Magic
Mana, Spells, and Powers for D20
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I'll be breif.  Of all the stuff that I converted I must say I had the most fun doing the magic systems.  The original Shadowrun systems had two really cool things about it that made it special and unique.  First of all was Drain.  While some systems limit by level, this sytem limits by ability...I like that-makes more sense.  Second, Magic is all usable based on how much "oomph" or mana you wish to pump into it.  meaning you may be able to take out a small building with your forceball, but do you really want to?  This makes the spell list short but customizable.  I have therefore kept both of these.  Drain is now  a new saving throw in the D20 system with the primary attribute being Essence.  Therefore those who use their essence for cyberware beetter watch out...drain hurts...a lot. 
Also the new magic system invented by yours truly bases the strengths off Mana, a cosmic force described but not applied in the D6 system.  Mana is the force that fuels magic.  It is represented in Points.  A magician, or shaman, or whoever is given a certain number of mana points with a bonus for high wisdom or intelligence.  Each level they get more.  These allow them to pump a spell as high as they want to go.(whether or not they survive is another matter) 
General rules for Magic use are below, followed by spells, powers, and last totems. 
Any new spells or ideas that anyone has please join the Yahoo! group on the main page and let it roll.
Hey....Elves can be deckers too!
Fireball? Shmireball! Mana Bolt that guy!
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Magic

"Magic is the bloodstream of the universe. Forget all that you know…or think you know. All that you require is your intuition. The magic to control the universe lies in which finger?"-The Great Ullwyn

"Is it my middle finger?"-Garren Lynch, Troll Shaman

 

 

Magic is the science of the flow and control of mana. The general rules for the use of magic in the D20 system are actually incredibly easy. For the most part spells are cast by channeling mana through the casters body. The backlash of this is called drain. A new saving throw has been created using the character's essence as a contributing modifier. Since everyone's essence starts off at 18, this means your averaged unadulterated mortal starts with a +4 to this drain. Depending on the strength of your spell, this can be good…or bad. The level of drain you need to resist is based on how much mana you use. Let me give you a casting example just to explain.

Jonathan Masters sees an opportunity to save the day for his group. A huge Troll has decided to block exit from the warehouse they just raided. Seeing this as a potentially bad way to end their day, Jonathan takes action. HE decides to launch a manabolt at this creature. Jonathan sees this as someone he will have to do a lot of damage to get away. He decides to take a major risk and push himself beyond his own normal limits to cast a spell.(with the understanding his comrades would drag his body back to the euro-car when it was done. Jonathan is a 4th level Magician, as such he can push up to 8 mana (LV+3) into a spell without risking physical damage from his drain. He decides to push his luck and pumps 12 mana(all he's got left) into a last shot attempt. He makes an attack roll and succeeds, scoring a direct hit to the chest. The Mana bolt does 6d4 damage(1d4/2mana) and the troll falls in a heap of convulsion. Next comes the drain save. The DC for drain on this spell is 24(12+mana), and Jonathan groans as a 12 is rolled. Jonathan's modified roll of 20(4+4+12), is not enough to make it. Drain would be physical since he breached his threshold of 3 plus his level in mana, and drain is 4d6(1d6 damage/3M). He rolls a 4, 3, 1, 2, totaling 9 damage. He got off lucky this time, and though weakened and covered in all too familiar bruises on his wrists and chest from the mana, he limps his way past his enemy and to the car to safety.

This is not meant to scare potential spellcasters, but the reality is this is not D&D. You can't sling an incredibly powerful spell without repercussions at any level. Though the chance of the repercussion and its degree of damage is greatly reduced as you increase in level. As a side note, though subdual drain is completely eliminated by a successful drain save, PHYSICAL DRAIN IS NOT, IT ONLY CUTES IT BY 1/2. As a matter of fact, if you noticed, he did do 6d4 damage. That’s 6-24 dmg for you slow calculator folks. That’s a pretty hefty blow, especially for 4th level and with no save for his opponent. And after all, had he put a little less into it, he probably would have done much better with the drain. The drain is there as a leveler. As you increase in experience more and more powerful spells can be cast. They are the same spells. But imagine if he had been 10th level. Firstly, any drain would have been subdual instead of physical. Secondly he probably could have pumped a great deal more into it. That same spell with the same level of risk could be used to deal 12d4, 20d4, etc….Its all up to each player. Maximum flexibility is available here. Now this is all with the understanding of course that the base level for the drain save at 4th level is +8. Add in any foci or other drain resistance bonuses an help too. That means in this case he would only have to roll a 16 or better. Not a bad risk for possibly doing 24 damage.

