| | Gameplay Rules | |
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Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Gameplay Rules Thu Jul 06, 2017 2:41 am | |
| Gameplay is broadly defined as per the D&D 5th Edition source materials. The main differences come from character creation (as described in the Character Creation thread), equipment, and in several gameplay tweaks. These are adjusted to better represent the game's futuristic setting. This thread will go into the changes to the latter, including skills, crafting, combat, and others rulesets.
Abilities and Skills Your six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) determine a great deal about how your character's actions are adjudicated and played out through the game mechanics. Every task, every foe, every obstacle can be overcome by your abilities. Your abilities are determined as follows: for each Ability, roll four 6-sided dice and subtract the lowest number. All results of 1 are re-rolled. You are allowed one full re-roll of any one score prior to accepting the results. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 16, 14, 12, 11, 10, 10.
Branching from your abilities are a set of particular skills, each one keyed to a different ability. Proficiency in a specific skill is vital to using that skill properly. For the abilities themselves, the rules as laid out in the D&D 5e book are unchanged, with the caveat that we are using the Variant: Encumbrance rules.
The skills are changed somewhat, however, to adjust for the modern and future setting. Nature and Arcana are eliminated (most of their functions rolled into Survival and Religion, respectively), but there are several new skills: Computers, Culture, Law, Science, Tactics, and Technology. The skills are listed here alphabetically:
Academia Your Intelligence (Academia) skill measures your knowledge of the humanities and the soft sciences, as well as your ability to recall historical information. This includes an education or non-intuitive knowledge of art, history, geography, linguistics, literature, music, and philology, as well as the behavioural sciences, including archaeology, anthropology, criminology, ethology, psychology, sociology, and statistics.
Acrobatics Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Animal Handling When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control a mount when attempting a risky trick or manoeuvre.
Athletics Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Such as climbing sheer or slippery rock, clinging to difficult surfaces, jumping long distances, or swimming in treacherous or stormy waters.
Computers Your Intelligence (Computers) is used when one interfaces with a computer in more than a casual fashion, and covers general knowledge of networks, programming and computer security systems. A character might make a Computers check to break into a captured data pad, write a program to alert them to the comings and goings of a particular person on a station, or to keep another character from hacking their own system.
Culture Your Intelligence (Culture) is a general understanding of current events and pop culture that let you understand the cultural events going on in society around you. A character might use this skill to recognize a popular musician, fashion trend, artistic style, customs or a pop culture reference.
Deception Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Insight Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Intimidation When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a captive, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering attorney to reconsider a decision.
Investigation When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through books or articles in search of a clue might also call for an Intelligence (Investigation) check.
Law Intelligence (Law) is used to represent a character’s knowledge of legal procedure and precedent, and such a skill might be used to recall what goods might be illegal in a region, to write a business contract, to understand a contract, and to argue in a court of law. This also represents a general knowledge of civics, the state, and the systems of aristocracy, nobility, and citizenship that exist in many governments.
Medicine A Wisdom (Medicine) check lets you try to stabilize a dying companion, try to heal an injured creature, evaluate wounds, diagnose illnesses, treat poisoned or diseased creatures, and examine corpses in order determine the cause of death. With a successful Wisdom (Medicine) check you can stabilize a dying character at 0 hit points. Medicine may also be used to provide long-term care to poisoned or diseased creatures.
Perception Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear enemies moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are bandits lying in ambush on a road, thugs hiding in the shadows of an alley, or dim light under a closed secret door.
Performance Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, oratory, storytelling, or some other form of entertainment or enthralling performance.
Persuasion When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Religion Your Intelligence (Religion) check measures your ability to recall lore about gods, rituals, beliefs, hierarchies, holy symbols, and the practices of religions. This also includes more esoteric knowledge of occult and magical traditions, rituals, and beliefs.
Science Your Intelligence (Science) is used to cover a working knowledge of maths and the hard sciences. This typically is used to mean a general understanding of the earth, life, and physical sciences, including more specific knowledge on astronomy, biology, chemistry, genetics, geology, mathematics, or physics.
