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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
This is linked to the Medieval Fantasy Shadowrun thread in that I do not intent to make these spells available in my 2060s SR game, only in the Forgotten Realms campaign.
Basically, I've been going through all the spell lists available for 3rd Ed D&D and especially the FR sourcebooks for inspiration on new spells. Lots can simply be considered canon SR spells of varying power and special effects, but there's a few types of spells that I though might be fun to add. First, (Element) Storms. To include everything from Acid through Water, these would be like a domed (Magic radius) Firewall spell or a Sustained area Elemental Manipulations, except they do (Force)L with the respective Elemental effects in the whole of the area. I thought about allowing more powerful versions, but they might be too unbalancing. The spell design rules would give such a spell only +2(M) Drain, but this seemed too little for what could be some of the most effective combat spells in the game. Thus I changed it to +2(S). I also increased the TN to 6 (standard for Manipulation barriers, although Firewall for some reason has a 4). So it looks like this: (Element) Storm Type: P - Target: 6 - Duration: S - Range: LOS(A) - Drain: +2(S) Causes (Force)L (Element) damage in (Magic) radius area with respective elemental effects every CT for the duration of the spell. The damage is dealt at the end of every CT, after all actions have been declared, just before a new CT begins. Too powerful? Too weak? Does it fit with the general SR outlook on elemental magic? Other inspired spells include Iron Bones, a Transformation Manipulation that gives bonuses almost on par with Titanium Bone Lacing. It came out looking like this: Iron Bones Type: P - Target: B(V) - Duration: S - Range: T - Drain: +2(L) +2 Body for Damage Resistance tests and +1 armor vs Bludgeoning attacks (+1 Impact armor). How might I tie this kind of effect to the Force of the spell? There might be a very complicated table of Effects vs Successes (limited by Force), but that seemed a bit excessive, and no other spell has anything like that. One more inspired spell type: Health spell that give boosts to recipients. Unlike from the Increase (Whatever) spells, these ought to be Immediate to be better used in combat, or rather weak Sustained Area spells. I know the Area modifier is not available for Health spells under the Spell Design rules, but I figured it wouldn't be too powerful if the effect was limited enough. So far, I haven't included more than one: Incite Rage Type: M - Target: 10-E(V) - Duration: I - Range: T - Drain: (S) Each 2 successes increase the level of the effect by one, maximum number of successes = Force. Each level increases the target's Body and Strength attributes by 1 for Force + 1d6/Level CTs. After the effect has ended, the target crashes for the same duration, with -1 Body, Quickness and Strength, +1 TN to all Quickness-related tests, and cannot run. Again: Too powerful? Too weak? Is the principle fitting into the SR view of Health magic? A prototype spell: (Maybe Control Manipulation?) Morale Boost Type: M - Target: 4(V) - Duration: S - Range: LOS(A) - Drain: +1(M) Recipients of the spell gain +1 Willpower and an additional bonus die vs fear effects. This type of spells might include Extended Area spells of similar weak-ish power, as well as more powerful spells in general: Battlefervor? (I need help with names for these spells...) If anyone has got good spells, please share. I am personally more interested in more fantasy-type magic, and not of the more technological type of magic that is fun to add to the canon Shadowrun world, but I doubt this thread will see much of the first type so feel free to add anything you've got. |
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Lo-Fi Version | Time is now: 27th July 2025 - 07:53 PM |
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