Another note is that saving throw target numbers are always equal to 10+M invested plus the contributing ability(INT for Magicians and WIS for Shamans) modifier. So as an example, a 4th level magician(Jonathan) with a 13 INT, investing 10 Mana into a death touch spell, would create a spell with damage in the amount of 5d8, would take 3d6 physical drain if his save failed(at DC 22) and the DC to resist the spell for 1/2 damage would be 21(+1 INT, +10 Mana, 10 base). Needless to say, power is possible, but should be used responsibly. Remember that magic users traditionally don’t have a lot of Hit points to throw around casting powerful spells. I know, it might seem that the drain is extreme. Let me remind you though, that at 4th level this is a spell with capability limited only by the mana invested, and the wizard has a +8 Mod to his save. That means that he only has to roll a 13 or higher to succeed. And if he had put in less mana, his drain would be even lower.

Below is a list of spells available. Magicians are allowed to select spells based on cost at character creation. Obviously someone who pumps all their resources into spells are going to be doing ok, but there must be a balance there. Any questions or rule clarifications please email me. A few abbreviations for you: (M)ana, (P)hysical. Mana type spells can affect only living creatures, whereas physical spells can affect anything physical including machines.

Name

School

Type

Range

Target

Duration

Save

Effect

Drain(DC/dmg)

Cost

Death Touch

Combat

M

Touch

1 Creature

Instant

For 1/2

Channel Energy thru touch 1d8 dmg/2M

(12+M)/(1d6/3M)

Y4000

Manabolt

Combat

M

10ft/M

1 Creature

Instant

None

Throw bolt of invisible mana -1d4 dmg/2M

(12+M)/(1d6/3M)

Y2000

ManaBall

Combat

M

5ft/M

Sphere 5'/M

Instant

Ref 1/2

Mana explosion over a given area-1d4 dmg/2M

(13+M)/(1d6/3M)

Y2500

Powerbolt

Combat

P

10ft/M

1 target

Instant

None

Physical bolt of energy - 1d6 dmg/3M

(13+M)/(1d6/3M)

Y2500

Powerball

Combat

P

5ft/M

Sphere 5'/M

Instant

Ref 1/2

Physical explosion over area - 1d6 dmg/3 M

(14+M)/(1d6/3M)

Y3000

StunBolt

Combat

M

10ft/M

1 Creature

Instant

None

Mana charge dealing 1d6 subdual dmg/2M

(6+M)/(1d4/2M)

Y1500

StunBall

Combat

M

5ft/M

Sphere 5'/M

Instant

Ref 1/2

Mana Charge in area deals 1d6 subdual dmg/2M

(7+M)/(1d4/2M)

Y1750

Analyze Device

Detection

P

Truth

1 creature

10 Min/M

None

Gives +1 bonus/1M to any technical skill

(5+M)/(1d4/3M)Sub

Y1000

Analyze Truth

Detection

M

Touch

1 creature

1 Min/M

None

Determine truth of heard statements from target

(7+M)/(1d4/3M)Sub

Y1750

Clairaudience

Detection

M

20'/M

-

1 Min/M

None

Hear distant sounds-normal hearing turned off

(7+M)/(1d4/2M)

Y2000

Clairvoyance

Detection

M

20'M

-

1 Min/M

None

See Distant Sights-normal eyesight and astral off

(8+M)/(1d4/2M)

Y2500

Combat Sense

Detection

M

Touch

1 creature

1 Rd/4M

None

Gives +1 att or +1 Dmg for each 2M devoted

(10+M)/(1d6/2M)

Y3000

Detect Enemies

Detection

M

Touch

1 Creature

10 min/M

None

Ability to sense hostile intentions at Subject only

(5+M)/(1d4/2M)

Y2000

Detect Individual

Detection

M

Touch

1 Creature

10 Min/M

None

Detects specific individual in range of 20'/M

(8+M)/(1d4/2M)

