Saw a few of these kind of qualities, so I would like to propose a generic one to cover all the bases.
That Damn Good(Skill
Others are lucky, you’re just good
• Cost: 12 Karma
• Game Effect: Choose a skill with which you have at least one rank in and is not directly combat related. When you perform a test with that skill, you gain a point of Edge that must be spent on that test, or it goes away.
Been a while, but we’re diving into Shadowrun 6e. Here is something I think needs to exist.
Practice Makes Perfect
You spend the time putting in practice, and you just get quicker, better, and no longer requiring as much luck!
• Cost: 8 Karma
• Game Effect: Choose an edge action. That edge action costs one less.
Been a bit since I wrote some 2nd ed, but here is an idea that needs to be out in the world. Sometimes you just need a hammer when everyone else looks like a nail!
Traditions arcane, divine, occult, primal
Cast [two-actions] verbal,somatic; Duration 1 minute
You summon a melee weapon made of base materials for the type. You must be proficient in the wapon. The weapon is not made of any special materials and possesses no special qualities aside from those it would normally have. Upon the spell ending or if the weapon gains the broken condition, the weapon disappears.
How about something to help against those critters who need a little extra to take down?
Casting Time: 1 bonus action
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonmagical weapon and choose a material type. Until the spell ends, that weapon is coated in a thin layer of that material allowing the weapon to count as that material type to overcome damage resistance and immunity.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can touch one additional weapon for each spell slot above 1st. All weapons much be coated to the same material type.
How about some magic that makes cantrips fun?
Some magic you’ve done so often you can’t fail. Choose a spellcasting class with which you have cantrips for. You can a number of times per day equal to your spell casting ability bonus gain advantage on an attack you make with a cantrip from the chosen class.
How about the anti-true strike?
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in range. If the target fails a Wisdom saving throw, it gains disadvantage on its first attack it makes in the next round.
More breakdown of Haste!
Casting Time: bonus action as part of move
Components: V, S
When you cast this spell you supernaturally spspeeding forward increasing your movement speed by 10 feet.