Stealth Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Sleight of Hand Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can pick someone's pocket or draw a weapon unnoticed.
Survival The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through rough terrain, identify signs that bears live nearby, predict the weather, or avoid quicksand and other natural hazards. This also includes knowledge of intuitive knowledge reg on nature, terrain, animals, and plants that may have been gained through an intuitive or experiential way.
Tactics Your Intelligence (Tactics) skill covers an in-depth knowledge of combat tactics, planning, military strategy and logistics, and the science behind these practical tasks. An Intelligence (Tactics) check might be used to quickly concoct a plan of action, to analyse an ongoing combat situation, or to gain a temporary advantage in combat against an opponent.
Technology Your Intelligence (Technology) covers a wide variety of technical knowledge common to personnel operating in the field. Use of this skill would be appropriate for jury-rigging a repair, knowing how a spaceship or vehicle works, and knowing about different engine parts or electrical components.
Last edited by Better Alex on Sat Mar 10, 2018 3:49 pm; edited 6 times in total | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Gameplay Rules Wed Jul 12, 2017 2:28 am | |
| Damage, Disease and PoisonDamageInjury and the risk of death are constant companions of those who explore the galaxy and fight in its conflict zones. The thrust of a sword, a well-placed gunshot, or an exploding bomb all have the potential to damage, or even kill, the hardiest of creatures. Massive DamageWhen a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw. If they fail the save, they cannot take reactions until the end of their next turn. If they fail the save by 5 or more, they take an effect from the Lingering Injury table. Damage TypesDifferent attacks and other harmful effects deal different types of damage. Certain features, such as damage resistance or immunity to specific damage types, rely on the differences between these damage types. The types are listed below (most are the same as the base 5e game) with examples: - Spoiler:
Acid: Corrosive or caustic chemicals, which can cause severe burns. Ballistic: The impact from a projectile, such as a bullet or a KKV. Bludgeoning: Blunt-force weapons such as hammers or clubs, or falling objects. Cold: The chill of an icy wind, or a freeze ray. Fire: Flamethrowers, incendiary weapons, or literal fire. Force: Physical force like a blast or shockwave. Lightning: Electrical surges, plasma projectors, or actual lightning bolts. Necrotic: Organ failure and flesh withering from disease or internal impacts. Piercing: Puncturing or impaling impacts from arrows, spears, or knives, or a beast's teeth or tail spikes. Poison: Venomous stings and bites, or toxic gas. Psychic: Emotional pain, when strong enough, can feel like a physical blow. Radiant: Laser beams or powerful atomic flashes that sears flesh like intense fire. Slashing: Powerful cuts from swords, knives, axes, or claws. Thunder: A concussive burst of deafening sound, like that of sonic weapons, or being too close to loud bangs.
DiseaseDiseases can spread like wildfire, becoming a civilization-threatening plague. But usually, diseases are tightly monitored, analysed, and controlled. When a character is struck with some disease, there are often in-game effects that linger, though there are ways to counteract them through modern medicine. Below are some example diseases. Acquired immunodeficiency syndrome- Spoiler:
Acquired immunodeficiency syndrome, or AIDS, is a disease caused by an immunodeficiency virus. The most well-known is HIV, which affects humans, though similar viruses have emerged in alien species. As a disease, it is almost certainly fatal if untreated, as the body's immune system shuts down and other diseases and infections rapidly take root. The virus is spread through bodily fluids, most particularly through sexual contact, contact with infected blood, and fetal absorption in the womb. The HIV/AIDS complex arose in the late 20th century, and was a significant plague for almost a century. Luckily, medical advances developed sufficient means to combat the disease and treat infected persons.