Y2500

Detect Life

Detection

M

Touch

1 creature

10 Min/M

None

Detects all living beings in range of 20'/M

(6+M)/(1d4/2M)

Y2000

Detect Magic

Detection

M

Touch

1 Creature

5 Min/M

None

Detects all magical items and spells in 10'/M

(6+M)/(1d4/2M)

Y1500

Detect Object

Detection

P

Touch

1 Creature

10 Min/M

None

Detects all of specified type of object in 10'/M

(6+M)/(1d4/2M)

Y1500

Mindlink

Detection

M

20'/M

1 Creature

10 Min/M

None

Two voluntary subjects to communicate telepathically up to 50'/M

(8+M)/(1d4/2M)

Y2500

Mind Probe

Detection

M

20'/M

1 Creature

1 Rd/5M

Will neg

Can gain 1 item of info per rd

(8+M)/(1d6/2M)

Y3000

Antidote

Health

M

Touch

1 Creature

Instant

-

Allows recipient to make an additional saving throw vs. a toxin with a +1 bonus /2M

(8+M)/(1d4/2M)+ toxin if physical drain

Y1500

Cure Disease

Health

M

Touch

1 Creature

Instant

-

Allows recipient to make an additional saving throw vs. a disease with a +1 bonus /2M

(8+M)/(1d4/2M)+ disease if phys drain

Y1500

Decrease Attrib

Health

M

1'/M

1 non-Cybered Attribute

Instant

Special

Temporary Ability Damage 1 for every /5 M--saving throw is based on Ability score targeted. STR, DEX, CON uses FORT save and WIS, INT, CHA uses WILL save, and ESS uses DRAIN save

(10+M)/(1d6/2M)

Y3000

Decrease Cybered

Health

P

1'/M

1 Cybered Attribute

Instant

Special

Same as above but for cybered attributes

(11+M)/(1d6/2M)

Y3000

Heal

Health

M

Touch

1 Creature

Instant

-

Heals 1d6 dmg/2M

(8+M)/(1d6/3M)

Y1500

Treat

Health

M

Touch

1 Creature

Instant

-

Heals 1d6 dmg/2M-Must be applied within 1 hour

(5+M)/(1d4/4M)

Y1500

Healthy Glow

Health

M

Touch

1 Creature

1 day/M

-

Gives healthy appearance for duration

(3+M)/(1d4/4M)

Y1000

Hibernate

Health

M

Touch

1 Creature

Instant

-

Slows Metabolism by a factor of 8

(10)/(1d6)

Y1200

Increase Attrib

Health

M

1'/M

1 Attribute

Instant

-

Gives +1 bonus to chosen attribute for every 5M devoted. This wears off at a rate of 1 pt/Hr

(10+M)/(1d6/2M)

Y3000

Increase Cybered Attrib

Health

P

1'/M

1 Cybered Atrribute

Instant

-

Same as Regular Increase but for Cybered Attrib

(11+M)/(1d6/2M)

Y3000

Oxygenate

Health

P

1'/M

1 Creature

1 Hr/M

-

Gives a +1 bonus/2M for saves vs suffocation, etc

(8+M)/(1d6/2M)

Y1500

Prophylaxis

Health

M

1'M

1 Creature

1 Hr/M

-

Gives a +1 Save bonus/2M vs toxins and disease

(8+M)/(1d6/2M)

Y1500

Resist Pain

Health

M

1'M

1 Creature

1Hr/M

-

Gives creature the ability to go to ignore 1d8 subdual damage/3M must be done in advance-this does not work against drain

(12+M)/(1d6/2M)

Y2000

Stabilize

Health

M

Touch

1 Creature

1 HR/M

-

Stabilizes Dying creature

(8+M)/(1d6/2M)

Y1000

Confusion

Direct Illusion

M

10 '/M

1 Creature

1 RD/2M

Will neg

Conflicting Sensory perceptions giving -1 penalty to all attack rolls, saves, damage, and skill rolls, per 2M devoted

(8+M)/(1d6/2M)

Y2000

Mass Confusion

Direct Illusion

M

5'/M

Sphere 5'/M

1 RD/4M

Will neg

Same effect as above but affecting all within sphere with penalties of -1 for every 4 M devoted

(8+M)/(1d6/2M)

