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== MAGIC OF THE SIXTH WORLD == In 2011, the Awakening transformed the world by making magic a reality. Some people in the Sixth World have the rare gift to use the power of magic. They are the ''Awakened''.</br> Magicians follow one of two traditions. A tradition is a set of beliefs and techniques for using magic. It colors the magician’s outlook and affects how the magician learns and uses magic. The choice of magical tradition is for life. Once you are on the path, there is no turning back.</br> A follower of the ''shamanic'' tradition is a shaman. Shamans focus their magic through their relationship with the world of nature and the power of emotion and inspiration. Magical knowledge comes to them from a spirit-patron known as a totem.</br> A follower of the ''hermetic'' tradition is a mage. Hermetic magic is intellectual. Mages see the universe as a complex pattern of forces that can be controlled with the right formulae and rituals. Magical knowledge comes from intense study and research.</br> Adepts follow their own unique path, the ''somatic'' way. They are concerned with the perfection of body and mind, focusing their magical power inward. Adepts learn their unique abilities through introspection and an awareness of self.</br> ===ASTRAL SPACE === [[File:SR.D5.Spirit2.jpg | left]] In Astral Space your attributes change as 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 astral spirit has the '''''Invisibility''''' condition and is completely silent to anyone not in astral space or not astral perceiving at the time or who does not have truesight (like duel-natured creatures). You are completely incorporeal and cannot harm or interact in any physical way with anyone not in astral space who does not have one of these exceptions. Astral beings can only be affected by Mana spells and they have ''Resistance'' to any damage that they might suffer from such spells or advantage with any Intelligence, Wisdom or Charisma saving throw imposed by a Mana spell. With an action and concentration you can make yourself visible as a semi-transparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal. While you are projecting into Astral Space your physical starts are irrelevant. You can still use Intelligence, Wisdom and Charisma based skills and a few other such as Initiative and Stealth but they use your traditions attribute modifier instead of the normal defealt. You can try and harm other astral beings or projecting magic users but you cannot hurt those only perceiving into Astral Space or Duel Natured beings. You Armor Class in Astral Space against other astral beings is 12 + your Charisma modifier and you can deal damage to such beings only in melee combat. You deal 1d6 + your traditions attribute modifier with an unarmed melee attack. If you have a weapon focus talent you can use that damage instead if you weapon is actived. You can even attack spells that has been cast (as it appears in Astral Space). If it is an instant spell you must use a Reaction to intercept it or an Action against a sustained spell. The caster must make a Charisma save against your Saving Throw '''DC'''. Failure causes the spell to end without any further effects. If the caster saved it instead costs you 1d4 hit points per the spells Magnitude in level in damage. All non-magical Feats and most non-Adapt and non-Magic User Talents have no impact when astral projecting (and many have no effect when perceiving). For example you cannot use Martial Arts, Parry or Side Step in astral space. Also cybernetic system cannot affect or help beings in the astral space. For example you cybernetics don’t help you Hit Points total or boost your Dexterity in astral space, etc. If you are forced back into your body as a result of dropping to 0 hit points, any excess damage carries over to your base hit points. As long as the excess damage doesn't reduce your base hit points to 0, you aren’t knocked unconscious. Your spirit has an Astral Flying speed of 60ft a round but you also have a “Fast” speed that is equal to 600ft 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. In Astral Space you gain one additional Action each turn when projecting, but you only to take the Attack, Dash, Disengage, Dodge, Hide, Ready or Recover from Reeling actions. All living beings (including the Earth itself) cast a ‘shadow’ into astral space that projecting spirits cannot past through. Nonliving matter does not impede a projecting spirits but still blocks line-of-sight. Many corps will block important areas with plants, etc. in the walls justto stop spirits. All Magic Users with the Astral Projection ability can spend time to raise '''Astral Wards'''. These work as barriers but only in Astral Space. With one hour of work and 100¥ of magical supplies (Warding Materials, see GEAR AND EQUIPMENT) a Magic User can create a barrier that is 40 feet long and 20 feet high that will last a number of weeks equal to their Magic User level. They can modify these dimensions to cover ceilings, go around corners, etc. They can also work with other Magic Users or spend more time and material to create larger barriers. These barriers count as Full Cover (100 HP) with a Hardness equal to the Magic Users defining attribute modifier. However they do have the normal resistance verses non-Heavy weapon damage. A Magic User automatically senses when a barrier it has created is destroyed. An attack can make a Charisma (Stealth) check vs. the Magic Users passive Perception when dealing damage to such a barrier with each attack, to attack it in secretly until destroyed. 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 talent. An astral perceiver or projection makes an Intelligence (Investigator) or Wisdom (Perception) check to see beings that are trying to hide against a contested 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 'see' the being a basic level of Strain from implants that the subject has and if the subject is under any spell or enscrollment. Everything in the real world has a shadowy reflection that can be seen from Astral Space. A projecting spirits can see these inanimate objects and maybe recognize what it is, but cannot read a computer screen (only books and they must project themselves to being semi-transparent to do so. However they still can't turn a paper or pick a book up). They can see emotional imprints in works of art, etc. though and gain insight into the artists. Normally you cannot cast or maintain spells in Astral Space when projection. When Perceiving into Astral Space it is dangerous to cast spells; the caster suffering 1d4 hit points of magical damage (that ignores all resistance and hardness it might posses) per magnitude of spell cast. Concentrating on any spell impose Disadvantage to all saves to maintain while using Astral Perception. ===SPELLS AND SPELLCASTING === [[File:SR.D5.spell.jpg | 500px | right]] Spell 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 