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Shadowrun using DnD5 [OOC]
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<blockquote data-quote="GreenKarl" data-source="post: 7466944" data-attributes="member: 6801242"><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'">So I am going to edit concentration spells as the following...</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'">Under MAGIC USER class after the last line in Spell Casting I am going to add...</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'">"A Magic user can concentrate to maintain a number of Spells equal to its traditions defining attribute modifier. However when doing so the mage suffers an -2 to its Concentration saving throw for every spell past the 1st that it is maintaining at the time. Failure results in all spells that the mage is maintaining to fail."</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'">And added to the end of Summoning Spirits Magic Point cost...</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'">"Failure costs only 1 Magic Point but if the summoner was overcasting it also costs a minimum damage in HP (i.e. a 3rd level magic who attempted and failed to summon a Magnitude 4 fire elemental still loses 1 Magic and 4 HP of damage)."</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'">Then for MAGIC USER TALENTS</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"><strong>Quickening</strong>: This talent allows a magic user to maintain one additional concentration spells at the same time. This can be taken a second time, but requires that caster to be of Magic User level 11+ to do so. This allows the magic user to concentrate on two additional spells at one time. Either effect can be combined with a Sustaining Focus (see magical focus). <em>Prerequisite</em>: Magic User 5+, Spell-Casting core talent.</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"><strong>Summon Spirit Ally</strong>: adding "This spirit ally does not count as a summoned spirit for the magic user and are not banished if the magic user is incapacitated or knocked to 0 hit points. Also any attempt to banish this spirit are at disadvantage and a banished ally spirit returns to the magic users service at the next sunrise or sunset."</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"><strong>Sustaining Focus</strong>: This popular focus allows the magic user to concentrate better. One spell that requires concentration does not count as the magic user concentrating on it and it automatically last for the base concentration duration. The magic user does not need to make a Constitution save for this spell. These ability can be used a number of times that the caster wishes equal to her Tradition’s ability modifier. The caster regains these bonuses after a short or long rest. </span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'">Under SPELLS in the Magic section I am editing to...</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: #333333"><span style="font-family: 'Verdana'"><strong>"Maintaining Spells</strong>: In the magical world of ShadPreowrun, all Spells with a duration of longer then instant are concentration. No spell can last longer then the spell caster focusing on it (but see talents). </span></span></span></span></p><p><span style="color: #333333"><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="font-family: 'Verdana'"></span></span></span></span></p><p><span style="color: #333333"><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="font-family: 'Verdana'">Under Summoning Spirits in MAGIC I am changing the line "</span></span></span></span><span style="color: #333333"><em>While the spirit is present the magic user is considered to be concentrating and as such cannot cast another concentration spell (but see Magic User talents)</em><span style="font-family: 'Verdana'"><span style="color: #000000">." to "Magic Users can only have one summoned spirits in their service at a time. If a magic user summons another spirit the present one is automatically banished back to its native plane (but see talents)."</span></span></span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"><span style="color: #000000">I am thinking about magical feats also...</span></span></span></p><p><span style="color: #333333"><strong>Focused Caster</strong><span style="font-family: 'Verdana'"><span style="color: #000000">: You have good concentration with spells. Add your proficiency bonus twice when making a Constitution saving throw to maintain spells you are concentrating on. This can be combined with Combat Caster. </span></span></span></p><p><span style="color: #333333"><strong>Precision Spell</strong><span style="font-family: 'Verdana'"><span style="color: #000000">: You know how to fire spells into melee combat to affect the target that you want. You are not at disadvantage with your Magical attack roll when attacking into melee combat where your allies are present.</span></span></span></p><p><span style="color: #333333"><strong>Precision Spell, Improved</strong><span style="font-family: 'Verdana'"><span style="color: #000000">: You know how to protect your friends from your own spells. When casting an Area of Attack on an area you can </span></span><span style="font-family: 'Verdana'">exude</span><span style="font-family: 'Verdana'"><span style="color: #000000"> a number of targets to not suffer the affects of the spell equal to your tradition attribute modifier.