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Shadowrun using DnD5 [OOC]
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<blockquote data-quote="GreenKarl" data-source="post: 7458477" data-attributes="member: 6801242"><p>[sblock=Contacts]In the Shadowrun world, who you know can be just as important as what you know or how good you are at your ‘job’.</p><p> </p><p>Contacts come in two basic levels: low-level indifferent and middle-level friendly. Indifferent contacts are not especially loyal to you and assume they are going to be paid for the information they provide or can be talked into volunteering information they would not normally provide with a bribe. </p><p> </p><p>Using Contacts requires a Gather Information roll on them. With a base DC 10 roll the contact provides some very basic information worth about 1d4 x 50¥. A DC 15 provides more value and key hidden information that would be helpful to the runner for 1d6 x 200¥. With a DC 20 they provide key data points that will help with the runners mission or some tidbit that the Mr. Johnson did not want the party to know for 1d8 x 500¥. </p><p> </p><p>Some examples of Contacts could be any other low-end Shadowrun types or…</p><p><strong>Activist </strong>– knowledge of what they are passionate about. Tend to be helpful if you have the same goals. </p><p><strong>Arms Dealer</strong> – knowledge about weapons and military stuff and sells weapons. </p><p><strong>Bartender</strong> – good for local information and happening around the area.</p><p><strong>Fixer</strong> – good for getting jobs but also might sell various valuable information. </p><p><strong>Gang Member </strong>– good local knowledge about the people </p><p><strong>Mobster, low-end</strong> – Muscles and petty sellers, knowledge about their own crime family and local illegal activity. </p><p><strong>Policlub Member </strong>– a low-end member of a local policlub might have good knowledge of what the club is focusing on or what’s important to their higher ups and local chapters. </p><p><strong>Rocker </strong>– a member of some flash-in-the-pan musical or </p><p><strong>Smuggler</strong> – knowledge about smuggler routes and illegal activities.</p><p><strong>Street Doc</strong> – knowledge about medicine and maybe local higher education. Also good at patching runners up, for a price. </p><p><strong>Street Cop</strong> – good for criminal information and local street knowledge. </p><p><strong>Talismonger</strong> – knows about magic and also is a seller of hard to find magical goods.</p><p><strong>Wageslave</strong> – good for personal corporate knowledge and often easy to befriend. [/sblock]</p><p> </p><p>[sblock=MAGIC]ASTRAL SPACE</p><p>In Astral Space your attributes change and you leave your meat-body behind, traveling only as a spirit. You can carry no gear with you into astral space except magical focus that are bound to you when you project your spirit into Astral Space. Your meat-boy is helpless and incapacitated and remains where you left it (unless someone moves it) when you are projecting your spirit. Your astral spirit has the <em>invisibility</em> condition and is completely silent to anyone not in astral space or not astrally perceiving at the time or who does not have truesight (like duel-natured creatures). You also cannot harm or interact in a physical way with anyone not in astral space who does not have one of these exceptions. With an action and concentration you can make yourself visible as a semi-trasparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal. </p><p> </p><p> Your Astral Strength is equal to your Intelligence or Wisdom (defining attribute) and you deal a base 1d6 damage in melee combat. Your Astral Dexterity is equal to your Charisma and you have a basic Armor Class of 12 + your charisma modifier and a Hardness equal to your Intelligence or Wisdom modifier (defining attribute). Your Hit Points are the same in Astral Space as in the material world, but your Astral Constitution (for determining Wound Damage Threshold and save) is equal to your Intelligence or Wisdom (defining attribute). You have an Astral Flying speed of 60ft a round but you also have a “hyper” speed that is equal to 2,000ft a round as a full round action. You can’t really get a lot of details flying this fast but it can get you places fast. Finally you gain one additional Action each turn when projecting, but you only to take the Attack, Dash, Disengage, Dodge, Hide or Recover from Reeling actions.</p><p> </p><p>Everything in the real world has a shadowy reflection that can be seen from Astral Space. A projecting spirits can see things around them but cannot read a computer screen or even written words. They can see emotional imprints in works of art, etc. </p><p> </p><p>All living beings (including planets and the Earth itself) cast a ‘barrier’ into astral space that projecting spirits cannot past through. Nonliving matter does not impede a projecting spirits but still blocks line-of-sight. For this reason many corporations will block important areas with plants, etc. along the walls. </p><p> </p><p>Spells, Spirits and most people cannot ‘hide’ their true nature in astral space and as such the astral being or perceiver gains the truesight sense while observing into the Astral Plane. This does not mean that beings can’t hide in astral space, they can as normal. It just they cannot hide behind spells of disguise or invisibility, without the Masking Initiative ability. An astral perceiver or projection can make an Intelligence (Investigator) or Wisdom (Perception) check to see beings that are trying to hide vs. Charisma (Stealth).</p><p> </p><p>When Astral Perceiving or Projecting the being has advantage on Wisdom (Insight) checks to read the ‘mood’ of a target it can see. This also grants the being a basic level of Strain from implants that the subject has and if the subject is under any spell or enscrollment. </p><p> </p><p>Casting Spells and Summoning Spirits while Astral Projecting and Perceiving is dangerous, even if not over your Magnitude. If you cast a spell or conjure a spirit under these conditions that is under your Magnitude you suffer 1d4 points of damage per Magnitude, and 1d8 per Magnitude over your safe level. This damage ignores all Hardness or Resistance that the caster or summoner currently has, regardless of the source. Spells that you cast when projecting have no effect on non-astral beings or those not using astral perception at the time or duel-natured beings. Even those using truesight or similar ability are not affected by them.</p><p> </p><p> </p><p>SPELLS</p><p>Spell types are divided between Mana and Physical. Mana spells only affect living beings and spirits. They have no effect on non-living materials or devices. Physical spells can affect both living and nonliving items and equipment. Mana damaging spells ignore all Resistant and Hardness unless it specifies for magic damage type. Elemental damage ignores Hardness unless specifically added (see Gear upgrades). Necrotic and Psychic damage ignore all normal Hardness. For Force energy ½ (round up) the Hardness of base armor and material count as damage resistance against these spells. </p><p>All other factors are as PHB spells. </p><p> </p><p>COMBAT SPELLS</p><p><strong>Death Touch</strong>: <em>Mana (Necromancy)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: base 1d8 necrotic damage at one, plus +1d8 necrotic damage per 2 additional magnitude; <strong>Range</strong>: Touch; <strong>Duration</strong>: Instant. This deadly spell deals wasting necrotic damage to the target. This spell only requires a minor touch by the mage and gains +2 with the Magical attack bonus to successful hit. </p><p><strong>* Vampire Touch</strong> (+2 Magnitude): Every time you successfully hit with this spell you heal back ½ the damage that you inflicted onto a living target. </p><p> </p><p><strong>[Elemental] Bolt</strong>: <em>Physical (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: base 2d6 [elemental] damage at one, plus +1d6 [elemental] damage per additional magnitude; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. This spell hurls a bolt or ball of energy of one type (Acid, Cold, Fire, Lightning, Radiant or Thunder; one type must be chosen when you learn this spell) at a target. With a successful Magical attack roll it deals elements in damage to the target. The following additional magnitudes can be added to change aspects of the spell…</p><p><strong>* Area Effect</strong> (+1 Magnitude): Instead of targeting one creature’s AC, the spell effects all targets within a 15ft radius sphere (within the range of the spell). Targets in the AOE sphere get a Dexterity save. If the target succeeds they take ½ damage (after any Hardness is factored). This extra adds the Knockdown weapon property to the spell. </p><p><strong>* Greater Area Effect</strong> (+2 Magnitude): The AOE is increased to 25ft radius sphere instead. This extra adds the Knockdown weapon property to the spell. </p><p><strong>* Cone</strong> (+1 Magnitude): Instead of having range, the cone effects all targets from the caster out to 30ft cone from the caster's extended hand. The targets in the AOE sphere must make a Dexterity saving throw. If the target is successful they take ½ damage (after any Hardness is factored). This extra adds the Knockdown weapon property to the spell.</p><p><strong>* Greater Cone </strong>(+2 Magnitude): as cone but extends the range out to a 60ft cone from the caster extended hand. This extra adds the Knockdown weapon property to the spell.</p><p><strong>* Increased Range</strong> (+1 Magnitude): doubles the range to 240ft.</p><p><strong>* Secondary Affect</strong> (+1 Magnitude): the spell gains a secondary affect based on the damage type...</p><p>Elemental Type (must pick one when you chose this spell)…</p><p>1.<strong> Acid</strong> – on the round after damage is deal, targets suffers acid damage equal to 1d4 per magnitude. </p><p>2.<strong> Cold</strong> – targets require a Strength saving throw or its speed is ½ until the end of the caster’s next turn. The target must also make a Constitution saving throw or gain one level of Exhaustion. </p><p>3.<strong> Fire</strong> – targets require an Intelligence saving throw or catch fire, suffer 1d4 fire damage per the spell’s magnitude each round at the beginning of the target’s turn. The target can attempt to put itself out every round with a Dexterity saving throw (at the end of its’ round). If the target takes its’ Action and falls to the ground to roll around it gains advantage on this saving throw. </p><p>4.<strong> Lightning</strong> – targets a Constitution saving throw or gains the <em>Reeling </em>condition (Recover normally). </p><p>5.<strong> Radiant</strong> – targets require a Charisma saving throw or gain the <em>Blind</em> Condition until the end of the caster’s next turn. </p><p>6.<strong> Thunder </strong>– The target is pushed away from the caster’s direction a number of feet equal to the damage the spell dealt (round to the nearest 5ft square distance). Also targets require an Intelligence saving throw or gain the <em>Deafen</em> condition until the end of the casters’ next turn. Targets also require a Dexterity saving throw or be knocked prone (after being pushed their distance away). </p><p> </p><p><strong>Mana-Bolt</strong>: <em>Mana (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: base 1d8 psychic damage at one, plus +1d8 psychic damage per 2 additional magnitude; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. With a successful Magical attack roll the target suffers 1d8 psychic damage. Mana-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells. </p><p> </p><p><strong>Physical</strong> <strong>Bolt</strong>: <em>Physical (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: base 2d8 force damage at one, plus +1d8 force damage per additional magnitude; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. This spell hurls a solid like ball of magic force and with a successful Magical attack roll deals force damage to the target. Physical Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells.</p><p> </p><p><strong>Poison Spray</strong>: <em>Physical (Conjuring)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: base 2d4 poison damage at one, plus +1d4 poison damage per additional magnitude; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. With a success Magical attack roll not only do you inflict poison damage but the target must also make a Constitution save or gain the <em>Poisoned</em> condition. They get a new saving throw at the end of each of their rounds. Success ends the poisoned condition. </p><p> </p><p><strong>Ram</strong>: <em>Physical (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: base 4d6 force at one, plus +2d6 force damage per additional magnitude; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. This spell can only be used against structures or vehicles, not living targets or spirits, etc. With a successful Magical attack roll it deals force damage. Also this attack spell has the weapon properties of AP and Heavy Damage (see Gear). If the target is moving you are at disadvantage with your Magical attack roll. For +1 Magnitude the magical attack roll is not at disadvantage vs. moving targets. It still cannot be used against living targets or spirits. </p><p></p><p><strong>Stun Bolt</strong>: <em>Mana (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: base 2d8 psychic non-damage at one, plus +1d8 psychic non-damage per additional magnitude; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. Requires a successful Magical attack roll. Stun bolt deal no effective damage. Instead compare the damage total vs. the target’s Wound Damage Threshold (ignore non-magic hardness). If it equals it the target gains the <em>Reeling</em> condition. If the damage equals or exceeds twice the target’s Wound Damage Threshold the target instead gains the <em>Stunned</em> condition until the end of the casters’ next turn and then it converts to the <em>Reeling</em> condition. Stun-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells. </p><p></p><p></p><p>DETECTION SPELLS</p><p>All Detection spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of the spell with one person within 10ft for +1 Magnitude in the spells force. For +2 Magnitude the spell’s effects can be shared with up to the casters traditional attribute modifier plus ¼ (round down) its levels in Magic User who are within 10ft (i.e. a 4[SUP]th[/SUP] level magic user Shaman with a Wisdom of 18 could share a detection spell that she cast with 5 willing targets with a 10ft area with a +2 Magnitude effect). If any of the targets have Strain then the caster suffers ½ (round up) the highest Strain level in extra Magic Points. For these spells both the caster and the recipient must ‘concentration’ on the spell for the duration.</p><p> </p><p><strong>Analyze Truth</strong>:<em> Mana (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, 1 minute. This spell can determine the truth of one target within 10ft of the caster. The target gets an Intelligence saving throw. Roll this save every round that the caster is concentrating.</p><p><strong>* Enhancer</strong> (+1 Magnitude): the caster can gain a hint about the lie from the GM if the spell was successful. If the target is telling the truth the caster still needs to check to be sure and with the increased magnitude (as above) can tell if the target is telling a half-truth or truth with omission with a success. </p><p> </p><p><strong>Clairvoyance</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 minute ritual; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 10 minutes. You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees) up to 10 miles away. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. </p><p><strong>* Both Senses</strong> (+2 Magnitude) to you use both hearing and sight with your sensor. </p><p><strong>* Moveable</strong> (+2 Magnitude): you could move your sensor up to 30ft a round with an action on your part. </p><p> </p><p><strong>Combat Sense</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 minute. For the duration you gain the use of the Dodge action for free each round. </p><p> </p><p><strong>Comprehend Languages</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 minute ritual; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 hour. As long as you concentrate, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a cyphers, that isn’t part of a written language.</p><p><strong>* Tongues </strong>(+2 Magnitude): with this boost you can also speak the language you hear for the duration.</p><p> </p><p><strong>Detect</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, 1 minute. The basic version of this spell allows the casters to Detect Magic and magical auras out to 30ft range. You see it as a soft glow over the item although hidden ideas are not seen. </p><p><strong>* Poison Sense </strong>(+1 Magnitude): for the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. </p><p><strong>* Trap Sense</strong> (+2 Magnitude): for the duration you sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. </p><p><strong>* Pathfinder</strong> (+4 Magnitude): this upgrade allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence (real world or astral). If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as corporate such-and-such’s main base), the spell fails. Once cast the caster knows where he is going and does not need to concentrate. If he wishes to go somewhere else the spell fails and he must re-cast it to again find his way. </p><p> </p><p><strong>Divination</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 5 minute ritual; <strong>Magnitude</strong>: 5; <strong>Range</strong>: Self; <strong>Duration</strong>: Instant. This spell provides the caster a glimpse of the past or the future of a subject (including the caster) known to the caster or a familiar item. The caster makes her Tradition’s defining attribute save DC 15; success grants the caster some history or future event of that target or item. The better the Casting Check the more detailed information the GM might grant the caster. If the subject or item is not in the caster’s presence, a DC 15 save will get the caster a direction and distance of how far away the target is from the caster. A critical success of this save will get you the presence conditions and hit points of the target, a flash of both the last minute or so plus a future glimpse of the target next minute or so. If the caster uses this spell two or more times before taking a long rest there is a cumulative 25% chance the information about the target are completely false (GM makes roll). </p><p> </p><p><strong>Heightened Senses</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: minimum 0 (dependent on what senses or chosen below); <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, 1 minute. This spell is actually many difference senses, that the caster can chose from. The magnitude of the spell depends on the sense and can be combined (i.e. a caster can pick both Low-Light and Darkvsion 60ft for a 3 magnitude spell, etc.). </p><p><strong>* Heightened Sense</strong> (+1 Magnitude each): grants advantage on Sight, Hearing, Touch/Taste or Smelling Wisdom (Perception) checks. Touch would allow the caster to read blind (feeling the ink indentations) or identify poisons, while Smell would allow them to try and track a subject by smell, etc. </p><p><strong>* Low-Light Vision </strong>(+1 Magnitude): as New Species senses</p><p><strong>* Darkvision 30ft </strong>(+1 Magnitude) or increased to <strong>60ft </strong>(+2 Magnitude) or <strong>120ft </strong>(+3 Magnitude)</p><p><strong>* See Illusion </strong>or<strong> Invisible 30ft </strong>(+2 Magnitude each) or increase to <strong>60ft </strong>(+3 Magnitude each)</p><p><strong>* Tremorsense 20ft Radius </strong>(+2 Magnitude) or increased to <strong>40ft </strong>(+3 Magnitude) or <strong>60ft</strong> (+4 Magnitude)</p><p><strong>* Blindsight 10ft Radius </strong>(+3 Magnitude) or increase to <strong>20ft </strong>(+4 Magnitude) or<strong> 30ft</strong> (+5 Magnitude)</p><p><strong>* Truesight 20ft </strong>(+4 Magnitude) or increase to <strong>40ft </strong>(+5 Magnitude) or <strong>60ft</strong> (+6 Magnitude)</p><p> </p><p><strong>Mind Probe</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 3; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, 1 minute. For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target makes an Intelligence saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence save. If it makes it the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. </p><p><strong>* Search Hidden Minds </strong>(+2 Magnitude): you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.</p><p> </p><p><strong>Search</strong>: <em>Physical (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, 10 minute. Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.</p><p><strong>* Scry</strong> (+5 Magnitude): You can see and hear a particular creature you choose that is on the same plane of existence as you (not in astral space). The target must make an Intelligence saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. You level of knowledge is know them: Secondhand (you have heard of them; +5 save), Firsthand (base save), Familiar (you know the target well; -5 save). Other modifiers: Likeness or picture (-2 save), possession or garment (-4 save), a body part, blood, lock of hair, bit of nail, etc. (-10 save). On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.</p><p><strong>* Seek Individual </strong>(+2 Magnitude): Instead, describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.</p><p><strong>* Greater Range </strong>(+2 Magnitude): You can instead seek an object or individual up to 10 miles away. </p><p> </p><p>HEALTH SPELLS</p><p>All health spells are Mana based, only affecting living beings. If the target has Strain then the caster must spend additional Magic Points equal to ½ the target’s Stain (round up). </p><p>Most of these spells are touch. The caster must cast the spell multiple times to share with multiple allies and as most of those are concentration. The magic user must pay the full magnitude cost for each individual (along with ½, round up, the Strain extra cost in Magic Points!). </p><p></p><p><strong>Blindness Deafness</strong>: <em>Mana (Necromancy)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: 30ft; <strong>Duration</strong>: Concentration, up to 1 minute. You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. The target’s Strain <em>does not</em> affect the caster for this spell. </p><p><strong>* Mass Blindness Deafness</strong> (+1 Magnitude): for each additional magnitude you can affect one additional target within range.</p><p></p><p><strong>Boost Attributes</strong>: <em>Mana (Adjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 3; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, 1 minute. This spell grants the target a +4 boost to any one Attribute score. This can increase the attribute above its racial characteristic maximum. This grants a +2 to all ability checks, skill checks, saving throws, and if applies to attack and/or damage rolls and armor class bonuses. It does not provide additional Magic Points. The caster can boost the power of the spell with increase magnitude…</p><p><strong>* Boost 2 attributes at the same time </strong>(+3 Magnitude): this enhancer increases two attributes at the same time or it can be increase to <strong>3 attributes </strong>(+3 Magnitude): for three attributes. </p><p><strong>* Enhance Attribute </strong>(+2 Magnitude): with this enhance one boosted attribute now has Advantage on ability checks, skill and saving throws (but not attack rolls). </p><p> </p><p><strong>Exhausting Touch</strong>: <em>Mana (Abjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Touch; <strong>Duration</strong>: Instant. This spell can exhausted a target. An adjacent target must succeed with a Constitution save or take one level of Exhaustion (note that the target's Strain level does not affect this spell). This spell cannot kill a target and as such it will never deal a sixth level of exhaustion to a target. Targets recover from exhaustion as normal. </p><p> </p><p><strong>Healing Touch</strong>: <em>Mana (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1 per 1d8 healing; <strong>Range</strong>: Touch; <strong>Duration</strong>: Instant. This spell will heal a target 1d8 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to three targets that he can see within a 30ft range by the same amount. Note that if this spell or Healing Word is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4[SUP]th[/SUP] time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest).</p><p> </p><p><strong>Healing Word</strong>: <em>Mana (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1 per 1d4 healing; <strong>Range</strong>: 60ft; <strong>Duration</strong>: Instant. This spell will heal one target that you can see within range 1d4 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to six targets that he can see within range the same amount. Note that if this spell or Healing Touch is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4[SUP]th[/SUP] time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest). </p><p> </p><p><strong>Increased Reflex</strong>: <em>Mana (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 4; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, 1 minute. Choose a willing creature that you can see within range. Until the spell ends, the target's speed increase by +15ft, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. Note that this cannot be combined with any other similar boosts provided by magic, talents, or cybernetics. </p><p> </p><p><strong>Restoration</strong>: <em>Mana (Abjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Touch; <strong>Duration</strong>: Instant. You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.</p><p><strong>* Greater Restoration</strong> (+2 Magnitude): You can end two conditions above at the same time plus one of the following conditions – one level of exhaustion, one effect that charmed or petrified the target, one curse, any one reduction to the target’s ability score, one effect reducing the target’s hit point maximum. </p><p> </p><p>ILLUSION SPELLS</p><p><strong>Agony</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 3; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. The target of this spell must make a Wisdom saving throw. Failure and target gains the <em>Stunned</em> condition until the beginning of the caster’s next turn. After that the target gains the <em>Reeling</em> condition (recovers normally). </p><p><strong>* Mass Agony </strong>(+2 Magnitude): the caster can affect up to six targets within 120ft that she can see. </p><p> </p><p><strong>Blinding Flash</strong>: <em>Physical (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. The caster picks a point out to the range of the spell, creating a blind flash of light within a 20ft radius. All targets within the radius must make an Intelligence saving throw. Failure imposes the <em>Blind</em> condition onto the targets. This spell is a physical type and can affect devices that ‘see’ (vidcams, drones, etc.). Blinded targets make a new Intelligence save at the end of their turn. Success ends the condition. </p><p><strong>* Greater Area</strong> (+1 Magnitude): the area increases to a 30ft radius.</p><p> </p><p><strong>Blurred Image</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 minute. Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you and you gain advantage with all Dexterity (Stealth) checks. You can also attempt to Hide without cover but you lose the advantage with this check. A creature is immune to these effects if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. This spell is mana and as such does not fool machines (vidcams) or automated system. </p><p><strong>* P</strong><strong>hysical Blurred Image </strong>(+2 Magnitude): changes the type to <em>Physical</em> and now will fool machines.</p><p><strong>*Touch </strong>(+1 Magnitude): changes the range to touch. You can now share it with a target that you touch. You can 'touch' up to 4 targets on your action, but it costs an additional Magnitude for each target. If multiple targets have Strain the caster must spend additional magic points equal to ½ the highest level. </p><p> </p><p><strong>Charm Person</strong>: <em>Mana (Enchantment)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: 30ft; <strong>Duration</strong>: Concentration, Up to 1 hour. You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.