non-magical Resistant and Hardness. Necrotic and Psychic damage ignore non-magical Resistance and Hardness. Elemental damage ignores Hardness unless specifically added for that type (see GEAR AND EQUIPMENT). Force damage ignores ½ (round up) all non-magical Hardness. Spells are also divided between catagorty groups - Combat, Detection, Health, Illusion and Transformation. All other factors are as PHB spells (like Envokation, etc). No spell lasts longer than ‘Concentration’ and it automatically ends if the mage stops concentrating. COMBAT SPELLS</br> '''Death Touch''': Mana (Necromancy); '''Casting Time''': 1 action; '''Magnitude''': base 1d8 necrotic damage at one, plus +1d8 necrotic damage per 2 additional magnitude; '''Range''': Touch; '''Duration''': Instant. This deadly spell deals wasting necrotic damage to the target. It only requires a minor touch by the mage so she gains +2 on her Magical attack check to successful hit the target. * '''Vampire Touch''' (+2 Magnitude): Every time you successfully hit with this spell you heal back ½ the damage that you inflicted onto a living target. '''[Elemental] Bolt''': Physical (Evocation); '''Casting Time''': 1 action; '''Magnitude''': base 2d6 [elemental] damage at one, plus +1d6 per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. This spell hurls a bolts or orbs of energy of one type (Acid, Cold, Fire, Lightning, Radiant or Thunder; must be chosen when you learn this spell and cannot be later changed) at a target. With a successful Magical attack roll it deals that element damage to the target. The following additional magnitudes can be added to change aspects… * '''Area Effect''' (+1 Magnitude): Instead of targeting one creature’s AC, the spell effects all targets within a 15ft radius sphere (within range of the spell). Targets in the AOE sphere get a Dexterity save. If the target succeeds take ½ damage. Add Knockdown weapon property. * '''Greater Area Effect''' (+2 Magnitude): as AE but AOE is increased to 25ft radius sphere instead. * '''Cone''' (+2 Magnitude): Instead of having range, spell effects all targets in 60ft cone from the caster extended hand. Targets in the AOE sphere must make a Dexterity save. Targets that are successful take ½ damage. Add the Knockdown weapon property. * '''Increased Range''' (+1 Magnitude): doubles the range to 240ft. * '''Secondary Affect''' (+1 Magnitude): the spell gains a secondary affect based on the damage type... ::o '''Acid''' – on the round after damage is deal, targets suffers acid damage equal to 1d4 per magnitude. ::o '''Cold''' – requires a Strength save or Speed is ½ until the end of the caster’s next turn. On a failed of this save, the target must make a separate Constitution save or gain one level of Exhaustion. ::o '''Fire''' – requires an Intelligence save 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 save (at the end of its’ round) against the casters saving throw. If the target takes its’ Action and falls to the ground to roll around it gains advantage on this save. ::o '''Lightning''' – requires Constitution save or gain the '''''Reeling''''' condition (recover normally). ::o '''Radiant''' – requires a Charisma save or gain '''''Blind''''' condition until the start of the caster’s next turn. ::o '''Thunder''' – target is pushed away from the point of impact a number of feet equal to the damage dealt and must succeed with a Dexterity save or fall prone at the end of movement. Target require an Intelligence save or gain '''''Deafen''''' condition until the end of the casters’ next turn. '''Mana-Bolt''': Mana (Evocation); '''Casting Time''': 1 action; '''Magnitude''': base 1d8 psychic damage at one, plus +1d8 psychic damage per 2 additional magnitude; '''Range''': 120ft; '''Duration''': Instant. With a successful Magical attack roll the target suffers 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. '''Physical Bolt''': Physical (Evocation); '''Casting Time''': 1 action; '''Magnitude''': base 2d8 force damage for one, plus +1d8 force damage per additional magnitude; '''Range''': 120ft; '''Duration''': 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. '''Poison Spray''': Physical (Conjuring); '''Casting Time''': 1 action; '''Magnitude''': base 2d4 poison damage at one, plus +1d4 poison damage per additional magnitude; '''Range''': 120ft; '''Duration''': 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 '''''Poisoned''''' condition. They get a new save at the end of each of their rounds. Success ends the condition. '''Ram''': Physical (Evocation); '''Casting Time''': 1 action; Magnitude: base 4d6 force damage at one, plus +2d6 per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. This spell can only be used against structures or vehicles, not living targets or spirits, etc. A successful Magical attack roll deals force damage. However moving target (such as a vehicle) are at disadvantage for the caster to hit. Finally, this attack spell has the weapon properties of AP and Heavy Damage (see Gear). '''Stun Bolt''': Mana (Evocation); '''Casting Time''': 1 action; '''Magnitude''': base 2d8 psychic non-damage at one, plus +1d8 psychic non-damage per additional magnitude; '''Range''': 120ft; '''Duration''': Instant. Requires a successful Magical attack roll. Stun bolt deal only ¼ the rolled damaged but compare the full damage total against targets Wound Damage Threshold to impose '''''Reeling''''' and if the damage equaled or exceeded the target’s Wound Damage Threshold +10 the target instead gains the '''''Stunned''''' condition until the end of the casters’ next turn. Then converts to the reeling. Stun-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount in magnitude as the elemental bolt spells. DETECTION SPELLS</br> All Detection spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell have any Strain points from cybernetics then the caster suffers ½ the highest Strain level of any targets in extra Magic Points. [[File:SR.D5.shaman.jpg | 300px | right]] '''Analyze Truth''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 minute. This spell can determine the truth of one target within 10ft of the caster. The target gets an Intelligence save to ‘fool’ the caster. Roll this save every round that the caster is concentrating and the target is trying to lie. * '''Enhancer''' (+1 Magnitude): the caster can gain a hint about any lie from the GM if the spell was successful. If the target is telling a half-truth the caster can detect it if the target failed its save. '''Clairvoyance''': Mana (Divination); '''Casting Time''': 1 minute ritual; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 10 minutes. You create an invisible sensor within range in a location familiar to you (a place you have visited) 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. * '''Both Senses''' (+2 Magnitude) can use both hearing and sight with your sensor. * '''Moveable''' (+2 Magnitude): can move your sensor up to 30ft a round