When a creature has sexual contact or has contact with the blood of an infected creature, they must make a DC 17 Constitution saving throw or become infected. The disease presents an acute infection stage, and the infected creature must make a DC 14 Constitution saving throw or take two levels of Exhaustion. This phase lasts about two weeks, with symptoms such as fever, sneezing, coughing, headache, and fatigue. The disease then enters a latency stage for 1d10 years, during which it slowly but surely erodes the body's natural immune system by attacking T-cells and other cells that detect and fight infections. If the virus is caught during the acute or latency phases, it can be treated and effectively cured through aggressive antiviral therapy.
Inevitably, however, the number of T-cells in the bloodstream declines below 200 per cubic millimeter and the disease reaches its final form as a full-blown Acquired Immunodeficiency Syndrome. The infected creature begins showing symptoms such as skin lesions, fever, sweating, swollen lymph nodes, meningitis, fatigue, wasting syndrome, chronic pneumonia, and chronic diarrhoea, as well as higher risk for cancer and tuberculosis. The creature takes one level of Exhaustion, has disadvantage on all Constitution checks and Constitution saving throws, and has disadvantage on Death saving throws. Any effect that ordinarily causes immunity or advantage on saving throws against disease is nullified. Anthrax
- Spoiler:
Anthrax is a bacterial infection caused by exposure to Bacillus anthracis. While technically a biological disease, Anthrax is not contagious and will not ordinarily pass from person to person. Instead, and especially when used intentionally as a weapon, it is deadly if untreated. Treatment in medical situations is typically a vaccine supplemented by general antibiotics.
When a humanoid creature inhales or ingests anthrax, the creature must succeed on a DC 11 Constitution saving throw or become infected. It takes 1d4 days for anthrax symptoms to manifest in an infected creature. Symptoms include pneumonia, skin lesions, and gastrointestinal bleeding. The infected creature takes 1d6 Necrotic damage and suffers from the Poisoned condition. At the end of each Long Rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character takes 1d6 Necrotic damage. On a successful save, the character suffers no ill effects. After three successful saving throws, the creature recovers from the disease. Bubonic plague- Spoiler:
The archetypal plague, which was responsible for several epidemics. Bubonic plague is caused by the bacterium Yersinia pestis which incubates in the guts of fleas. It is spread by rats and other animals in urban environments, who serve as hosts for the plague-carrying fleas. The disease can spread rapidly, and kill quickly. The Black Death, caused by such a plague, was among the deadliest disease pandemics in human history. When a humanoid creature is bitten by a creature that carries the disease, the bitten creature must succeed on a DC 11 Constitution saving throw or become infected. It takes 1d4 days for the plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and vomiting, followed by swollen lymph glands. The infected creature suffers one level of Exhaustion. At the end of each Long Rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of Exhaustion. On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below 1, the creature recovers from the disease. Cancer
- Spoiler:
Cancer is a unique set of diseases, caused by a host of factors. Unlike most other diseases, it is not typically an infection carried by a vector. It is the runaway mutation of the body's cells, causing the formation of tumorous growths that can overtake the organs. Some kinds of tumors are benign, and even cancerous tumors can be removed if caught in time. But if they developed unchecked, these growths can cause organ failure, weakness, and eventually death. When a cancer metastasizes and spreads to multiple systems in the body, it will almost inevitably lead to death unless cured through the use of an oncophagic retrovirus or drastic surgical and chemotherapeutic techniques. Late stage cancer often manifests with chronic pain, coughing up blood, vomiting, fatigue, and discernible swelling where the tumors have grown. As various stages of cancer can differ widely in its form, location, and exact prognosis, this will deal mostly with end-stage terminal cancer (where the prognosis is typically 2-6 months without treatment, though some bizarrely resilient cases have lasted 5 years before succumbing to the disease.).