</p><p><strong>* Command</strong> (+1 Magnitude): This changes the duration to 1 round. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.</p><p>1. Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.</p><p>2. Drop: The target drops whatever it is holding and then ends its turn.</p><p>3. Flee: The target spends its turn moving away from you by the fastest available means.</p><p>4. Grovel: The target falls prone and then ends its turn.</p><p>5. Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.</p><p><strong>* Dominate</strong> (+5 Magnitude): Change duration to “Concentration, up to 1 minute”. You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.</p><p><strong>* Suggestion </strong>(+1 Magnitude): Change the duration to “Concentration, up to 8 hours”. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make an Intelligence saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a guard give her passkey to the first homeless person she meets. If the condition isn't met before the spell expires, the activity isn't preformed. If you or any of your companions damage the target, the spell ends.</p><p><strong>* Mass Charm</strong> (+1 Magnitude per extra creature): For each level of Magnitude you put into the spell you can target one additional creature. Creatures must be within the 30ft range though.</p><p> </p><p><strong>Fear</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 minute. You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Charisma saving throw. All that fail drop whatever they are holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature makes a new Charisma saving throw. On a successful save, the spell ends for that creature.</p><p> </p><p><strong>Illusion</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: 90ft; <strong>Duration</strong>: Concentration, up to 10 minutes. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. </p><p><strong>* Greater Illusion</strong> (+2 Magnitude): You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.</p><p><strong>* Phantasmal Killer </strong>(+5 Magnitude): Change duration to “Concentration, 1 minute”. You tap into the nightmares of one creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Charisma saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Charisma saving throw. Failure results in 4d10 psychic damage. On a successful save, the spell ends.</p><p><strong>* Vid-Reality </strong>(+2 Magnitude): for basic Illusions and Greater Illusion the enhancer means that the images now appear on vidscreens, etc. Change the type to <em>Physical</em>. </p><p> </p><p><strong>Invisibility</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 hour. A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. If the target has Strain then the caster must spend additional magic point equal to ½ level of Stain. Note this is a mana spells and will not fool machines, videos, etc. </p><p><strong>* More targets </strong>(+2 Magnitude per additional target): each additional magnitude will now affect one additional target with the basic invisibility. If multiple targets have Strain the caster must spend extra magic points equal to ½ the highest level. </p><p><strong>* Physical Invisibility</strong> (+2 Magnitude): changes the type to <em>Physical</em> and now will fool machines. </p><p><strong>* Greater Invisibility</strong> (+2 Magnitude): Change to duration of greater to “Concentration, 1 minute”. You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.</p><p> </p><p><strong>Mask</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 hour. You make touched target, including its clothing, armor, weapons, and other belongings on its person, look different while you concentrate on it for up to one hour. The target can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change its body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection nor do they fool machines (vidcams, etc.). For example, if you use this spell to add a hat to the outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the target’s head and hair. If you use this spell to make the target appear thinner than they are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check. If the target has any Strain the caster must spend extra Magic Point equal to the Strain level.</p><p><strong>* More targets </strong>(+1 Magnitude per additional target): each additional magnitude will now affect one additional target with the basic mask. If any of the targets have Strain then the caster suffers ½ the highest Strain level in extra Magic Points. </p><p><strong>* Physical Mask</strong> (+2 Magnitude): changes the type to <em>Physical</em> and now will fool machines. Others now ‘feel’ any physical changes that you made to the target (in the example above, they feel the hat or the extra fat added to a target). </p><p> </p><p><strong>Paralyze Foe</strong>: <em>Mana (Enchantment)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: 60ft; <strong>Duration</strong>: Concentration, up to 1 minute. Choose a humanoid that you can see within range. The target must succeed on an Intelligence saving throw or be paralyzed for as long as you concentrate. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.</p><p><strong>* Mass Paralyze </strong>(+1 Magnitude per additional target): each additional magnitude will now affect one additional target. All targets must be within 30ft of each other when you target them.</p><p></p><p>MANIPULATION SPELLS</p><p>Many Manipulative spells have a range of Touch that allows the caster to share the effects of the spell with one willing person for +1 Magnitude in the spells force (if the caster wishes to gain the affect also). For +2 Magnitude the spell’s effects can be shared with up to the casters traditional attribute modifier plus ¼ (round down) its levels in Magic User who are within 10ft (i.e. a 4[SUP]th[/SUP] level magic user Shaman with a Wisdom of 18 could share a detection spell that she cast with 5 willing targets with a 10ft area with a +2 Magnitude effect). If any of the targets have Strain then the caster suffers ½ the highest Strain level in extra Magic Points. For these spells both the caster and the recipient must ‘concentration’ on the spell for the duration.</p><p> </p><p><strong>Armor</strong>: <em>Mana (Abjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 hour. You touch a willing creature and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The target also gains a Hardness of 2 that is fully affective against both all mana and physical type spells and other magical damage. If the target is wearing armor use the better of the two, the affects do not stack.</p><p><strong>* Shield</strong> (+1 Magnitude): With a reaction, you can add your Proficiency bonus to your armor. This can happen just before you are attacked, potentially causing the attack to miss. The affects last until the start of your next turn. </p><p><strong>* Stoneskin </strong>(+4 Magnitude): Your skin takes on a stony feel and look. For the duration of the spell you gain Resistance to ballistic, bludgeoning, piercing and slashing damage. This has no effect on magical spells. </p><p> </p><p><strong>Bestow Curse</strong>: <em>Mana (Necromancy)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 3; <strong>Range</strong>: Touch; <strong>Duration</strong>: 1 minute. You touch a creature, that creature must succeed on an Intelligence saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from one of the following... </p><p>1. Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.</p><p>2. While cursed, the target has disadvantage on attack rolls against you.</p><p>3. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.</p><p>4. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.</p><p><strong>* Duration </strong>(+1 Magnitude): For one additional Magnitude the duration of the spell changes to “Concentration, up to 10 minutes”.</p><p><strong>* Greater Curse </strong>(+2 Magnitude): your curse now affects two of the above options. </p><p> </p><p><strong>[Elemental] Wall</strong>: <em>Physical (Conjuring)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 4; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Concentration, up to 1 minute. You create a wall of one element on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration. You must pick the elemental type of the wall when you chose this spell and it cannot be change later. All count as Full Cover (see Houserules above) but their base HP and Hardness values vary for each 5ft long, 20ft high section. </p><p><strong>* Acid Wall </strong>– HP 25, Hardness 2. Anyone touching this wall suffers 2d6 acid damage and unless they succeed on a Dexterity save suffer an additional 2d4 acid damage the following round. Passing through the wall requires a Strength save. If they fail they suffer the damage above, if they succeed they need to make a Dexterity save. Failure suffers 3d6 acid damage and an additional 3d4 on the following round, if they succeed they suffer half the damages. Each +2 magnitude invested adds +1d all damages. </p><p><strong>* Cold Wall</strong> – HP 50, Hardness 4. Targets can’t push their way through this wall. Any target attacking it in melee combat a Strength saving throw or its speed is ½ until the end of its next turn. </p><p><strong>* Fire Wall</strong> – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 fire damage, Dexterity save for half. Passing through the wall requires a Strength save. If they fail they suffer the damage above, if they succeed they need to make a Dexterity save. Failure suffers the 3d8 fire damage (no Dexterity save) and require an Intelligence saving throw or catch fire, suffer 3d4 fire damage each round at the beginning of the target’s turn. If they succeed they take half the 3d8 fire damage and require an Intelligence save or catch fire (same as above). Targets on fire can attempt to put itself out every round with a Dexterity saving throw (at the end of its’ round). If the target takes its’ Action and falls to the ground to roll around it gains advantage on this saving throw. Each +2 magnitude invested adds +1d all damages.</p><p><strong>* Lightning Wall</strong> – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 lightning damage, Dexterity save for half. Target must also make a Constitution saving throw or gains the <em>Reeling </em>condition (Recover normally). Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) plus the save vs. the Reeling condition. If they succeed they suffer 3d8 lighting damage, Dexterity save for half and a Constitution saving throw vs. the <em>Reeling </em>condition. Each +2 magnitude invested adds +1d all damages.</p><p><strong>* Radiant Wall</strong> – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 radiant damage, Dexterity save for half. Target must also make a Charisma saving throw or gains the <em>Blind </em>condition until the end of their next turn. Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) and the Charisma save vs. the <em>Blind </em>condition until the end of their next turn. If they succeed they suffer 3d8 radiant damage, Dexterity save for half and a Charisma saving throw vs. the <em>Blind </em>condition until the end of their next turn. Each +2 magnitude invested adds +1d all damages. </p><p><strong>* Stone Wall </strong>– HP 100, Hardness 8. Targets cannot push through this barrier nor does it have any adverse effect by simply touching or attacking it. It is simply the hardest wall. </p><p><strong>* Thundering Wall </strong>– HP 25, Hardness 2. Anyone touching this wall suffers 2d8 thunder damage, Strength save for half. Target must also make a Constitution saving throw or be push back 10ft, knocked prone and gains the <em>Deaf </em>condition until the end of their next turn. Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) and the Constitution save vs. the knock-back (the way they came) and the <em>Deaf </em>condition until the end of their next turn. If they succeed they suffer 3d8 thunder damage, Strength save for half and a Constitution saving throw vs. the <em>Deaf </em>condition until the end of their next turn. Each +2 magnitude invested adds +1d all damages.</p><p> </p><p><strong>Flesh to Stone</strong>: <em>Physical (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 6; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 minute. You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make an Intelligence saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another Intelligence saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.</p><p></p><p><strong>Levitate</strong>: <em>Physical (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 10 minutes. One touched creature or object of your choice rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 750 pounds. An unwilling creature that succeeds on an Intelligence saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.</p><p> </p><p><strong>Light</strong>: <em>Physical (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 hour. You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or stop concentrating on it. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.</p><p><strong>* Sunlight </strong>(+1 Magnitude): You change the light to pure sunlight. This has an adverse effects on certain creatures (certain undead, ghoul virus strains creatures, etc.) </p><p> </p><p><strong>Mage Hand</strong>: <em>Physical (Conjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: 30ft; <strong>Duration</strong>: Concentration, up to 10 minutes. An invisible floating hand appears at a point you choose within range. The hand lasts for the duration or until you stop concentrating on it. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds.</p><p><strong>* Attacking Hand </strong>(+1 Magnitude): You mage hand is strong enough to strike targets within range for damage. You hand deals 1d6 bludgeoning damage +1d6 additional damage for every additional Magnitude you put into the spell, up to a maximum of 5d6 bludgeoning damage. This extra adds the Knockdown weapon property to the spell.</p><p><strong>* Grasping Hand</strong> (+2 Magnitude): You mage hand is strong enough to attempt to grapple. Use your tradition’s defining attribute as your Strength with proficiency bonus to start a grapple. The hand is invisible but anyone grabbed by it can attack it without disadvantage. The Hands AC is 15 and it has a number of hit points equal to your maximum hit point total. If reduced to 0 hit points the spell ends.</p><p><strong>* Greater Range </strong>(+1 Magnitude): You mage hand can now extend out to 120ft before it disappears.</p><p><strong>* Manipulative Hand </strong>(+1 Magnitude): Your mage hand uses your traditional defining attribute instead of your Dexterity and can open locks (if it has the right tools, etc.), manipulate fine objects, etc. </p><p><strong>* Telekinesis </strong>(+5 Magnitude): You gain the ability to move or manipulate creatures or objects by thought. When you cast with this upgrade, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. <em>Creature</em>: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. <em>Object</em>: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.</p><p> </p><p><strong>Magic Weapon</strong>: <em>Physical (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 hour. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. </p><p><strong>* Greater Magic</strong> (+2 Magnitude): The magical bonus you empower to the weapons is +2. For an additional +2 Magnitude the bonus increases to a +3 bonus. </p><p></p><p><strong>Physical Wall</strong>: <em>Physical (Conjuring)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 3; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Concentration, up to 1 minute. You create a solid wall of pure magical energy on a surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque. The wall has HP of 75 and a Hardness of 6. Targets cannot push through this wall, they must break through it. Otherwise treat as an Elemental Wall. </p><p></p><p><strong>Shapeshift</strong>: <em>Physical (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 4; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 hour. Your turns into a beast. You transform into the form of a large or smaller beast with a challenge rating of 3 or less. Your game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. You assumes the hit points of its new form, and when you revert to your normal form, you returns to the number of hit point it had before it transformed. If you reverted as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren’t knocked unconscious. This form is limited in the actions you can perform by the nature of its beast form, and it can't speak or cast spells. Your gear melds into the new form. You can't activate, wield, or otherwise benefit from any of its equipment.</p><p><strong>* Greater Creatures</strong> (+2 Magnitude): for +2 magnitude you can change into a creature that is challenge ranting of 4 or less, for +4 magnitude one of challenge ranting 5 or less and for +6 magnitude a challenge rating of 6 or less. </p><p> </p><p><strong>Spider Climb</strong>: <em>Physical (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 hour. Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.</p><p> </p><p><strong>Web</strong>: <em>Physical (Conjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: 60ft; <strong>Duration</strong>: Concentration, up to 1 hour. You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. These are magical webs and are not flammable. </p><p><strong>* Greater Area </strong>(+1 Magnitude): the area of effect for your web is a 30-foot cube.</p><p><strong>* Self-Anchoring </strong>(+2 Magnitude): your webs seem to anchor in the air itself and no long require two solid masses in order to remain for the duration. </p><p><strong>* Stronger </strong>(+1 Magnitude): those attempting to break out of the web are at Disadvantage with their Strength check verse you spells DC. </p><p> </p><p></p><p>SUMMONING ELEMENTALS AND NATURAL SPIRITS</p><p>It takes a full round action (no Move speed, no Bonus or Reaction actions) to summon a spirit. The spirit will perform tasks for the magic user for up to one hour, when it disappears automatically back into astral space where it originated. Magic users cannot have more than one spirits summoned at a time. If she summons a new one the one present automatically disappears back into astral space (but see talents). When a spirit falls to 0 hit points, 0 magic points or it is <em>incapacitated</em> in some way it automatically disappears also. If the summoner is knocked to 0 hit points or <em>incapacitated </em>the spirit makes a Charisma saving throw. Success means it returns back to astral space, failure it remains for 2d6 rounds, either awaiting new orders on standby or carrying out the last orders the magic user gave it. If the magic user is not returned to consciousness by then the spirit leaves, returning to astral space. </p><p></p><p>The DC to summon a spirit is 10 + its Magnitude x2 with a Summoning check. If a magic user rolls a natural 1 on this check the spirit is summoned but it is angry and wild, likely attacking the summoner (the caster only pays the cost for a failed attempt also). </p><p> </p><p><strong>Type of Spirits that a Hermetic Mages can summon</strong>: choice two of Spirits (called Elementals by mages) of Air, Earth, Fire, Guardian, Guidance, Man, Task or Water </p><p> </p><p><strong>Types of Spirits that a Shaman can summon</strong>: choice two of Spirits of Air, Beast, Earth, Guardian, Guidance, Man, Plant or Water</p><p> </p><p>Spirit Tasks: the following tasks can be performed by a spirit at the request of its’ summoner…</p><p></p><ul> <li data-xf-list-type="ul"><strong>Aid in casting of a spell</strong>. This requires an action on the part of the summoner on the prior round. On the following round the spirit can Aid Another if it also knows the spell in question. This can either grant advantage with a Magical attack roll or impose disadvantage on any required saving throw or skill check. Alternatively the spirit pays the Magic Point cost (spirits will never cast a spell over their magnitude) to when the magic user casts a spell.</li> <li data-xf-list-type="ul"><strong>Sustain a Spell</strong>. This requires an action on the part of the summoner. The spirit will sustain any one spell (even one it does not know) cast by the caster from that point on. It will maintain this spell for 5 + its magnitude rating in rounds. It will drop the spell at the end of this duration unless the summoner uses another action to order it to continue to maintain it.</li> <li data-xf-list-type="ul"><strong>Attack</strong>. This requires an action to direct the spirit towards a foe or group of foes. It will fight, without requiring additional guidance until the foes have been taken out or they flee. If new foes arrive the magic user needs to use an additional action to direct the spirit towards them but a spirit will defend itself if attacked while it is attacking other foes.</li> <li data-xf-list-type="ul"><strong>Search</strong>. The spirit can search and area for a specific individual or item that is familiar to the magic use that summoned it. This works basically like the Search spell within a range of 1,000 feet times the spirits magnitude rating. The spirit can use the great range modifier (10 miles) but this must be the only service the spirit has or will perform and when it is finished it returns to its home plane.</li> <li data-xf-list-type="ul"><strong>Guard</strong>. The spirit can care act as a watchdog within a certain area. It has Advantage on its perception checks while it does so. A spirit can ‘guard’ a area equal to 100ft times its spirit magnitude rating. The summoner must also include orders on what the spirit will do if unknown creatures enter the area it is guarding. It can attack them, inform the summoner or make a great commotion (noise) in the area.</li> </ul><p></p><p>Building a Spirits</p><p></p><ul> <li data-xf-list-type="ul">All spirits have a basic attributes of 10 for all stats, unless modified by type (air spirits are fast but weak, earth strong but slow, etc.) at Magnitude 1. Each additional magnitude adds +2 to all of the creatures attributes. So a magnitude five Spirit of Fire would has an 18 in all of its attributes. Some spirits have higher or lower beginning attributes listed in their descriptions. They raise their attributes from these basics instead of from 10s.</li> <li data-xf-list-type="ul">Spirits have 10 Hit Points +5 HP per magnitude over 1, plus Constitution modifier each magnitude.</li> <li data-xf-list-type="ul">Spirits have 5 Magic points +5 per level of Magnitude over 1. They cannot summon other spirits though and can only use these points to share with a magic user or to cast spells while manifesting.</li> <li data-xf-list-type="ul">Spirits have an Armor Class of 12 + their Dexterity modifier and have a Hardness rating equal to their Magnitude. Weapon AP and spells effects cannot remove this Hardness.</li> <li data-xf-list-type="ul">Spirits are Resistant to all damage in Astral Space. When manifesting (fully forming on the material realm or real space) they have Resistance to all magical spell attack damage and weapon ranged attack damage. No weapon Heavy weapon property or magical affect can remove this.</li> <li data-xf-list-type="ul">Spirits are immune to all mind-effect spells and the charmed and<em> frightened</em> condition. They do not breath and due to their Duel-Nature ignore all light based obscure condition. They are also immune to the conditions of Exhaustion and Poisoned and immune to Poison and Disease based damage.</li> <li data-xf-list-type="ul">In Astral Space spirits can only attack in melee and deal a base damage of 1d8 plus +1 per every level of magnitude over 1 they have. They refuse to cast spells in Astral Space. See Astral Space.</li> <li data-xf-list-type="ul">Spirits are Duel-Nature beings and when manifesting on the material realm they always Astral Perceiving at the same time. This is not distracting to them as with living beings (no disadvantage).</li> <li data-xf-list-type="ul">Spirits and Elementals prefer to be summoned in its ‘Domain’ but can be summoned almost anywhere. When summoning a spirit in an area that the GM would considered its non-Domain increase the DC to summon the spirit by +2 and if totally opposite (a fire elemental on a lake of water) add +5.</li> <li data-xf-list-type="ul">Spirits have skill proficiency with the following skills – Arcana, Intimidate, Investigation, Perception and Stealth. Some have additional ones. They are automatically proficiency with their own natural attacks.</li> <li data-xf-list-type="ul">For spells, Spirits have a safe Magnitude rating equal to their own rating. They will refuse to cast spells of a high magnitude in any situation. Spirits automatically have a Magical attack bonus of 3 + their Intelligence modifier (if elementals summoned by a hermetic mage) or Wisdom modifier (if a natural spirit summoned by a shaman). Any saving throws are always 11+ this same attribute.</li> <li data-xf-list-type="ul">Each type of spirit has some natural abilities that all of the same spirit types share. These abilities can be used at will by the spirit and cost them no magic points, etc.</li> <li data-xf-list-type="ul">Spirits have one spell automatically when summoned and then the mage user that summoned them can pick one additional known spell from the list of each type per Magnitude level of the spirit over 1. Spirits spend their own magic points to cast these spells.</li> </ul><p></p><p>SPIRIT TYPES</p><p><strong>Sprits of the Sky (Air Elementals) </strong>- Appears as a clouds, or in storms as thunderclouds, or swirling clouds.</p><p><strong>Domains</strong>: Anywhere under the open sky where city light pollution is not too bad. </p><p><strong>Attributes</strong>: base Strength 6, Dexterity 14 </p><p><strong>Abilities</strong>: Fly speed 60ft, Noxious Breath (as an Action creates a 20-foot radius sphere around itself of nauseating gas. This cloud spreads around corners and its area if heavily obscured. The cloud lingers for up to 1 minute but a moderate wind [at least 10 MPH] dispenses the cloud in 4 rounds while a strong wind (at least 20 MPH) disperses it after 1 round. Each creature that is within the radius at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature gains the Poison condition and they are at ½ speed until the condition ends. Creature outside the area of the cloud can make a new saving throw, as an action, each round. Success ends the poisoned condition. Creatures that don’t breath or are immune to poison automatically succeed with this saving throw.) </p><p><strong>Spells</strong>: Mage Hand plus one additional spell per Magnitude of the spirits from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, [Elemental] (Lighting only) Wall, Fear, Increased Reflexes, Invisibility, Light, Magic Weapon. </p><p> </p><p><strong>Spirits of the Beast </strong>– Appear as natural or para-natural beasts; birds, mammals, lizards, etc.</p><p><strong>Domains</strong>: Wild areas, parks, zoos, open fields, forests, mountains, uncivilized rural locations.</p><p><strong>Skills</strong>: Animal Handling, Survival. </p><p><strong>Abilities</strong>: Base speed 60ft, Blur Image (as spell but costs the spirit no Magic Points to cast and instead it can affect itself and a number of extra creatures as its summorers desires equal to its magnitude), Unarmed Attack (claw or bite) 1d8 piercing or slashing damage (chosen when summoned). </p><p><strong>Spells</strong>: Fear plus one additional spell per Magnitude of the spirits from among – Agony, Bestow Curse, Charm Person, Illusion, Invisibility, Magic Weapon, Poison Spray, Shapeshift, Spider Climb, Web. </p><p> </p><p><strong>Sprits of Earth (Earth Elementals) </strong>- Appear as mounds of earth, clumps of earth and rock, etc.</p><p><strong>Domains</strong>: almost any rural setting including forests, jungles, deserts and any locations of natural earth.