with an action on your part. '''Combat Sense''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 1 minute. For the duration you gain the Dodge action for free each round. '''Comprehend Languages''': Mana (Divination); '''Casting Time''': 1 minute ritual; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 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. * '''Tongues''' (+2 Magnitude): with this boost the caster also speaks the language it hears for duration. '''Detect''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 10 minutes. The basic version of this spell allows the casters to Detect Magic and magical auras out to a 30ft range of itself. You see it as a soft glow over all ‘visible’ items (not illusions, invisible or hidden ones, the spell automatically failed to detect them). * '''Poison Sense''' (+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. * '''Trap Sense''' (+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 hidden laser guided machine gun pop-out port, claymore, etc. but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. * '''Pathfinder''' (+4 Magnitude): Change duration to “Concentration, 8 hours”. 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. If you name a destination in astral space, a destination that moves 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 can find it without fail. If he wishes to go somewhere else the spell fails and he must re-cast it to again find his way. '''Divination''': Mana (Divination); '''Casting Time''': 5 minute ritual; '''Magnitude''': 5; '''Range''': Self or 30ft; '''Duration''': Instant. This spell provides the caster a glimpse of the past or near future of one subject that the caster can see throughout the ritual to cast the spell or the caster themselves. The subject must have an Intelligence of 3 or higher and requires a Charisma save. If the target is voluntary or the caster, it can take disadvantage on this save. On a successful save, the target isn't affected. Failure grants the caster a basic knowledge of highlights of what the subject has been doing for the last year, or can gain a glimpse of up to want the future of the target might experience in the next 24 hours. For a willing target with a failed save on future events, the caster grants insight and bonuses at certain junctions, depending on the GM, but generally the subject should gain an advantage on any one future attack check, saving throw, skill or ability check, equal to the caster’s Magic User level. These must be used by the subject within the next 24 hours or they are lost. For non-willing subject the GM might grant them various knowledge of the subject’s activity. You can't use this spell against the same target again until after it takes a long rest. '''Heightened Senses''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': minimum 0 (dependent on what senses are chosen below); '''Range''': Self; '''Duration''': Concentration, 10 minutes. This spell is actually many difference senses, that the caster can chose from. The magnitude of the spell depends on the sense combined (i.e. both Low-Light and Darkvision 60ft would be a 3 magnitude spell, etc.). * '''Heightened Sense''' (+1 Magnitude each): grants advantage on Sight, Hearing, Touch/Taste or Smelling Wisdom (Perception) checks. Touch would allow the caster to read blind, Taste to identify poisons, while Smell would allow them to try and track a subject by smell, etc. * '''Low-Light Vision''' (+1 Magnitude): as New Species senses * '''Darkvision 30ft''' (+1 Magnitude) or increased to 60ft (+2 Magnitude) or 120ft (+3 Magnitude) * '''See Illusion or Invisible 30ft''' (+2 Magnitude each) or increase range to 60ft (+3 Magnitude each) * '''Tremorsense 20ft Radius''' (+2 Magnitude) or increased to 40ft (+3 Magnitude) or to 60ft (+4 Magnitude) * '''Blindsight 10ft Radius''' (+3 Magnitude) or increase to 20ft (+4 Magnitude) or to 30ft (+5 Magnitude) * '''Truesight 20ft''' (+4 Magnitude) or increase to 40ft (+5 Magnitude) or to 60ft (+6 Magnitude) '''Mind Probe''': Mana (Divination); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': Self; '''Duration''': 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 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 save. 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 and an action to detect the presence of one thinking creature you can't see. This targets lose the invisibility condition for the duration. * '''Alter Memories''' (+3 Magnitude): you can alter the memories of the subject into believing it was doing something else while you used Mind Probe on it. It gains an Intelligence save. Failure and you can affects its short term memories with your own version of what just happened. * '''Search Hidden Minds''' (+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 plastic or 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 30ft range. '''Search''': Physical (Divination); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': 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 and speed of its movement and so long as it does not move out of range can follow it. 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 tool kit, apparel 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 it or if running water at least 10 feet wide blocks a direct path between you and the creature. * '''Scry''' (+4 Magnitude): You can see and hear a particular creature you choose that is not in astral space (projecting or otherwise). The target must make an Intelligence save, 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 save 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, staying within 10 feet of it for the duration. A creature that can see invisible objects (or dual-natured) sees the sensor as a luminous orb the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of the spell. The sensor then appears at that location and doesn't move. * '''Seek Individual''' (+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 and can track it. 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 Shape Shift spell, this spell doesn't locate the creature. * '''Greater Range''' (+2 Magnitude): The range of any of the effects of this spell increase to 10 miles. HEALTH SPELLS</br> All health spells are Mana based, only affecting living beings. Many Health spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of the spell have Strain due to cybernetics the caster suffers ½ the highest Strain level in extra Magic Points.