When a creature first develops cancer, they take 1 Necrotic damage. This damage cannot be healed by normal means, but can be healed by special surgery, radiotherapy, or chemotherapy. When a creature with cancer reaches Stage IV cancer, where the tumor metastasizes, they take 2 Necrotic damage. This damage cannot be healed by normal means, but can be healed by special surgery, radiotherapy, or chemotherapy. When a creature develops terminal cancer, the creature suffers 2 levels of Exhaustion, and takes 1d4 Necrotic damage at the end of every seventh Long Rest, with no saving throw. This damage cannot be healed by normal means, but can be healed only through doses of oncophage. A dose of oncophage can heal hit point damage from cancer, and halts any further Necrotic damage from cancer. If all damage from cancer is cured, the creature recovers from cancer. The creature must still take Long Rests to recover from Exhaustion, as normal.
Cholera- Spoiler:
A lethal bacterial infection that can rapidly kill, cholera festers in contaminated water and can infect thousands. The bacterium Vibrio cholerae thrives in brackish or salty water, infecting shellfish and plankton. Through this they can find their way to human populations, growing in the intestines and producing a toxin that causes painful gastrointestinal reactions. When expelled through human outflow, they often wind up in waterways and make their way to drinking water, resuming the cycle of infection. Cholera has been the cause of some of the worst and most frightening pandemics in human history, as those afflicted wither away from massive dehydration. However, cholera is not contagious, and relies on the water and waste cycle to spread and propagate. The best treatment methods include antibiotics and oral rehydration.
A humanoid that drinks water contaminated by Vibrio cholerae must succeed on a DC 15 Constitution saving throw or become infected. It takes 1d12+12 hours for the symptoms to start to manifest in the infected creature. Symptoms are predominantly shown as profuse vomiting and diarrhoea, and the evacuating of all fluid in the body, leading to severe dehydration and electrolyte imbalance which can be fatal if not treated. A choleric can evacuate between 3 to 5 gallons of fluid daily. Cholerics often develop a blue-gray pallor, and wrinkled or brittle skin, as they become extremely dehydrated. Eventually, fluid loss leads to a sharp drop in blood pressure, muscle weakness, coma, and death.
At the end of the incubation period, the infected creature takes 2 levels of Exhaustion. At the end of every four hours, the infected creature must make a DC 11 Constitution saving throw. On a failed save, the creature takes 1 level of Exhaustion. After 3 successful saves, the effects cease to require Constitution saving throws. The creature must still take Long Rests to recover from Exhaustion, as normal.
Influenza- Spoiler:
One of the most widespread diseases, influenza has been part of human epidemics since the dawn of man. It mutates and creates new strains every year, in every human world. The sheer variation, however, does not conceal a common pathology of symptoms. The Influenza virus, in all its forms, causes the human immune system to "eat itself". If unchecked, it can lead to mass death. Luckily, most disease-control labs are localized and ahead of the curve in preventing mass outbreaks.
When a humanoid creature inhales airborne Influenza virus, the creature must succeed on a DC 12 Constitution saving throw or become infected. It takes 2 days for Influenza symptoms to manifest in an infected creature. Symptoms include fever, sneezing, coughing, headache, and fatigue followed by respiratory failure in severe cases. At the end of each Long Rest, an infected creature must make a DC 12 Constitution saving throw. On a failed save, the character takes 1 level of Exhaustion. On a successful saving throw, no other effects occur. After 3 successful saves, the effects cease to require Constitution saving throws. The creature must still take Long Rests to recover from Exhaustion, as normal. River blindness- Spoiler:
Onchocerciasis, or river blindness, is a disease caused by an infection of the parasitic worms spread by the bites of flies infected with the worm. The worm's eggs hatch in the body and the larvae work their way to the skin, where biting flies can be infected and continue the life cycle. Adult worms bury into the skin in small nodules, but larvae spread widely and cause a massive inflammation of the skin, often migrating to the soft tissue in the eyes. The worms are also host to parasitic bacteria that provoke an immune response, which if left unchecked can ravage the body. The disease is particularly prominent in wetlands and rivers, where biting flies breed and swarm.
When a beast or humanoid creature is bitten by an infected fly, the creature must succeed on a DC 15 Constitution saving throw or become infected. The worm takes 1d12 months for the worms to mature and its symptoms to manifest. Symptoms include itching, rashes, dermatitis, skin atrophy and depigmentation, blurred vision, and occasionally blindness. The creature then begins to experience blurred vision. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each Long Rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded.
