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* '''Increased Range''' (+1 Magnitude): doubles the range to 240ft.
 
* '''Increased Range''' (+1 Magnitude): doubles the range to 240ft.
 
* '''Secondary Affect''' (+1 Magnitude): the spell gains a secondary affect based on the damage type...
 
* '''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.
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: 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.
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: 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.
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: 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).
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: 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.
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: 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.
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: 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.
 
'''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.
  

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