</p><p><strong>Attributes</strong>: base Strength 14, Dexterity 6</p><p><strong>Abilities</strong>: Base speed 30ft, Burrowing Speed 20ft (this tunnel can either collapse behind the elemental or can be up to 5ft wide per level of the elementals magnitude rating. The tunnel automatically collapse when the spirit returns to its home plane. Can tunnel through earth and rock with easy. Reinforced concrete and similar materials halves speed, while metal and plasteel blocks it completely), Enhanced Resistance (these spirits have Resistant to all damage when manifesting, including melee damage), Unarmed attack (stone fists) 1d8 bludgeoning damage. </p><p><strong>Spells</strong>: Armor plus one additional spell per Magnitude of the spirits from among – Bestow Curse, Blindness Deafness, Boost Attributes, [Elemental] (Stone) Wall, Exhaustive Touch, Fear, Flesh to Stone, Magical Weapon, Paralyze Foe, Restoration</p><p> </p><p><strong>Spirits of Fire (Fire Elementals) </strong>- Appears as a humanoid or salamander like creatures, bathed in flames.</p><p><strong>Domains</strong>: Anywhere at a bonfire is burning. </p><p><strong>Abilities</strong>: Fly speed 60ft, Flame Aura (while manifesting the fire elemental is sheathed in dangerous flames. This allows it to strike in unarmed combat for 1d8 fire damage. Anyone attacking it with an unarmed strike also suffers 1d8 fire damage if it succeeded with its attack roll. If it is attacked with a melee weapon, with a successful hit the attacker must succeed with a Dexterity save vs. the creature’s save DC or also suffer this damage. Finally it can ‘breathe’ a short gout of flames at a target up to 15ft away from it with a Magical attack roll. Success deals 2d6 fire damage to the target). </p><p><strong>Spells</strong>: [Elemental] (Fire) Bolt plus one additional spell per Magnitude of the spirits from among – Agony, Blinding Flash, Blindness Deafness, Charm Person, Death Touch, [Elemental] (Fire) Wall, Exhaustive Touch, Fear, Light, Paralyze Foe</p><p> </p><p><strong>Spirits of Guardians (Warrior Elementals) </strong>– Appear as ancient warriors, Valkyries, Vikings, knights, samurai, Persian Immortals, Zulu warriors. </p><p><strong>Domains</strong>: Almost anywhere. </p><p><strong>Abilities</strong>: Base speed 40ft, Magic Weapon (when the spirit manifest it is wielding a magical melee weapon. It does not matter the type of weapon, the elemental always deals 1d10 damage. The summerer determines if the damage is bludgeoning, piercing or slashing and it cannot change later. The weapon only works for the spirit and cannot be shared, dropped, etc. and is considered magical), Shield (the spirit can, as a reaction, defend an adjacent target whom the summoner has designated it to defend. Any successful attack against the designated target the spirit instead suffers the damage but it automatically has Resistance to this damage). </p><p><strong>Spells</strong>: Armor plus one additional spell per Magnitude of the spirits from among – Agony, Boost Attributes, Combat Sense, Death Touch, Fear, Increase Reflexes, Levitate, Mana Bolt, Mask, Paralyze Foe</p><p> </p><p><strong>Spirits of Guidance (Knowledge Elementals) </strong>– Appear as older wizardly men or women, Victorian librarians, B-movie scientists. </p><p><strong>Domains</strong>: Libraries, School, University grounds, Research areas, places of learning and study.</p><p><strong>Attributes</strong>: base Strength 6, Intelligence 14</p><p><strong>Skills</strong>: History, Religion</p><p><strong>Abilities</strong>: Base speed 60ft, Known Anything (the spirit can gain proficiency in any number of additional skills that the summoner choses, when it first is summoned, equal to its Magnitude rating), Detection Magic (the spirits can use all spells from the Detection class as if it were one magnitude greater safely and for no extra magic points). </p><p><strong>Spells</strong>: Clairvoyance plus one additional spell per Magnitude of the spirits from among – Comprehend Languages, Detect, Divination, Light, Mind Probe, Search, Stun Bolt</p><p> </p><p><strong>Sprits of Man</strong> - Usually appear as trash or garbage, but also miniature farm hand when in fields or small humanoids wearing antique cloths. Some have appeared as motorcycles or other light vehicles in urban settings. </p><p><strong>Domain</strong>: almost any Urban area, inhabited or uninhabited. </p><p><strong>Abilities</strong>: Base speed 60ft, Enhanced Movement (the spirit can enhance the movement of a number of individuals equal to its magnitude. It can move them and itself up to 120ft a round on the ground or give them a Fly speed of 20ft). </p><p><strong>Spells</strong>: Blur Image plus one additional spell per Magnitude of the spirits from among – Agony, Bestow Curse, Clairvoyance, Illusion, Invisibility, Levitate, Light, Mage Hand, Magic Weapon, Search</p><p> </p><p><strong>Spirits of Plants </strong>– Appear as moving and living planets, or half-man or animal, half-plants, etc. </p><p><strong>Domains</strong>: Anywhere that living planets can and do grow.</p><p><strong>Skills</strong>: </p><p><strong>Abilities</strong>:</p><p><strong>Spells</strong>: plus one additional spell per Magnitude of the spirits from among – X</p><p> </p><p><strong>Spirits of Tasks</strong> <strong>(Elemental Tasks)</strong> – Appears as Gnomes or small humanoids in workers or miner clothing. </p><p><strong>Domains</strong>: Anywhere machines or industry might be found. </p><p><strong>Skills</strong>:</p><p><strong>Abilities</strong>:</p><p><strong>Spells</strong>: plus one additional spell per Magnitude of the spirits from among – X</p><p> </p><p><strong>Sprits of Waters (Water Elementals)</strong> - Appear as Small Waterspouts, humanoids with blue skin, or of water.</p><p><strong>Domains</strong>: rural lakes, ponds, rivers, streams, waterfalls, oceans, seas, large bays, etc. </p><p><strong>Abilities</strong>: Base speed 40ft, Call up a Fog Cloud (as an action the spirit can create a 20-foot radius +5ft per level of Magnitude, fog centered on a point up to 120ft away. The sphere spreads around corners and ignores the winds. The area is heavily obscured to visual perception), Swim Speed 60ft. </p><p><strong>Spells</strong>: Exhaustive Touch plus one additional spell per Magnitude of the spirit from among – Agony, Blindness Deafness, [Elemental] (Acid or Cold) Bolt, [Elemental] (Acid or Cold) Wall, Fear, Increase Reflexes, Mask, Magic Weapons, Search</p><p></p><p></p><p><strong>WATCHER SPIRITS</strong></p><p>Watcher spirits are minor conjurations that any Magic user with the Summoning core talent can summon. It takes an action and 1 Magic Point with a DC 10 conjuration check to summon a Watch. This minor spirit does not count as a summoned spirits so you can still maintain or conjure a regular spirit. This spirit remains for 1 hour or until you dismiss it or you summon another Watcher Spirit. They can perform the following services – (a) Watch an area up to 100 feet area. If the Watcher Spirits detects a creature entering the area it will immediately move to inform the summoner; (b) Act as an attack dog, attacking one creature that the summoner directs it too; (c) Carry a short message (three or four sentences) to one creature that the summoner knows. This will take 1d6 minutes x the number of miles away it is up to 5 miles away. It can bring back a return message if they summoner had directed it to do so and (d) Search for one creature that the summoner knows. If the summoner only knows the target the Watcher requires a DC20 Investigation check (and 6d10 minutes of time), if the summoner has a physical picture (no vids) or personal items of the target the DC drops to 15 (and 4d10 minutes of time), if the summoner has hair follicle, tissue and/or blood samples of the target the DC drops to 10 (and 2d10 minutes of time).</p><p></p><p><strong>Watcher Spirit</strong>, <em>small spirit, unaligned.</em></p><p><strong>Armor Class</strong>: 11 (natural; hardness 0)</p><p><strong>Hit Points</strong>: 5 (1d8); <strong>Threshold</strong>: 15</p><p><strong>Speed</strong>: 30ft, Fly 30ft (astral fly speed 60ft or 500ft)</p><p>STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10</p><p><strong>Condition Immunity</strong>: Charmed, Exhaustion, Frightened, Poisoned.</p><p><strong>Damage Immunity</strong>: Poison </p><p><strong>Senses</strong>: Duel-Natured (ignore all visual base concealment or cover), passive Perception 12</p><p><strong>Skills</strong>: Investigation +2, Perception +2</p><p><strong><em>Spirits</em></strong>: Resistant to all damage from Astral Space. When manifesting it is Resistant to all spell damage and ranged attack weapon damage. </p><p>ACTIONS</p><p><strong><em>Strike</em></strong>: <em>melee weapon attack</em>: +2 to hit, reach 5ft, one target; <em>Hit</em>: 1d6 slashing damage. [/sblock]</p><p> </p><p>[sblock=THE MATRIX]</p><p>The Matrix is ever pervasive in the modern world. Thousands of Host Nods (think cellular phone towers) provided an overlapping system within every metro in the world. Massive amounts of data stream over the Matrix, some hidden behind layers of the blackest Intrusion Countermeasures (IC). </p><p> </p><p>There are two basic ways to access the Matrix. Through AR (Augmented Reality) where various Matrix related data and information is overlaid your normal vision via AR Glasses or cybereyes or Emersion where one “projects” their consciousness into the Matrix or a vehicle or drone or security system. Anyone can experience what they refer to as cold emersion via a comlink with the Emersion upgrade, while hot emersion requires a Datajack. Hot emersion can be dangerous as a decker can die from lethal bio-feedback caused by black ice. While under emersion your meat-body is unconscious and helpless and if you are using hot-emersion you have advantage on your Initiative checks and gain an extra action each round. This extra action can only be used for a Matrix action. See below. While using either Emersion level your 'meat-body' is helpless and oblivious to the world around it. All of your reality is filtered through the Matrix or drone or vehicle or security systems perceptive. </p><p> </p><p><strong><em>Basic Hacker Persona Attributes</em></strong> – Dexterity is meaningless in the Matrix and your physical body has no effect on your electronic construct. Your Intelligence, Wisdom and Charisma don’t change and use those stats for any skill or ability check or saves you might need. A Persona requires both Matrix Strength and Constitution that only work inside the Matrix. Matrix HP work only in the Matrix. If you are ever incapacitated or knocked to 0 Matrix HP you are forced out of the Matrix violently (see Dumpshock). A Persona can also have a Hardness that only helps verse Matrix attacks and damage. As range is irrelevant in the Matrix all attacks are considered ‘melee’. Most Personas can only deal a basic 1d4 plus their Matrix Strength modifier in damage. There are two basic skills in the Matrix that all Persona use – Scan which is sort of your Matrix Perception and Search which is your basic Matrix Investigation. With additional program modifiers a Persona’s Scan and Search are equal to the Deckers proficiency bonus + Intelligence modifier.</p><p>For Matrix combat your Initiative is your Intelligence Modifier and your Attack roll is your proficiency bonus + your Intelligence modifier. Both of these can be altered with programs. Some programs also require a saving throw. For the basic this is 8 + program rating (1-8) + Intelligence modifier + proficiency bonus. </p><p> </p><p><strong>System Upgrades </strong>– this boost other Matrix stats and ratings. </p><p><strong>* Boost Matrix Constitution</strong> – By default a standard Persona has a base Constitution of 12. Too boost that add +2 to Matrix Constitution score per rank up to a maximum of 18. Cost 500¥ x Rank. (Restricted)</p><p><strong>* Boost Matrix Hit Points</strong> – a basic Persona defaults to your Persona’s Constitution modifier +5 x your level in Hit Points. To increase that by +5 to Matrix Hit Points total per rating up to a maximum of 6 ranks. Cost 500¥ x Rank. Icons and systems have different default HP bases. (Restricted)</p><p><strong>* Boosted Search</strong> – by Default an icon, system or persona has its proficiency bonus + Intelligence modifier. To Boost add +1 equipment bonus to your skill per rank up to a maximum of +4. Cost 500¥ x Rank. </p><p><strong>* Boosted Scan</strong> – by Default an icon, system or persona has its proficiency bonus + Intelligence modifier. To Boost add +1 equipment bonus to your skill per rank up to a maximum of +f 4. Cost 500¥ x Rank.</p><p><strong>* Boost Matrix Strength </strong>(max Rating 4) – By default a standard Persona has a base Strength of 12. Too boost that add +2 to Matrix strength score per rank up to a maximum of 20. Cost 500¥ x Rank. (Restricted)</p><p> </p><p><strong>Programs</strong> – can have Ratings from 1 through 8. All are at least Restricted legally. </p><p><strong>* Adaptive</strong> (Rating 1) – this program grants you <em>Resistance</em> to all Matrix damage. Cost 20,000¥. (Illegal)</p><p><strong>* Agent</strong> (max Rating 8) – your decker has semi-autonomous programs that can perform tasks. Each rating adds an additional Agent that can used to perform these tasks. It takes an Action to order an Agent to perform a task (or if they are all performing the same task). Basic Agent stats are Proficiency bonus +2, Strength 12, Constitution 12, Intelligence 14, Wisdom 12, Charisma 10, HP 12, Attack +4 to hit, Damage 1d6+2, AC 14 (with Intelligence modifier), Hardness 3, Scan +4, Search +4. Agents are immune to all mind-effect abilities and gain proficiency with Strength and Intelligence save. Cost 1,000¥ x Rating. Upgrades – Boost Strength, Constitution or Charisma I +2 for +400¥ each, or Boost Intelligence or Charisma I +800¥ each. Boost Strength, Constitution or Charisma II +2 for +600¥ each, or Boost Intelligence or Charisma II +1,200¥ each (stacks with level I). Boost Strength, Constitution or Charisma III +2 for +800¥ each, or Boost Intelligence or Charisma III +1,600¥ each (stacks with level I and II). Boost HP I +5 for +500¥. Boost HP II +5 for +750¥ (stacks with level I). For increasing Matrix Attack, AC, Hardness and skills Search and Scan as base program and upgrades but must be purchased separately for Agents (all agents have the same modifiers and upgrades). See Agent actions below. </p><p><strong>* Black Hammer </strong>(Rating 1) – similar to Black ICE used by IC programs, this highly illegal program deals damage to the Persona as normal but also deal ½ its damage to the meat-body of the decker using emersion! Cost 10,000¥ (Illegal). </p><p><strong>* Confusion</strong> (max Rating) – this program can send other matrix persona and systems into a logic loop that ‘freezes’ them up. It is resisted by a Charisma save or gain the Paralyzed condition. At the end of its round the target gains a new save. Success ends the condition. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal)</p><p><strong>* Corruption</strong> (max Rating 8) – this program can destroy data files that are resisted with a Constitution save. Failure means that a section of data-files were destroyed that round. Data-files can contain up to ten sections, depending on the security and size of the host. Cost 500¥ +500¥ x Rating (Illegal). </p><p><strong>* Crash </strong>(max Rating 8) – this program can crash any one other program being run by icon, system or persona. This is resisted by a Charisma saving throw. Failure and the attack close down one of the target’s programs. The target cannot use that program until fixed. See fixing and jury-rigging programs below. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Restricted)</p><p><strong>* Exploit</strong> (max Rating 8) – this program allows one to gain full access and control of another system. This is resisted with an Intelligence save. Failure and the target gains the <em>charmed </em>condition and the attacker can order it to perform one action, even a dangerous one each round as an action. Cost 1,500¥ +1,500¥ x Rating up to 4; 5,000¥ +5,000¥ x Rating for 5-8 (Illegal)</p><p><strong>* Grey Hammer</strong> – this program is used to damage an opponent’s comlink or deck and hardware. Anytime the Persona deals damage to an enemy Persona or IC, they must make an Intelligence saving throw equal to ½ the damage you dealt minimum 10, maximum 20. On a failure, you pick one of Systems ratings and lower it by one rating. If the save failed by 10 or more you damage either two systems or lower one by two. Note that attributes can be lowered below starting and when the reach 0 the Persona crashes (causing the decker to suffer Dumpshock). This reduction remains until the decker repairs the damage. Cost 5,000¥.</p><p><strong>* Hammer</strong> (max Rating 4) – by default all Icons and Persona in the Matrix can deal 1d4 + their Matrix Strength modifier in damage to another Icon, system or persona. Rating I ups this to 1d6 damage for 750¥; or Rating II ups this to 1d8 for 1,500¥; or Rating III ups this to 1d10 fir 3,000¥; and finally Rating IV ups this to 1d12 for 5,000¥. The program can be upgrade to include AP (all Hardness is divided by ½ for these attacks) for +5,000¥ and/or Heavy Damage (meaning that it ignores the Resistance of any program that has it) for +8,000¥ (Illegal)</p><p><strong>* Matrix AC</strong> (max Rating 4) – your persona’s Armor Class in the Matrix. Rating I is AC 12 + Intelligence Modifier for 500¥. Rating II is base AC 13 for +1,000¥; or Rating III is base AC 14 for +3,000¥; or Rating IV grants base AC 15 for +10,000¥. (Restricted)</p><p><strong>* Matrix Hardness</strong> (max Rating 5) – your persona’s Hardness vs. Matrix damage. Rating I grants a base Matrix Hardness of 2 costing 500¥. Rating II increases to 3 for +400¥, Rating III to 4 for +800¥, Rating IV increases to 5 for +1,200¥, and finally Rating V increases it to 6 for +1,600¥. (Restricted) </p><p><strong>* Medic </strong>(max Rating 8) – a type of Matrix Healing Touch but only for Matrix Hit Points. As an action a persona or system can heal 2d8 + Constitution score back in Matrix Hit Points. The target can use this on themselves a number of times equal to the Rating. Then it requires a repair action to re-use it (base time 5 minutes). Cost 500¥ x Rating. </p><p><strong>* Sleaze</strong> (max Rating 8) – a type of Matrix Disguise or Alter Self, resisted by an Intelligence save. Cost 500¥ +500¥ x Rating up to 4; 2,000¥ +2,000¥ x Rating for 5-8 (Illegal)</p><p><strong>* Sneak</strong> (max Rating 8) – a type of Matrix Invisibility resisted by an Intelligence save. Cost 500¥ +500¥ x Rating up to 4; 2,000¥ +2,000¥ x Rating for 5-8 (Illegal)</p><p><strong>* Spoof</strong> (max Rating 6) – this is a Matrix Deception program that allows the user to fool a program or Persona into thinking it is something else or is authorized to be there, etc. Often used in conjunction with Sleaze. Grants +1 equipment bonus to the user’s Computer User opposed skill check vs. the system or users Scan rating. Cost 300¥ +300¥ x Rating up to 4; 500¥ +500¥ x Rating for 5-6 (Restricted)</p><p><strong>* Tar Baby </strong>(max Rating 8) – this program can freeze another in place. The target resists with a Wisdom save. Failure means it has the Restrained condition. It makes a new save every round, success ends the condition. Cost 300¥ +300¥ x Rating up to 4; 500¥ +750¥ x Rating for 5-8 (Illegal)</p><p> </p><p>Matrix Combat and Actions</p><p>TBD </p><p> </p><p>Hacking a System</p><p>When one attempts to hack a Matrix system to sleaze past security IC, by-pass a security lock, take over an enemy drone or vehicle or security system, the system must be hacked. First the character must make an Intelligence (Computer Operation) check vs. the systems or devices Firewall as the DC. If you succeed what happens next depends on what you are trying to do. If you are trying to overcome a locked security door, success means that it unlocks. If the security system it is attached to is on alert (because of a security breach), this is registered with the system and security. The hacker would need another action to attempt to hide that with a second check against the Firewall’s IC. </p><p> </p><p>Dumpshock</p><p>When you are forcibly ejected from the Matrix (via Matrix combat where you Persona was destroyed/ knocked to 0 Matrix Hit Points or when a Nod crashed) or out of a drone or vehicle (either because it was destroyed or hacked) you experience dumpshock. If any of these conditions are met make an Intelligence save through vs. a base DC of 15. Success means you gain the <em>Reeling</em> conditions and recover normally vs. a DC of 12. Failure results in you gaining the <em>Stunned</em> condition for 1d6 rounds. After that you lose the Stunned condition but gain the <em>Reeling</em> conditions instead. You recover from the Reeling condition as normal but the DC is 15. </p><p> </p><p>Repair and Reprogram</p><p>TBD </p><p> </p><p>Writing your own programs and persona upgrades</p><p>TBD[/sblock]</p><p> </p><p>[sblock=CYBERNETICS] </p><p>In Shadowrun, cybernetic implant enhancement is a reality and extremely common. In fact many civilians have internal comlinks and datajacks as a matter of course and for their work.</p><p> </p><p>Living creatures can only handle so much ‘ware within their bodies before it starts having an inverse effect on them. Each piece or level of ‘ware has a Strain level. Add all implants together to get one’s total Strain. Creatures can have a maximum amount of strain equal to the <em>lower</em> of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of persistent Exhaustions. They cannot recover from this exhaustion until ‘ware is removed or Constitution and/or Charisma increases. </p><p> </p><p>A cloned replacement hand or foot or minor organ (a kidney) cost 2,500¥ and takes about a week to grow and surgically reattach or implant into the user. A replacement arm or leg or major organ (a lung or heart) is 6,000¥ and takes about one month to grow and surgically reattach or implant to the user. These have no in game affects (Strain or otherwise) and these prices include surgery cost. </p><p> </p><p>A simple cybernetic prosthetic replacement hand or foot or minor internal organ costs 750¥ and takes an hour surgical operation. A complex cybernetic prosthetic replacement for an arm or leg or heart (but could also include replacing the bone of the skull or the skeletal frame of the chest area) costs 2,500¥ and a four hour surgical operation. Basic cybernetic prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally however, instead requiring the use of a Tools (Surgery kit) check DC 15. During a short rest this heals 1d6 + the users’ Wisdom modifier back in these extra HP, or 2d6 + the users’ Wisdom modifier back during a long rest. A Tools (Repair kit) will work in an emergency but only heals back 1d4 + the users’ Intelligence modifier back during a short rest or 2d4 + the users’ Intelligence modifier during a long rest. </p><p> </p><p>All implants listed below requires one hour surgery per Strain to install. Most surgeons will charge 500¥ per hour at most hospitals. A street doc might give you a small break (10%-15% off) but they have a greater chance of not being able to do as much if something goes wrong. </p><p> </p><p>IMPLANTS</p><p><strong>Adrenal Pump</strong> (1 level): this vat-grown organ is implanted into the base of the subject’s spine and replaces part of their adrenal gland. It takes a bonus action to active this rune. Once activated, for 1 minute (10 rounds) afterwards, the subject can take one extra action, bonus action <em><strong>and</strong></em> reaction a round. At the end of the duration the subject takes one level of exhaustion. The subject must complete a short or long rest to regain (and recharge) the rune to use it again. Cost 20,000¥, Strain 4 (Restricted)</p><p><strong>Aquatic Gill Grafts</strong> (1 level): these genetic grafts are added to each side of the subject’s neck and allow them to breathe underwater as if they were a fish. The subject cannot drowned and gains a Swim speed of 20 feet a round and advantage on Athletic checks to swim. Cost 750¥, Strain 1.</p><p><strong>Bone Density Augmentation </strong>(3 levels): Advanced biofibers are attached to the subject’s skeleton structure and increased calcium growth that greatly increase their durability and the ability of the subject to absorb damage. It also increases the subject’s damage when punching or kicking due to the increased hardness. Level I grants the subject +1 Hardness rating and adds +1 to the subject’s unarmed attach damage. Cost 10,000¥, Strain 1. Level II grants the subject +2 Hardness rating and adds +2 to the subject’s unarmed damage. Cost 25,000¥, Strain 2. Level III grants the subject +3 to Hardness and adds +4 to the subject’s unarmed damage. (Restricted)</p><p><strong>Boosted Reflexes </strong>(3 levels): this combat sensor systems are implanted into the subjects’ frontal lobe region of the brain and greatly enhance its combat awareness abilities. Each level gains the subject a +1 insight bonus to its Armor Class. Cost 10,000¥ and Strain 3 per level. (Restricted) </p><p><strong>Cerebral Boost </strong>(2 levels): this is extremely advanced bio and genetic modifications to the subject’s brain greatly increase its rationality and thinking abilities. Level 1 implants grants the subject +2 Intelligence up to a maximum score of 21. Level 2 implants grant the subject instead +4 Intelligence up to a maximum of 23. Cost for level 1 is 40,000¥ and Strain 3, level 2 is 100,000¥ and Strain 6. (Restricted)</p><p><strong>ChipJack </strong>(4 levels): a dedicated datajack port is implanted into the subject’s brain. This allows the subject proficiency with certain skills that it might otherwise not have access to. There are three basic forms of chip that the jack can access – Active-Soft, Know-Soft and Language-Soft. It takes a full round action to place or remove a chip into a willing subject’s chipjack. On the following round the subject gains access to the information on the chip and can apply the chip’s proficiency bonus. If this is lower than the subject’s bonus it offers no additional benefits. If the subject has more than one Chipjack it can access more than one subject at a time. Cost 750¥ and 1 Strain each level. Language-Soft allow the subject to speak and read one language and cost 500¥ each. Basic Know-Soft chips have an attribute modifier bonus and a proficiency bonus total of +4 for the following subjects – Arcana, History, Life Science, Physical Science and Technology and each cost 500¥. Enhanced versions grant a +6 and cost 1,500¥ each, while Advanced version grant +8 and cost 5,000¥ each. Basic Active-Soft chips grant a skill bonus total of +4 for the following subjects – Animal Handling, Computer Use, Insight, Investigation, Medicine, Performance and Survival and cost 2,000¥ each. Enhanced version grant a +6 bonus and cost 8,000¥ each, Advanced version grant a +8 total and cost 20,000¥ each. </p><p><strong>Comlink, internal</strong>: as a standard comlink but implanted behind one of the subject’s eyes. The system automatically includes the effects of a subvocal microphone. Base rating includes Broadcast 1 (100 yards) and Firewall TN 15 with Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills: Computer Use, History, Investigation, Perception and Technology. Cost 500¥, Stain 1. All of the normal comlink upgrades allowed for a standard comlink can be added for the same cost, except for Satellite Uplink. The subject can carry the necessary equipment to gain a signal uplink but it cannot be implanted into the body. </p><p><strong>Cybernetic Ear Replacements </strong>(1 level+): The subjects’ ears have been replaced with cybernetic ones. This Cost 500¥ each but only 1 Strain total, but they can hold up to 3 Strain worth of cybernetic-audio enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers, except Spatial Sound Locator, can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject counts all Strain in full. </p><p><strong>* Audio Amplifier </strong>(3 levels): +500¥ and +1 Stain per level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base listen check out to 120ft as normal. With three levels can make base listen checks out to 200ft. <em>Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. </em></p><p><strong>* Audio Enhancer </strong>(1 level): +500¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. </p><p><strong>* Dampener</strong> (1 level): +250¥. Advantage on any saving throws that involve sonic attacks or damage. </p><p><strong>* High/Low Freq Hearing </strong>(1 level): +500¥. Grants the user High and Low Frequenting Hearing.</p><p><strong>* Spatial Sound Locator </strong>(1 level): +2,000¥, Strain 3. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Can be detected with Low Freq Hearing.