River blindness has no cure once it sets in. Vaccines can prevent the parasites from surviving, and antiparasitic drugs can help eliminate the worms during the maturation period, but by the time blindness begins to occur, the damage has been done to the retina and cornea.
Tuberculosis- Spoiler:
Tuberculosis, historically referred to as consumption or TB, is a bacterial infection caused by Mycobacterium tuberculosis. The bacterium is highly resilient to hostile environments and antibiotics, accounting for its survivability, and gradually takes hold in the respiratory systems to cause pulmonary bleeding. Historically, it "ate away" at its victims, resulting in emaciation, constant fever, and bleeding cough that overtook anyone it touched. Tuberculosis was once called "the White Death" for this lethality.
When a humanoid creature inhales airborne TB bacteria, the creature must succeed on a DC 16 Constitution saving throw or become infected. Around 90% of all infections are latent, and asymptomatic, and do not progress to an active phase. In an active tuberculosis infection, it takes 4d4 weeks for symptoms to manifest in an infected creature. Symptoms include chronic coughing, fever, bloody mucus, loss of appetite, and fatigue.
When symptoms emerge, and once every year thereafter, an infected creature must make a DC 15 Constitution saving throw, taking 1 level of Exhaustion on a failed save. This level of exhaustion remains even after long rests and cannot be removed unless the tuberculosis pathogen is cured. The DC increases by 1 for each subsequent year. Viral haemorrhagic fever- Spoiler:
One of the most lethal kinds of viruses, though not very long-lasting, viral haemorrhagic fevers are feared for their deadliness. Spreading through blood and corpses, such epidemics strike settlements without warning kill large numbers. They are a diverse group of diseases, including the Ebola virus, Marburg virus, Hantavirus, and Unthor virus.
When a creature comes into contact with the blood of an infected creature, the creature must make a DC 15 Constitution saving throw or become infected. The virus incubates for 4 days, after which the newly-infected creature immediately takes 3 level of Exhaustion. Symptoms manifest, including fever, fatigue, diarrhoea, vomiting, and inexplicable bleeding. At the end of each Long Rest, an infected creature must make a DC 13 Constitution saving throw. On a failed save, the creature takes 2d6 Necrotic damage. On a successful saving throw, the creature takes 1d6 Necrotic damage. After three successful saves, the creature's Exhaustion level decreases by one level. If the infected creature’s level of Exhaustion is reduced below 1, the creature recovers from the disease. Radiation sickness- Spoiler:
This represents the effects of acute radiation syndrome, caused by acute exposure to significant levels of radiation rather than chronic, low-level radiation exposure. Radiation affects a spherical area, radiating out from a source point. Radiation can extend into solid objects. The closer one gets to the center of an area of radiation, the stronger the radiation effect becomes. Radiation entries list the maximum level of radiation in an area, as well as the radius out to which this radiation level applies. Radiation degrades by one level at distances equal to the highest radiation level.
There are four levels of radiation: low (1-2 Gy), moderate (3-5 Gy), high (5-7 Gy), and severe (8+ Gy). A creature exposed to low level radiation must make a DC 10 Constitution saving throw each round of exposure, suffering one level of exhaustion on a failed save. If the saving throw is failed by 5 or more, the creature takes an additional level of exhaustion. Each level of radiation above low-level radiation increases the save DC by 5, and adds one additional level of exhaustion on a failed save.
Creatures exposed to radiation in this way suffers from Acute Radiation Syndrome, which includes symptoms of skin lesions and burns, nausea, vomiting, diarrhoea, headache, fever, and dizziness. An exposed creature suffers these symptoms for as long as they have levels of Exhaustion. Creatures that are exposed to acute doses of severe radiation levels will die within 2d8 days, with or without treatment. This timeframe is shortened by 1 day for every additional 1 Gray of dosage above 8 the creature is exposed to. PoisonsPoisons are toxic substances that cause painful and often deadly reactions in the body. Given their insidious and deadly nature, poisons are restricted in most societies to scientists, particularly biologists and toxicologists. Many kinds of poison, especially poisonous gases, are weaponized in chemical warfare. Poison types- Spoiler:
Poisons come in the following four types.