Y2200

Chaos

Direct Illusion

P

10 '/M

1 Creature

1 RD/3M

Will neg

Conflicting Sensory perceptions giving -1 penalty to all attack rolls, saves, damage, and skill rolls, per 3M devoted-affects non living as well

(9+M)/(1d6/2M)

Y2000

Chaotic World

Direct Illusion

P

5'/M

Sphere 5'/M

1 RD/5M

Will neg

Same effect as above but affecting all within sphere with penalties of -1 for every 5 M devoted

(9+M)/(1d6/2M)

Y2200

Entertainment

Direct Illusion

M

5'/M

All within sight

1 RD/M

-

Voluntary targets view and hear illusion

(5+M)/(1d4/4M)stun

Y1000

Trid Entertainment

Direct Illusion

P

5'/M

All within sight

1 RD/M

-

Same as above but can be seen by machines

(5+M)/(1d4/4M)stun

Y1000

Invisibility

Indirect Illusion

M

Touch

-

10 Min/M

Will neg

Creates illusion of invisibility; aura still visible

(10+M)/(1d6/3M)

Y3000

Improved Invisibility

Indirect Illusion

P

Touch

-

10 Min/M

Will neg

Same as above, but fools machines too

(11+M)/(1d6/3M)

Y3200

Mask

Indirect Illusion

M

Touch

-

1 Hr/M

Will neg

Changes size,shape,smell,sound etc(only illusion)

(10+M)/(1d6/3M)

Y3000

Physical Mask

Indirect Illusion

P

Touch

-

1 Hr/M

Will neg

Same as above but fools machines too

(11+M)/(1d6/3M)

Y3200

Phantasm

Indirect Illusion

M

5'/M

LOS

1 RD/M

Will neg

Creates full sensory illusion

(10+M)/(1d6/3M)

Y2000

Trid Phantasm

Indirect Illusion

P

5'/M

LOS

1 RD/M

Will neg

Same as above but fools machines too

(11+M)/(1d6/3M)

Y2500

Silence

Indirect Illusion

P

10'/M

Sphere 5'/M

10 Min/M

-

Creates a silent area-all checks regarding sound are penalized by -1/2M

(10+M)/(1d4/2M)

Y2000

Stealth

Indirect Illusion

P

Touch

1 Creature

10 Min/M

-

Enchanted creature makes no sound.

(7+M)/(1d4/2M)

Y2000

Control Action

Control

Manipulation

M

5'/M

1 Creature

1 Rd/M

Will Neg

Caster controls physical actions of enchanted creature. All checks are made at -10

(10+M)/(1d6/3M)

Y3000

Control Emotion

Control

Manipulation

M

5'/M

 1 Creature

1 Rd/M

Will neg

Target feels one emotion wholeheartedly. Any conflicting emotion causes rolls at -4

(8+M)/(1d6/3M)

Y2500

Control Thoughts

Control

Manipulation

 M

5'/M

1 Creature

1 Rd/2M

Will neg

Caster gains complete control of target as with control action, but now can see, feel, and hear everything they do.

(11+M)/(1d6/2M)

Y3500

Influence

Control

Manipulation

M

10'/M

1 Creature

Instant

Will neg*

Caster issues on post-hypnotic command which the target will carry out as if it was their idea, unless someone else points out it is wrong, they will not notice.

 (6+M)/(1d6/2M)

Y1500

Acid Stream

Elemental Manipulation

P

5'/M

1 Target

Instant

None

Attack roll required. Acid Stream does 1d4/2M acid damage. The fumes are so horrendous that for 10 rounds all rolls are made at -4 penalty.

(12+M)/(1d6/3M)

Y2000

Toxic Wave

Elemental Manipulation

P

10'

10' Arc

Instant

Ref 1/2

All those in area of effect take same damage listed above.

(13+M)/(1d6/3M)

Y2500

Flamethrower

Elemental Manipulation

P

5'/M

1 Target

Instant

None

Creates flame in air that then flies at target directed by caster and does 1d6/2M and ignites combustible materials

(12+M)/(1d6/2M)

Y2000

Fireball

Elemental Manipulation

P

10'/M

Sphere 5'M

Instant

Ref 1/2

Explosion of flames. Ignites combustible materials. All those in area of affect take 1d6/2M

(13+M)/(1d6/2M)

Y2400

Lightning Bolt

Elemental Manipulation

P

5'/M

1 Target

Instant

None

Creates a bolt of lightning that flies at target. Lightning deals 2d4/3M damage and can short out electric equipment.

