This device is implanted at the back of the head. As a bonus action you can cast the [I]detect magic[/I] spell. In addition if you are within 25 feet of a magic area or ongoing spell effect you have the potential to detect it with a passive Wisdom (Perception) check. The final DC is determined by the DM but depends on the strength of the magic effect with stronger effects being easier to detect. [/FONT] [FONT=Calibri][B]Telepath[/B] [I]Spellware, uncommon (requires attunement)[/I][/FONT] [FONT=Calibri]This device is implanted in three pieces all around your head and is visible through the skin. This works just like a helm of telepathy. [/FONT] [COLOR=#661900][FONT=Calibri][SIZE=4][B]Torso Slot Spellware[/B][/SIZE][/FONT][/COLOR] [FONT=Calibri]The following spellware takes up your “torso” slot.[/FONT] [FONT=Calibri][B]Aquaform [/B][/FONT] [FONT=Calibri][I]Spellware, rare (requires attunement)[/I][/FONT] [FONT=Calibri]This is a complete body modification with the bulk of the techno-magical devices and artifical organs that make this work being implanted in the torso. This transformation uses a combination of runic surgery and vat grown techno-magical organs to completely change a person into a form capable of surviving in the ocean depths. This includes adding gills, as well as webbed feet and toes. The target gains a swim speed equal to their base speed as well as the ability to breathe undewater. [/FONT] [FONT=Calibri][B]Biosculpting [/B][/FONT] [FONT=Calibri][I]Spellware, common[/I][/FONT] [FONT=Calibri]This spellware involves a combination of arcane surgery and cosmetic modification to improve a target creature's appeal to a almost magical level. Choose either Persuasion or Intimidate. You gain a permanent +2 bonus to the selected skill. [/FONT] [FONT=Calibri][B]Doppleganger[/B][/FONT] [FONT=Calibri][I]Spellware, rare (requires attunement)[/I][/FONT] [FONT=Calibri]This is an extensive modification requiring runic surgery and techno-magical tissue grafts. This works just like the hat of disguise. [/FONT] [FONT=Calibri][B]Dragon Breath Exhaler[/B][/FONT] [FONT=Calibri][I]Spellware, uncommon (requires attunement)[/I]Techno-magical glands installed in the lungs and throat allow the user to exhale a blast of energy identical to a dragonborn's breath weapon. Choose either acid, fire, lightning, poison or cold. Use your action to exhale a blast of energy of the type you've chosen. Each creature in a 15 foot cone must make either a Con save (for poison or cold damage) or a Dex save (for all others). The DC for the saving throw equals 8 + your Con modifier + your proficiency bonus. A creature takes 2d6 damage on a faild save or half as much on a successful one. After you use this breath weapon you can't use it again until you complete a short or long rest. [/FONT] [FONT=Calibri][B]Elemental Resistance[/B][/FONT] [FONT=Calibri][I]Spellware, uncommon (requires attunement)[/I][/FONT] [FONT=Calibri]Runic grafts implanted into the user's body and across the skin provide protection against elemental damage. Choose either acid, fire, lightning, poison or cold. You gain resistance to that elemental damage type. [/FONT] [FONT=Calibri][B]Flight[/B][/FONT] [FONT=Calibri][I]Spellware, very rare (requires attunement)[/I][/FONT] [FONT=Calibri]This spell involves intensive runic surgery and several techno-magical devices implanted in the torso all running off a central system powered by the user's life force. Together they counteract the force of gravity (if present) and provide native thrust allowing the user to fly. The flight system has 1 charge for every point of Constitution modifer the user has. Each charge can be activated as a reaction to give the user a fly speed of double their normal movement speed for 10 minutes. The user can take a level of exhaustion to give themselves another 10 minutes of flight time. If they are aloft when the charge runs the user begins to fall. They regain all charges after a long rest. [/FONT] [FONT=Calibri][B]Trauma Symbiote[/B][/FONT] [FONT=Calibri][I]Spellware, uncommon (requires attunement)[/I][/FONT] [FONT=Calibri]A trauma symbiote is a vat grown organic creature created by a mix of chemistry, alchemy and magic and implanted in a user's abdomen. It feeds off of a user's lifeforce but excreets a flush of chemicals in response to trauma that acclerate healing. During a short or long rest a user can “feed” hit die to the symbiote up to a maximum of 3 hit die. If the user has multiple types of hit die they must choose which type to feed the symbiote when they do so. If the user is damaged the symbiote can use its own reaction to heal that damage, spending that hit die and healing the user as if they had spent the hit die during a short rest. Once fed to the symbiote those hit die can't be used direclty by the user, either to heal during a short rest or for any other reason. [/FONT] [COLOR=#661900][FONT=Calibri][SIZE=4][B]Arm or Leg Slot Spellware[/B][/SIZE][/FONT][/COLOR] [FONT=Calibri]The following spellware takes up either one of your “arm” or “leg” slots. [/FONT] [FONT=Calibri][B] Phase Inducer [/B][/FONT] [FONT=Calibri][I]Spellware, rare (requires attunement)[/I][/FONT] [FONT=Calibri]A phase inducer implant is a techno-magical device insalled somewhere in either the arm or leg (user's choice). This device shifts the user to the Ethereal plane and back again. As an action the user can activate the effect, which is identical to casting the [I]blink[/I] spell. After activating this device the user must complete a long rest before they can use it again. [/FONT] [FONT=Calibri][B]Stealth[/B] [I]Spellware, uncommon (requires attunement)[/I][/FONT] [FONT=Calibri]This small techno-magical device is usually implanted in the arm. When activated (requiring a bonus action) shadows deepen around the user. This gives them advantage on Dexterity (Stealth) checks that rely on sight. The effect can be deactivated with a reaction. [/FONT] [FONT=Calibri][B]Tailored pheromones[/B][/FONT] [FONT=Calibri][I]Spellware, common (requires attunement)[/I]Modified glands, typically installed around the groin (using a leg slot), release pheromones controlled by the user, allowing them to subtly affect another person’s disposition. The user gains proficiency in Persuasion or Intimidation. If they already have proficiency, they gain expertise (double proficiency bonus).[/FONT] [FONT=Calibri] Let me know what you think. Thanks! [/FONT] [/QUOTE]
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