Contact: Contact poison can be smeared on an object, or is secreted from a poisonous creature. A creature that touches contact poison with exposed skin suffers its effects.
Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food, in a liquid, or in pill or capsule form.
Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury: Injury poisons derive from either an animal's bite or sting, or from a delivery mechanism such as a dart, to inject the toxin directly into the subject's bloodstream. Poisons- Spoiler:
Amatoxin (ingested) Amatoxin is a group of at least eight related toxic compounds found in several genera of poisonous mushrooms. They are lethal in even small doses, and the most well-known producers of the toxin are the Amanita mushrooms such as death cap and destroying angel, the Galerina species, and the Lepiota species collectively known as dapperlings. Amatoxin impedes cell metabolism, causing lysis in the cell membranes of the gastrointestinal tract and the liver. A creature subjected to amatoxin must make a DC 14 Constitution saving throw or take 3d4 necrotic damage on a failed save.
Batrachotoxin (contact or injury) A toxin derived from the South American poison dart frogs of Earth, batrachotoxin is extremely lethal even in small doses. It has been used for thousands of years to poison arrow-tips of tribesmen, and acts by arresting cardiovascular and nervous systems, causing paralysis and heart failure. A creature subjected to batrachotoxin must make a DC 15 Constitution saving throw or take 3d6 necrotic damage. If the saving throw is failed by 5 or more, the creature also becomes paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Coniine (ingested) Hemlock has a long history as a deadly poison, when concentrated in drinks or ingested. Coniine is the active compound that makes hemlock so deadly, acting on the central nervous system to impede respiration. A creature subjected to coniine must make a DC 14 Constitution saving throw or take 4d6 poison damage on a failed save, or half as much on a successful save. If the saving throw is failed by 5 or more, the creature also falls unconscious. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cyanide (ingested or inhaled) Cyanide, typically in the form of potassium cyanide, is a deadly poison with a long history as a compound in suicide pills and in poison gases. The poison acts by halting cellular respiration, leading to respiratory failure and internal bleeding. An average human would die within two minutes from even a 70 mg dose. A creature subjected to cyanide must make a DC 17 Constitution saving throw or take 7d6 necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw is failed by 5 or more, the creature also becomes paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dendrotoxin (injury) This is a class of toxins produced by venomous mamba snakes. They act on the central and peripheral nervous systems, causing muscular spasms followed by paralysis, and respiratory failure. A creature subjected to dendrotoxin must make a DC 16 Constitution saving throw or take 4d6 poison damage and become poisoned on a failed save. On a successful save, the creature takes half as much damage and is not poisoned. If the saving throw is failed by 5 or more, the creature becomes paralyzed if poisoned in this way.
Latrotoxin (injury) These toxins are naturally found in venomous widow spiders, and while not typically lethal in humans in the wild, they can be extracted and used as potent poisons. Latrotoxin acts on the nervous system, causing a massive release of neurochemicals to cause crippling pain, followed by muscle contractions. In high doses, it can cause the breakdown of red blood cells and severe internal bleeding. A creature subjected to latrotoxin must make a DC 16 Constitution saving throw or take 4d6 necrotic damage on a failed save, or half as much on a successful save. If the saving throw is failed by 5 or more, the creature also becomes paralyzed.
Mustard gas (inhaled) Mustard gas is a sulfur-based chemical weapon, a cytotoxin and vescicant that causes severe blistering and bleeding on the skin and in the lungs. A creature subjected to mustard gas must make a DC 15 Constitution saving throw or take 4d6 poison damage on a failed save, or half as much on a successful save. A creature that starts their turn in a cloud of mustard gas is subjected to the poison.