</p><p><strong>Cybernetic Eye Replacements</strong> (1 level+): the subjects’ eyes have been replaced with cybernetic ones. This Cost 600¥ each but only 1 Strain total, but can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject counts all Strain in full. All metahumans who have cybernetic eye replacements lose any natural Low-Light or Darkvision, unless they take the cybernetic version.</p><p><strong>* Low-Light Vision </strong>(1 level): +400¥, Strain 1. As species sense Low-Light Vision. </p><p><strong>* Flare Compensation </strong>(1 level): +400¥, Strain 1. Advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. </p><p><strong>* Dark Vision </strong>(1 level): +750¥, Strain 1. Darkvision out to 60 feet. </p><p><strong>* Vision Enhancement </strong>(1 level): +600¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. </p><p><strong>* Vision Magnification </strong>(3 levels): +500¥ and +1 Strain per level. Allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base sight check out to 120ft as normal. At level 3 can make normal checks out to 200ft. <em>Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. </em> </p><p><strong>Cyber-Arm Enhancements</strong> (1 level): require that at least on arm has is a cybernetic replacement. Increase all melee attack damage by +2. Cost 5,000¥, 0 Stain (included in the cybernetic arm)</p><p><strong>Cyber-Leg Enhancements</strong> (7 levels): these implants require both legs are cybernetic replacements. Note that the legs can hold up to 3 levels of Strain automatically and the subject only needs to pay for any Strain that exceeds that. Each level grants one of the following: +10ft to Move Speed (can be taken 3 times), +5ft to base Leaping distance (can be taken 3 times), Boosted kick (change unarmed damage to 1d8/1d10 for a large sized creature, bludgeoning damage). Cost 1,000¥ and Strain 1 per level. </p><p><strong>Damage Compensators </strong>(2 levels): This advanced gene-therapy allows the subject to better shrug off damage. Grant the subject advantage with any saving throw verses weapon damage of Stun, weapon property of Painful and also grants the subject advantage on saving throws to recover from the <em>Reeling</em> condition. Each level grants the subject 10 temporary Hit Points. These Hit Points return after a short or long rest. Cost 10,000¥ and Strain 2 per level (Restricted) </p><p><strong>Datajack </strong>(1 level): a simple brain implant that allows the subject to use either a fiber-optic cable to directly interface with any type of electronic device or computer or wirelessly if using a comlink with a wireless interface modifier. Cost 500¥, Strain 1. </p><p><strong>Dermal Plating </strong>(3 levels): advanced bio-Kevlar strands are implanted into the outer layers of the subject’s skin providing enhanced protection from damage. Each level adds +1 to the subject’s Hardness rating and stacks with any other sources. Cost 2,500¥ and Strain 1 per level. (Restricted) </p><p><strong>Drone Hand</strong> <strong>Mount</strong> (1 level): this implant requires that the subject have at least one cybernetic hand replacement. When not in use it acts as a normal cybernetic hand and any attempt to detect the drone is at disadvantage. When deployed the subject cannot use that hand for any other activity. 1,000¥, no Strain (already paid for with the replacement hand). See Drones for stats. </p><p><strong>Filter Plugs </strong>(1 level): these advanced toxic filter system are implanted into the subjects’ nasal cavities and grant it advantage on saving throws verses inhaled toxins or gases. Cost 1,000¥, Strain 1. </p><p><strong>Flesh Pockets </strong>(1-5 levels): specialized voids are opened within the subject’s body cavities allowing small (4-5 lbs) items to hidden within. Items placed within are hard to detect (impossible to detect without some special senses, then generally at disadvantage). Cost 500¥, Strain 1 each. A medium sized creature can hold up to 3 such pockets while a large sized creature can hold 5. </p><p><strong>Frame Reinforcement</strong> (1 level): cybernetic skeleton structure modification greatly increase the subject’s ability to carry weight. Treat the subject’s size by one higher for determine encumbrance, pushing, pulling weights. Cost 1,000¥, Strain 1.</p><p><strong>Hand Razor</strong> (2 levels): these are cybernetic fingernail replacements that are razor sharp. Level 2 are retractable and others attempting to detect them as weapons are at disadvantage. The change unarmed damage to 1d4 (1d6 for large sized creature) piercing or slashing (attacker’s choice). They include finesse and light weapon properties. Cost for one arm is 1,000¥, Strain 1, retractable +500¥, Stain +1. (Restricted) </p><p><strong>Hand Spur</strong> (2 levels): these are bio-metal spurs implanted into the back of the subject’s wrist and forearms. Level 2 these spurs are retractable and others attempting to detect them as weapons are at disadvantage to do so. The change unarmed damage to 1d8 (1d10 for a large sized creature) slashing. They include finesse and light weapon properties. Cost for one arm is 3,000¥, Strain 1, retractable +500¥, Stain +2. (Restricted)</p><p><strong>Internal Organ Implant/Replacements </strong>(2 levels): the subject’s internal organs are either replaced with strengthened cybernetic ones or enhanced and toughened. Level 1 implants grants the subject +2 Constitution up to a maximum score of 21. Level 2 implants grant the subject instead +4 Constitution up to a maximum of 23. Cost for level 1 is 10,000¥ and Strain 3, level 2 is 30,000¥ and Strain 6. (Restricted) </p><p><strong>Internal Air Tanks </strong>(3 level): replacing part of the subject’s lungs with small air considers they allow the subject to ‘hold its breath’ for one hour per level. For this hour the subject is immune to any inhaled gases but is not immune to toxic environments, etc. Cost 5,000¥ and Strain 1 per level. </p><p><strong>Move-By Wire Reflex </strong>(1 level): this system not only enhances the subjects’ reaction but also greatly increases its coordination and responsive reaction time. The subject gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws and Acrobatics and Athletics skill checks, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 50,000¥, Strain 9. (Restricted)</p><p><strong>Muscle Implants </strong>(2 levels): cybernetic muscle implants are injected into the subject’s body that graphed themselves to the overall muscle structure to enhance the user’s overall strength. Level 1 implants grants the subject +2 Strength up to a maximum score of 21. Level 2 implants grant the subject instead +4 Strength up to a maximum of 23. Cost for level 1 is 10,000¥ and Strain 3, level 2 is 30,000¥ and Strain 6. (Restricted) </p><p><strong>Ocular Drone</strong> <strong>Mount</strong> (level 1): this eye mount requires that the subject have at least one cybernetic eye replacements. It allows the subject to store an ocular drone within the eye socket. Others have disadvantage at detecting the drone when mounted, but the subject is blind in one eye when the drone is in use (Disadvantage on ranged attack rolls and perception checks past 10ft). Cost 1,000¥, Strain 0 (already paid for with the replacement cybernetic eye). See Drones for stats. </p><p><strong>Orthoskin </strong>(4 levels): this advanced gene-therapy enhances all layers of the subject skin but also strengthens the internal organs and vital area in such a way as to provide it naturally resistant to damage. There are three basic enhancements available, each grants the subject resistance to one type of weapon damage – bludgeoning, piercing (and ballistic) or slashing. Each level costs 10,000¥ and has a Strain of 2. (Restricted) </p><p><strong>Radar Scanner Implant </strong>(1 level): a short range radar system that is implanted at the base on subject’s skull. It grants the subject blindsense in a 30ft radius area. Radar is automatically detected by Hi/Low frequency hearing and various sensors. Cost 20,000¥, Strain 5. </p><p><strong>Reflex Implants </strong>(2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level 1 implants grants the subject +2 Dexterity up to a maximum score of 21. Level 2 implants grant the subject instead +4 Dexterity up to a maximum of 23. Cost for level 1 is 20,000¥ and Strain 3, level 2 is 50,000¥ and Strain 6. (Restricted) </p><p><strong>Skillwires </strong>(level 1): bio-electric wires are implanted throughout the subject’s nervous system and along its spin. This allows the subject to benefit from muscle memory skills. Only one system can be installed into any one subject and this includes a dedicated chipjack that can only be used for these active like skills. These bonuses do not stack with natural levels. Cost 10,000¥, Strain 6. Basic Skillwire chip grant a skill bonus total of +4 for the following subjects – Acrobatics, Athletics, Stealth and Vehicle (each vehicle type must be purchased separately) and cost 5,000¥ each. Advanced version grant a +6 bonus and cost 15,000¥ each.</p><p><strong>Sleep Regulator </strong>(1 level): genetic bio-engineering allows for the subject’s brain waves to be changed in such a way that it only needs 3 hours of sleep for a long rest. It still requires that the subject be inactive for 8 hours but they can be performing minor actions and are fully alert doing this time. Cost 5,000¥, Strain 1. </p><p><strong>Smartgun Link </strong>(1 level): skill wires are implanted within the subject’s eyes and the subject’s hands that greatly enhance its ability to hit with firearms. The link, which can be combine with a laser sight (see Gear) adds +2 equipment bonus to the subject ranged weapon attack rolls and allows the attacker to re-roll 1s and 2s on any damage dice rolled, but only with weapons that the Smartgun link upgrade (see Gear). Costs 2,000¥, Strain 2. </p><p><strong>Taser Hand </strong>(1 level): a melee taster is implanted into one of the subject’s hand. With a successful touch melee attack (+2 to roll) the target must make a Constitution save DC 15 or suffer weapon damage type of Stun (see Gear). Also have the weapon properties of finesse and light. Cost 5,000¥, Stain 3.</p><p><strong>Vehicle Rigger Control (VRC) </strong>(1 level): Requires a Datajack implant. A complex neural pathway implant that allows the subject to control vehicles, drones and internal systems with its mental commands. This is done via a comlink and either AR interaction or with a datajack and comlink with a wireless interface modifier. The vehicle or system must have a Rigger upgrade (all drones automatically include this). The ‘rigger’ can control up to its Intelligence modifier in systems at a time and gains an additional action on each of its turns. This action can only be used with a system under its control and it must be used only to take the Attack, Dash, Disengage, Hide, Recover from Reeling or Use an Object action. This cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics but see Tech talents for the basic class exceptions (for Drone Riggers and Riggers). Cost 20,000¥, Strain 6. </p><p><strong>Weapon Implant </strong>(2 levels): a small, hand-held weapon is implanted into the subject’s cybernetic arm replacement. Something the size of a light pistol (up to a Hammerli 620S) Costs 2,000¥ plus the weapon’s cost and Strain 1. Any other light firearm costs 5,000¥ plus the weapon’s cost with Strain of 2. A shotgun or two-handed SMG costs 8,000¥ plus the weapons cost and Strain 4. These weapons are totally hidden within the subject’s limb when not in use and are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload it and holds its basic ammunition. Generally a subject cannot have more than two weapons implanted in this way. </p><p><strong>Wired Reflexes </strong>(1 level): this advanced system is implanted along the subject spin to greatly enhance their reaction time. The subject gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 25,000¥, Strain 6. (Restricted) </p><p> </p><p>Bone Density Augmentation, Dermal Plating and Orthoskin cannot be combined.</p><p>Adrenal Pump, Boosted Reflexes, Move-By Wire Reflexes, Vehicle Rigger Control and Wired Reflexes cannot be combined.[/sblock]</p><p></p><p>[sblock=VEHICLES & DRONES HOUSERULES]</p><p>In the world of Shadowrun a great majority of vehicles and all drones are “self-operating” i.e. they can drive themselves in most cases. Now some very cheap and old models of some vehicles can’t but they tend to be the exception rather than the rule. In all cases then below – an operator is the vehicles controller. Someone ordering a drone to take an action is not the operator, the drone (or self-driving car) is. Crew includes the operator and all passengers within the vehicle. A gunner is a non-operator who is manning a vehicle weapon.</p><p> </p><p>VEHICLE NOTES AND HOUSERULES</p><p><strong>Modifier</strong>: this is based on the vehicles Dexterity minus its size modifier: Large size -1, Huge -2, Gargantuan -4, Colossal -6, Behemoth -8 and Titan -10. </p><p>The <strong>Attack Modifier</strong> is only applies to weapons fired by an operator or gunner, not a drone or autonomous vehicles. It is based on the Vehicles Intelligence minus the vehicles size modifier (as above</p><p><strong>Vehicle Armor Class</strong> = 10 + size modifier + armor bonus + vehicle operator’s proficiency bonus. Smaller, more maneuverable vehicles add the vehicle operator’s Dexterity or Intelligence modifier (some only to a max of +2). Note that the operator must be proficiency with the vehicle to gain these bonuses. </p><p> </p><p><strong>Vehicle Damage Threshold </strong>= 10 + vehicle’s Strength modifier + size modifier (i.e. Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60).</p><p> </p><p>Vehicles and drones that suffer their Damage Threshold from one attack gain the <em>Reeling </em>Condition and all actions taken by the drone or crew suffer the effects this condition for any tasks on the vehicle’s systems (piloting checks, attack rolls, repair, sensors, etc.). </p><p> </p><p>Vehicles and drones already suffering the <em>Reeling </em>Condition who again take damage equal to exceeding its Damage Threshold acquires the <em>Stunned </em>Condition. The crew may still be able to act, but the vehicle cannot move under its only control. Aircraft fall from the sky, ground vehicles tend to move out of control and/or crash. Any actions the crew attempts against or with the vehicle’s systems, while the vehicle is <em>Stunned</em>, are at a Disadvantage. Vehicles, unlike creatures and drones, cannot recover from either Reeling or Stunned conditions ‘naturally’. Instead the operator or crew member must Re-rout power (see below). </p><p> </p><p>At zero hit points, vehicles and drones are out of control and is no longer functioning. All the crew can do it attempt to fix it or abandoned it. If in hostile environment (underwater, toxic, etc.) the vehicle starts venting atmosphere, and the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the reverse of the Vehicle size penalty (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has ten rounds). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its damage threshold, it is destroyed. In addition, all of the vehicle’s occupants take half damage from this attack. </p><p> </p><p>On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain <em>Resistances</em> to this damage (in effect taking ¼ the base damage). </p><p> </p><p>SPECIAL CONDITIONS FOR VEHICLES </p><p><strong>Collision Damage</strong>. All vehicles and drones deal a number of dice of damage based on their size (both vehicles suffer this damage). Drones deal their unarmed bludgeoning damage, while vehicles deal – 1d8 for Medium, 2d6 for Large, 3d6 for Huge, 4d6 for Gargantuan, 5d8 for Colossal, 5d12 for Behemoth and 6d12 for Titan. This assume that the vehicle or drone moved at least 30ft that round before striking its target. Moving up to 60ft in a round doubles the damage and moving over 100ft triples the damage. All crew and passengers also suffer this damage as if they had Resistance. With a successful Strength or Dexterity saving throw vs. the initial ram attack roll, the damage is halves (in affect they only suffer ¼ the damage). </p><p> </p><p><strong>Out of Control</strong>. An out of control vehicle or (one that is <em>Stunned</em> or has 0 hit points remaining) is no long under control of the vehicle operator. Land vehicles tend to move in the same general direction they were moving before being disabled, the first round at whatever speed it was traveling the previous rounds, and half speed each round after that. If there are any obstacles in the way it make crash into them (see Collisions). Aircraft that becomes disabled immediately falls 500 feet plus another 1,000 feet for every rounds until it either hits the ground or is reactivated. Resolve falling damage as normal, and all passengers and crew suffer ½ this damage (see Crash systems). </p><p> </p><p>VEHICLE AND DRONE ACTIONS</p><p><strong>Attack</strong>. As an action can fire one vehicle weapon system. Vehicle operators can only fire weapon systems that are forward fixed unless it is has a Rigger upgrade. Gunners can only fire systems that they are manning personally unless they have some cybernetic (such as a Datajack) and the vehicle has the Rigged upgrade. </p><p> </p><p><strong>Attack Run (Vehicle Operator Only)</strong>: As an Action, an aircraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However, with a successful check, all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 20ft and up to 60ft length long. All targets within this Area of Effect are at disadvantage on all Dexterity saving throws! With dropped bombs and missiles used against stationary targets, the attack roll is with advantage, and can affect a line of affect with each bomb or missiles AOE (i.e. Block Buster bombs have an AOE of 50ft. If the gunner drops 3 bombs then the AOE becomes 50ftx150ft). </p><p> </p><p><strong>Bomb Drops</strong>: Bombs are dropped and use the same basic rules as Indirect Attacks under Grenades. An Attack run action (see above) can negate this penalty (advantage with a “spotter”). </p><p> </p><p><strong>Dogfight (Vehicle Operator Only)</strong>. Only aircraft that are Gargantuan size or smaller. As a bonus action, during the Action phase, pilots may initiative a dogfight against each other. If one side does not wish to engage in a dogfight they can be ‘forced’ with a contested operator skill check but the aggressor is at -1d6 to their initial check. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is taking place and the loser have disadvantage on their attack rolls against the aggressors during the first round of combat. Fighter Wings (see maneuvers below) can engage in dogfights as a group (choosing one pilot from each wing to make the check; that pilot gains a +1 to his pilot check).</p><p><em>*Dogfighting</em>: At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed during the movement phase. </p><p><em>*Disengage from a Dogfight</em>: When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight (no longer considered in the dogfight). If the target fails it can still leave but all enemy ships in the enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. </p><p><em>*Firing into a Dogfight</em>: for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage. </p><p> </p><p><strong>Hide (Vehicle Operator Only)</strong>. The operator can use his action to make a Hide check during its’ phase, so long as he has some form of obscuring cover (darkness does not count in space) or a Stealth system upgrade. You cannot hide on the same round as your vehicle attacks. </p><p> </p><p><strong>Maneuver (Vehicle Operator Only)</strong>. The following rolls are modified by the vehicles maneuver rating. Note that these maneuvers can cause damage with a failed check. Failure causes a number of 1d6 damage equal to ¼ the vehicle’s HD (round up). This damage is not reduced by resistance or Hardness. </p><p><em>*Avoid Missiles and Torpedoes</em>: As a reaction, the operator can attempt to avoid a missile or torpedo that has just successfully struck his ship. Makes an operator maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo, each +5 over the TN the ship has avoided another missile or torpedo of the same barrage. </p><p><em>*Dash</em>: The operator can use its’ action to move the vehicle its Base speed movement again. This is a DC 12 maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. </p><p><em>*Dodge</em>: As its action the operator may take the Dodge action with a vehicle it controls. This is a DC 15 maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. </p><p><em>*Fighter Wings</em>: For aircraft Gargantuan and smaller, can form attack wings of up to four vehicles. As a bonus action, at the beginning of the turn, all pilots must make a DC 15 operations skill check. With success, all ships in the wing must move at the same speed and remain within the same 30ft as each other, they combine to aid each other’s defense and attacking. A duel fighter wing adds +1 to both ship’s AC and +1 to their attack and to each damage dice rolled (i.e. 3d8 adds +3 damage) that round. With four or more ships, add +2 to all ship’s AC, attack and damage rolls. </p><p><em>*Increase Speed</em>: As a bonus action, the operator can try and increase the speed of its vehicle. On its round, make an operator skill check DC 15. Success increase the ship’s speed by +50% this round. Success of a 20+ doubles the speed this round. A failure also reduces the ship’s speed by 50% this round. </p><p><em>*Ram</em>: As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. On the operator’s turn make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage (see below). If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB) using the Vehicles Strength or Dexterity. If the target has lost power for whatever reason, it is at disadvantage on this check. If the check fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement). As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check “missed”. </p><p> </p><p><strong>Missile</strong> <strong>Lock</strong>. If the operator or gunner of a missile or torpedo spends its Action before firing such a weapon, the gunner makes a special Attack against the target (at normal bonuses and penalties). If it is successful the missile or torpedo is “locked” onto the target. Firing a weapon with ‘missile lock’ means that on the following round the gunner is at advantage on its attack check and even if it misses, it can attempt to hit the same target again on the following round with the same Attack bonus (but not at advantage). If this second attack misses then the missile or torpedo self-destructs harmlessly. Certain systems can cancel or affect this roll. </p><p> </p><p><strong>Repair</strong>. A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. </p><p>To repair non-destroyed vehicle (one reduced down to 0 hit points), a creature can work on it for one hour and make a Tools (Repair kit) check DC 15. A success repairs 1d8 + your tools proficiency bonus. If the vehicle is suffering any conditions these apply to the skill check. </p><p><em>*Jury-Rig</em>: You can attempt to make short-term repairs to a non-destroyed vehicle or make install some condition (like seal a room on a submersible that is sinking and taking on water). To get a disabled vehicle up and ‘limping-along’ requires a Tools (Repair kit) DC 20 check and at least one hour of work. Success means that the vehicle will acts as if <em>Reeling</em> for a number of minutes equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along).</p><p>To jury-rig damage to a non-disable vehicle requires a Tools (Repair kit) check DC 20 and an Action of work and restores 1d8 +tool proficiency bonus. Note though that all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending. </p><p> </p><p><strong>Reroute Power</strong>: A crew must make a Tools (Repair kit) DC 15 check to remove the <em>Reeling</em> or <em>Stunned</em> condition from a vehicle (note that after the <em>Stunned</em> condition ends it is still <em>Reeling</em>). This a number of Actions equal to the base Modifier Size penalty (see above) of the vehicle (i.e. a large vehicle need 1 action, colossal vehicles require 10 actions/rounds) to remove either condition, one step at a time. A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the DC increases to 20. Failure at jury-rigging causes the vehicle to suffer the <em>Stunning</em> Condition for one round (then returns to Reeling at the beginning of the operator’s next round) and then can attempt to repair on the following round.[/sblock]</p><p> </p><p>[sblock=THE ENVIRONMENT]</p><p>In Shadowrun and many sci-fi or modern day adventures the environment can be as much an enemy as an armed guard or security system.</p><p> </p><p><strong>ATMOSPHERE</strong></p><p>Major life forms on Earth breathe nitrogen, oxygen, or a mixture of the two. Atmospheres are divided into five categories: Vacuum, Thin, Normal, Dense, and Hazardous (Toxic). </p><p><strong>Vacuum: </strong>Vacuums contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as spacesuits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), he suffers 1d6 hit points of damage and must make a DC 15 Constitution save or also suffer one level exhaustion of from decompression every round. If a breathing being expels all air from its lungs (requiring a Wisdom save DC 15) she can avoid this roll for ¼ her Constitution score (round down). This condition is found generally only in space or special tanks on Earth where the atmosphere can be removed for various tests, etc. </p><p><strong>Thin: </strong>Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Creatures require pressurized spacesuits to operate safely in Thin atmosphere. Any breach of the suit forces the individual to make a Constitution save every minute to avoid gaining a level of exhaustion. This can lead to death. The victim recovers back exhaustion lost this way level every 10 minutes if returned to standard atmospheric pressure. This condition is generally only found at very high altitudes on Earth like in an high flying craft or the peaks of very high mountains. </p><p><strong>Normal: </strong>Earth’s basic atmospheres have no special effects. Atmospheres between Normal and Thin or Dense may also exist. Use whatever condition is closest, but failed saves lead to a maximum of only 4 levels of exhaustion from these lower conditions.</p><p><strong>Dense: </strong>Dense atmospheres have a higher pressure than Earth and are almost as difficult to breathe in as thin atmospheres. A being must wear some sort of breathing apparatus or make a DC 15 Constitution save every 30 minutes. Failure results in one level of exhaustion up to a maximum of 5. There are no areas on Earth where this is naturally occurring, except underwater (and in those cases, land dwellers can’t normally breath underwater). Without driving suits subjects suffer as described. </p><p>Victims recover these lost exhaustion levels every 10 minutes if returned to standard atmospheric pressure.</p><p><strong>Hazardous</strong>: Certain toxins and gaseous content of a Hazardous atmosphere do not support healthy human life. There are numerous toxic wastelands spread throughout the planet (both natural and from pollution, etc.) A creature without some kind of independent oxygen supply must make a DC 10-20 (depending on severity; GM’s call) Constitution save every round (or minute or hour for less toxic environments, as determined by the GM) or suffer an exhaustion level that can lead to death. Recovery is only possible when the creature receives air at standard pressure and one exhaustion level is recovered every 10 minutes.</p><p> </p><p><strong>GRAVITY</strong></p><p>Its’ unlikely that the characters in Shadowrun will be visiting Space, but just in case. All individuals suffer some physical disorientation in gravities different than what they’re used to. This inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws. </p><p>In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They suffer just the opposite in higher gravity situations. </p><p>*Super-Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ¼ normal (round Speed to the nearest 5ft base). </p><p>*Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ½ normal (round Speed to the nearest 5ft base). </p><p>*Low G: Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal.</p><p>*Micro-G: Carrying capacity, lifting, leaping distances and Speed are doubled over normal. </p><p> </p><p><strong>Zero-G Effects: </strong>Movement and combat in zero-g is tricky due to momentum and disorientation. First, when not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. Unless a creatures is anchored in some way (magnetic books lacked to a metal hull, etc.) all Strength and Dexterity based skills and attack rolls are at disadvantage (Elves and Spacer feat can ignore this). When firing a non-recoilless weapons when not anchored the creature is sent tumbling. When tumbling the creature has a Move speed of 0 (if he was moving then he is still moving in that direction but cannot change it) and it is at disadvantage with all saving throws, skill and ability checks and attack rolls. As an action the creature can attempt a DC 15 Dexterity (Acrobatics) skill check to ‘right’ itself (but remember at disadvantage). Success means it is no longer tumbling. </p><p> </p><p><strong>OTHER HAZARDS</strong></p><p>COLD WEATHER</p><p>Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a DC 15 Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For below 0° F this save is at disadvantage. These rolls assume the creature is wearing winter clothing (or a wetsuit if underwater). If not increase the DC to 20. Advanced arctic suits ignore the based saving throw and grant advantage on the save below 0° F down to around -40° F then standard saves and disadvantage on saves below -80° F. Below -100° F without a void suit or similar protection the creature fails this saving throw automatically.</p><p> </p><p>EXCESSIVE HEAT</p><p>Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least four quarts of water a day, they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature must make DC 15 Constitution check every four hours, add +2 to the DC if the creature has half the water needed, add +5 to the DC if less than half. Add +1 to the DC for every 5 degrees above 90 the temperature is. However lower the DC by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This can kill the creature. </p><p> </p><p>PRESSURE</p><p>On Earth only being deep underwater can cause extreme pressure or certain specialized tanks built to simulate these conditions. High pressure requires a Constitution saving throw vs. a DC 12 over hour or suffer a level of exhaustion. Extreme pressure requires a check every minute with a DC 15. Rising to fast can also cause problems. Taking ¾ the safe time is a DC 15. Failure results in 1d6 damage that also reduces the subject’s maximum hit point total. Taking ½ the safe time is a DC 20 or suffer 3d6 damage that also reduces your maximum hit point total and costs one level of exhaustion. Taking ¼ the safe time is a DC 25 or suffer 5d6 damage and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. </p><p>Recovering this lost hit point maximum is the same as with recovering from Radiation poisoning (see below). Recovering all lost exhaustion can only be done one level per long rest.</p><p> </p><p>RADIATION</p><p>There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0.</p><p>Dangerous levels of radiation require a DC 12 save every hour or suffer 1d6 hit points of damage and also a reduction of the creatures maximum hit point total. Extreme levels of radiation require a DC 15 save every minute or suffer 1d8 hit points of damage an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a DC 15 save but every round or suffer 1d10 hit points of damage and a reduction of the creatures maximum hit point total. </p><p>After a long rest the creature can make a Constitution saving throw vs. the same DC as the damage. With a success it rolls its best Hit Dice (if multiclassed) and removes that amount from its maximum hit points that has been reduced (i.e. a Fighter/Wizard makes his save after a long rest. His maximum hit points have been reduced by 21 points due to radiation. He rolls a d10 getting a 6. His maximum hit point maximum is now down only 15 points).[/sblock]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7458477, member: 6801242"] [sblock=Contacts]In the Shadowrun world, who you know can be just as important as what you know or how good you are at your ‘job’. Contacts come in two basic levels: low-level indifferent and middle-level friendly. Indifferent contacts are not especially loyal to you and assume they are going to be paid for the information they provide or can be talked into volunteering information they would not normally provide with a bribe. Using Contacts requires a Gather Information roll on them. With a base DC 10 roll the contact provides some very basic information worth about 1d4 x 50¥. A DC 15 provides more value and key hidden information that would be helpful to the runner for 1d6 x 200¥. With a DC 20 they provide key data points that will help with the runners mission or some tidbit that the Mr. Johnson did not want the party to know for 1d8 x 500¥. Some examples of Contacts could be any other low-end Shadowrun types or… [B]Activist [/B]– knowledge of what they are passionate about. Tend to be helpful if you have the same goals. [B]Arms Dealer[/B] – knowledge about weapons and military stuff and sells weapons. [B]Bartender[/B] – good for local information and happening around the area. [B]Fixer[/B] – good for getting jobs but also might sell various valuable information. [B]Gang Member [/B]– good local knowledge about the people [B]Mobster, low-end[/B] – Muscles and petty sellers, knowledge about their own crime family and local illegal activity. [B]Policlub Member [/B]– a low-end member of a local policlub might have good knowledge of what the club is focusing on or what’s important to their higher ups and local chapters. [B]Rocker [/B]– a member of some flash-in-the-pan musical or [B]Smuggler[/B] – knowledge about smuggler routes and illegal activities. [B]Street Doc[/B] – knowledge about medicine and maybe local higher education. Also good at patching runners up, for a price. [B]Street Cop[/B] – good for criminal information and local street knowledge. [B]Talismonger[/B] – knows about magic and also is a seller of hard to find magical goods. [B]Wageslave[/B] – good for personal corporate knowledge and often easy to befriend. [/sblock] [sblock=MAGIC]ASTRAL SPACE In Astral Space your attributes change and you leave your meat-body behind, traveling only as a spirit. You can carry no gear with you into astral space except magical focus that are bound to you when you project your spirit into Astral Space. Your meat-boy is helpless and incapacitated and remains where you left it (unless someone moves it) when you are projecting your spirit. Your astral spirit has the [I]invisibility[/I] condition and is completely silent to anyone not in astral space or not astrally perceiving at the time or who does not have truesight (like duel-natured creatures). You also cannot harm or interact in a physical way with anyone not in astral space who does not have one of these exceptions. With an action and concentration you can make yourself visible as a semi-trasparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal. Your Astral Strength is equal to your Intelligence or Wisdom (defining attribute) and you deal a base 1d6 damage in melee combat. Your Astral Dexterity is equal to your Charisma and you have a basic Armor Class of 12 + your charisma modifier and a Hardness equal to your Intelligence or Wisdom modifier (defining attribute). Your Hit Points are the same in Astral Space as in the material world, but your Astral Constitution (for determining Wound Damage Threshold and save) is equal to your Intelligence or Wisdom (defining attribute). You have an Astral Flying speed of 60ft a round but you also have a “hyper” speed that is equal to 2,000ft a round as a full round action. You can’t really get a lot of details flying this fast but it can get you places fast. Finally you gain one additional Action each turn when projecting, but you only to take the Attack, Dash, Disengage, Dodge, Hide or Recover from Reeling actions. Everything in the real world has a shadowy reflection that can be seen from Astral Space. A projecting spirits can see things around them but cannot read a computer screen or even written words. They can see emotional imprints in works of art, etc. All living beings (including planets and the Earth itself) cast a ‘barrier’ into astral space that projecting spirits cannot past through. Nonliving matter does not impede a projecting spirits but still blocks line-of-sight. For this reason many corporations will block important areas with plants, etc. along the walls. Spells, Spirits and most people cannot ‘hide’ their true nature in astral space and as such the astral being or perceiver gains the truesight sense while observing into the Astral Plane. This does not mean that beings can’t hide in astral space, they can as normal. It just they cannot hide behind spells of disguise or invisibility, without the Masking Initiative ability. An astral perceiver or projection can make an Intelligence (Investigator) or Wisdom (Perception) check to see beings that are trying to hide vs. Charisma (Stealth). When Astral Perceiving or Projecting the being has advantage on Wisdom (Insight) checks to read the ‘mood’ of a target it can see. This also grants the being a basic level of Strain from implants that the subject has and if the subject is under any spell or enscrollment. Casting Spells and Summoning Spirits while Astral Projecting and Perceiving is dangerous, even if not over your Magnitude. If you cast a spell or conjure a spirit under these conditions that is under your Magnitude you suffer 1d4 points of damage per Magnitude, and 1d8 per Magnitude over your safe level. This damage ignores all Hardness or Resistance that the caster or summoner currently has, regardless of the source. Spells that you cast when projecting have no effect on non-astral beings or those not using astral perception at the time or duel-natured beings. Even those using truesight or similar ability are not affected by them. SPELLS Spell types are divided between Mana and Physical. Mana spells only affect living beings and spirits. They have no effect on non-living materials or devices. Physical spells can affect both living and nonliving items and equipment. Mana damaging spells ignore all Resistant and Hardness unless it specifies for magic damage type. Elemental damage ignores Hardness unless specifically added (see Gear upgrades). Necrotic and Psychic damage ignore all normal Hardness. For Force energy ½ (round up) the Hardness of base armor and material count as damage resistance against these spells. All other factors are as PHB spells. COMBAT SPELLS [B]Death Touch[/B]: [I]Mana (Necromancy)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: base 1d8 necrotic damage at one, plus +1d8 necrotic damage per 2 additional magnitude; [B]Range[/B]: Touch; [B]Duration[/B]: Instant. This deadly spell deals wasting necrotic damage to the target. This spell only requires a minor touch by the mage and gains +2 with the Magical attack bonus to successful hit. [B]* Vampire Touch[/B] (+2 Magnitude): Every time you successfully hit with this spell you heal back ½ the damage that you inflicted onto a living target. [B][Elemental] Bolt[/B]: [I]Physical (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: base 2d6 [elemental] damage at one, plus +1d6 [elemental] damage per additional magnitude; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. This spell hurls a bolt or ball of energy of one type (Acid, Cold, Fire, Lightning, Radiant or Thunder; one type must be chosen when you learn this spell) at a target. With a successful Magical attack roll it deals elements in damage to the target. The following additional magnitudes can be added to change aspects of the spell… [B]* Area Effect[/B] (+1 Magnitude): Instead of targeting one creature’s AC, the spell effects all targets within a 15ft radius sphere (within the range of the spell). Targets in the AOE sphere get a Dexterity save. If the target succeeds they take ½ damage (after any Hardness is factored). This extra adds the Knockdown weapon property to the spell. [B]* Greater Area Effect[/B] (+2 Magnitude): The AOE is increased to 25ft radius sphere instead. This extra adds the Knockdown weapon property to the spell. [B]* Cone[/B] (+1 Magnitude): Instead of having range, the cone effects all targets from the caster out to 30ft cone from the caster's extended hand. The targets in the AOE sphere must make a Dexterity saving throw. If the target is successful they take ½ damage (after any Hardness is factored). This extra adds the Knockdown weapon property to the spell. [B]* Greater Cone [/B](+2 Magnitude): as cone but extends the range out to a 60ft cone from the caster extended hand. This extra adds the Knockdown weapon property to the spell. [B]* Increased Range[/B] (+1 Magnitude): doubles the range to 240ft. [B]* Secondary Affect[/B] (+1 Magnitude): the spell gains a secondary affect based on the damage type... Elemental Type (must pick one when you chose this spell)… 1.[B] Acid[/B] – on the round after damage is deal, targets suffers acid damage equal to 1d4 per magnitude. 2.[B] Cold[/B] – targets require a Strength saving throw or its speed is ½ until the end of the caster’s next turn. The target must also make a Constitution saving throw or gain one level of Exhaustion. 3.[B] Fire[/B] – targets require an Intelligence saving throw or catch fire, suffer 1d4 fire damage per the spell’s magnitude each round at the beginning of the target’s turn. The target can attempt to put itself out every round with a Dexterity saving throw (at the end of its’ round). If the target takes its’ Action and falls to the ground to roll around it gains advantage on this saving throw. 4.[B] Lightning[/B] – targets a Constitution saving throw or gains the [I]Reeling [/I]condition (Recover normally). 5.[B] Radiant[/B] – targets require a Charisma saving throw or gain the [I]Blind[/I] Condition until the end of the caster’s next turn. 6.[B] Thunder [/B]– The target is pushed away from the caster’s direction a number of feet equal to the damage the spell dealt (round to the nearest 5ft square distance). Also targets require an Intelligence saving throw or gain the [I]Deafen[/I] condition until the end of the casters’ next turn. Targets also require a Dexterity saving throw or be knocked prone (after being pushed their distance away). [B]Mana-Bolt[/B]: [I]Mana (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: base 1d8 psychic damage at one, plus +1d8 psychic damage per 2 additional magnitude; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. With a successful Magical attack roll the target suffers 1d8 psychic damage. Mana-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells. [B]Physical[/B] [B]Bolt[/B]: [I]Physical (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: base 2d8 force damage at one, plus +1d8 force damage per additional magnitude; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. This spell hurls a solid like ball of magic force and with a successful Magical attack roll deals force damage to the target. Physical Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells. [B]Poison Spray[/B]: [I]Physical (Conjuring)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: base 2d4 poison damage at one, plus +1d4 poison damage per additional magnitude; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. With a success Magical attack roll not only do you inflict poison damage but the target must also make a Constitution save or gain the [I]Poisoned[/I] condition. They get a new saving throw at the end of each of their rounds. Success ends the poisoned condition. [B]Ram[/B]: [I]Physical (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: base 4d6 force at one, plus +2d6 force damage per additional magnitude; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. This spell can only be used against structures or vehicles, not living targets or spirits, etc. With a successful Magical attack roll it deals force damage. Also this attack spell has the weapon properties of AP and Heavy Damage (see Gear). If the target is moving you are at disadvantage with your Magical attack roll. For +1 Magnitude the magical attack roll is not at disadvantage vs. moving targets. It still cannot be used against living targets or spirits. [B]Stun Bolt[/B]: [I]Mana (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: base 2d8 psychic non-damage at one, plus +1d8 psychic non-damage per additional magnitude; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. Requires a successful Magical attack roll. Stun bolt deal no effective damage. Instead compare the damage total vs. the target’s Wound Damage Threshold (ignore non-magic hardness). If it equals it the target gains the [I]Reeling[/I] condition. If the damage equals or exceeds twice the target’s Wound Damage Threshold the target instead gains the [I]Stunned[/I] condition until the end of the casters’ next turn and then it converts to the [I]Reeling[/I] condition. Stun-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells. DETECTION SPELLS All Detection spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of the spell with one person within 10ft for +1 Magnitude in the spells force. For +2 Magnitude the spell’s effects can be shared with up to the casters traditional attribute modifier plus ¼ (round down) its levels in Magic User who are within 10ft (i.e. a 4[SUP]th[/SUP] level magic user Shaman with a Wisdom of 18 could share a detection spell that she cast with 5 willing targets with a 10ft area with a +2 Magnitude effect). If any of the targets have Strain then the caster suffers ½ (round up) the highest Strain level in extra Magic Points. For these spells both the caster and the recipient must ‘concentration’ on the spell for the duration. [B]Analyze Truth[/B]:[I] Mana (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, 1 minute. This spell can determine the truth of one target within 10ft of the caster. The target gets an Intelligence saving throw. Roll this save every round that the caster is concentrating. [B]* Enhancer[/B] (+1 Magnitude): the caster can gain a hint about the lie from the GM if the spell was successful. If the target is telling the truth the caster still needs to check to be sure and with the increased magnitude (as above) can tell if the target is telling a half-truth or truth with omission with a success. [B]Clairvoyance[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 minute ritual; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 10 minutes. You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees) up to 10 miles away. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. [B]* Both Senses[/B] (+2 Magnitude) to you use both hearing and sight with your sensor. [B]* Moveable[/B] (+2 Magnitude): you could move your sensor up to 30ft a round with an action on your part. [B]Combat Sense[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 minute. For the duration you gain the use of the Dodge action for free each round. [B]Comprehend Languages[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 minute ritual; [B]Magnitude[/B]: 1; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 hour. As long as you concentrate, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a cyphers, that isn’t part of a written language. [B]* Tongues [/B](+2 Magnitude): with this boost you can also speak the language you hear for the duration. [B]Detect[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, 1 minute. The basic version of this spell allows the casters to Detect Magic and magical auras out to 30ft range. You see it as a soft glow over the item although hidden ideas are not seen. [B]* Poison Sense [/B](+1 Magnitude): for the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. [B]* Trap Sense[/B] (+2 Magnitude): for the duration you sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. [B]* Pathfinder[/B] (+4 Magnitude): this upgrade allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence (real world or astral). If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as corporate such-and-such’s main base), the spell fails. Once cast the caster knows where he is going and does not need to concentrate. If he wishes to go somewhere else the spell fails and he must re-cast it to again find his way. [B]Divination[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 5 minute ritual; [B]Magnitude[/B]: 5; [B]Range[/B]: Self; [B]Duration[/B]: Instant. This spell provides the caster a glimpse of the past or the future of a subject (including the caster) known to the caster or a familiar item. The caster makes her Tradition’s defining attribute save DC 15; success grants the caster some history or future event of that target or item. The better the Casting Check the more detailed information the GM might grant the caster. If the subject or item is not in the caster’s presence, a DC 15 save will get the caster a direction and distance of how far away the target is from the caster. A critical success of this save will get you the presence conditions and hit points of the target, a flash of both the last minute or so plus a future glimpse of the target next minute or so. If the caster uses this spell two or more times before taking a long rest there is a cumulative 25% chance the information about the target are completely false (GM makes roll). [B]Heightened Senses[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: minimum 0 (dependent on what senses or chosen below); [B]Range[/B]: Self; [B]Duration[/B]: Concentration, 1 minute. This spell is actually many difference senses, that the caster can chose from. The magnitude of the spell depends on the sense and can be combined (i.e. a caster can pick both Low-Light and Darkvsion 60ft for a 3 magnitude spell, etc.). [B]* Heightened Sense[/B] (+1 Magnitude each): grants advantage on Sight, Hearing, Touch/Taste or Smelling Wisdom (Perception) checks. Touch would allow the caster to read blind (feeling the ink indentations) or identify poisons, while Smell would allow them to try and track a subject by smell, etc. [B]* Low-Light Vision [/B](+1 Magnitude): as New Species senses [B]* Darkvision 30ft [/B](+1 Magnitude) or increased to [B]60ft [/B](+2 Magnitude) or [B]120ft [/B](+3 Magnitude) [B]* See Illusion [/B]or[B] Invisible 30ft [/B](+2 Magnitude each) or increase to [B]60ft [/B](+3 Magnitude each) [B]* Tremorsense 20ft Radius [/B](+2 Magnitude) or increased to [B]40ft [/B](+3 Magnitude) or [B]60ft[/B] (+4 Magnitude) [B]* Blindsight 10ft Radius [/B](+3 Magnitude) or increase to [B]20ft [/B](+4 Magnitude) or[B] 30ft[/B] (+5 Magnitude) [B]* Truesight 20ft [/B](+4 Magnitude) or increase to [B]40ft [/B](+5 Magnitude) or [B]60ft[/B] (+6 Magnitude) [B]Mind Probe[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 3; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, 1 minute. For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target makes an Intelligence saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence save. If it makes it the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. [B]* Search Hidden Minds [/B](+2 Magnitude): you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. [B]Search[/B]: [I]Physical (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, 10 minute. Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. [B]* Scry[/B] (+5 Magnitude): You can see and hear a particular creature you choose that is on the same plane of existence as you (not in astral space). The target must make an Intelligence saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. You level of knowledge is know them: Secondhand (you have heard of them; +5 save), Firsthand (base save), Familiar (you know the target well; -5 save). Other modifiers: Likeness or picture (-2 save), possession or garment (-4 save), a body part, blood, lock of hair, bit of nail, etc. (-10 save). On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. [B]* Seek Individual [/B](+2 Magnitude): Instead, describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. [B]* Greater Range [/B](+2 Magnitude): You can instead seek an object or individual up to 10 miles away. HEALTH SPELLS All health spells are Mana based, only affecting living beings. If the target has Strain then the caster must spend additional Magic Points equal to ½ the target’s Stain (round up). Most of these spells are touch. The caster must cast the spell multiple times to share with multiple allies and as most of those are concentration. The magic user must pay the full magnitude cost for each individual (along with ½, round up, the Strain extra cost in Magic Points!). [B]Blindness Deafness[/B]: [I]Mana (Necromancy)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: 30ft; [B]Duration[/B]: Concentration, up to 1 minute. You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. The target’s Strain [I]does not[/I] affect the caster for this spell. [B]* Mass Blindness Deafness[/B] (+1 Magnitude): for each additional magnitude you can affect one additional target within range. [B]Boost Attributes[/B]: [I]Mana (Adjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 3; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, 1 minute. This spell grants the target a +4 boost to any one Attribute score. This can increase the attribute above its racial characteristic maximum. This grants a +2 to all ability checks, skill checks, saving throws, and if applies to attack and/or damage rolls and armor class bonuses. It does not provide additional Magic Points. The caster can boost the power of the spell with increase magnitude… [B]* Boost 2 attributes at the same time [/B](+3 Magnitude): this enhancer increases two attributes at the same time or it can be increase to [B]3 attributes [/B](+3 Magnitude): for three attributes. [B]* Enhance Attribute [/B](+2 Magnitude): with this enhance one boosted attribute now has Advantage on ability checks, skill and saving throws (but not attack rolls). [B]Exhausting Touch[/B]: [I]Mana (Abjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Touch; [B]Duration[/B]: Instant. This spell can exhausted a target. An adjacent target must succeed with a Constitution save or take one level of Exhaustion (note that the target's Strain level does not affect this spell). This spell cannot kill a target and as such it will never deal a sixth level of exhaustion to a target. Targets recover from exhaustion as normal. [B]Healing Touch[/B]: [I]Mana (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1 per 1d8 healing; [B]Range[/B]: Touch; [B]Duration[/B]: Instant. This spell will heal a target 1d8 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to three targets that he can see within a 30ft range by the same amount. Note that if this spell or Healing Word is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4[SUP]th[/SUP] time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest). [B]Healing Word[/B]: [I]Mana (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1 per 1d4 healing; [B]Range[/B]: 60ft; [B]Duration[/B]: Instant. This spell will heal one target that you can see within range 1d4 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to six targets that he can see within range the same amount. Note that if this spell or Healing Touch is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4[SUP]th[/SUP] time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest). [B]Increased Reflex[/B]: [I]Mana (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 4; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, 1 minute. Choose a willing creature that you can see within range. Until the spell ends, the target's speed increase by +15ft, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. Note that this cannot be combined with any other similar boosts provided by magic, talents, or cybernetics. [B]Restoration[/B]: [I]Mana (Abjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Touch; [B]Duration[/B]: Instant. You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. [B]* Greater Restoration[/B] (+2 Magnitude): You can end two conditions above at the same time plus one of the following conditions – one level of exhaustion, one effect that charmed or petrified the target, one curse, any one reduction to the target’s ability score, one effect reducing the target’s hit point maximum. ILLUSION SPELLS [B]Agony[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 3; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. The target of this spell must make a Wisdom saving throw. Failure and target gains the [I]Stunned[/I] condition until the beginning of the caster’s next turn. After that the target gains the [I]Reeling[/I] condition (recovers normally). [B]* Mass Agony [/B](+2 Magnitude): the caster can affect up to six targets within 120ft that she can see. [B]Blinding Flash[/B]: [I]Physical (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. The caster picks a point out to the range of the spell, creating a blind flash of light within a 20ft radius. All targets within the radius must make an Intelligence saving throw. Failure imposes the [I]Blind[/I] condition onto the targets. This spell is a physical type and can affect devices that ‘see’ (vidcams, drones, etc.). Blinded targets make a new Intelligence save at the end of their turn. Success ends the condition. [B]* Greater Area[/B] (+1 Magnitude): the area increases to a 30ft radius. [B]Blurred Image[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 minute. Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you and you gain advantage with all Dexterity (Stealth) checks. You can also attempt to Hide without cover but you lose the advantage with this check. A creature is immune to these effects if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. This spell is mana and as such does not fool machines (vidcams) or automated system. [B]* P[/B][B]hysical Blurred Image [/B](+2 Magnitude): changes the type to [I]Physical[/I] and now will fool machines. [B]*Touch [/B](+1 Magnitude): changes the range to touch. You can now share it with a target that you touch. You can 'touch' up to 4 targets on your action, but it costs an additional Magnitude for each target. If multiple targets have Strain the caster must spend additional magic points equal to ½ the highest level. [B]Charm Person[/B]: [I]Mana (Enchantment)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: 30ft; [B]Duration[/B]: Concentration, Up to 1 hour. You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. [B]* Command[/B] (+1 Magnitude): This changes the duration to 1 round. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. 1. Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. 2. Drop: The target drops whatever it is holding and then ends its turn. 3. Flee: The target spends its turn moving away from you by the fastest available means. 4. Grovel: The target falls prone and then ends its turn. 5. Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. [B]* Dominate[/B] (+5 Magnitude): Change duration to “Concentration, up to 1 minute”. You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. [B]* Suggestion [/B](+1 Magnitude): Change the duration to “Concentration, up to 8 hours”. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make an Intelligence saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a guard give her passkey to the first homeless person she meets. If the condition isn't met before the spell expires, the activity isn't preformed. If you or any of your companions damage the target, the spell ends. [B]* Mass Charm[/B] (+1 Magnitude per extra creature): For each level of Magnitude you put into the spell you can target one additional creature. Creatures must be within the 30ft range though. [B]Fear[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 minute. You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Charisma saving throw. All that fail drop whatever they are holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature makes a new Charisma saving throw. On a successful save, the spell ends for that creature. [B]Illusion[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: 90ft; [B]Duration[/B]: Concentration, up to 10 minutes. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. [B]* Greater Illusion[/B] (+2 Magnitude): You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. [B]* Phantasmal Killer [/B](+5 Magnitude): Change duration to “Concentration, 1 minute”. You tap into the nightmares of one creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Charisma saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Charisma saving throw. Failure results in 4d10 psychic damage. On a successful save, the spell ends. [B]* Vid-Reality [/B](+2 Magnitude): for basic Illusions and Greater Illusion the enhancer means that the images now appear on vidscreens, etc. Change the type to [I]Physical[/I]. [B]Invisibility[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 hour. A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. If the target has Strain then the caster must spend additional magic point equal to ½ level of Stain. Note this is a mana spells and will not fool machines, videos, etc. [B]* More targets [/B](+2 Magnitude per additional target): each additional magnitude will now affect one additional target with the basic invisibility. If multiple targets have Strain the caster must spend extra magic points equal to ½ the highest level. [B]* Physical Invisibility[/B] (+2 Magnitude): changes the type to [I]Physical[/I] and now will fool machines. [B]* Greater Invisibility[/B] (+2 Magnitude): Change to duration of greater to “Concentration, 1 minute”. You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. [B]Mask[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 hour. You make touched target, including its clothing, armor, weapons, and other belongings on its person, look different while you concentrate on it for up to one hour. The target can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change its body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection nor do they fool machines (vidcams, etc.). For example, if you use this spell to add a hat to the outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the target’s head and hair. If you use this spell to make the target appear thinner than they are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check. If the target has any Strain the caster must spend extra Magic Point equal to the Strain level. [B]* More targets [/B](+1 Magnitude per additional target): each additional magnitude will now affect one additional target with the basic mask. If any of the targets have Strain then the caster suffers ½ the highest Strain level in extra Magic Points. [B]* Physical Mask[/B] (+2 Magnitude): changes the type to [I]Physical[/I] and now will fool machines. Others now ‘feel’ any physical changes that you made to the target (in the example above, they feel the hat or the extra fat added to a target). [B]Paralyze Foe[/B]: [I]Mana (Enchantment)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: 60ft; [B]Duration[/B]: Concentration, up to 1 minute. Choose a humanoid that you can see within range. The target must succeed on an Intelligence saving throw or be paralyzed for as long as you concentrate. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. [B]* Mass Paralyze [/B](+1 Magnitude per additional target): each additional magnitude will now affect one additional target. All targets must be within 30ft of each other when you target them. MANIPULATION SPELLS Many Manipulative spells have a range of Touch that allows the caster to share the effects of the spell with one willing person for +1 Magnitude in the spells force (if the caster wishes to gain the affect also). For +2 Magnitude the spell’s effects can be shared with up to the casters traditional attribute modifier plus ¼ (round down) its levels in Magic User who are within 10ft (i.e. a 4[SUP]th[/SUP] level magic user Shaman with a Wisdom of 18 could share a detection spell that she cast with 5 willing targets with a 10ft area with a +2 Magnitude effect). If any of the targets have Strain then the caster suffers ½ the highest Strain level in extra Magic Points. For these spells both the caster and the recipient must ‘concentration’ on the spell for the duration. [B]Armor[/B]: [I]Mana (Abjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 hour. You touch a willing creature and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The target also gains a Hardness of 2 that is fully affective against both all mana and physical type spells and other magical damage. If the target is wearing armor use the better of the two, the affects do not stack. [B]* Shield[/B] (+1 Magnitude): With a reaction, you can add your Proficiency bonus to your armor. This can happen just before you are attacked, potentially causing the attack to miss. The affects last until the start of your next turn. [B]* Stoneskin [/B](+4 Magnitude): Your skin takes on a stony feel and look. For the duration of the spell you gain Resistance to ballistic, bludgeoning, piercing and slashing damage. This has no effect on magical spells. [B]Bestow Curse[/B]: [I]Mana (Necromancy)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 3; [B]Range[/B]: Touch; [B]Duration[/B]: 1 minute. You touch a creature, that creature must succeed on an Intelligence saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from one of the following... 1. Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. 2. While cursed, the target has disadvantage on attack rolls against you. 3. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. 4. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. [B]* Duration [/B](+1 Magnitude): For one additional Magnitude the duration of the spell changes to “Concentration, up to 10 minutes”. [B]* Greater Curse [/B](+2 Magnitude): your curse now affects two of the above options. [B][Elemental] Wall[/B]: [I]Physical (Conjuring)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 4; [B]Range[/B]: 120ft; [B]Duration[/B]: Concentration, up to 1 minute. You create a wall of one element on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration. You must pick the elemental type of the wall when you chose this spell and it cannot be change later. All count as Full Cover (see Houserules above) but their base HP and Hardness values vary for each 5ft long, 20ft high section. [B]* Acid Wall [/B]– HP 25, Hardness 2. Anyone touching this wall suffers 2d6 acid damage and unless they succeed on a Dexterity save suffer an additional 2d4 acid damage the following round. Passing through the wall requires a Strength save. If they fail they suffer the damage above, if they succeed they need to make a Dexterity save. Failure suffers 3d6 acid damage and an additional 3d4 on the following round, if they succeed they suffer half the damages. Each +2 magnitude invested adds +1d all damages. [B]* Cold Wall[/B] – HP 50, Hardness 4. Targets can’t push their way through this wall. Any target attacking it in melee combat a Strength saving throw or its speed is ½ until the end of its next turn. [B]* Fire Wall[/B] – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 fire damage, Dexterity save for half. Passing through the wall requires a Strength save. If they fail they suffer the damage above, if they succeed they need to make a Dexterity save. Failure suffers the 3d8 fire damage (no Dexterity save) and require an Intelligence saving throw or catch fire, suffer 3d4 fire damage each round at the beginning of the target’s turn. If they succeed they take half the 3d8 fire damage and require an Intelligence save or catch fire (same as above). Targets on fire can attempt to put itself out every round with a Dexterity saving throw (at the end of its’ round). If the target takes its’ Action and falls to the ground to roll around it gains advantage on this saving throw. Each +2 magnitude invested adds +1d all damages. [B]* Lightning Wall[/B] – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 lightning damage, Dexterity save for half. Target must also make a Constitution saving throw or gains the [I]Reeling [/I]condition (Recover normally). Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) plus the save vs. the Reeling condition. If they succeed they suffer 3d8 lighting damage, Dexterity save for half and a Constitution saving throw vs. the [I]Reeling [/I]condition. Each +2 magnitude invested adds +1d all damages. [B]* Radiant Wall[/B] – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 radiant damage, Dexterity save for half. Target must also make a Charisma saving throw or gains the [I]Blind [/I]condition until the end of their next turn. Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) and the Charisma save vs. the [I]Blind [/I]condition until the end of their next turn. If they succeed they suffer 3d8 radiant damage, Dexterity save for half and a Charisma saving throw vs. the [I]Blind [/I]condition until the end of their next turn. Each +2 magnitude invested adds +1d all damages. [B]* Stone Wall [/B]– HP 100, Hardness 8. Targets cannot push through this barrier nor does it have any adverse effect by simply touching or attacking it. It is simply the hardest wall. [B]* Thundering Wall [/B]– HP 25, Hardness 2. Anyone touching this wall suffers 2d8 thunder damage, Strength save for half. Target must also make a Constitution saving throw or be push back 10ft, knocked prone and gains the [I]Deaf [/I]condition until the end of their next turn. Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) and the Constitution save vs. the knock-back (the way they came) and the [I]Deaf [/I]condition until the end of their next turn. If they succeed they suffer 3d8 thunder damage, Strength save for half and a Constitution saving throw vs. the [I]Deaf [/I]condition until the end of their next turn. Each +2 magnitude invested adds +1d all damages. [B]Flesh to Stone[/B]: [I]Physical (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 6; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 minute. You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make an Intelligence saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another Intelligence saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. [B]Levitate[/B]: [I]Physical (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 10 minutes. One touched creature or object of your choice rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 750 pounds. An unwilling creature that succeeds on an Intelligence saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. [B]Light[/B]: [I]Physical (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 hour. You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or stop concentrating on it. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. [B]* Sunlight [/B](+1 Magnitude): You change the light to pure sunlight. This has an adverse effects on certain creatures (certain undead, ghoul virus strains creatures, etc.) [B]Mage Hand[/B]: [I]Physical (Conjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: 30ft; [B]Duration[/B]: Concentration, up to 10 minutes. An invisible floating hand appears at a point you choose within range. The hand lasts for the duration or until you stop concentrating on it. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds. [B]* Attacking Hand [/B](+1 Magnitude): You mage hand is strong enough to strike targets within range for damage. You hand deals 1d6 bludgeoning damage +1d6 additional damage for every additional Magnitude you put into the spell, up to a maximum of 5d6 bludgeoning damage. This extra adds the Knockdown weapon property to the spell. [B]* Grasping Hand[/B] (+2 Magnitude): You mage hand is strong enough to attempt to grapple. Use your tradition’s defining attribute as your Strength with proficiency bonus to start a grapple. The hand is invisible but anyone grabbed by it can attack it without disadvantage. The Hands AC is 15 and it has a number of hit points equal to your maximum hit point total. If reduced to 0 hit points the spell ends. [B]* Greater Range [/B](+1 Magnitude): You mage hand can now extend out to 120ft before it disappears. [B]* Manipulative Hand [/B](+1 Magnitude): Your mage hand uses your traditional defining attribute instead of your Dexterity and can open locks (if it has the right tools, etc.), manipulate fine objects, etc. [B]* Telekinesis [/B](+5 Magnitude): You gain the ability to move or manipulate creatures or objects by thought. When you cast with this upgrade, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. [I]Creature[/I]: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. [I]Object[/I]: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. [B]Magic Weapon[/B]: [I]Physical (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 hour. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. [B]* Greater Magic[/B] (+2 Magnitude): The magical bonus you empower to the weapons is +2. For an additional +2 Magnitude the bonus increases to a +3 bonus. [B]Physical Wall[/B]: [I]Physical (Conjuring)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 3; [B]Range[/B]: 120ft; [B]Duration[/B]: Concentration, up to 1 minute. You create a solid wall of pure magical energy on a surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque. The wall has HP of 75 and a Hardness of 6. Targets cannot push through this wall, they must break through it. Otherwise treat as an Elemental Wall. [B]Shapeshift[/B]: [I]Physical (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 4; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 hour. Your turns into a beast. You transform into the form of a large or smaller beast with a challenge rating of 3 or less. Your game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. You assumes the hit points of its new form, and when you revert to your normal form, you returns to the number of hit point it had before it transformed. If you reverted as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren’t knocked unconscious. This form is limited in the actions you can perform by the nature of its beast form, and it can't speak or cast spells. Your gear melds into the new form. You can't activate, wield, or otherwise benefit from any of its equipment. [B]* Greater Creatures[/B] (+2 Magnitude): for +2 magnitude you can change into a creature that is challenge ranting of 4 or less, for +4 magnitude one of challenge ranting 5 or less and for +6 magnitude a challenge rating of 6 or less. [B]Spider Climb[/B]: [I]Physical (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 hour. Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. [B]Web[/B]: [I]Physical (Conjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: 60ft; [B]Duration[/B]: Concentration, up to 1 hour. You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. These are magical webs and are not flammable. [B]* Greater Area [/B](+1 Magnitude): the area of effect for your web is a 30-foot cube. [B]* Self-Anchoring [/B](+2 Magnitude): your webs seem to anchor in the air itself and no long require two solid masses in order to remain for the duration. [B]* Stronger [/B](+1 Magnitude): those attempting to break out of the web are at Disadvantage with their Strength check verse you spells DC. SUMMONING ELEMENTALS AND NATURAL SPIRITS It takes a full round action (no Move speed, no Bonus or Reaction actions) to summon a spirit. The spirit will perform tasks for the magic user for up to one hour, when it disappears automatically back into astral space where it originated. Magic users cannot have more than one spirits summoned at a time. If she summons a new one the one present automatically disappears back into astral space (but see talents). When a spirit falls to 0 hit points, 0 magic points or it is [I]incapacitated[/I] in some way it automatically disappears also. If the summoner is knocked to 0 hit points or [I]incapacitated [/I]the spirit makes a Charisma saving throw. Success means it returns back to astral space, failure it remains for 2d6 rounds, either awaiting new orders on standby or carrying out the last orders the magic user gave it. If the magic user is not returned to consciousness by then the spirit leaves, returning to astral space. The DC to summon a spirit is 10 + its Magnitude x2 with a Summoning check. If a magic user rolls a natural 1 on this check the spirit is summoned but it is angry and wild, likely attacking the summoner (the caster only pays the cost for a failed attempt also). [B]Type of Spirits that a Hermetic Mages can summon[/B]: choice two of Spirits (called Elementals by mages) of Air, Earth, Fire, Guardian, Guidance, Man, Task or Water [B]Types of Spirits that a Shaman can summon[/B]: choice two of Spirits of Air, Beast, Earth, Guardian, Guidance, Man, Plant or Water Spirit Tasks: the following tasks can be performed by a spirit at the request of its’ summoner… [LIST] [*][B]Aid in casting of a spell[/B]. This requires an action on the part of the summoner on the prior round. On the following round the spirit can Aid Another if it also knows the spell in question. This can either grant advantage with a Magical attack roll or impose disadvantage on any required saving throw or skill check. Alternatively the spirit pays the Magic Point cost (spirits will never cast a spell over their magnitude) to when the magic user casts a spell. [*][B]Sustain a Spell[/B]. This requires an action on the part of the summoner. The spirit will sustain any one spell (even one it does not know) cast by the caster from that point on. It will maintain this spell for 5 + its magnitude rating in rounds. It will drop the spell at the end of this duration unless the summoner uses another action to order it to continue to maintain it. [*][B]Attack[/B]. This requires an action to direct the spirit towards a foe or group of foes. It will fight, without requiring additional guidance until the foes have been taken out or they flee. If new foes arrive the magic user needs to use an additional action to direct the spirit towards them but a spirit will defend itself if attacked while it is attacking other foes. [*][B]Search[/B]. The spirit can search and area for a specific individual or item that is familiar to the magic use that summoned it. This works basically like the Search spell within a range of 1,000 feet times the spirits magnitude rating. The spirit can use the great range modifier (10 miles) but this must be the only service the spirit has or will perform and when it is finished it returns to its home plane. [*][B]Guard[/B]. The spirit can care act as a watchdog within a certain area. It has Advantage on its perception checks while it does so. A spirit can ‘guard’ a area equal to 100ft times its spirit magnitude rating. The summoner must also include orders on what the spirit will do if unknown creatures enter the area it is guarding. It can attack them, inform the summoner or make a great commotion (noise) in the area. [/LIST] Building a Spirits [LIST] [*]All spirits have a basic attributes of 10 for all stats, unless modified by type (air spirits are fast but weak, earth strong but slow, etc.) at Magnitude 1. Each additional magnitude adds +2 to all of the creatures attributes. So a magnitude five Spirit of Fire would has an 18 in all of its attributes. Some spirits have higher or lower beginning attributes listed in their descriptions. They raise their attributes from these basics instead of from 10s. [*]Spirits have 10 Hit Points +5 HP per magnitude over 1, plus Constitution modifier each magnitude. [*]Spirits have 5 Magic points +5 per level of Magnitude over 1. They cannot summon other spirits though and can only use these points to share with a magic user or to cast spells while manifesting. [*]Spirits have an Armor Class of 12 + their Dexterity modifier and have a Hardness rating equal to their Magnitude. Weapon AP and spells effects cannot remove this Hardness. [*]Spirits are Resistant to all damage in Astral Space. When manifesting (fully forming on the material realm or real space) they have Resistance to all magical spell attack damage and weapon ranged attack damage. No weapon Heavy weapon property or magical affect can remove this. [*]Spirits are immune to all mind-effect spells and the charmed and[I] frightened[/I] condition. They do not breath and due to their Duel-Nature ignore all light based obscure condition. They are also immune to the conditions of Exhaustion and Poisoned and immune to Poison and Disease based damage. [*]In Astral Space spirits can only attack in melee and deal a base damage of 1d8 plus +1 per every level of magnitude over 1 they have. They refuse to cast spells in Astral Space. See Astral Space. [*]Spirits are Duel-Nature beings and when manifesting on the material realm they always Astral Perceiving at the same time. This is not distracting to them as with living beings (no disadvantage). [*]Spirits and Elementals prefer to be summoned in its ‘Domain’ but can be summoned almost anywhere. When summoning a spirit in an area that the GM would considered its non-Domain increase the DC to summon the spirit by +2 and if totally opposite (a fire elemental on a lake of water) add +5. [*]Spirits have skill proficiency with the following skills – Arcana, Intimidate, Investigation, Perception and Stealth. Some have additional ones. They are automatically proficiency with their own natural attacks. [*]For spells, Spirits have a safe Magnitude rating equal to their own rating. They will refuse to cast spells of a high magnitude in any situation. Spirits automatically have a Magical attack bonus of 3 + their Intelligence modifier (if elementals summoned by a hermetic mage) or Wisdom modifier (if a natural spirit summoned by a shaman). Any saving throws are always 11+ this same attribute. [*]Each type of spirit has some natural abilities that all of the same spirit types share. These abilities can be used at will by the spirit and cost them no magic points, etc. [*]Spirits have one spell automatically when summoned and then the mage user that summoned them can pick one additional known spell from the list of each type per Magnitude level of the spirit over 1. Spirits spend their own magic points to cast these spells. [/LIST] SPIRIT TYPES [B]Sprits of the Sky (Air Elementals) [/B]- Appears as a clouds, or in storms as thunderclouds, or swirling clouds. [B]Domains[/B]: Anywhere under the open sky where city light pollution is not too bad. [B]Attributes[/B]: base Strength 6, Dexterity 14 [B]Abilities[/B]: Fly speed 60ft, Noxious Breath (as an Action creates a 20-foot radius sphere around itself of nauseating gas. This cloud spreads around corners and its area if heavily obscured. The cloud lingers for up to 1 minute but a moderate wind [at least 10 MPH] dispenses the cloud in 4 rounds while a strong wind (at least 20 MPH) disperses it after 1 round. Each creature that is within the radius at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature gains the Poison condition and they are at ½ speed until the condition ends. Creature outside the area of the cloud can make a new saving throw, as an action, each round. Success ends the poisoned condition. Creatures that don’t breath or are immune to poison automatically succeed with this saving throw.) [B]Spells[/B]: Mage Hand plus one additional spell per Magnitude of the spirits from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, [Elemental] (Lighting only) Wall, Fear, Increased Reflexes, Invisibility, Light, Magic Weapon. [B]Spirits of the Beast [/B]– Appear as natural or para-natural beasts; birds, mammals, lizards, etc. [B]Domains[/B]: Wild areas, parks, zoos, open fields, forests, mountains, uncivilized rural locations. [B]Skills[/B]: Animal Handling, Survival. [B]Abilities[/B]: Base speed 60ft, Blur Image (as spell but costs the spirit no Magic Points to cast and instead it can affect itself and a number of extra creatures as its summorers desires equal to its magnitude), Unarmed Attack (claw or bite) 1d8 piercing or slashing damage (chosen when summoned). [B]Spells[/B]: Fear plus one additional spell per Magnitude of the spirits from among – Agony, Bestow Curse, Charm Person, Illusion, Invisibility, Magic Weapon, Poison Spray, Shapeshift, Spider Climb, Web. [B]Sprits of Earth (Earth Elementals) [/B]- Appear as mounds of earth, clumps of earth and rock, etc. [B]Domains[/B]: almost any rural setting including forests, jungles, deserts and any locations of natural earth. [B]Attributes[/B]: base Strength 14, Dexterity 6 [B]Abilities[/B]: Base speed 30ft, Burrowing Speed 20ft (this tunnel can either collapse behind the elemental or can be up to 5ft wide per level of the elementals magnitude rating. The tunnel automatically collapse when the spirit returns to its home plane. Can tunnel through earth and rock with easy. Reinforced concrete and similar materials halves speed, while metal and plasteel blocks it completely), Enhanced Resistance (these spirits have Resistant to all damage when manifesting, including melee damage), Unarmed attack (stone fists) 1d8 bludgeoning damage. [B]Spells[/B]: Armor plus one additional spell per Magnitude of the spirits from among – Bestow Curse, Blindness Deafness, Boost Attributes, [Elemental] (Stone) Wall, Exhaustive Touch, Fear, Flesh to Stone, Magical Weapon, Paralyze Foe, Restoration [B]Spirits of Fire (Fire Elementals) [/B]- Appears as a humanoid or salamander like creatures, bathed in