MITS Miscellany
Magic in the Shadows Miscellany
The following are some bits and pieces that were thought up for Magic
in the Shadows, but never included in the book. Feel free to use them in
your own Shadowrun games, but keep in mind that these ideas
were never playtested and should not be considered "official."
Adept Powers
Knack
Cost: See below
A knack is a magical power similar to an inhierent spell or critter power
possessed by the physical adept. It is treated as a normal spell, known
by the adept at a Force equal to the level of the Knack. No Knack can have
a level above the adept's Magic rating. The adept uses the Knack normally
just the original spell with the sole exception that the adept does not
suffer Drain for the use of the Knack; the grounding of the power into the
adept's physical body is more controlled and permanent, and so causes no
Drain. Knacks based on Sustained spells may be sustained by the adept following
the normal rules for sustaining spells (+2 to all target numbers for each
Knack the adept is sustaining).
The cost of the knack is based on the Drain Code of the spell, as given
on the table below. Note, for the purpose of this power the Personal modifier
does not apply, although the Voluntary Subject modifier may. Spells usable
on Voluntary Subjects may only be used on the adept himself. Spells not
requiring a voluntary subject may be used on any viable target, subject
to the normal Spellcasting rules and using the Knack's level as its Force
for the Spell Success Test.
| Spell Drain |
Cost per level |
| Light |
.25 |
| Moderate |
.5 |
| Serious |
1 |
| Deadly |
2 |
Example: Wind-Walker wishes to buy the Invisibility spell as a
Knack. Invisibility has a Drain Code of M, so the Knack costs .5 Power Points
per level. Wind-Walker pays 2 points to have the Knack at level 4. When
he wishes to do so, using a Complex Action, he may make a Spell Success
Test with his 4 dice to make himself (but not anyone else) invisible. Twice
the number of Wind-Walker's successes become the base TN to detect him while
invisible.
Example: Fenris wants a Critter Form Knack that allows him to
assume the form of his totem animal, Wolf. Critter Form has a Drain Code
of +2M, so the Knack costs .5 Power Points per level. Fenris pays 3 points
to have the Knack at level 6. Like the spell, he increases the Physical
Attributes of his wolf form by 1 for every two successes rolled on his Critter
Form Test.
Mystic Blade
Cost: 1
This power works like Killing Hands, except it requires a bladed weapon.
The weapon does its normal damage, but it is treated as a magical weapon
for damaging spirits and other critters with Immunity to Normal Weapons
or Regeneration. The adept can also use the weapon in astral combat.
Metamagical Techniques
Dreaming
Many magical theorists believe the metaplanes are tied to the minds of
metahumanity via the Universal Unconscious or some similar medium. The metamagical
technique of Dreaming seems to support this idea. It allows an initiate
to use astral projection to enter the dreams of others, observing, influencing
and even acting through them.
In order to use Dreaming on a particular subject, that person must be
asleep and dreaming. The initiate must begin projecting onto the metaplanes
within physical sight or the subject. Otherwise, the initiate must have
a material link and make a Sorcery Test to establish a link to the subject.
Use the normal Ritual Sorcery rules for this test.
The initiate astrally projects onto the metaplanes. Once past the Dweller
on the Threshold, the initiate undergoes an Astral Quest with a rating equal
to the subject's Willpower or Magic, whichever is higher. This Quest takes
no time in the physical world. Upon reaching the Citadel, the initiate can
enter the subject's dreams.
A dream-world is much like a Place on a metaplane. It can take any form,
subject to the dreamer's conscious and subconscious mind. The initiate can
also take on any form or appearance in the dream, but usually has all normal
Physical Attributes and abilities, just like in the real world. The gamemaster
has complete control over the "ground rules" for a particular
dream world. Literally anything that can be imagined is possible.
The only constant in a dream world is the dreamer, who is always present
and possesses whatever abilities the dreamer has in the physical world.
The initiate can communicate with the dreamer normally, and the dream will
be lucid enough for the dreamer to recall it upon awakening, although they
may still thing it was "just a dream." The initiate can also engage
the dreamer in combat, using whatever weapons or abilities the initiate
normally has. Physical damage inflicted by the initiate can kill the dreamer
if it reaches Deadly, otherwise all such damage vanishes when the dreamer
wakes, leaving only faint aches and pains. Deadly Stun damage causes the
dreamer to awaken immediately, as if from a nightmare.
Attacks from things in the dream cause normal damage (Physical or Stun)
to the initiate. While the dreamer cannot be harmed by anything in the dream,
the initiate can be! If the initiate is killed in the dream, he dies in
the real world as well. If knocked out (Deadly Stun damage) the initiate's
astral form is distrupted.
Materializing
This metamagical techique can be used only by initiates capable of astral
projection. It allows the initiate to create a material form for the astral
body in order to affect the material world in a manner very similar to the
Materialization power of certain spirits. Assuming a material form or abandoning
it to shift back into astral form requires a Complex Action. There is no
Test needed, switching between forms is automatic.
The material body is formed from the stuff of the astral plane and looks
like the initiate's astral form. The material form has Physical Attributes
equal to the initiate's Astral Attributes along with the character's normal
Mental Attributes. Reaction is equal to the character's Intelligence rating
and material forms gain a +10 bonus to Initiative. Additionally, the material
form has the power of Immunity to Normal Weapons at a level equal to the
initiate's Grade. This provides twice the Initiate's Grade in Armor against
ranged attacks. Opponents using melee combat roll their Willpower dice to
attack a materialized astral form, just like combat against a spirit.
Materializing is extremely fatiging. Each combat turn the initiate maintains
a material form, he must resist a Drain Code of (Number of Turns)D. The
target number of the Drain Test increases with the number of combat turns
the character has been materialized. This Drain is resisted normally using
Willpower. If Drain (or anything else) knocks the initiate unconscious,
the material form vanishes and the astral form is disrupted. If the materialized
form is killed, the initiate's physical body dies as well.
While in materialized form, the initiate is considered a dual being,
like a materialized spirit, able to use Sorcery on any physical or astral
target the character can assense. All spells cast in materialized form still
cause Physical Drain, just like spells cast in astral space. The material
form can be targeted normally by spells from both the physical and astral
planes. Spells affect the initiates material form, not his normal physical
body, but astral reprecussion causes any damage inflicted on the material
form to affect the body as well.
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