</br> '''Blindness/Deafness''': Mana (Necromancy); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': 30ft; '''Duration''': Concentration, 1 minute. You can blind or deafen a foe within range to make a Constitution save. If it fails, the target is either blinded or deafened (your choice). At the end of each of its turns, the target can make a Constitution saving. On a success, the spell ends. The target’s Strain does not affect the caster. * '''Mass Blindness/Deafness''' (+1/level Magnitude): for each additional magnitude you can affect one additional target within range. * '''Blind and Deaf''' (+1 Magnitude): the target of a failed save suffers both conditions. '''Boost Attributes''': Mana (Adjuration); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': Self; '''Duration''': Concentration, 1 minute. This spell grants you a +4 boost to any one Attribute score. This can increase the attribute above 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. This does not stack with any other boost from adapt abilities, drugs, magic, class, talents, cybernetics, etc. The caster can boost the power of the spell… * '''Boost 2 attributes at the same time''' (+2 Magnitude): this enhancer increases two attributes at the same time or it can be increase to 3 attributes (+4 Magnitude): for three attributes. * '''Enhance Attribute''' (+1 Magnitude): with this enhance one boosted attribute now has Advantage on ability checks, skill and saving throws (but not attack rolls). '''Exhausting Touch''': Mana (Abjuration); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Touch; '''Duration''': Instant. This spell can exhausted a target. One adjacent target must succeed with a Constitution save or take one level of Exhaustion. This spell cannot kill a target and as such it will never deal a sixth level of exhaustion to a target (no matter the source of its exhaustion). The target’s Strain does not affect the caster for this spell. [[File:SR.D5.caster.jpg | 300px | left]] '''Healing Touch''': Mana (Evocation); '''Casting Time''': 1 action; '''Magnitude''': 1 per 1d8 healing; '''Range''': Touch; '''Duration'''': Instant. This spell will heal an adjacent target 1d8 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +1 Magnitude the caster can instead affect one target 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 4th 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). '''Healing Word''': Mana (Evocation); '''Casting Time''': 1 action; '''Magnitude''': 1 per 1d4 healing; '''Range''': 60ft; '''Duration''': 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 4th 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). '''Increased Reflexes''': Mana (Transmutation); '''Casting Time''': 1 action; '''Magnitude''': 4; '''Range''': Self; '''Duration''': Concentration, 1 minute. Your speed increase by +15ft, gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action on each of your turns. This 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, you can't move (Speed 0) or take actionsChoose one creature that you can until after your next turn, as a wave of lethargy sweeps over you. Note that this cannot be combined with any other similar boosts provided by magic, talents, or cybernetics. '''Restoration''': Mana (Abjuration); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': '''Touch'''; '''Duration''': Instant. You touch a creature and cure one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. * '''Greater Restoration''' (+3 Magnitude): You end all conditions listed above plus one level of exhaustion, all effects charming or petrified the target, all curses, any lasting reduction to the target’s ability scores, any effect reducing the target’s hit point max. ILLUSION SPELLS</br> Mana-based Illusions spells only work against living creatures with an Intelligence of 1 or higher. They have no effect on machines, drones, computer A.I. or security camera.</br> Physical-based Illusionary spells have no real ‘mass’ or weight in the real world but the magic.</br> '''Agony''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': 120ft; '''Duration''': Instant. The target of this spell must make a Wisdom save. Failure means the target gains the '''''Stunned''''' condition until the beginning of the caster’s next turn. After that the target gains the '''''Reeling''''' condition (recovers normally). * '''Mass Agony''' (+2 Magnitude): the caster can affect up to six targets within 120ft that she can see. '''Blinding Flash''': Physical (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': 90ft; '''Duration''': 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 save. Failure imposes the '''''Blind''''' condition onto the targets. This spell is a ‘physical’ and can affect devices that ‘see’ (vidcams, drones, etc.). At the end of each of its turns a blinded target can attempt a new Intelligence save. Success ends the spell for that creature. * '''Greater Area''' (+1 Magnitude): the area increases to a 30ft radius. '''Blurred Image''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Touch; '''Duration''': Concentration, 1 minute. The body of a creature you touch becomes blurred, shifting and wavering to all who can see it. For the duration, creatures have disadvantage on attack rolls against it and it gains advantage with all Dexterity (Stealth) checks. It can also attempt to Hide without cover but it loses the Advantage normally granted with this check. A creature is immune to effects if it doesn't rely on sight, as with blindsight, truesight or a Duel-Natured being ignores thee affects as they can see through the illusion. * '''Enhanced Blurred Image''' (+1 Magnitude): changes the type to Physical and now will fool machines. is strong enough to fool machinery, A.I.s, security cameras, etc. '''Charm Person''': Mana (Enchantment); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': 30ft; '''Duration''': Concentration, 1 hour. You attempt to charm a humanoid with at least an Intelligence score of 3 or higher, that you can see within range. It must make a Wisdom save, and does so with advantage if you or your companions are fighting it. If it fails, it gains '''''Charmed''''' condition while you concentrate and so long as your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. At the spell ends, the creature knows it was charmed by you. Creatures that can't be charmed if are immune to this effect and mind-effecting. Additional affects as… * '''Command''' (+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 save or follow the command on its next turn. This spell has no effect if the target does not under or cannot here you. 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. ::o '''Approach''': The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. ::o '''Drop''': The target drops whatever it is holding and then ends its turn. ::o '''Flee''': The target spends its turn moving away from you by the fastest available means. ::o '''Grovel''': The target falls prone and then ends its turn. ::o '''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. * '''Dominate''' (+5 Magnitude): Change duration to “Concentration, 1 minute”. With a failed Wisdom save the target is charmed and ‘dominated’ by you. While the target is dominated, 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 save against the spell. If the saving throw succeeds, the spell ends. * '''Suggestion''' (+1 Magnitude): Change the duration to “Concentration, 8 hours”. You suggest a course of activity and magically influence a creature you can see within range that can hear and understand you. 