Nerve gas (inhaled) Nerve agents, like sarin or VX, cause uncontrolled muscle contractions, forcing the victim's air out of their lungs, leading to respiratory arrest and suffocation. A creature subjected to nerve gas must make a DC 15 Constitution saving throw or take 3d6 poison damage and 3d6 necrotic damage on a failed save, or half as much on a successful save. A creature that starts their turn in a cloud of nerve gas is subjected to the poison.
Ricin (ingested or injury) A highly toxic protein derived from castor oil seeds, ricin in its purified powder form is among the most deadly extract toxins. As little as 2 mg can kill an adult human. A creature subjected to ricin must make a DC 20 Constitution saving throw or take 12d6 poison damage 3 days later on a failed save, or half as much on a successful save. If the creature fails the save by 5 or more, they immediately drop to 0 hit points after taking the damage.
Tear gas (inhaled) A variety of lachrymatory agents exist, including CS gas and pepper spray. They all have the same physiological effects, operating by causing hyperactivity of the tear ducts, along with skin, throat, and eye inflammation and respiratory dysfunction. These effects are temporary, but are severe enough to incapacitate its victims. A creature subjected to tear gas must make a Constitution saving throw (DC 13) or spend their action that turn coughing and retching. A creature that starts their turn in a cloud of tear gas is subjected to the poison.
Tetrodotoxin (contact or injury) A toxic compound found in several species of Earth fish and some other species, particularly pufferfish, the blue-ringed octopus, harlequin toads, roughskin newts, and moon snails. It paralyses the diaphragm, causing respiratory failure and death very swiftly in even small doses. A creature subjected to tetrodotoxin must make a DC 16 Constitution saving throw or take 4d6 poison damage on a failed save, or half as much damage on a successful one.
Tranquilizer (inhaled or injury) A number of chemicals exist as immobilizers and sedatives like barbiturates, or antipsychotics like diazepam, or even hypnotics like chloral hydrate or chloroform. These are used widely in medical settings, but also by animal handlers to incapacitate dangerous animals. Such tranquilizers are injected, and sometimes administered by dart guns. A creature subjected to a tranquilizer must make a DC 14 Constitution saving throw or fall unconscious for 1 hour.
Viper venom (injury) Most kinds of vipers produce a haemotoxic venom, destroying red blood cells and inducing coagulation in blood vessels. Typically, the victims of such snakebites suffer embolisms and die. A creature subjected to viper venom must make a DC 13 Constitution saving throw or take 2d8 necrotic damage on a failed save, or half as much damage on a successful one.
Last edited by Better Alex on Thu Aug 22, 2019 10:32 pm; edited 23 times in total | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Gameplay Rules Mon Jul 17, 2017 1:26 am | |
| InjuryDamage does not ordinarily leave lingering effects. Your hit points are not just how sturdy your body is, but a combination of various factors that represent your ability to stand and fight or to stave off venom and sickness. However, under certain circumstances, damage may threaten serious, lingering injury. A creature might sustain a lingering injury under the following circumstances:
- When it takes a critical hit.
- When it drops to 0 hit points but isn't killed outright.
- When it fails a death saving throw by 5 or more.
- When it takes damage from a single source equal to or greater than half its hit point maximum.