(12+M)/(1d6/2M)

Y2000

Ball Lightning

Elemental Manipulation

P

10'/M

Sphere 5'M

Instant

Ref 1/2

Same as Lightning bolt except in a sphere of 5'M

(13+M)/(1d6/2M)

Y2400

Clout

Elemental Manipulation

 P

10'M

1 Target

Instant

None

Attack roll reqd. A bolt of telekinetic force deals subdual damage. 1d8/2M

(8+M)/(1d4/2M)

Y1500

Fling

Telekinetic Manipulation

P

5'/M

1 Object

Instant

None

Attack roll required. Damage would be normal for the object plus a Strength bonus to attack and damage equal to the telekinetic strength. This is 4 points of strength per M devoted

(8+M)/(1d6/2M)

Y1800

Levitate

Telekinetic Manipulation

P

10'/M

1 Object

1 Rd/M

None

Can levitate and move any object of 5 lbs /M and move it at a rate of 10 ft/rd per M

(5+M)/(1d6/2M)

Y1200

Magic Fingers

Telekinetic Manipulation

P

10'/M

-

2 Rd/M

None

Creates "invisible hands" that can manipulate objects. Almost any skill can be used with these hands at the caster's normal skill bonus but at a -2 penalty.

(5+M)/(1d6/2M)

Y1300

Poltergeist

Telekinetic Manipulation

P

10'/M

Sphere 5'/M

1 Rd/M

Ref 1/2

This creates a force that picks up objects and debris from around the room and hurls it in a cyclone at great speed. It deals 1d4 to 1d8 damage based on object per rd to all in area of affect. Also all vision based rolls are made at -4

(8+M)/(1d6/2M)

Y2000

Armor

Transformation Manipulation

P

Touch

1 Creature

1 Rd/M

-

Creates an invisible armor that gives +1/+1 to AC/3M

(5+M)/(1d4/2M)

Y1000

Physical Barrier

Transformation Manipulation

P

10'M

Length 5'/M

1 Rd/2M

-

Creates physical barrier with following properties. AC 15, HP of 50+(Mx10) can be any shape

 (8+M)/(1d6/2M)

Y1500

Astral Barrier

Transformation Manipulation

10'M

Length 5'/M

1 Rd/2M

-

Creates Astral barrier with following properties. AC 15, HP of 50+(Mx10) can be any shape-

 (8+M)/(1d6/2M)

Y1500

Ice Sheet

Transformation Manipulation

P

10'M

Circle 5'/M

Melts natural

Ref neg

Reflex save must be made each round to keep from falling prone.

(8+M)/(1d4/2M)

Y1500

Ignite

Transformation Manipulation

P

10'M

1 Target

1 Rd/3M

Fort 1/2

Fort save made every round to halve damage. Spell can ignite into flames any flammable object. If this involves a person they are enveloped in one round dealing 1d6 fire damage per rd.

 (8+M)/(1d6/2M)

Y1500

Light

Transformation Manipulation

 P

Touch

1 Target

10 Min/M

-

Centered on object, creates Globe of light equal to 5'/M

(3+M)/(1d4/3M)

Y750

Petrify

Transformation Manipulation

 P

Touch

1 Target

1 RD/M

Fort neg

Transforms target to stone

(8+M)/(1d6/2M)

Y2000

Shadow

Transformation Manipulation

 P

Touch

1 Target

10 Min/M

-

Centered on object, creates Globe of Dark equal to 5'/M

(3+M)/(1d4/3M)

Y750

                   

 

