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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 |
P |
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 |
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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. |
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*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) |
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