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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.
 
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.
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The '''DC''' to summon a spirit is DC 10 + its' Magnitude x2 with a Summoning check. If a magic user rolls a natural 1 on this check the spirit is summoned but it is angry and wild, likely attacking the summoner.
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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.
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Types of Spirits that a Shaman can summon: choice two of Spirits of Air, Beast, Earth, Guardian, Guidance, Man, Plant or Water.
  
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.
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Spirit Tasks: the following tasks can be performed by a spirit at the request of its’ summoner…
 
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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.
Types of '''Spirits''' that a '''Shaman''' can summon: choice two of Spirits of Air, Beast, Earth, Guardian, Guidance, Man, Plant or Water.
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Sustain a Spell. This requires an action on the part of the summoner. The spirit will sustain any one spell (even one it does not know) cast by the caster from that point on. It will maintain this spell for 5 + its magnitude rating in rounds. It will drop the spell at the end of this duration unless the summoner uses another action to order it to continue to maintain it.
 
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Attack. This requires an action to direct the spirit towards a foe or group of foes. It will fight, without requiring additional guidance until the foes have been taken out or they flee. If new foes arrive the magic user needs to use an additional action to direct the spirit towards them but a spirit will defend itself if attacked while it is attacking other foes.
 
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Search. 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.
'''Spirit Tasks''': the following tasks can be performed by a spirit at the request of its’ summoner…
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Guard. The spirit can care act as a watchdog within a certain area. It has Advantage on its perception checks while it does so. A spirit can ‘guard’ 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.
* '''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.
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Building a Spirits
* '''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.
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All spirits have a basic attributes of 10 for all stats, unless modified by type (air spirits are fast but weak, earth strong but slow, etc.) at Magnitude 1. Each additional magnitude adds +2 to all of the creatures attributes. So a magnitude five Spirit of Fire would has an 18 in all of its attributes. Some spirits have higher or lower beginning attributes listed in their descriptions. These stats are the same in astral form and when they manifest.
* '''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 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.
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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.
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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).
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Spirits are Resistant to all damage in Astral Space. When manifesting they have Resistance to all
* 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).
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magical spell attack damage and weapon ranged attack damage. No weapon Heavy weapon property or magical affect can remove this.
* 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.
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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).
* 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).  
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In Astral Space spirits have an extra action (as projecting magic users) and can only attack in melee and deal a base damage of 1d8 plus +1 per every level of magnitude over 1 they have. All types have a Fly speed of 60ft and a Fast Fly speed of 600ft a round in Astral Space.
* 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.
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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).
* All Spirits have skill proficiency with the following – Arcana, Intimidate, Investigation, Perception and Stealth. They are automatically proficiency with their own natural attacks.
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Spirits prefer to be summoned in its ‘Domain’ 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) add +5.
* 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.
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All Spirits have skill proficiency with the following – Arcana, Intimidate, Investigation, Perception and Stealth. They are automatically proficiency with their own natural attacks.
* 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.
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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.
* 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.
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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.
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Spirits have one spell automatically when summoned and then the mage user that summoned them can pick one additional known spell from the list of each type per Magnitude level of the spirit over 1. Spirits spend their own magic points to cast these spells.
  
 
[[File:SR.D5.summon.jpg | 400px | left]]
 
[[File:SR.D5.summon.jpg | 400px | left]]
'''SPIRIT TYPES'''<br>
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SPIRIT TYPES
'''Sprits of the Sky (Air Elementals)''' - Appears as swirling clouds, or in storms as thunderclouds.<br>
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Sprits of the Sky (Air Elementals) - Appears as swirling clouds, or in storms as thunderclouds.
'''Domains''': Anywhere under the open sky where city light pollution is not too bad.
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Domains: Anywhere under the open sky where city light pollution is not too bad.
'''Attributes''': base Strength 6, Dexterity 14
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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>
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Abilities: 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.)
'''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>
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Spells: Mage Hand plus one additional spell per Magnitude from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, [Elemental] (Lighting only) Wall, Fear, Increased Reflexes, Invisibility, Light, Magic Weapon.
 
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Spirits of the Beast – Appear as natural or para-natural beasts; birds, mammals, lizards, etc.
'''Spirits of the Beast''' – Appear as natural or para-natural beasts; birds, mammals, lizards, etc.<br>
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Domains: Wild areas, parks, zoos, open fields, forests, mountains, uncivilized rural locations.
'''Domains''': Wild areas, parks, zoos, open fields, forests, mountains, uncivilized rural locations.<br>
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Skills: Animal Handling, Survival.
'''Skills''': Animal Handling, Survival.<br>
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Abilities: 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).
'''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>
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Spells: Fear plus one additional spell per Magnitude from among – Agony, Bestow Curse, Charm Person, Illusion, Invisibility, Magic Weapon, Poison Spray, Shapeshift, Spider Climb, Web.
'''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>
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Sprits of Earth (Earth Elementals) - Appear as mounds of earth, clumps of earth and rock, etc.
 
