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:'''Elemental Mastery''': You add a +2 insight bonus to summoning one type of elemental or spirit and at one level higher in magnitude at no additional magic point cost (i.e. a 4th magnitude spirit counts as a 3rd magnitude). This allows the summoner to over-summon safely by +1 magnitude but you still cannot exceed the maximum +3 for over-casting. You can take this talent multiple times, each time it must apply to a different specific elemental or spirit type that you can summon.</br>
 
:'''Elemental Mastery''': You add a +2 insight bonus to summoning one type of elemental or spirit and at one level higher in magnitude at no additional magic point cost (i.e. a 4th magnitude spirit counts as a 3rd magnitude). This allows the summoner to over-summon safely by +1 magnitude but you still cannot exceed the maximum +3 for over-casting. You can take this talent multiple times, each time it must apply to a different specific elemental or spirit type that you can summon.</br>
 
:'''Mentor Spirit''': You gain a spirit guide that aids you with magic. This guide grants you two of the following benefits. Work with the GM to determine which effects best suit your guide: (a) Astral Bonus – you gain a +2 bonus to all skills rolls, saving throws, ability checks while astral projecting or (b) Casting Bonus - pick one spell category (Combat, Detect, Health, Illusion or Transformation). Casting any spells from your chosen group cost 1 less Magic point (no minimum). This can be combine with any other talent or focus that reduces Magic point cost, down to zero points or (c) Gain a +2 bonus to Conjuring Checks and reduce the Magic Point cost by 1 with one elemental or spirit type of choice or (d) Gain a +2 bonus to one appropriate skill of choice. You can chose this talent additional times, each time choosing two new but different abilities (they do not stack; i.e. you can’t gain +4 while in astral space, or with a skill, etc.).
 
:'''Mentor Spirit''': You gain a spirit guide that aids you with magic. This guide grants you two of the following benefits. Work with the GM to determine which effects best suit your guide: (a) Astral Bonus – you gain a +2 bonus to all skills rolls, saving throws, ability checks while astral projecting or (b) Casting Bonus - pick one spell category (Combat, Detect, Health, Illusion or Transformation). Casting any spells from your chosen group cost 1 less Magic point (no minimum). This can be combine with any other talent or focus that reduces Magic point cost, down to zero points or (c) Gain a +2 bonus to Conjuring Checks and reduce the Magic Point cost by 1 with one elemental or spirit type of choice or (d) Gain a +2 bonus to one appropriate skill of choice. You can chose this talent additional times, each time choosing two new but different abilities (they do not stack; i.e. you can’t gain +4 while in astral space, or with a skill, etc.).
:'''Spell Mastery''': Gain additional insight with one specific spell that you must chose when you take this talent. When you take this talent gains one of the following: (a) add +1 magnitude to the spell for free (at no magic points cost) and safely (can exceed safe casting by +1 but this still cannot exceed the +3 overcasting) or (b) increase the saving throw '''DC''' by +3 or (c) gain advantage on any listed skills in the spell for the duration or (d) spells that are resisted by a skill roll you impose Disadvantage when used against this spell for the duration. You can take this talent multiple times, each time it must be applied to a different spell.</br>
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:'''Spell Mastery''': Gain additional insight with one specific spell that you must chose when you take this talent. When you take this talent gains one of the following: (a) add +1 magnitude to the spell for free (at no magic points cost) and safely (can exceed safe casting by +1 but this still cannot exceed the +3 overcasting) or (b) increase the saving throw ''DC''' by +3 or (c) gain advantage on any listed skills in the spell for the duration or (d) spells that are resisted by a skill roll you impose Disadvantage when used against this spell for the duration. You can take this talent multiple times, each time it must be applied to a different spell.</br>
 
:'''Spell Shielding''': As a Bonus action you reduce all magical damage caused by spells and weapons by 2 and gain +2 magical bonus to all saving throws verse spells that allow them until the end of your next round. You can expend a Magic Point to extend these benefits to a number of allies equal to your traditions defining ability modifier. You can take this talent a second time but you must have 5 levels in Magic-User to do so. You now reduce all magical damage by 5 points and you’re saving throw bonus verses spells increase to +5 for the duration of the effect.</br>
 
:'''Spell Shielding''': As a Bonus action you reduce all magical damage caused by spells and weapons by 2 and gain +2 magical bonus to all saving throws verse spells that allow them until the end of your next round. You can expend a Magic Point to extend these benefits to a number of allies equal to your traditions defining ability modifier. You can take this talent a second time but you must have 5 levels in Magic-User to do so. You now reduce all magical damage by 5 points and you’re saving throw bonus verses spells increase to +5 for the duration of the effect.</br>
  

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