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 save. 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. * '''Mass Charm''' (+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. '''Fear''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 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 save. All that fail drop whatever they are holding and become '''''Frightened''''' of you. 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. [[File:SR.D5.caster2.jpg | 400px | right]] '''Illusion''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': 90ft; '''Duration''': Concentration, 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 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 against you saving DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Duel-Natured creatures and those whom can see through illusions (such as truesight) are immune to this spell. * '''Greater Illusion''' (+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. 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 vs. you spell save save. 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. * '''Phantasmal Killer''' (+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 save. On a failed save, the target becomes '''''Frightened''''' with all visible targets it can see (friend or foe) for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Charisma save. Failure results in 4d10 psychic damage. On a successful save, the spell ends. * '''Vid-Reality''' (+2 Magnitude): the images now appear on vidcams, etc. Change type to Physical. '''Invisibility''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Touch; '''Duration''': Concentration, 1 hour. A creature you touch becomes '''''Invisible''''' for duration. 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 if it takes an Attacks action or casts a spell. The spell does not affect machines (vidcams). Duel-Natured creatures and those whom can see through illusions (such as truesight) are also immune. If the subject of the spell has Strain, the caster must spend an additional Magic Point equal to ½ the level of Stain. * '''More targets''' (+1 Magnitude per additional target): can now affect additional targets. If multiple targets have Strain the caster must spend the extra points equal to ½ the highest level. * '''Physical Invisibility''' (+2 Magnitude): changes the type to Physical and now will fool machines. * '''Greater Invisibility''' (+3 Magnitude): Change to duration of greater to “Concentration, 1 minute”. For the duration, the spell does not end if the creature takes an Attack action or casts a spell. '''Mask''': Mana (Illusion); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Touch; '''Duration''': Concentration, 1 hour. A touched target, including its clothing, armor, weapons, and other belongings on its person, look different for the duration. The target can seem a 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.). Duel-Natured creatures and those whom can see through illusions (such as truesight) are also immune. 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. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your save. If the subject of the spell has any Strain the caster must spend extra Magic Point equal to ½ the Strain level. * '''More targets''' (+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. * '''Physical Mask''' (+2 Magnitude): changes the type to Physical 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). This imposses Disadvantage on the investiation check to see through your illusion. '''Paralyze Foe''': Mana (Enchantment); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': 60ft; '''Duration''': Concentration, 1 minute. Choose a humanoid that you can see within range. The target must succeed on an Intelligence save. Failure results in it being '''''Paralyzed'''''. At the end of each of its turns, the target can make a new Intelligence save. On a success, the spell ends on the target. * '''Mass Paralyze''' (+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</br> Many Manipulations spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of these spell with one adjacent person at an increase spell point cost of +1 magnitude for each additional target. If any of the targets of such a spell has Strain due to cybernetics then the caster suffers ½ the highest Strain level in extra Magic Points.</br> '''Armor''': Mana (Abjuration); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Self; '''Duration''': Concentration, 1 hour. You produce a magical protective force that surrounds you until the spell ends. Your base AC becomes 14 + your Dexterity modifier and its grants 2 points of magical Hardness. This hardness works against magical weapons and spells and normal weapon attacks. If you are wearing armor use the better of the two AC and/or Hardness, the effects do not stack. * '''Shield''' (+1 Magnitude): With your reaction, you can add your Proficiency bonus to your AC. This happens just before the attack, potentially causing it to miss. The AC bonus then last until the start of your next turn. * '''Stoneskin''' (+4 Magnitude): Your skin takes on a stony feel and look. For the duration you gain Resistance to ballistic, bludgeoning, piercing and slashing damage. Has no effect on magical spells (but stops other forms of magical damage such as from weapons, paracrritters unless they cast a damaging spell, etc). [[File:SR.D5.dragon.jpg | 700px]] '''Bestow Curse''': Mana (Necromancy); '''Casting Time''': 1 action; '''Magnitude''': 3; '''Range''': Touch; '''Duration''': Concentration, 1 minute. An adjacent creature must succeed on an Intelligence save or become cursed for the duration of the spell. When you cast this spell, choose one curse... :: o Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. :: o While cursed, the target has disadvantage on attack rolls against you. :: o 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. :: o While the target is cursed, your attacks deal an extra 1d8 necrotic damage to the target. * '''Duration''' (+1 Magnitude): For one additional Magnitude the duration of the spell changes to “Concentration, 10 minutes”. * '''Greater Curse''' (+2 Magnitude): your curse now affects two of the above options. '''[Elemental] Wall''': Physical (Conjuring); '''Casting Time''': 1 full round; '''Magnitude''': 4; '''Range''': 120ft; '''Duration''': Concentration, 1 minute. You create a straight wall of one element on a solid surface within range. 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. You must pick the elemental type of the wall when you first chose this spell. All count as Full Cover but their base HP and Hardness values vary for each 10ft long section. These barriers have Resistant to most damage, Immunity to the same elemental damage and take normal damage from ‘opposing’ element (cold vs. fire). They are not reduced to ¾ or ½ cover from excessive damage like normal cover. At 0 HP the spell ends. ::o '''Acid Wall''' – HP 25, Hardness 2. Anyone touching this wall suffers 2d6 acid damage, Dexterity save for half. If it failed the target suffers an additional 2d4 acid damage the following round. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) and they do not pass through the wall. If they succeed they need to make a Dexterity save (with Advantage). Failure suffers 3d6 acid damage and an additional 3d4 on the following round, succeed suffer half damages. Each +2 magnitude invested adds +1d(x) all damages. ::o '''Cold''' – HP 50, Hardness 4. Targets can’t push their way through this wall. Any target attacking it in melee combat requires a Strength save or its speed is ½ until the end of its next turn. ::o '''Fire''' – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 fire damage, Dexterity save for half. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) and they do not pass through the wall. If they succeed they need to make a Dexterity save. Failure suffers the 3d8 fire damage and require a new Intelligence save or catch fire, suffering 3d4 fire damage each round at the beginning of the target’s turn. With a save the target suffers half damage and require an Intelligence save or catch fire (same as above; but now with Advantage). Targets on fire can attempt to put itself out every round with a Dexterity save (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 save. Each +2 magnitude invested adds +1d(x) all damages. ::o '''Lightning''' – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 lightning damage, Dexterity save for half. Targets must also make a Constitution save or gains the '''''Reeling''''' condition (Recover normally). Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) plus must save against the '''''Reeling''''' condition (as above) and they do not pass through the wall. If they succeed they suffer 3d8 lighting damage, Dexterity save for half and a separate Constitution save against the '''''Reeling''''' condition (but at Advantage). Each +2 magnitude invested adds +1d(x) all damages. ::o '''Radiant''' – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 radiant damage, Dexterity save for half. Target must also make a Charisma save or gains the '''''Blind''''' condition until the end of their next turn. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) plus the Charisma save against blindness until the end of their next turn and do not pass through the wall. If they succeed they suffer 3d8 radiant damage, Dexterity save for half and need a Charisma saving throw (at Advantage) against the blindness until the end of their next turn. Each +2 magnitude invested adds +1d(x) all damages. ::o '''Stone''' – 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 barrier type. ::o '''Thunder''' – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 thunder damage, Strength save for half. Target must also make a Constitution save or be push back 10ft, knocked prone and gains the '''''Deaf''''' condition until the end of their next turn. Passing through the wall requires a Strength save. Failure causes the damage above (no save for ½) plus a separate Constitution save or be knocked-back (the way they came) and defness until the end of their next turn and they do not move through the wall. Success they suffer 3d8 thunder damage, Strength save for half and make a separate Constitution save (with Advantage) against deafness until the start of their next turn. Each +2 magnitude invested adds +1d(x) all damages. * '''Added Dimensions''' (+1 Magnitude/level): Each additional Magnitude added to the power of the spell affects walls dimension in one of the following ways – (a) Longer or Shorter by +/-10ft to the wall’s length; (b) Taller or Shorter by +/-5ft to the wall’s height or (c) Wider or Smaller by +/-5ft to the wall’s radius. '''Flesh to Stone''': Physical (Transmutation); '''Casting Time''': 1 full round; '''Magnitude''': 6; '''Range''': Touch; '''Duration''': Concentration, 10 minutes. You attempt to turn one adjacent creature to stone. If the targets body is made of flesh, the creature must make an Intelligence save. On a failed save, it gains the '''''Restrained''''' condition as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make an additional Intelligence save at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its 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. Anyone petrified by the spell has resistance to all damage for the duration of the spell. If the creature is physically broken while petrified, it suffers from similar deformities when it reverts to its original state. '''Levitate''': Physical (Transmutation); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Touch; '''Duration''': Concentration, 10 minutes. One touched creature or object of your choice rises vertically, with a Speed of 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on an Intelligence save 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 as a bonus action. If you are the target, you can move up or down as part of your move (no action require unless you Dash). Otherwise the targert must remain within 120ft of you. When the spell ends, the target floats gently to the ground if it is still aloft. Unwilling targets can make a new Intelligence save at the end of its turn. Success and it floats to the surface safely as above. '''Light''': Physical (Evocation); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': Touch; '''Duration''': Concentration, 1 hour. You touch one non-living object. The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet beyond that. 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. If you target an object held or worn by a hostile creature, it gets Dexterity save. Success avoids the spell. * '''Sunlight''' (+1 Magnitude): You change the light to pure sunlight. This has an adverse effects on certain creatures (certain undead, ghoul virus strains creatures, etc.) '''Mage Hand''': Physical (Conjuration); '''Casting Time''': 1 action; '''Magnitude''': 1; '''Range''': 30ft; '''Duration''': Concentration, 10 minutes. An invisible floating hand appears at a point you choose within range. The spell ends 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. * '''Attacking Hand''' (+1-5 Magnitude): Your mage hand is strong enough to strike targets within range for damage. The hand deals 2d6 bludgeoning damage +1d6 damage for every additional Magnitude you put into the spell, up to a maximum of 6d6 bludgeoning damage. Use your Magical Attack to hit. * '''Grasping Hand''' (+2 Magnitude): Your mage hand is strong enough to grapple. Use your Tradition’s defining attribute as its Strength with proficiency bonus. The hand is invisible to anyone but the target grabbed by it who can attack it without disadvantage. The Hands’ AC is 15 and it has a number of hit points equal to your max hit point total. When reduced to 0 hit points the spell ends. * '''Greater Range''' (+1 Magnitude): Your mage hand can now extend out to 120ft before it disappears. * '''Manipulative Hand''' (+1 Magnitude): Your mage hand can use your Traditional defining attribute instead of Dexterity and can open locks (if it has the right tools, etc.), manipulate fine objects, etc. * '''Telekinesis''' (+5 Magnitude): 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. Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting attack check 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. Object: 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. '''Magic Weapon''': Physical (Transmutation); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 1 hour. You touch a non-magical weapon. That weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls for the spells duration. * '''Greater Magic''' (+2 or +4 Magnitude): The magical bonus you empower to the weapons is +2. For an additional +2 Magnitude the bonus increases to a +3 bonus. '''Mana Wall''': Mana (Conjuring); '''Casting Time''': 1 full round; '''Magnitude''': 3; '''Range''': 120ft; '''Duration''': Concentration, 1 minute. You create a simmering wall of pure magical energy on a surface within range. The wall is 40 feet long, 15 feet high, and 1 foot think, or a ringed wall up to 15 feet in diameter, 15 feet high, and 1 foot think. The wall provides light obscure and cover (½ or Full). Each 10ft section of the wall has resistance to damage, HP of 25 and a Hardness of 6. Living targets and spirits cannot push through this wall, they must break it. It doesn’t stop non-living items like bullets or vehicles, etc. or being fully enclosed within a vehicle. Otherwise treat as an Elemental Wall. * '''Greater Dimensions''': as [Elemental] Wall above. * '''Physical Wall''' (+1 Magnitude): changes the wall to Physical, opaque (full cover) and HP to 50. The wall will now stop bullets, vehicles, and other non-living items. All have to ‘break though’. '''Shapeshift''': Physical (Transmutation); '''Casting Time''': 1 full round; '''Magnitude''': 3; '''Range''': Self; '''Duration''': Concentration, 1 hour. Your turns into a beast. You transform into the form of a large or tiny 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 'mind' and Intelligence, Wisdom, and Charisma scores. You assumes the hit dice and 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 forms’ 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 equipment. Your beast form cannot include a Flying or Swimming speed. * '''Greater Creatures''' (+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. * '''Flying''' or '''Swimming Speed''' (+1 Magnitude each): you gain one of these forms of movement if the beast shape you are assuming also has this movement type naturally. * '''Shapeshift Others''' (+2 Magnitude): change the Range of the spell to 30ft. You can attempt to affect a target within range that you can see and has an Intelligence of 3 or higher. Creatures can resist the spell with an Intelligence save, to ignore the effect. Otherwise they are affected for the duration. '''Spider Climb''': Physical (Transmutation); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': Self; '''Duration''': Concentration, 1 hour. You can move up, down, and across vertical surfaces and upside down along ceilings, leaving your hands free. Your climb speed is equal to your base Move speed. '''Web''': Physical (Conjuration); '''Casting Time''': 1 action; '''Magnitude''': 2; '''Range''': 60ft; '''Duration''': Concentration, 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 save. 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. The webs have an AC of 10 and 10 HP, is Resistant to slashing damage, immune to ballistic, bludgeoning and piercing damage. * '''Greater Area''' (+1 Magnitude): the area of effect for your web is a 30-foot cube. * '''Self-Anchoring''' (+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. * '''Stronger''' (+1 Magnitude): those attempting to break out of the web are at Disadvantage with their Strength check verse you spell's save. ===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 the summoner summons a new one the one present spirit automatically disappears back into astral space. When a spirit falls to 0 hit points, 0 magic points or it is incapacitated in some way it automatically disappears back to astral space also. If the summoner is knocked to 0 hit points or incapacitated the spirit makes a Charisma save. 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 DC 10 + its' Magnitude x2 with a Conjuring 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. Type of '''Spirits''' that a '''Hermetic Mages''' can summon: choice two of Spirits (called Elementals by mages) of Air, Earth, Fire, Guardian, Guidance, Man, Task or Water. Types of '''Spirits''' that a '''Shaman''' can summon: 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… * '''Aid''' in casting of a spell. 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. * '''Sustain a Spell''' 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. * '''Attack''' 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. * '''Search''' is where 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. * '''Guard''' is where the spirit can act as a watchdog within a certain area. It has Advantage on its Perception checks while it does so. A spirit can ‘guard’ an 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. If assigned as the spirit’s only task it will remain until sunup or sundown, whichever comes first and then return to its home plane. '''Building a Spirits''': Spirits and elementals all have the following stats... * 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. These stats are the same in astral form and when they manifest. Spirits have 10 Hit Points +5 HP per magnitude over 1, plus its Constitution modifier each magnitude. * Spirits have 5 Magic points +5 per level of Magnitude over 1. They cannot summon other spirits 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. * Spirits are Resistant to all damage in Astral Space. When manifesting 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 (but see Spirit Foe feat). * Spirits are immune to all mind-effect spells, the charmed and frightened condition imposed by mind-altering fear. They do not breathe, are immune to disease and poison, and ignore all light based obscure condition (see Duel-Natured). * In Astral Space spirits have an extra action (as projecting magic users) and can only attack in melee. This attack deals 1d8 plus +1 per every level of magnitude. All types have a Fly speed of 60ft and a Fast Fly speed of 600ft a round in 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 casters (no disadvantage). * Spirits prefer to be summoned in its ‘Domain’ (see Spirit Types) but can be summoned almost anywhere. When summoning a spirit in an area that the GM should increase the DC to summon the spirit in a non-Domain area by +2 or if totally opposite (a fire elemental on a lake of water) by +5. * All Spirits have skill proficiency with the following – Arcana, Intimidate, Investigation, Perception and Stealth. 