More fun with edge!
Don’t Sucks!
Just don’t blow this because if you do, you will REALLY pay!
• Bonus: 10 Karma
• Game Effect: When you glitch on a roll, lose one edge. Critical glitches cost you two edge.
Thoughts?
More fun with edge!
Don’t Sucks!
Just don’t blow this because if you do, you will REALLY pay!
• Bonus: 10 Karma
• Game Effect: When you glitch on a roll, lose one edge. Critical glitches cost you two edge.
Thoughts?
Some fun that came up from my last game.
Experience
Good judgment is the result of experience, and experience is the result of bad judgement.
• Cost: 12 Karma
• Game Effect: Choose a skill. When you fail using that skill or earn no net hits, gain a point of edge.
Thoughts?
Why not throw one more version up here? Shadowrun doesn’t get enough love!
Disfigure
RANGE TYPE DURATION DV
Touch P Special 6
You touch a target and carve into it’s very well and flesh breaking spirit and spine in the process causing the target to lesson with this curse. The caster decides which attribute or skill to target before casting the spell. The caster rolls a Sorcery + Magic vs. Willpower+targeted attribute or Willpower + targeted skill. They can select how many net hits they actually apply to the target at a rate of 1 point of decrease per 2 net hits for a skill and 1 point decreased per 4 net hits for an attribute; for each net hit applied
beyond the second, the Drain Value of the spell increases by 1. A caster my not target the same attribute or skill but may target other attributes and skills later and other casters may target the same skill if they choose. This spell lasts for 30 days, you end the curse with a thought, or the caster of the spell dies.
Thoughts?
Let’s look at this in pathfinder as well.
Curse Necromancy Incapacitation
Traditionsarcane, divine, occult, primal
Bloodlinehag
Cast [three-actions] material, somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude
You throw raw hate on a creature and choose how to disfigure the creature deciding upon a -2 status penalty to an ability score, a -10 status penalty to movement, a -2 status penalty to AC, a -2 status penalty to attack rolls, or a -2 status penalty to saves as you bend spine and spirit to a broken form. Multiple castings of this spell are possible if you choose different effects of the spell each time.
Critical Success The target is unaffected.
Success The target is affected until its next turn begins.
Failure The target is affected for 30 days.
Critical Failure The target is affected permanently.
This spell can only be removed by a wish or miracle spell, you ending the spell with a thought, or you dying.
Heightened (7th) As 5th level, but the disfigure lasts for up to 1 year on an unwilling creature.
Heightened (9th) As 5th level, but the disfigure lasts for a duration you choose (even unlimited) on an unwilling creature.
Thoughts?
I’ve been thinking of some spells I’ve seen in movies where the villain curses the hero, and the hero is disfigured. Can we do something like that?
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 30 days
You throw raw hate at a target in range. The target must make a Constitution saving throw. If the target fails, you inflect a horrible curse upon the target bending its physical form to break spirit and spine. The target has a -2 penalty to saves and checks with one ability, a -10 feet penalty to its speed, or a -1 penalty to all attacks for the duration of the spell. A target can be affected by multiple castings of this spell, but each casting must cause a different effect.
A wish spell is the only spell can can end this effect early, you may end this spell with a thought at any time, or your death ends the curse as well.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by a wish spell.
Time for some more Castles and Crusades
Caustic Pop , Level 2 wizard
CT Special R 30 feet D 1 rd./2 lvl.
SV special SR yes Comp V, S
The caster flings a bit of slug slime at a target in range. The caster must succeed with a
ranged touch attack to hit the target. If the target is hit, glob deals 1d4
points of acid damage and then blog splashes at all targets within 30 feet. All targets that fails a Dexterity saving throw are covered in the acid and are dealt 1d4 points of acid damage. For every two caster levels the acid, unless somehow neutralized, lasts an additional round and deals another 1d4 points each round.
The material component for this spell is a ball of slug slime.
Thoughts?
Ah persistent damage! My new favorite toy to drop PCs. Let’s help them survive!
General
You just keep finding ways to get out of trouble. Gain a +2 bonus to your flat checks to end persistent damage.
Thoughts?
I hurt my upper respitory a few years ago, so when the seasons change, I start barking. Normally it draws looks, but for some reason, this year I get a bit more stares…
How about a spell for that?
2nd-level necromancy
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: concentration, up to one minute
You point at a creature in range and whisper vile words at it. The target must make a Constitution saving throw. If it fails, it becomes infected with a fast acting disease as it begins to cough uncontrollable tearing its lungs apart from the inside dealing 2d6 necrotic damage. Each round at the start of the creatures turn, it must make another Constitution saving throw. If it succeeds the effect end, but if it fails it continues to cough taking 2d6 necrotic damage. Then all creatures that are engaged with the target must also make a Constitution saving throw. Upon a failure, the creature is affected by the spell taking damage as above. If a creature saves against this spell once, it is immune from this one casting of the spell, but can be affected again by a different casting of this spell. Immunity to magical diseases prevents a target from being affected. The cycle of infection continues until all creatures save against the spell or you are no longer concentrating on the spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
I’ve been on an acid kick lately. How about a new version of fireball mixed with acid arrow?
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a ball of slug slime)
Duration: Instantaneous
With a flick of the wrist you throw a blob of acid toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage, and all each creature in a 20-foot-radius sphere centered on the first target must make a Dexterity saving throw. A target takes 4d6 acid damage on a failed save. All targets damaged by this spell are covered in acid and must make a Dexterity saving throw at the start of their turns or take 4d6 acid damage each round until they succeed on a saving throw at the start of their turns to removed the acid and end the effect or remove the acid as an action. If the initial ranged spell attack misses, there are no additional effects.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Thoughts?