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Posted: 12/13/2009 - 0 comment(s) [ Comment ] - 0 trackback(s) [ Trackback ]
Category: Shadowrun 4e.

Mike made a character for the Shadowrun game, and wanted to do an earth elemental specialist.

As a result, we have some new additions to the Shadowrun Grimoire, these are all made using the Spell Design Rules in Streetmagic.

Also, there has been further request for new spells, new Martial Arts, and new spirits and spells are popping up in adventures.  Requested stuff for PCs will be here.  After it has been properly IDed, new spirits and spells that NPCs use will appear here as well.

Combat Spells

 

Earthquake (Indirect, Area, Elemental)

Type: P.  Range: LOS(A).  Damage: Pl.  Duration: S. DV: (F/2)+6

This spell creates a powerful, highly localized, earthquake.  Anyone in the area must make a Strength+Agility test to avoid being knocked prone.  Anyone driving a ground vehicle must make a drive test.  The spell structures must roll half their barrier rating against this spells damage.  Earthquake resistant structures (STs discretion) may get a bonus to this roll.

Sand Blast (Indirect, Elemental)

Type: P.  Range: LOS.  Damage: P.  Duration: I. DV: (F/2)+3

The target is blasted with a stream of abrading sand.  At the GMs discretion, particles of grit may damage equipment the target is carrying if it is not sealed against the environment.  This attack is resisted with 1/2 armor.

Stone Rain (Indirect, Area, Elemental)

Type: P.  Range: LOS(A).  Damage: S.  Duration: I. DV: (F/2)+3

Small rocks fall from the sky doing Stun damage, damage is resisted with 1/2 armor unless the character is wearing a helmet, in which case full armor is used.

Volcano (Indirect, Area, Elemental)

Type: P.  Range: LOS (Area).  Damage: P.  Duration: S. DV: (F/2)+6

This spell causes molten rock to blast up from the earth's surface to burn and cling to the target.  After the initial attack, molten lava clings to the target burning for Force of the Spell/Number of Hits (whichever is lower) so long as the spell is sustained.  All lava and rock disappear once the spell is ended.  The target must have a direct and unobstructed line from bare (or foliage only) earth to itself.

 

Detection Spells

Tremor Sense (Active, Area)

Type: P.  Range: Self.  Duration: S. DV: (F/2)

This spell allows a character standing on a surface to detect anything moving that is in contact with that surface.  At GMs discretion, indirect contact may apply under certain circumstances.

 

Manipulation Spells

 

Dust Storm (Environmental, Area)

Type: P.  Range: LOS (A).  Damage: S.  Duration: S. DV: (F/2)+2

This spell creates a cloud of dust in the area of effect that blocks all vision (including thermal), and tends to foul unprotected machinery.  A body test must be made by any vehicles, drones, or other devices in the area of effect to resist suffering damage equal to the number of hits on the spellcasting test (or the Force of the spell, whichever is less).  The dust disappears once the spell is no longer sustained, removing half the damage done to any equipment by this spell.

Earth Shield (Environmental, Area)

Type: P.  Range: Self (A).  Damage: P.  Duration: S. DV: (F/2)+4

This spell calls up a spinning storm of sharp stone shards ranging in size from a child's thumb to a troll's hand around the caster.  This storm make ranged attacks into it difficult, providing armor up to the number of hits (or force, whichever is lower) against ballistic attacks.  Anyone other than the caster in the area of the storm takes damage equal to protection provided, resisted with impact armor.  The caster is always at the center of the storm, and so long as the spell is sustained, it moves with him.

Quicksand (Elemental, Area)

Type: P.  Range: LOS(A).  Duration: S. DV: (F/2)+4

Any in the area of effect lose 1 meter from their movement rate equal to the force of the spell or the number of hits, whichever is lower as the ground turns to thick, liquid mud.  Each round a character remains in this, they must roll a Body+Strength (threshold Force/Hits, whichever is lower) to avoid losing another point of movement and sinking deeper.  Targets must do this until they are unable to move, out of the area, or have lost points of movement equal to the Force of the spell/number of hits, whichever is lower.  Anyone attempting to fight in this stuff suffers 1/2 their movement penalty to any rolls to attack or dodge (round down).  A Body+Strength check must be made to get out of this stuff once they reach the edge of the mire.  Escape is a Complex action. 

Stone Armor (Elemental)

Type: P.  Range: T.  Damage: S.  Duration: S. DV: (F/2)+4

This spell coats the caster in flexible stone armor.  It protects against both ballistic and impact armor and stacks with other armors.  For purposes of how the target deals with terrain, they are treated as if they weigh the force of the spell+1 times their actual weight.  Unarmed attacks deal+1/Force stun damage.

 

Sword of :Element:  (Elemental)

Type: P, Rante: T. Damage: P  Duration: S.  DV: (F/2)+1

This spell coats the melee weapon in the hand of the caster with some sort of damaging elemental effect.  The number of hits on the spell casting roll add to the damage of the weapon for the duration.  Their is a version of this spell for fire, ice, acid, and electicity.  The weapon is unharmed.

Wall of Stone (Environmental, Area)

Type: P.  Range: LOS (A).  Damage: -.  Duration: I. DV: (F/2)+5

As [Elemental] Wall in Street Magic, but the wall is permanent.  The wall has an armor rating is Hits x4, the Structure is Hits x3, as always, no more Hits than the Force of the spell can be used.

Spirits

 

Hearth Spirit

B: F+2  A: F  R: F+2  S:F+1   C:F  I: F  L: F  W:  F EDG: F  Ess: F  M: F  Init: Fx2+2  IP: 2

Movement: 15/30

Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Flight, Perception, Spellcasting, Unarmed Combat

Powers: Accident, Astral Form, Enhanced Senses (Low Light Vision, Thermo Vision, Guard, Magical Guard, Materializatin, Sapience, Search

Optional Powers: Armor, Additional Skill, Fear, Influence, Psychokenesis, Spell,

 

 

Winter Spirit

B: F+1  A: F  R: F+3  S:F   C:F  I: F  L: F  W:  F EDG: F  Ess: F  M: F  Init: Fx2+2  IP: 2

Movement: 10/25, 15/75 fly

Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Flight, Perception, Unarmed Combat

Powers: Accident, Astral Form, Concealment, Elemental Attack, Energy Aura, Engulf, Materialization, Movement, Sapience

Optional Powers: Armor, Binding, Confusion, Fear, Natural Weapons, Search

 

 

Martial Arts

Jian Fencing: +1 die to recieve a charge, +1 Disarm, +1 for Full Dodge, +1 for Full Parry

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