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 the mage-user 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. [[File:SR.D5.summon.jpg | 400px | left]] '''SPIRIT TYPES'''<br> '''Sprits of the Sky (Air Elementals)''' - Appears as swirling clouds, or in storms as thunderclouds.<br> '''Domains''': Anywhere under the open sky where city light pollution is not too bad. '''Attributes''': base Strength 6, Dexterity 14 '''Abilities''' (when manifested): 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 save against poison. On a failed save the creature gains the '''''Poison''''' condition and they are at ½ speed until the condition ends. Creatures 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.)<br> '''Spells''': Mage Hand plus one additional spell per Magnitude above 1 from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, [Elemental] (Lighting only) Wall, Fear, Increased Reflexes, Invisibility, Light, Magic Weapon.<br> '''Spirits of the Beast''' – Appear as natural or para-natural beasts; birds, mammals, lizards, etc.<br> '''Domains''': Wild areas, parks, zoos, open fields, forests, mountains, uncivilized rural locations.<br> '''Skills''': Animal Handling, Survival.<br> '''Abilities''' (when manifesting): 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 summoner’ s desires equal to its magnitude), Unarmed Attack 1d8 piercing or slashing damage (chosen when summoned).<br> '''Spells''': Fear plus one additional spell per Magnitude above 1 from among – Agony, Bestow Curse, Charm Person, Illusion, Invisibility, Magic Weapon, Poison Spray, Shapeshift, Spider Climb, Web.<br> '''Sprits of Earth (Earth Elementals)''' - Appear as mounds of earth, clu''mps of earth and rock, etc.<br> '''Domains:''' almost any rural setting like forests, jungles, deserts or any locations of natural earth can be touched.<br> '''Attributes''': base Strength 14, Dexterity 6<br> '''Skills''': Athletics.<br> '''Abilities''' (when manifested): 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 (this spirit is Resistant to all damage when manifesting), Unarmed attack (stone fists) 1d8 bludgeoning damage.<br> '''Spells''': Armor plus one additional spell per Magnitude above 1 from among – Bestow Curse, Blindness Deafness, Boost Attributes, [Elemental] (Stone) Wall, Exhaustive Touch, Fear, Flesh to Stone, Magical Weapon, Paralyze Foe, R<br>estoration<br> '''Spirits of Fire (Fire Elementals)''' - Appears as a humanoid or salamander creatures, bathed in fire.<br> '''Domains''': Anywhere at a bonfire is burning.<br> '''Abilities''' (when manifesting): 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 or also suffer this damage). Finally it can ‘breathe’ a short gout of flames at a target up to 15ft away with a Magical attack roll. Success deals 2d6 + its manifest rating in fire damage to one target.<br> '''Spells''': [Elemental] (Fire) Bolt plus one additional spell per Magnitude above 1 from among – Agony, Blinding Flash, Blindness Deafness, Charm Person, Death Touch, [Elemental] (Fire) Wall, Exhaustive Touch, Fear, Light, Paralyze Foe<br> '''Spirits of Guardians (Warrior Elementals)''' – Appear as ancient warriors, Valkyries, Vikings, knights, samurai, Persian Immortals, Zulu warriors.<br> '''Domains''': Almost anywhere but peaceful sancuaries, etc, can count as opposites, etc.<br> '''Abilities''' (when manifesting): 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 summoner 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), 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).<br> '''Spells''': Armor plus one additional spell per Magnitude above 1 from among – Agony, Boost Attributes, Combat Sense, Death Touch, Fear, Increase Reflexes, Levitate, Mana Bolt, Mask, Paralyze Foe<br> '''Spirits of Guidance (Knowledge Elementals)''' – Appear as older wizardly men or women, Victorian librarians, B-movie scientists.<br> '''Domains''': Libraries, School, University grounds, Research areas, places of learning and study.<br> '''Attributes''': base Strength 6, Intelligence 14<br> '''Skills''': History, Religion<br> '''Abilities''' (when manifesting): Base speed 60ft, Known Anything (the spirit gains proficiency in any number of additional skills the summoner choses, when it first is summoned, equal to its Magnitude), 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).<br> '''Spells''': Clairvoyance plus one additional spell per Magnitude above 1 from among – Analyze Truth, Comprehend Languages, Detect, Divination, Heightened Senses, Light, Mind Probe, Search, Stun Bolt<br> Sprits of Man - 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 in urban settings. Domain: almost any Urban area, inhabited or uninhabited. Abilities: 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 30ft), Unarmed attack 1d6 bludgeoning. Spells: Blur Image plus one additional spell per Magnitude from among – Agony, Bestow Curse, Clairvoyance, Illusion, Invisibility, Levitate, Light, Mage Hand, Magic Weapon, Search Spirits of Plants – Appear as moving and living planets, or half-man or animal, half-plants, etc. Domains: Anywhere that living planets can and do grow. Skills: Nature, Survival Abilities: Base speed 40ft Spells: Web plus one additional spell per Magnitude from among – Spider Climb Spirits of Tasks (Elemental Tasks) – Appears as Gnomes or small humanoids in workers outfits. Domains: Anywhere machines or industry might be found. Skills: Technology Abilities: Base speed 40ft Spells: plus one additional spell per Magnitude from among – X Sprits of Waters (Water Elementals) - Appear Small Waterspouts, humanoids with blue skin, etc. Domains: rural lakes, ponds, rivers, streams, waterfalls, oceans, seas, large bays, etc. Abilities: 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. Spells: Exhaustive Touch plus one additional spell per Magnitude from among – Agony, Blindness Deafness, [Elemental] (Acid or Cold) Bolt, Fear, Increase Reflexes, Mask, Magic Weapons, Physical Wall, Search WATCHER SPIRITS 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 (2d10 minutes of time). Watcher Spirit, small spirit, unaligned. Armor Class: 11 (natural; hardness 0) Hit Points: 5 (1d8); Threshold: 15 Speed: 30ft, Fly 30ft (astral fly speed 60ft or 600ft) STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10 Condition Immunity: Charmed, Exhaustion, Frightened, Poisoned. Damage Immunity: Poison Senses: Duel-Natured (ignore all visual base concealment or cover), passive Perception 12 Skills: Investigation +2, Perception +2 Spirits: Resistant to all damage from Astral Space. When manifesting it is Resistant to all spell damage and ranged attack weapon damage. ACTIONS Strike: melee weapon attack: +2 to hit, reach 5ft, one target; Hit: 1d6 slashing damage.
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