ASTRAL PLANE

The astral plane is the side-step to the world at large. It’s the magical world that makes up the background of what we see in the physical world. Spirits reside mainly in this realm and only rarely materialize in the physical realm. Astral perception is the ability to sort of flip your vision. As though your vision now switches to seeing everything in its astral-counterpart. Astral Projection is leaving your body. Much like being in the matrix, your body is limp and unresponsive, as though dead. You know if it is harmed or may know it is in danger, but you are away from it. If severely damaged you will be sent back to your body. Vision in the astral plane is the same as normal except light and dark don’t matter as much. Color means different things. Aura reading is how you perceive and understand people and creatures. Your statistics are different in the astral plane. Your Charisma becomes your strength, your Intelligence becomes your Dexterity for purposes of combat. You receive a +20 bonus to initiative as you move as fast as thought. Your mental abilities stay the same in astral space. Foci and fetishes travel with you in astral space, but not normal physical things. All astral characters can Manifest themselves into the physical world by making a Charisma check at DC10. Travel is at 1500 KM/hr per point of Essence Attribute bonus. For instance, a magician with an Essence of 18, would have a +4 and could travel at 6000 Km/Hr. Astral forms are unaffected by the physical world and can move directly through solid objects. All Astral objects have a spiritual link to their owner. All damage is subdual unless otherwise specified. For instance killing hands can be used to deal physical damage. Once the Form reaches 0 HP(subdual) it is dispelled or returned back to its body and is unconscious.

 

CONJURING

The conjuring skill is only available to the Magician and Shaman. Magicians can summon, bind, and command elementals. Shamans can do the same but for nature spirits. Elementals are spirits that represent an element such as fire, wind, water…etc. Normal statistics for elementals are used from the Monsters Manual. The Nature spirits are like elementals but are representative of the aspects of these forces, such as Man, City, Forest, Sea, Sky, etc. They have the same basic abilities as their Elemental counterparts but are restricted to their home environment called a domain. Their abilities reflect those domains. The HD determines how difficult they are to summon, command, bind, or banish. Summoning requires 10 minutes per HD and has a DC of 13+HD. The Drain is (10+HD)(1d6/HD) If the HD of the creature is greater than the Summoner, the drain is physical. Binding is the action of fixing a spirit or elemental to a spot so they cannot leave. To do this the DC is 17+HD with a Drain of (14+HD)(1d6/HD). Commanding works the same way, though if already bound the command is automatic. Banishing is much harder. You must accomplish beating the elemntal and a bit of the mage who bound it. The DC is 13+HD+LV of original summoner.

DISPELLING

The Sorcery Skill can be used to Dispell a current spell. The DC for this is 10+Orignal Mana Spent on the spell. The Drain is equal to what the drain would have been for the caster.

ADEPT POWERS

Adepts use the power of magic internally. They channel them to improve their body and mind. An Adept receives a certain number of Magic points per level. See the class page for more details. With these points he "purchases powers". They may only start off with 1 or two but by then end of it they'll be a powerhouse. See the list below with the Cost, and effect.

POWER NAME

INITIAL COST

ADDITIONAL COST

DESCRIPTION

Attribute Boost

3

3+(add level purchased) ex. Lv 2=5(4+2)*

You can call upon your inner strength to boost any physical attribute(Strength, Dexterity, Constitution). Make an Essence check with a Target number equal to the attribute's current value. If Successful the attribute is increase by the level of the power. They then must make a drain save at a DC equal to the attributes new level. This is subdual damage unless the new attribute is greater than the Essence Attribute. The damage for the drain is 1d6/point of increase. This drain takes place after the boost has run out. It lasts 1 turn per level.

Body Control

2

3+(add level purchased)*

Power of Mind-over body allows you to resist the effects of diseases and toxins. Each level gives a +1 bonus to all saves vs disease or toxin whether magical or not.

Combat Sense

4

4+(add Level Purchase)*

Combat sense provides an instinctive sense about an area and potential threats. Each level gives you the ability to add +1 to initiative.

Enhanced Perception

3

3+(add level purchased)*

Each level provides an additional +1 bonus to all perception tests(listen, spot, search, etc.)

Improved Skill

2

2+(add level purchased)*

This gives a +1 bonus for each level of the power to a given skill. This can be taken for multiple skills, each with their own level.

Improved Physical Attribute

4+1/2 Current Attribute level

Same as Initial

This is a permanent increase of a physical attribute.

Improved Reflexes

4

3+(add level purchased)*

Each level gives a bonus of +1 to the Reflex saving throw.