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Domains: almost any rural setting like forests, jungles, deserts or any locations of natural earth.
'''Sprits of Earth (Earth Elementals)''' - Appear as mounds of earth, clu''mps of earth and rock, etc.<br>
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Attributes: base Strength 14, Dexterity 6
'''Domains:''' almost any rural setting like forests, jungles, deserts or any locations of natural earth can be touched.<br>
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Skills: Athletics.
'''Attributes''': base Strength 14, Dexterity 6<br>
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Abilities: 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.
'''Skills''': Athletics.<br>
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Spells: Armor plus one additional spell per Magnitude from among – Bestow Curse, Blindness Deafness, Boost Attributes, [Elemental] (Stone) Wall, Exhaustive Touch, Fear, Flesh to Stone, Magical Weapon, Paralyze Foe, Restoration
'''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>
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Spirits of Fire (Fire Elementals) - Appears as a humanoid or salamander creatures, bathed in fire.
'''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>
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Domains: Anywhere at a bonfire is burning.
 
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Abilities: 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 against the creature’s save DC or also suffer this damage. Finally it can ‘breathe’ a short gout of flames at a target up to 15ft away with a Magical attack roll. Success deals 2d6 fire damage to one target).
'''Spirits of Fire (Fire Elementals)''' - Appears as a humanoid or salamander creatures, bathed in fire.<br>
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Spells: [Elemental] (Fire) Bolt plus one additional spell per Magnitude from among – Agony, Blinding Flash, Blindness Deafness, Charm Person, Death Touch, [Elemental] (Fire) Wall, Exhaustive Touch, Fear, Light, Paralyze Foe
'''Domains''': Anywhere at a bonfire is burning.<br>
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Spirits of Guardians (Warrior Elementals) – Appear as ancient warriors, Valkyries, Vikings, knights, samurai, Persian Immortals, Zulu warriors.
'''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>
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Domains: Almost anywhere.
'''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>
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Abilities: 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 magical), Shield (the spirit can, as a reaction, defend an adjacent target whom the summoner has designated it to defend. Any successful attack against the designated target the spirit instead suffers the damage but it automatically has Resistance to this damage).
 
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Spells: Armor plus one additional spell per Magnitude from among – Agony, Boost Attributes, Combat Sense, Death Touch, Fear, Increase Reflexes, Levitate, Mana Bolt, Mask, Paralyze Foe
'''Spirits of Guardians (Warrior Elementals)''' – Appear as ancient warriors, Valkyries, Vikings, knights, samurai, Persian Immortals, Zulu warriors.<br>
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Spirits of Guidance (Knowledge Elementals) – Appear as older wizardly men or women, Victorian librarians, B-movie scientists.
'''Domains''': Almost anywhere but peaceful sancuaries, etc, can count as opposites, etc.<br>
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Domains: Libraries, School, University grounds, Research areas, places of learning and study.
'''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>
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Attributes: base Strength 6, Intelligence 14
'''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>
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Skills: History, Religion
 
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Abilities: 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).
'''Spirits of Guidance (Knowledge Elementals)''' – Appear as older wizardly men or women, Victorian librarians, B-movie scientists.<br>
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Spells: Clairvoyance plus one additional spell per Magnitude from among – Analyze Truth, Comprehend Languages, Detect, Divination, Heightened Senses, Light, Mind Probe, Search, Stun Bolt
'''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.
 
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.
 
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.
 
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
 
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.
 
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.
 
Domains: Anywhere that living planets can and do grow.
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Abilities: Base speed 40ft
 
Abilities: Base speed 40ft
 
Spells: Web plus one additional spell per Magnitude from among – Spider Climb
 
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.
 
Spirits of Tasks (Elemental Tasks) – Appears as Gnomes or small humanoids in workers outfits.
 
Domains: Anywhere machines or industry might be found.
 
Domains: Anywhere machines or industry might be found.
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Abilities: Base speed 40ft
 
Abilities: Base speed 40ft
 
Spells: plus one additional spell per Magnitude from among – X
 
Spells: plus one additional spell per Magnitude from among – X
 
 
Sprits of Waters (Water Elementals) - Appear Small Waterspouts, humanoids with blue skin, etc.
 
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.
 
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.
 
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
 
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
 
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 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).

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