</span></span></span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333">Still thinking on others...I am not sure of a Spell Focus yet. Still weighting it against talents.</span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333">Finally I am going to change<strong> Weapon Focus</strong> to <strong>Weapon Expertise</strong>. </span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333"></span></p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7466944, member: 6801242"] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana]So I am going to edit concentration spells as the following...[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana] [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana]Under MAGIC USER class after the last line in Spell Casting I am going to add...[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana]"A Magic user can concentrate to maintain a number of Spells equal to its traditions defining attribute modifier. However when doing so the mage suffers an -2 to its Concentration saving throw for every spell past the 1st that it is maintaining at the time. Failure results in all spells that the mage is maintaining to fail."[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana] [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana]And added to the end of Summoning Spirits Magic Point cost...[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana]"Failure costs only 1 Magic Point but if the summoner was overcasting it also costs a minimum damage in HP (i.e. a 3rd level magic who attempted and failed to summon a Magnitude 4 fire elemental still loses 1 Magic and 4 HP of damage)."[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana] [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana]Then for MAGIC USER TALENTS[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana][B]Quickening[/B]: This talent allows a magic user to maintain one additional concentration spells at the same time. This can be taken a second time, but requires that caster to be of Magic User level 11+ to do so. This allows the magic user to concentrate on two additional spells at one time. Either effect can be combined with a Sustaining Focus (see magical focus). [I]Prerequisite[/I]: Magic User 5+, Spell-Casting core talent. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana][B]Summon Spirit Ally[/B]: adding "This spirit ally does not count as a summoned spirit for the magic user and are not banished if the magic user is incapacitated or knocked to 0 hit points. Also any attempt to banish this spirit are at disadvantage and a banished ally spirit returns to the magic users service at the next sunrise or sunset." [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana][B]Sustaining Focus[/B]: This popular focus allows the magic user to concentrate better. One spell that requires concentration does not count as the magic user concentrating on it and it automatically last for the base concentration duration. The magic user does not need to make a Constitution save for this spell. These ability can be used a number of times that the caster wishes equal to her Tradition’s ability modifier. The caster regains these bonuses after a short or long rest. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana]Under SPELLS in the Magic section I am editing to...[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#000000][FONT=Calibri][COLOR=#333333][FONT=Verdana][B]"Maintaining Spells[/B]: In the magical world of ShadPreowrun, all Spells with a duration of longer then instant are concentration. No spell can last longer then the spell caster focusing on it (but see talents). [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][COLOR=#000000][FONT=Calibri][FONT=Verdana] Under Summoning Spirits in MAGIC I am changing the line "[/FONT][/FONT][/COLOR][/COLOR][COLOR=#333333][I]While the spirit is present the magic user is considered to be concentrating and as such cannot cast another concentration spell (but see Magic User talents)[/I][FONT=Verdana][COLOR=#000000]." to "Magic Users can only have one summoned spirits in their service at a time. If a magic user summons another spirit the present one is automatically banished back to its native plane (but see talents)."[/COLOR][/FONT] [FONT=Verdana][COLOR=#000000]I am thinking about magical feats also...[/COLOR][/FONT] [B]Focused Caster[/B][FONT=Verdana][COLOR=#000000]: You have good concentration with spells. Add your proficiency bonus twice when making a Constitution saving throw to maintain spells you are concentrating on. This can be combined with Combat Caster. [/COLOR][/FONT] [B]Precision Spell[/B][FONT=Verdana][COLOR=#000000]: You know how to fire spells into melee combat to affect the target that you want. You are not at disadvantage with your Magical attack roll when attacking into melee combat where your allies are present.[/COLOR][/FONT] [B]Precision Spell, Improved[/B][FONT=Verdana][COLOR=#000000]: You know how to protect your friends from your own spells. When casting an Area of Attack on an area you can [/COLOR][/FONT][FONT=Verdana]exude[/FONT][FONT=Verdana][COLOR=#000000] a number of targets to not suffer the affects of the spell equal to your tradition attribute modifier.[/COLOR][/FONT] Still thinking on others...I am not sure of a Spell Focus yet. Still weighting it against talents. Finally I am going to change[B] Weapon Focus[/B] to [B]Weapon Expertise[/B]. [/COLOR] [/QUOTE]
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