Improved Vision

1

-

Gives choice of improvement to vision. Infravision, Low-light Vision, Double distance, Sonic Vision , or darkvision, Flare compensation, Ultra Violet

Improved Hearing

1

-

Gives choice of improvement to hearing. Sonic, High frequency, Low Frequency, Sound Dampening,

Improved Scent

1

-

Gives ability to identify scents like a blood hound. Tracking is now a class skill and Spot or listen can be used to substitute as a smell check.

Improved Taste

1

-

Gives the ability to taste and breakdown all ingredients in a drink or food. Can Identify poisons with a WIS check at DC 12

Direction Sense

1

1+(additional level)*

Gives a +1 bonus to Intuit Direction Skill

Killing hands

5

4+(add level)*

Focuses mana energy into the hands or feet making all unarmed combat strikes deal extra damage. The first level changes the unarmed Combat Die to 1d6 and gives a +1 magical bonus.(treated as magic weapon) Each additional level gives an additional +1 bonus and increases the Die by one(d6 to d8, d8-d10, d10-d12, etc). The critical level expands by one for every 2 levels purchased. So a person with 5 levels costing a total of 35(5+6+7+8+9) points would do 1d20+5 and critical on a 18-20.

Magic Resistance

8

Each level costs (current %)

This grants a 5% magic resistance. Each additional level is purchased separately.

Missile Parry

5

-

Same as Feat

Pain Resistance

6

5+(Add level)

Ignores the first 8 points of subdual damage per level of power.

Regeneration

10

10+(add level)

Gains regeneration of 1 HP/Hour for each level. Subdual damage is healed 1/turn(instead of 1 per hour)

Steel Skin

12

-

All bludgeoning damage is considered subdual.

Feat

8

-

Gain an additional Heroic Feat.

Suspended State

2

-

Slow metabolism etc down to 1/8 required.

       
       
       

 

*This is in addition to the cost of the previous levels of the power.

 

TOTEMS

Shamans gain all their spells through their totems and not through research. Their totems also give them bonuses and drawbacks. Changing your totem results in loss of 2 levels of experience.

NAME

BONUSES

PENALTIES

BEAR

+2 M for Health Spells, +2 conjuring Forest Spirits

Beserker Rage(same as Barbarian for penalties and bonuses but not at will. Anytime hit must make WILL save at DC 14 to resist rage. Rage is uncontrolled and may attack companions as well as enemies.))

BUFFALO

+2 M for Health Spells, +2 conjuring Prarie Spirits

-1 M for Illusion Spells

CAT

+2 M for Illusion Spells, +2 conjuring City Spirits

-1 to all rolls when dirty or unkept

COYOTE

None

None

DOG

+2 M to Detection Spells, +2 conjuring Field and Hearth Spirits

Has trouble changing mind. Once decision made needs to make WILL save DC 14 to change mind.

DOLPHIN

+2 M to Detection Spells, +2 Conjuring Sea Spirits.

-1 M for Combat Spells

EAGLE

+2 M to detection Spells, +2 conjuring Sky Spirits

Doubles essence loss of Cyberware implant

GATOR

+2 M for Combat and Detection spells, +2 Conjuring for City spirits or River and Swamp spirits

-1 M for Illusion spells. It takes a Will save DC14 for a Gator Shaman to break off fight

LION

+2 M to Combat Spells, +2 Conjure Prairie spirits

-1 M for all health spells

MOUSE

+2 M for detection and health spells, +2 conjuring Heart and Field spirits

-2 M combat spells

OWL

+1 M to all spells cast during Night

-1M to all spells cast during day

RACCOON

+2 M for Manipulation spells, +2 conjuring city spirits

-1 M to Combat Spells

RAT

+2 M for Detection and illusion spells, +2 conjuring city spirits

-1 M Combat Spells

RAVEN

+2 M for Manipulation spells, +2 conjuring sky spirits

-1 M to all spells when not under open sky and -1 to conjure and sorcery skills for same reason

SHARK

+2 M for Combat and Detection Spells, +2 conjuring sea spirits

Beserker rage(see bear shaman)

SNAKE

+2 M for Detection, Health, and Illusion Spells;+2 conjure any man spirit or any spirit of man(DM choice)

-1 M to all spells cast during combat

WOLF

+2 M for combat and detection spells; +2 conjure forest, prairie, or mountain spirits(shamans choice)

Beserker rage(see bear shaman)