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Bertramn
This is a project I was working on before I decided to stop playing fifth edition.
The graphic design was done by a friend of mine.

On these six pages, is a summary of the fifth edition Magic rules.

One page for every aspect of the magic rule system, which deserves its own.
The whole thing was designed as a playing aid, to be printed out, and used at the gaming table,
where rules for Spellcasting are very seldom used at the same time as rules for Artificing, for example.

I intended to do this kind of thing for every aspect of the rules system,
my next step would have been the combat system.
But alas I lost interest.

Edit___
I am going to list all the faults that you guys dig up in the sheets here:

Fault#1: Spellcasting -> Effects -> Combat -> Direct -> Physical vs. Body; Mana vs. Willpower
Redjack
That kicks ass. We'd host that if you wanted.
Bertramn
Wait with the hosting please.
While I do not intend to continue that project for other subsystems,
I will probably correct errors when they inevitably crop up,
and also add in a signature.

If any of you notice any faults & errors, please list them!

I might change my mind about the other subsystems at a later date,
but at the moment I am occupied with simplifying third edition for my group,
and translating a core book into English for a friend of mine.
Bertramn
Ok, my buddy does not want a sig on the file,
so hosting the file is fine.
Spielmeister
Really nice work Bertramn. My group will be using it in the next week.
flowswithdrek
This looks great. Going to use it in my next game. Thanks for all the effort.
Ophis
Did they change the mana/physical thing? You have Mana restisted by body.
Bertramn
QUOTE (Ophis @ Dec 21 2014, 12:34 AM) *
Did they change the mana/physical thing? You have Mana restisted by body.


You are correct.
#1 Fault -> Spellcasting - Effects - Direct - Mana: vs. Willpower / Physical: vs Body
Bertramn
Here,
I got my friend to update it.

@Redjack: If you want to upload it as a Dumpshock resource, feel free to do though. I would be glad.
Skynet
First, thanks for putting those pages together.
Second: Indirect area spells only scatter if you miss the threshold (3) (as per Grenade Scatter rules, SR5 p.181)
Third: Unbound spirits are harder to track (+2 threshold) not the bound ones.
Bertramn
Why didnt you say that like a week ago? biggrin.gif
Now I gotta bug my friend again.

I really had hoped to be done with this.

Can you give me a page number on the tracking stuff as well?
And are you sure that regular grenade rules apply to the area spells?
Skynet
QUOTE (Bertramn @ Feb 2 2015, 11:54 PM) *
Why didnt you say that like a week ago? biggrin.gif
Now I gotta bug my friend again.

I really had hoped to be done with this.

Can you give me a page number on the tracking stuff as well?
And are you sure that regular grenade rules apply to the area spells?


Sorry, just found the time to take a closer look.

Astral Tracking page reference:
QUOTE (Astral Tracking Modifiers, SR5, p.315)
Each hour passed since astral link was active +1
Target behind mana barrier + (Force of barrier)
Tracking master by spirit:
Bound spirit +0
Unbound spirit +2


Indirect area spells (emphasis mine)
QUOTE (Combat Spells, SR5, p.283)
Area indirect spells
travel from the magician to the point of detonation and
then go boom. The test is like that for grenades (p. 181):
a Spellcasting + Magic [Force] (3) Test with scatter of 2D6
meters.

QUOTE (Grenades, SR5, p.181)
Use a Throw Weapon Simple Action and make a
Throwing Weapons + Agility [Physical] (3) Test modified
for range and all the usual conditions. Success means
the grenade lands right where you wanted.
If you donít
meet the threshold, the grenade scatters.
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