flames. [B]Domains[/B]: Anywhere at a bonfire is burning. [B]Abilities[/B]: Fly speed 60ft, Flame Aura (while manifesting the fire elemental is sheathed in dangerous flames. This allows it to strike in unarmed combat for 1d8 fire damage. Anyone attacking it with an unarmed strike also suffers 1d8 fire damage if it succeeded with its attack roll. If it is attacked with a melee weapon, with a successful hit the attacker must succeed with a Dexterity save vs. the creature’s save DC or also suffer this damage. Finally it can ‘breathe’ a short gout of flames at a target up to 15ft away from it with a Magical attack roll. Success deals 2d6 fire damage to the target). [B]Spells[/B]: [Elemental] (Fire) Bolt plus one additional spell per Magnitude of the spirits from among – Agony, Blinding Flash, Blindness Deafness, Charm Person, Death Touch, [Elemental] (Fire) Wall, Exhaustive Touch, Fear, Light, Paralyze Foe [B]Spirits of Guardians (Warrior Elementals) [/B]– Appear as ancient warriors, Valkyries, Vikings, knights, samurai, Persian Immortals, Zulu warriors. [B]Domains[/B]: Almost anywhere. [B]Abilities[/B]: Base speed 40ft, Magic Weapon (when the spirit manifest it is wielding a magical melee weapon. It does not matter the type of weapon, the elemental always deals 1d10 damage. The summerer determines if the damage is bludgeoning, piercing or slashing and it cannot change later. The weapon only works for the spirit and cannot be shared, dropped, etc. and is considered magical), Shield (the spirit can, as a reaction, defend an adjacent target whom the summoner has designated it to defend. Any successful attack against the designated target the spirit instead suffers the damage but it automatically has Resistance to this damage). [B]Spells[/B]: Armor plus one additional spell per Magnitude of the spirits from among – Agony, Boost Attributes, Combat Sense, Death Touch, Fear, Increase Reflexes, Levitate, Mana Bolt, Mask, Paralyze Foe [B]Spirits of Guidance (Knowledge Elementals) [/B]– Appear as older wizardly men or women, Victorian librarians, B-movie scientists. [B]Domains[/B]: Libraries, School, University grounds, Research areas, places of learning and study. [B]Attributes[/B]: base Strength 6, Intelligence 14 [B]Skills[/B]: History, Religion [B]Abilities[/B]: Base speed 60ft, Known Anything (the spirit can gain proficiency in any number of additional skills that the summoner choses, when it first is summoned, equal to its Magnitude rating), Detection Magic (the spirits can use all spells from the Detection class as if it were one magnitude greater safely and for no extra magic points). [B]Spells[/B]: Clairvoyance plus one additional spell per Magnitude of the spirits from among – Comprehend Languages, Detect, Divination, Light, Mind Probe, Search, Stun Bolt [B]Sprits of Man[/B] - Usually appear as trash or garbage, but also miniature farm hand when in fields or small humanoids wearing antique cloths. Some have appeared as motorcycles or other light vehicles in urban settings. [B]Domain[/B]: almost any Urban area, inhabited or uninhabited. [B]Abilities[/B]: Base speed 60ft, Enhanced Movement (the spirit can enhance the movement of a number of individuals equal to its magnitude. It can move them and itself up to 120ft a round on the ground or give them a Fly speed of 20ft). [B]Spells[/B]: Blur Image plus one additional spell per Magnitude of the spirits from among – Agony, Bestow Curse, Clairvoyance, Illusion, Invisibility, Levitate, Light, Mage Hand, Magic Weapon, Search [B]Spirits of Plants [/B]– Appear as moving and living planets, or half-man or animal, half-plants, etc. [B]Domains[/B]: Anywhere that living planets can and do grow. [B]Skills[/B]: [B]Abilities[/B]: [B]Spells[/B]: plus one additional spell per Magnitude of the spirits from among – X [B]Spirits of Tasks[/B] [B](Elemental Tasks)[/B] – Appears as Gnomes or small humanoids in workers or miner clothing. [B]Domains[/B]: Anywhere machines or industry might be found. [B]Skills[/B]: [B]Abilities[/B]: [B]Spells[/B]: plus one additional spell per Magnitude of the spirits from among – X [B]Sprits of Waters (Water Elementals)[/B] - Appear as Small Waterspouts, humanoids with blue skin, or of water. [B]Domains[/B]: rural lakes, ponds, rivers, streams, waterfalls, oceans, seas, large bays, etc. [B]Abilities[/B]: Base speed 40ft, Call up a Fog Cloud (as an action the spirit can create a 20-foot radius +5ft per level of Magnitude, fog centered on a point up to 120ft away. The sphere spreads around corners and ignores the winds. The area is heavily obscured to visual perception), Swim Speed 60ft. [B]Spells[/B]: Exhaustive Touch plus one additional spell per Magnitude of the spirit from among – Agony, Blindness Deafness, [Elemental] (Acid or Cold) Bolt, [Elemental] (Acid or Cold) Wall, Fear, Increase Reflexes, Mask, Magic Weapons, Search [B]WATCHER SPIRITS[/B] Watcher spirits are minor conjurations that any Magic user with the Summoning core talent can summon. It takes an action and 1 Magic Point with a DC 10 conjuration check to summon a Watch. This minor spirit does not count as a summoned spirits so you can still maintain or conjure a regular spirit. This spirit remains for 1 hour or until you dismiss it or you summon another Watcher Spirit. They can perform the following services – (a) Watch an area up to 100 feet area. If the Watcher Spirits detects a creature entering the area it will immediately move to inform the summoner; (b) Act as an attack dog, attacking one creature that the summoner directs it too; (c) Carry a short message (three or four sentences) to one creature that the summoner knows. This will take 1d6 minutes x the number of miles away it is up to 5 miles away. It can bring back a return message if they summoner had directed it to do so and (d) Search for one creature that the summoner knows. If the summoner only knows the target the Watcher requires a DC20 Investigation check (and 6d10 minutes of time), if the summoner has a physical picture (no vids) or personal items of the target the DC drops to 15 (and 4d10 minutes of time), if the summoner has hair follicle, tissue and/or blood samples of the target the DC drops to 10 (and 2d10 minutes of time). [B]Watcher Spirit[/B], [I]small spirit, unaligned.[/I] [B]Armor Class[/B]: 11 (natural; hardness 0) [B]Hit Points[/B]: 5 (1d8); [B]Threshold[/B]: 15 [B]Speed[/B]: 30ft, Fly 30ft (astral fly speed 60ft or 500ft) STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10 [B]Condition Immunity[/B]: Charmed, Exhaustion, Frightened, Poisoned. [B]Damage Immunity[/B]: Poison [B]Senses[/B]: Duel-Natured (ignore all visual base concealment or cover), passive Perception 12 [B]Skills[/B]: Investigation +2, Perception +2 [B][I]Spirits[/I][/B]: Resistant to all damage from Astral Space. When manifesting it is Resistant to all spell damage and ranged attack weapon damage. ACTIONS [B][I]Strike[/I][/B]: [I]melee weapon attack[/I]: +2 to hit, reach 5ft, one target; [I]Hit[/I]: 1d6 slashing damage. [/sblock] [sblock=THE MATRIX] The Matrix is ever pervasive in the modern world. Thousands of Host Nods (think cellular phone towers) provided an overlapping system within every metro in the world. Massive amounts of data stream over the Matrix, some hidden behind layers of the blackest Intrusion Countermeasures (IC). There are two basic ways to access the Matrix. Through AR (Augmented Reality) where various Matrix related data and information is overlaid your normal vision via AR Glasses or cybereyes or Emersion where one “projects” their consciousness into the Matrix or a vehicle or drone or security system. Anyone can experience what they refer to as cold emersion via a comlink with the Emersion upgrade, while hot emersion requires a Datajack. Hot emersion can be dangerous as a decker can die from lethal bio-feedback caused by black ice. While under emersion your meat-body is unconscious and helpless and if you are using hot-emersion you have advantage on your Initiative checks and gain an extra action each round. This extra action can only be used for a Matrix action. See below. While using either Emersion level your 'meat-body' is helpless and oblivious to the world around it. All of your reality is filtered through the Matrix or drone or vehicle or security systems perceptive. [B][I]Basic Hacker Persona Attributes[/I][/B] – Dexterity is meaningless in the Matrix and your physical body has no effect on your electronic construct. Your Intelligence, Wisdom and Charisma don’t change and use those stats for any skill or ability check or saves you might need. A Persona requires both Matrix Strength and Constitution that only work inside the Matrix. Matrix HP work only in the Matrix. If you are ever incapacitated or knocked to 0 Matrix HP you are forced out of the Matrix violently (see Dumpshock). A Persona can also have a Hardness that only helps verse Matrix attacks and damage. As range is irrelevant in the Matrix all attacks are considered ‘melee’. Most Personas can only deal a basic 1d4 plus their Matrix Strength modifier in damage. There are two basic skills in the Matrix that all Persona use – Scan which is sort of your Matrix Perception and Search which is your basic Matrix Investigation. With additional program modifiers a Persona’s Scan and Search are equal to the Deckers proficiency bonus + Intelligence modifier. For Matrix combat your Initiative is your Intelligence Modifier and your Attack roll is your proficiency bonus + your Intelligence modifier. Both of these can be altered with programs. Some programs also require a saving throw. For the basic this is 8 + program rating (1-8) + Intelligence modifier + proficiency bonus. [B]System Upgrades [/B]– this boost other Matrix stats and ratings. [B]* Boost Matrix Constitution[/B] – By default a standard Persona has a base Constitution of 12. Too boost that add +2 to Matrix Constitution score per rank up to a maximum of 18. Cost 500¥ x Rank. (Restricted) [B]* Boost Matrix Hit Points[/B] – a basic Persona defaults to your Persona’s Constitution modifier +5 x your level in Hit Points. To increase that by +5 to Matrix Hit Points total per rating up to a maximum of 6 ranks. Cost 500¥ x Rank. Icons and systems have different default HP bases. (Restricted) [B]* Boosted Search[/B] – by Default an icon, system or persona has its proficiency bonus + Intelligence modifier. To Boost add +1 equipment bonus to your skill per rank up to a maximum of +4. Cost 500¥ x Rank. [B]* Boosted Scan[/B] – by Default an icon, system or persona has its proficiency bonus + Intelligence modifier. To Boost add +1 equipment bonus to your skill per rank up to a maximum of +f 4. Cost 500¥ x Rank. [B]* Boost Matrix Strength [/B](max Rating 4) – By default a standard Persona has a base Strength of 12. Too boost that add +2 to Matrix strength score per rank up to a maximum of 20. Cost 500¥ x Rank. (Restricted) [B]Programs[/B] – can have Ratings from 1 through 8. All are at least Restricted legally. [B]* Adaptive[/B] (Rating 1) – this program grants you [I]Resistance[/I] to all Matrix damage. Cost 20,000¥. (Illegal) [B]* Agent[/B] (max Rating 8) – your decker has semi-autonomous programs that can perform tasks. Each rating adds an additional Agent that can used to perform these tasks. It takes an Action to order an Agent to perform a task (or if they are all performing the same task). Basic Agent stats are Proficiency bonus +2, Strength 12, Constitution 12, Intelligence 14, Wisdom 12, Charisma 10, HP 12, Attack +4 to hit, Damage 1d6+2, AC 14 (with Intelligence modifier), Hardness 3, Scan +4, Search +4. Agents are immune to all mind-effect abilities and gain proficiency with Strength and Intelligence save. Cost 1,000¥ x Rating. Upgrades – Boost Strength, Constitution or Charisma I +2 for +400¥ each, or Boost Intelligence or Charisma I +800¥ each. Boost Strength, Constitution or Charisma II +2 for +600¥ each, or Boost Intelligence or Charisma II +1,200¥ each (stacks with level I). Boost Strength, Constitution or Charisma III +2 for +800¥ each, or Boost Intelligence or Charisma III +1,600¥ each (stacks with level I and II). Boost HP I +5 for +500¥. Boost HP II +5 for +750¥ (stacks with level I). For increasing Matrix Attack, AC, Hardness and skills Search and Scan as base program and upgrades but must be purchased separately for Agents (all agents have the same modifiers and upgrades). See Agent actions below. [B]* Black Hammer [/B](Rating 1) – similar to Black ICE used by IC programs, this highly illegal program deals damage to the Persona as normal but also deal ½ its damage to the meat-body of the decker using emersion! Cost 10,000¥ (Illegal). [B]* Confusion[/B] (max Rating) – this program can send other matrix persona and systems into a logic loop that ‘freezes’ them up. It is resisted by a Charisma save or gain the Paralyzed condition. At the end of its round the target gains a new save. Success ends the condition. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal) [B]* Corruption[/B] (max Rating 8) – this program can destroy data files that are resisted with a Constitution save. Failure means that a section of data-files were destroyed that round. Data-files can contain up to ten sections, depending on the security and size of the host. Cost 500¥ +500¥ x Rating (Illegal). [B]* Crash [/B](max Rating 8) – this program can crash any one other program being run by icon, system or persona. This is resisted by a Charisma saving throw. Failure and the attack close down one of the target’s programs. The target cannot use that program until fixed. See fixing and jury-rigging programs below. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Restricted) [B]* Exploit[/B] (max Rating 8) – this program allows one to gain full access and control of another system. This is resisted with an Intelligence save. Failure and the target gains the [I]charmed [/I]condition and the attacker can order it to perform one action, even a dangerous one each round as an action. Cost 1,500¥ +1,500¥ x Rating up to 4; 5,000¥ +5,000¥ x Rating for 5-8 (Illegal) [B]* Grey Hammer[/B] – this program is used to damage an opponent’s comlink or deck and hardware. Anytime the Persona deals damage to an enemy Persona or IC, they must make an Intelligence saving throw equal to ½ the damage you dealt minimum 10, maximum 20. On a failure, you pick one of Systems ratings and lower it by one rating. If the save failed by 10 or more you damage either two systems or lower one by two. Note that attributes can be lowered below starting and when the reach 0 the Persona crashes (causing the decker to suffer Dumpshock). This reduction remains until the decker repairs the damage. Cost 5,000¥. [B]* Hammer[/B] (max Rating 4) – by default all Icons and Persona in the Matrix can deal 1d4 + their Matrix Strength modifier in damage to another Icon, system or persona. Rating I ups this to 1d6 damage for 750¥; or Rating II ups this to 1d8 for 1,500¥; or Rating III ups this to 1d10 fir 3,000¥; and finally Rating IV ups this to 1d12 for 5,000¥. The program can be upgrade to include AP (all Hardness is divided by ½ for these attacks) for +5,000¥ and/or Heavy Damage (meaning that it ignores the Resistance of any program that has it) for +8,000¥ (Illegal) [B]* Matrix AC[/B] (max Rating 4) – your persona’s Armor Class in the Matrix. Rating I is AC 12 + Intelligence Modifier for 500¥. Rating II is base AC 13 for +1,000¥; or Rating III is base AC 14 for +3,000¥; or Rating IV grants base AC 15 for +10,000¥. (Restricted) [B]* Matrix Hardness[/B] (max Rating 5) – your persona’s Hardness vs. Matrix damage. Rating I grants a base Matrix Hardness of 2 costing 500¥. Rating II increases to 3 for +400¥, Rating III to 4 for +800¥, Rating IV increases to 5 for +1,200¥, and finally Rating V increases it to 6 for +1,600¥. (Restricted) [B]* Medic [/B](max Rating 8) – a type of Matrix Healing Touch but only for Matrix Hit Points. As an action a persona or system can heal 2d8 + Constitution score back in Matrix Hit Points. The target can use this on themselves a number of times equal to the Rating. Then it requires a repair action to re-use it (base time 5 minutes). Cost 500¥ x Rating. [B]* Sleaze[/B] (max Rating 8) – a type of Matrix Disguise or Alter Self, resisted by an Intelligence save. Cost 500¥ +500¥ x Rating up to 4; 2,000¥ +2,000¥ x Rating for 5-8 (Illegal) [B]* Sneak[/B] (max Rating 8) – a type of Matrix Invisibility resisted by an Intelligence save. Cost 500¥ +500¥ x Rating up to 4; 2,000¥ +2,000¥ x Rating for 5-8 (Illegal) [B]* Spoof[/B] (max Rating 6) – this is a Matrix Deception program that allows the user to fool a program or Persona into thinking it is something else or is authorized to be there, etc. Often used in conjunction with Sleaze. Grants +1 equipment bonus to the user’s Computer User opposed skill check vs. the system or users Scan rating. Cost 300¥ +300¥ x Rating up to 4; 500¥ +500¥ x Rating for 5-6 (Restricted) [B]* Tar Baby [/B](max Rating 8) – this program can freeze another in place. The target resists with a Wisdom save. Failure means it has the Restrained condition. It makes a new save every round, success ends the condition. Cost 300¥ +300¥ x Rating up to 4; 500¥ +750¥ x Rating for 5-8 (Illegal) Matrix Combat and Actions TBD Hacking a System When one attempts to hack a Matrix system to sleaze past security IC, by-pass a security lock, take over an enemy drone or vehicle or security system, the system must be hacked. First the character must make an Intelligence (Computer Operation) check vs. the systems or devices Firewall as the DC. If you succeed what happens next depends on what you are trying to do. If you are trying to overcome a locked security door, success means that it unlocks. If the security system it is attached to is on alert (because of a security breach), this is registered with the system and security. The hacker would need another action to attempt to hide that with a second check against the Firewall’s IC. Dumpshock When you are forcibly ejected from the Matrix (via Matrix combat where you Persona was destroyed/ knocked to 0 Matrix Hit Points or when a Nod crashed) or out of a drone or vehicle (either because it was destroyed or hacked) you experience dumpshock. If any of these conditions are met make an Intelligence save through vs. a base DC of 15. Success means you gain the [I]Reeling[/I] conditions and recover normally vs. a DC of 12. Failure results in you gaining the [I]Stunned[/I] condition for 1d6 rounds. After that you lose the Stunned condition but gain the [I]Reeling[/I] conditions instead. You recover from the Reeling condition as normal but the DC is 15. Repair and Reprogram TBD Writing your own programs and persona upgrades TBD[/sblock] [sblock=CYBERNETICS] In Shadowrun, cybernetic implant enhancement is a reality and extremely common. In fact many civilians have internal comlinks and datajacks as a matter of course and for their work. Living creatures can only handle so much ‘ware within their bodies before it starts having an inverse effect on them. Each piece or level of ‘ware has a Strain level. Add all implants together to get one’s total Strain. Creatures can have a maximum amount of strain equal to the [I]lower[/I] of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of persistent Exhaustions. They cannot recover from this exhaustion until ‘ware is removed or Constitution and/or Charisma increases. A cloned replacement hand or foot or minor organ (a kidney) cost 2,500¥ and takes about a week to grow and surgically reattach or implant into the user. A replacement arm or leg or major organ (a lung or heart) is 6,000¥ and takes about one month to grow and surgically reattach or implant to the user. These have no in game affects (Strain or otherwise) and these prices include surgery cost. A simple cybernetic prosthetic replacement hand or foot or minor internal organ costs 750¥ and takes an hour surgical operation. A complex cybernetic prosthetic replacement for an arm or leg or heart (but could also include replacing the bone of the skull or the skeletal frame of the chest area) costs 2,500¥ and a four hour surgical operation. Basic cybernetic prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally however, instead requiring the use of a Tools (Surgery kit) check DC 15. During a short rest this heals 1d6 + the users’ Wisdom modifier back in these extra HP, or 2d6 + the users’ Wisdom modifier back during a long rest. A Tools (Repair kit) will work in an emergency but only heals back 1d4 + the users’ Intelligence modifier back during a short rest or 2d4 + the users’ Intelligence modifier during a long rest. All implants listed below requires one hour surgery per Strain to install. Most surgeons will charge 500¥ per hour at most hospitals. A street doc might give you a small break (10%-15% off) but they have a greater chance of not being able to do as much if something goes wrong. IMPLANTS [B]Adrenal Pump[/B] (1 level): this vat-grown organ is implanted into the base of the subject’s spine and replaces part of their adrenal gland. It takes a bonus action to active this rune. Once activated, for 1 minute (10 rounds) afterwards, the subject can take one extra action, bonus action [I][B]and[/B][/I] reaction a round. At the end of the duration the subject takes one level of exhaustion. The subject must complete a short or long rest to regain (and recharge) the rune to use it again. Cost 20,000¥, Strain 4 (Restricted) [B]Aquatic Gill Grafts[/B] (1 level): these genetic grafts are added to each side of the subject’s neck and allow them to breathe underwater as if they were a fish. The subject cannot drowned and gains a Swim speed of 20 feet a round and advantage on Athletic checks to swim. Cost 750¥, Strain 1. [B]Bone Density Augmentation [/B](3 levels): Advanced biofibers are attached to the subject’s skeleton structure and increased calcium growth that greatly increase their durability and the ability of the subject to absorb damage. It also increases the subject’s damage when punching or kicking due to the increased hardness. Level I grants the subject +1 Hardness rating and adds +1 to the subject’s unarmed attach damage. Cost 10,000¥, Strain 1. Level II grants the subject +2 Hardness rating and adds +2 to the subject’s unarmed damage. Cost 25,000¥, Strain 2. Level III grants the subject +3 to Hardness and adds +4 to the subject’s unarmed damage. (Restricted) [B]Boosted Reflexes [/B](3 levels): this combat sensor systems are implanted into the subjects’ frontal lobe region of the brain and greatly enhance its combat awareness abilities. Each level gains the subject a +1 insight bonus to its Armor Class. Cost 10,000¥ and Strain 3 per level. (Restricted) [B]Cerebral Boost [/B](2 levels): this is extremely advanced bio and genetic modifications to the subject’s brain greatly increase its rationality and thinking abilities. Level 1 implants grants the subject +2 Intelligence up to a maximum score of 21. Level 2 implants grant the subject instead +4 Intelligence up to a maximum of 23. Cost for level 1 is 40,000¥ and Strain 3, level 2 is 100,000¥ and Strain 6. (Restricted) [B]ChipJack [/B](4 levels): a dedicated datajack port is implanted into the subject’s brain. This allows the subject proficiency with certain skills that it might otherwise not have access to. There are three basic forms of chip that the jack can access – Active-Soft, Know-Soft and Language-Soft. It takes a full round action to place or remove a chip into a willing subject’s chipjack. On the following round the subject gains access to the information on the chip and can apply the chip’s proficiency bonus. If this is lower than the subject’s bonus it offers no additional benefits. If the subject has more than one Chipjack it can access more than one subject at a time. Cost 750¥ and 1 Strain each level. Language-Soft allow the subject to speak and read one language and cost 500¥ each. Basic Know-Soft chips have an attribute modifier bonus and a proficiency bonus total of +4 for the following subjects – Arcana, History, Life Science, Physical Science and Technology and each cost 500¥. Enhanced versions grant a +6 and cost 1,500¥ each, while Advanced version grant +8 and cost 5,000¥ each. Basic Active-Soft chips grant a skill bonus total of +4 for the following subjects – Animal Handling, Computer Use, Insight, Investigation, Medicine, Performance and Survival and cost 2,000¥ each. Enhanced version grant a +6 bonus and cost 8,000¥ each, Advanced version grant a +8 total and cost 20,000¥ each. [B]Comlink, internal[/B]: as a standard comlink but implanted behind one of the subject’s eyes. The system automatically includes the effects of a subvocal microphone. Base rating includes Broadcast 1 (100 yards) and Firewall TN 15 with Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills: Computer Use, History, Investigation, Perception and Technology. Cost 500¥, Stain 1. All of the normal comlink upgrades allowed for a standard comlink can be added for the same cost, except for Satellite Uplink. The subject can carry the necessary equipment to gain a signal uplink but it cannot be implanted into the body. [B]Cybernetic Ear Replacements [/B](1 level+): The subjects’ ears have been replaced with cybernetic ones. This Cost 500¥ each but only 1 Strain total, but they can hold up to 3 Strain worth of cybernetic-audio enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers, except Spatial Sound Locator, can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject counts all Strain in full. [B]* Audio Amplifier [/B](3 levels): +500¥ and +1 Stain per level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base listen check out to 120ft as normal. With three levels can make base listen checks out to 200ft. [I]Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. [/I] [B]* Audio Enhancer [/B](1 level): +500¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. [B]* Dampener[/B] (1 level): +250¥. Advantage on any saving throws that involve sonic attacks or damage. [B]* High/Low Freq Hearing [/B](1 level): +500¥. Grants the user High and Low Frequenting Hearing. [B]* Spatial Sound Locator [/B](1 level): +2,000¥, Strain 3. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Can be detected with Low Freq Hearing. [B]Cybernetic Eye Replacements[/B] (1 level+): the subjects’ eyes have been replaced with cybernetic ones. This Cost 600¥ each but only 1 Strain total, but can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject counts all Strain in full. All metahumans who have cybernetic eye replacements lose any natural Low-Light or Darkvision, unless they take the cybernetic version. [B]* Low-Light Vision [/B](1 level): +400¥, Strain 1. As species sense Low-Light Vision. [B]* Flare Compensation [/B](1 level): +400¥, Strain 1. Advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. [B]* Dark Vision [/B](1 level): +750¥, Strain 1. Darkvision out to 60 feet. [B]* Vision Enhancement [/B](1 level): +600¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. [B]* Vision Magnification [/B](3 levels): +500¥ and +1 Strain per level. Allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base sight check out to 120ft as normal. At level 3 can make normal checks out to 200ft. [I]Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. [/I] [B]Cyber-Arm Enhancements[/B] (1 level): require that at least on arm has is a cybernetic replacement. Increase all melee attack damage by +2. Cost 5,000¥, 0 Stain (included in the cybernetic arm) [B]Cyber-Leg Enhancements[/B] (7 levels): these implants require both legs are cybernetic replacements. Note that the legs can hold up to 3 levels of Strain automatically and the subject only needs to pay for any Strain that exceeds that. Each level grants one of the following: +10ft to Move Speed (can be taken 3 times), +5ft to base Leaping distance (can be taken 3 times), Boosted kick (change unarmed damage to 1d8/1d10 for a large sized creature, bludgeoning damage). Cost 1,000¥ and Strain 1 per level. [B]Damage Compensators [/B](2 levels): This advanced gene-therapy allows the subject to better shrug off damage. Grant the subject advantage with any saving throw verses weapon damage of Stun, weapon property of Painful and also grants the subject advantage on saving throws to recover from the [I]Reeling[/I] condition. Each level grants the subject 10 temporary Hit Points. These Hit Points return after a short or long rest. Cost 10,000¥ and Strain 2 per level (Restricted) [B]Datajack [/B](1 level): a simple brain implant that allows the subject to use either a fiber-optic cable to directly interface with any type of electronic device or computer or wirelessly if using a comlink with a wireless interface modifier. Cost 500¥, Strain 1. [B]Dermal Plating [/B](3 levels): advanced bio-Kevlar strands are implanted into the outer layers of the subject’s skin providing enhanced protection from damage. Each level adds +1 to the subject’s Hardness rating and stacks with any other sources. Cost 2,500¥ and Strain 1 per level. (Restricted) [B]Drone Hand[/B] [B]Mount[/B] (1 level): this implant requires that the subject have at least one cybernetic hand replacement. When not in use it acts as a normal cybernetic hand and any attempt to detect the drone is at disadvantage. When deployed the subject cannot use that hand for any other activity. 1,000¥, no Strain (already paid for with the replacement hand). See Drones for stats. [B]Filter Plugs [/B](1 level): these advanced toxic filter system are implanted into the subjects’ nasal cavities and grant it advantage on saving throws verses inhaled toxins or gases. Cost 1,000¥, Strain 1. [B]Flesh Pockets [/B](1-5 levels): specialized voids are opened within the subject’s body cavities allowing small (4-5 lbs) items to hidden within. Items placed within are hard to detect (impossible to detect without some special senses, then generally at disadvantage). Cost 500¥, Strain 1 each. A medium sized creature can hold up to 3 such pockets while a large sized creature can hold 5. [B]Frame Reinforcement[/B] (1 level): cybernetic skeleton structure modification greatly increase the subject’s ability to carry weight. Treat the subject’s size by one higher for determine encumbrance, pushing, pulling weights. Cost 1,000¥, Strain 1. [B]Hand Razor[/B] (2 levels): these are cybernetic fingernail replacements that are razor sharp. Level 2 are retractable and others attempting to detect them as weapons are at disadvantage. The change unarmed damage to 1d4 (1d6 for large sized creature) piercing or slashing (attacker’s choice). They include finesse and light weapon properties. Cost for one arm is 1,000¥, Strain 1, retractable +500¥, Stain +1. (Restricted) [B]Hand Spur[/B] (2 levels): these are bio-metal spurs implanted into the back of the subject’s wrist and forearms. Level 2 these spurs are retractable and others attempting to detect them as weapons are at disadvantage to do so. The change unarmed damage to 1d8 (1d10 for a large sized creature) slashing. They include finesse and light weapon properties. Cost for one arm is 3,000¥, Strain 1, retractable +500¥, Stain +2. (Restricted) [B]Internal Organ Implant/Replacements [/B](2 levels): the subject’s internal organs are either replaced with strengthened cybernetic ones or enhanced and toughened. Level 1 implants grants the subject +2 Constitution up to a maximum score of 21. Level 2 implants grant the subject instead +4 Constitution up to a maximum of 23. Cost for level 1 is 10,000¥ and Strain 3, level 2 is 30,000¥ and Strain 6. (Restricted) [B]Internal Air Tanks [/B](3 level): replacing part of the subject’s lungs with small air considers they allow the subject to ‘hold its breath’ for one hour per level. For this hour the subject is immune to any inhaled gases but is not immune to toxic environments, etc. Cost 5,000¥ and Strain 1 per level. [B]Move-By Wire Reflex [/B](1 level): this system not only enhances the subjects’ reaction but also greatly increases its coordination and responsive reaction time. The subject gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws and Acrobatics and Athletics skill checks, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 50,000¥, Strain 9. (Restricted) [B]Muscle Implants [/B](2 levels): cybernetic muscle implants are injected into the subject’s body that graphed themselves to the overall muscle structure to enhance the user’s overall strength. Level 1 implants grants the subject +2 Strength up to a maximum score of 21. Level 2 implants grant the subject instead +4 Strength up to a maximum of 23. Cost for level 1 is 10,000¥ and Strain 3, level 2 is 30,000¥ and Strain 6. (Restricted) [B]Ocular Drone[/B] [B]Mount[/B] (level 1): this eye mount requires that the subject have at least one cybernetic eye replacements. It allows the subject to store an ocular drone within the eye socket. Others have disadvantage at detecting the drone when mounted, but the subject is blind in one eye when the drone is in use (Disadvantage on ranged attack rolls and perception checks past 10ft). Cost 1,000¥, Strain 0 (already paid for with the replacement cybernetic eye). See Drones for stats. [B]Orthoskin [/B](4 levels): this advanced gene-therapy enhances all layers of the subject skin but also strengthens the internal organs and vital area in such a way as to provide it naturally resistant to damage. There are three basic enhancements available, each grants the subject resistance to one type of weapon damage – bludgeoning, piercing (and ballistic) or slashing. Each level costs 10,000¥ and has a Strain of 2. (Restricted) [B]Radar Scanner Implant [/B](1 level): a short range radar system that is implanted at the base on subject’s skull. It grants the subject blindsense in a 30ft radius area. Radar is automatically detected by Hi/Low frequency hearing and various sensors. Cost 20,000¥, Strain 5. [B]Reflex Implants [/B](2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level 1 implants grants the subject +2 Dexterity up to a maximum score of 21. Level 2 implants grant the subject instead +4 Dexterity up to a maximum of 23. Cost for level 1 is 20,000¥ and Strain 3, level 2 is 50,000¥ and Strain 6. (Restricted) [B]Skillwires [/B](level 1): bio-electric wires are implanted throughout the subject’s nervous system and along its spin. This allows the subject to benefit from muscle memory skills. Only one system can be installed into any one subject and this includes a dedicated chipjack that can only be used for these active like skills. These bonuses do not stack with natural levels. Cost 10,000¥, Strain 6. Basic Skillwire chip grant a skill bonus total of +4 for the following subjects – Acrobatics, Athletics, Stealth and Vehicle (each vehicle type must be purchased separately) and cost 5,000¥ each. Advanced version grant a +6 bonus and cost 15,000¥ each. [B]Sleep Regulator [/B](1 level): genetic bio-engineering allows for the subject’s brain waves to be changed in such a way that it only needs 3 hours of sleep for a long rest. It still requires that the subject be inactive for 8 hours but they can be performing minor actions and are fully alert doing this time. Cost 5,000¥, Strain 1. [B]Smartgun Link [/B](1 level): skill wires are implanted within the subject’s eyes and the subject’s hands that greatly enhance its ability to hit with firearms. The link, which can be combine with a laser sight (see Gear) adds +2 equipment bonus to the subject ranged weapon attack rolls and allows the attacker to re-roll 1s and 2s on any damage dice rolled, but only with weapons that the Smartgun link upgrade (see Gear). Costs 2,000¥, Strain 2. [B]Taser Hand [/B](1 level): a melee taster is implanted into one of the subject’s hand. With a successful touch melee attack (+2 to roll) the target must make a Constitution save DC 15 or suffer weapon damage type of Stun (see Gear). Also have the weapon properties of finesse and light. Cost 5,000¥, Stain 3. [B]Vehicle Rigger Control (VRC) [/B](1 level): Requires a Datajack implant. A complex neural pathway implant that allows the subject to control vehicles, drones and internal systems with its mental commands. This is done via a comlink and either AR interaction or with a datajack and comlink with a wireless interface modifier. The vehicle or system must have a Rigger upgrade (all drones automatically include this). The ‘rigger’ can control up to its Intelligence modifier in systems at a time and gains an additional action on each of its turns. This action can only be used with a system under its control and it must be used only to take the Attack, Dash, Disengage, Hide, Recover from Reeling or Use an Object action. This cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics but see Tech talents for the basic class exceptions (for Drone Riggers and Riggers). Cost 20,000¥, Strain 6. [B]Weapon Implant [/B](2 levels): a small, hand-held weapon is implanted into the subject’s cybernetic arm replacement. Something the size of a light pistol (up to a Hammerli 620S) Costs 2,000¥ plus the weapon’s cost and Strain 1. Any other light firearm costs 5,000¥ plus the weapon’s cost with Strain of 2. A shotgun or two-handed SMG costs 8,000¥ plus the weapons cost and Strain 4. These weapons are totally hidden within the subject’s limb when not in use and are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload it and holds its basic ammunition. Generally a subject cannot have more than two weapons implanted in this way. [B]Wired Reflexes [/B](1 level): this advanced system is implanted along the subject spin to greatly enhance their reaction time. The subject gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 25,000¥, Strain 6. (Restricted) Bone Density Augmentation, Dermal Plating and Orthoskin cannot be combined. Adrenal Pump, Boosted Reflexes, Move-By Wire Reflexes, Vehicle Rigger Control and Wired Reflexes cannot be combined.[/sblock] [sblock=VEHICLES & DRONES HOUSERULES] In the world of Shadowrun a great majority of vehicles and all drones are “self-operating” i.e. they can drive themselves in most cases. Now some very cheap and old models of some vehicles can’t but they tend to be the exception rather than the rule. In all cases then below – an operator is the vehicles controller. Someone ordering a drone to take an action is not the operator, the drone (or self-driving car) is. Crew includes the operator and all passengers within the vehicle. A gunner is a non-operator who is manning a vehicle weapon. VEHICLE NOTES AND HOUSERULES [B]Modifier[/B]: this is based on the vehicles Dexterity minus its size modifier: Large size -1, Huge -2, Gargantuan -4, Colossal -6, Behemoth -8 and Titan -10. The [B]Attack Modifier[/B] is only applies to weapons fired by an operator or gunner, not a drone or autonomous vehicles. It is based on the Vehicles Intelligence minus the vehicles size modifier (as above [B]Vehicle Armor Class[/B] = 10 + size modifier + armor bonus + vehicle operator’s proficiency bonus. Smaller, more maneuverable vehicles add the vehicle operator’s Dexterity or Intelligence modifier (some only to a max of +2). Note that the operator must be proficiency with the vehicle to gain these bonuses. [B]Vehicle Damage Threshold [/B]= 10 + vehicle’s Strength modifier + size modifier (i.e. Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60). Vehicles and drones that suffer their Damage Threshold from one attack gain the [I]Reeling [/I]Condition and all actions taken by the drone or crew suffer the effects this condition for any tasks on the vehicle’s systems (piloting checks, attack rolls, repair, sensors, etc.). Vehicles and drones already suffering the [I]Reeling [/I]Condition who again take damage equal to exceeding its Damage Threshold acquires the [I]Stunned [/I]Condition. The crew may still be able to act, but the vehicle cannot move under its only control. Aircraft fall from the sky, ground vehicles tend to move out of control and/or crash. Any actions the crew attempts against or with the vehicle’s systems, while the vehicle is [I]Stunned[/I], are at a Disadvantage. Vehicles, unlike creatures and drones, cannot recover from either Reeling or Stunned conditions ‘naturally’. Instead the operator or crew member must Re-rout power (see below). At zero hit points, vehicles and drones are out of control and is no longer functioning. All the crew can do it attempt to fix it or abandoned it. If in hostile environment (underwater, toxic, etc.) the vehicle starts venting atmosphere, and the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the reverse of the Vehicle size penalty (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has ten rounds). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its damage threshold, it is destroyed. In addition, all of the vehicle’s occupants take half damage from this attack. On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain [I]Resistances[/I] to this damage (in effect taking ¼ the base damage). SPECIAL CONDITIONS FOR VEHICLES [B]Collision Damage[/B]. All vehicles and drones deal a number of dice of damage based on their size (both vehicles suffer this damage). Drones deal their unarmed bludgeoning damage, while vehicles deal – 1d8 for Medium, 2d6 for Large, 3d6 for Huge, 4d6 for Gargantuan, 5d8 for Colossal, 5d12 for Behemoth and 6d12 for Titan. This assume that the vehicle or drone moved at least 30ft that round before striking its target. Moving up to 60ft in a round doubles the damage and moving over 100ft triples the damage. All crew and passengers also suffer this damage as if they had Resistance. With a successful Strength or Dexterity saving throw vs. the initial ram attack roll, the damage is halves (in affect they only suffer ¼ the damage). [B]Out of Control[/B]. An out of control vehicle or (one that is [I]Stunned[/I] or has 0 hit points remaining) is no long under control of the vehicle operator. Land vehicles tend to move in the same general direction they were moving before being disabled, the first round at whatever speed it was traveling the previous rounds, and half speed each round after that. If there are any obstacles in the way it make crash into them (see Collisions). Aircraft that becomes disabled immediately falls 500 feet plus another 1,000 feet for every rounds until it either hits the ground or is reactivated. Resolve falling damage as normal, and all passengers and crew suffer ½ this damage (see Crash systems). VEHICLE AND DRONE ACTIONS [B]Attack[/B]. As an action can fire one vehicle weapon system. Vehicle operators can only fire weapon systems that are forward fixed unless it is has a Rigger upgrade. Gunners can only fire systems that they are manning personally unless they have some cybernetic (such as a Datajack) and the vehicle has the Rigged upgrade. [B]Attack Run (Vehicle Operator Only)[/B]: As an Action, an aircraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However, with a successful check, all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 20ft and up to 60ft length long. All targets within this Area of Effect are at disadvantage on all Dexterity saving throws! With dropped bombs and missiles used against stationary targets, the attack roll is with advantage, and can affect a line of affect with each bomb or missiles AOE (i.e. Block Buster bombs have an AOE of 50ft. If the gunner drops 3 bombs then the AOE becomes 50ftx150ft). [B]Bomb Drops[/B]: Bombs are dropped and use the same basic rules as Indirect Attacks under Grenades. An Attack run action (see above) can negate this penalty (advantage with a “spotter”). [B]Dogfight (Vehicle Operator Only)[/B]. Only aircraft that are Gargantuan size or smaller. As a bonus action, during the Action phase, pilots may initiative a dogfight against each other. If one side does not wish to engage in a dogfight they can be ‘forced’ with a contested operator skill check but the aggressor is at -1d6 to their initial check. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is taking place and the loser have disadvantage on their attack rolls against the aggressors during the first round of combat. Fighter Wings (see maneuvers below) can engage in dogfights as a group (choosing one pilot from each wing to make the check; that pilot gains a +1 to his pilot check). [I]*Dogfighting[/I]: At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed during the movement phase. [I]*Disengage from a Dogfight[/I]: When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight (no longer considered in the dogfight). If the target fails it can still leave but all enemy ships in the enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. [I]*Firing into a Dogfight[/I]: for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage. [B]Hide (Vehicle Operator Only)[/B]. The operator can use his action to make a Hide check during its’ phase, so long as he has some form of obscuring cover (darkness does not count in space) or a Stealth system upgrade. You cannot hide on the same round as your vehicle attacks. [B]Maneuver (Vehicle Operator Only)[/B]. The following rolls are modified by the vehicles maneuver rating. Note that these maneuvers can cause damage with a failed check. Failure causes a number of 1d6 damage equal to ¼ the vehicle’s HD (round up). This damage is not reduced by resistance or Hardness. [I]*Avoid Missiles and Torpedoes[/I]: As a reaction, the operator can attempt to avoid a missile or torpedo that has just successfully struck his ship. Makes an operator maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo, each +5 over the TN the ship has avoided another missile or torpedo of the same barrage. [I]*Dash[/I]: The operator can use its’ action to move the vehicle its Base speed movement again. This is a DC 12 maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. [I]*Dodge[/I]: As its action the operator may take the Dodge action with a vehicle it controls. This is a DC 15 maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. [I]*Fighter Wings[/I]: For aircraft Gargantuan and smaller, can form attack wings of up to four vehicles. As a bonus action, at the beginning of the turn, all pilots must make a DC 15 operations skill check. With success, all ships in the wing must move at the same speed and remain within the same 30ft as each other, they combine to aid each other’s defense and attacking. A duel fighter wing adds +1 to both ship’s AC and +1 to their attack and to each damage dice rolled (i.e. 3d8 adds +3 damage) that round. With four or more ships, add +2 to all ship’s AC, attack and damage rolls. [I]*Increase Speed[/I]: As a bonus action, the operator can try and increase the speed of its vehicle. On its round, make an operator skill check DC 15. Success increase the ship’s speed by +50% this round. Success of a 20+ doubles the speed this round. A failure also reduces the ship’s speed by 50% this round. [I]*Ram[/I]: As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. On the operator’s turn make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage (see below). If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB) using the Vehicles Strength or Dexterity. If the target has lost power for whatever reason, it is at disadvantage on this check. If the check fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement). As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check “missed”. [B]Missile[/B] [B]Lock[/B]. If the operator or gunner of a missile or torpedo spends its Action before firing such a weapon, the gunner makes a special Attack against the target (at normal bonuses and penalties). If it is successful the missile or torpedo is “locked” onto the target. Firing a weapon with ‘missile lock’ means that on the following round the gunner is at advantage on its attack check and even if it misses, it can attempt to hit the same target again on the following round with the same Attack bonus (but not at advantage). If this second attack misses then the missile or torpedo self-destructs harmlessly. Certain systems can cancel or affect this roll. [B]Repair[/B]. A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair non-destroyed vehicle (one reduced down to 0 hit points), a creature can work on it for one hour and make a Tools (Repair kit) check DC 15. A success repairs 1d8 + your tools proficiency bonus. If the vehicle is suffering any conditions these apply to the skill check. [I]*Jury-Rig[/I]: You can attempt to make short-term repairs to a non-destroyed vehicle or make install some condition (like seal a room on a submersible that is sinking and taking on water). To get a disabled vehicle up and ‘limping-along’ requires a Tools (Repair kit) DC 20 check and at least one hour of work. Success means that the vehicle will acts as if [I]Reeling[/I] for a number of minutes equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along). To jury-rig damage to a non-disable vehicle requires a Tools (Repair kit) check DC 20 and an Action of work and restores 1d8 +tool proficiency bonus. Note though that all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending. [B]Reroute Power[/B]: A crew must make a Tools (Repair kit) DC 15 check to remove the [I]Reeling[/I] or [I]Stunned[/I] condition from a vehicle (note that after the [I]Stunned[/I] condition ends it is still [I]Reeling[/I]). This a number of Actions equal to the base Modifier Size penalty (see above) of the vehicle (i.e. a large vehicle need 1 action, colossal vehicles require 10 actions/rounds) to remove either condition, one step at a time. A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the DC increases to 20. Failure at jury-rigging causes the vehicle to suffer the [I]Stunning[/I] Condition for one round (then returns to Reeling at the beginning of the operator’s next round) and then can attempt to repair on the following round.[/sblock] [sblock=THE ENVIRONMENT] In Shadowrun and many sci-fi or modern day adventures the environment can be as much an enemy as an armed guard or security system. [B]ATMOSPHERE[/B] Major life forms on Earth breathe nitrogen, oxygen, or a mixture of the two. Atmospheres are divided into five categories: Vacuum, Thin, Normal, Dense, and Hazardous (Toxic). [B]Vacuum: [/B]Vacuums contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as spacesuits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), he suffers 1d6 hit points of damage and must make a DC 15 Constitution save or also suffer one level exhaustion of from decompression every round. If a breathing being expels all air from its lungs (requiring a Wisdom save DC 15) she can avoid this roll for ¼ her Constitution score (round down). This condition is found generally only in space or special tanks on Earth where the atmosphere can be removed for various tests, etc. [B]Thin: [/B]Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Creatures require pressurized spacesuits to operate safely in Thin atmosphere. Any breach of the suit forces the individual to make a Constitution save every minute to avoid gaining a level of exhaustion. This can lead to death. The victim recovers back exhaustion lost this way level every 10 minutes if returned to standard atmospheric pressure. This condition is generally only found at very high altitudes on Earth like in an high flying craft or the peaks of very high mountains. [B]Normal: [/B]Earth’s basic atmospheres have no special effects. Atmospheres between Normal and Thin or Dense may also exist. Use whatever condition is closest, but failed saves lead to a maximum of only 4 levels of exhaustion from these lower conditions. [B]Dense: [/B]Dense atmospheres have a higher pressure than Earth and are almost as difficult to breathe in as thin atmospheres. A being must wear some sort of breathing apparatus or make a DC 15 Constitution save every 30 minutes. Failure results in one level of exhaustion up to a maximum of 5. There are no areas on Earth where this is naturally occurring, except underwater (and in those cases, land dwellers can’t normally breath underwater). Without driving suits subjects suffer as described. Victims recover these lost exhaustion levels every 10 minutes if returned to standard atmospheric pressure. [B]Hazardous[/B]: Certain toxins and gaseous content of a Hazardous atmosphere do not support healthy human life. There are numerous toxic wastelands spread throughout the planet (both natural and from pollution, etc.) A creature without some kind of independent oxygen supply must make a DC 10-20 (depending on severity; GM’s call) Constitution save every round (or minute or hour for less toxic environments, as determined by the GM) or suffer an exhaustion level that can lead to death. Recovery is only possible when the creature receives air at standard pressure and one exhaustion level is recovered every 10 minutes. [B]GRAVITY[/B] Its’ unlikely that the characters in Shadowrun will be visiting Space, but just in case. All individuals suffer some physical disorientation in gravities different than what they’re used to. This inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws. In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They suffer just the opposite in higher gravity situations. *Super-Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ¼ normal (round Speed to the nearest 5ft base). *Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ½ normal (round Speed to the nearest 5ft base). *Low G: Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal. *Micro-G: Carrying capacity, lifting, leaping distances and Speed are doubled over normal. [B]Zero-G Effects: [/B]Movement and combat in zero-g is tricky due to momentum and disorientation. First, when not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. Unless a creatures is anchored in some way (magnetic books lacked to a metal hull, etc.) all Strength and Dexterity based skills and attack rolls are at disadvantage (Elves and Spacer feat can ignore this). When firing a non-recoilless weapons when not anchored the creature is sent tumbling. When tumbling the creature has a Move speed of 0 (if he was moving then he is still moving in that direction but cannot change it) and it is at disadvantage with all saving throws, skill and ability checks and attack rolls. As an action the creature can attempt a DC 15 Dexterity (Acrobatics) skill check to ‘right’ itself (but remember at disadvantage). Success means it is no longer tumbling. [B]OTHER HAZARDS[/B] COLD WEATHER Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a DC 15 Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For below 0° F this save is at disadvantage. These rolls assume the creature is wearing winter clothing (or a wetsuit if underwater). If not increase the DC to 20. Advanced arctic suits ignore the based saving throw and grant advantage on the save below 0° F down to around -40° F then standard saves and disadvantage on saves below -80° F. Below -100° F without a void suit or similar protection the creature fails this saving throw automatically. EXCESSIVE HEAT Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least four quarts of water a day, they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature must make DC 15 Constitution check every four hours, add +2 to the DC if the creature has half the water needed, add +5 to the DC if less than half. Add +1 to the DC for every 5 degrees above 90 the temperature is. However lower the DC by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This can kill the creature. PRESSURE On Earth only being deep underwater can cause extreme pressure or certain specialized tanks built to simulate these conditions. High pressure requires a Constitution saving throw vs. a DC 12 over hour or suffer a level of exhaustion. Extreme pressure requires a check every minute with a DC 15. Rising to fast can also cause problems. Taking ¾ the safe time is a DC 15. Failure results in 1d6 damage that also reduces the subject’s maximum hit point total. Taking ½ the safe time is a DC 20 or suffer 3d6 damage that also reduces your maximum hit point total and costs one level of exhaustion. Taking ¼ the safe time is a DC 25 or suffer 5d6 damage and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. Recovering this lost hit point maximum is the same as with recovering from Radiation poisoning (see below). Recovering all lost exhaustion can only be done one level per long rest. RADIATION There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0. Dangerous levels of radiation require a DC 12 save every hour or suffer 1d6 hit points of damage and also a reduction of the creatures maximum hit point total. Extreme levels of radiation require a DC 15 save every minute or suffer 1d8 hit points of damage an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a DC 15 save but every round or suffer 1d10 hit points of damage and a reduction of the creatures maximum hit point total. After a long rest the creature can make a Constitution saving throw vs. the same DC as the damage. With a success it rolls its best Hit Dice (if multiclassed) and removes that amount from its maximum hit points that has been reduced (i.e. a Fighter/Wizard makes his save after a long rest. His maximum hit points have been reduced by 21 points due to radiation. He rolls a d10 getting a 6. His maximum hit point maximum is now down only 15 points).[/sblock] [/QUOTE]
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