To determine the nature of the injury, roll on the Lingering Injuries table below using a d20. This table assumes a typical humanoid physiology. d20 | Injury | 1 | Mortal Injury | 2 | Arm Loss | 3 | Leg Loss | 4 | Broken Arm | 5 | Broken Leg | 6 | Eye Injury | 7-12 | Internal Injury | 13-18 | Flesh Wound | 19-20 | Minor Scar |
Mortal Injury: If you are above 0 hit points, you immediately drop to 0 hit points. If you are at 0 hit points, you immediately fail your next Death saving throw. Leg Loss: Your leg is disabled and lost to your use, up to an including dismemberment or amputation. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. A cybernetic replacement can be affixed with a DC 15 Wisdom (Medicine) check as part of a surgical procedure. Arm Loss: Your arm is unusable, from severe nerve damage or even dismemberment. You can no longer hold anything with two hands, and you can hold only a single object at a time. A cybernetic replacement can be affixed with a DC 15 Wisdom (Medicine) check as part of a surgical procedure. Broken Arm: Your arm is not lost, but it is broken and temporarily disabled. Until it is set in a splint, it is unusable. After treatment, you have Disadvantage on attack rolls and ability checks using your arms for 1d4 weeks. This injury can be set as a DC 13 Wisdom (Medicine) check as part of a surgical procedure. Broken Leg: Your leg is temporarily disabled. Until it is set in a splint or cast, it is unusable. After treatment, for 1d4 weeks, your speed on foot is reduced by 5 feet and you must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. This injury can be set as a DC 13 Wisdom (Medicine) check as part of a surgical procedure. Eye Injury: You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. If you have no functional eyes after this injury, you are blinded. A lost eye can be replaced with a cybernetic eye as a DC 12 Wisdom (Medicine) check as part of a surgical procedure. Internal Injury: You take 1 level of Exhaustion. Whenever you attempt an action in combat, you must make a DC 12 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Without medical attention, this injury may heal naturally if you spend a week doing nothing but resting. This injury can be healed as a DC 10 Wisdom (Medicine) check as part of a surgical procedure. Flesh Wound: You are Stunned until the end of your next turn. When you are no longer stunned, you take 1 level of Exhaustion. This injury may heal naturally if you spend three days doing nothing but resting. This injury can be stitched up and healed as a DC 10 Wisdom (Medicine) check as part of a surgical procedure. Scar: The wound wasn't serious, and you heal up with some scar. It has no adverse effect on you, and some may even consider it roguishly charming. Healing Special RulesFirst Aid Kit Dependency:A character can't spend any Hit Dice after finishing a short rest until someone expends one use of a healer's first said kit to bandage and treat the character's wounds. Slow Natural Healing:Characters don't naturally regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. Surgery Kit Dependency:A character can regain all hit points during a long rest and remove lingering injuries through surgery. The character must be healed by another character proficient with surgical tools, and the surgery takes the entire Long Rest period. The healer makes a DC 15 Wisdom (Medicine) check. If the healer succeeds, the character heals all hit point damage at the end of a Long Rest. A character cannot regain hit points through surgery more than once in a 24 hour period. Separate checks may be made by the healer to remove lingering injuries, assuming the appropriate materials are available if the injury requires it.
Last edited by Better Alex on Tue May 14, 2019 3:11 am; edited 15 times in total | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Gameplay Rules Fri Sep 08, 2017 2:00 am | |
| MindhackingA creature with a neural link has the potential of their mind being hacked remotely. A creature's neurally linked mind is accessed through the use of a hacking tool, and is affected through the use of certain mindhacking programs. ProgramsThese programs take up a lot of memory due to their complexity and highly adaptive code, so hacking software suites can only hold a limited number of different kinds of programs. Each program is a discrete effect, a single copying of the code and the expression of its effect in the mind of a hacked creature. While a program is only effective on a creature with a neural link, the use of a program does not necessarily assume you have previously established a connection to the target's neural link. Some programs provoke a saving throw, or affect multiple creatures in an area of effect, or simply causes an effect in a creature. When used in this way, the program is assumed to brute-force its way through the security features of the target's neural link, compelling the saving throw as described below. Many programs specify that a target can make a saving throw to avoid some or all of its effects. The program specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist the program equals 8 + your Intelligence modifier + your proficiency bonus + any special modifiers. Some programs require you to make an attack roll to determine whether the program's effect occurs in the intended target. Your attack bonus with a hacking program equals your Intelligence modifier + your proficiency bonus + any special modifiers. Many such effects require you to be within a certain range. To target something, you must have a clear path to it, so it can't be behind total cover. Every program has a level from 0 to 9. A program's level is a general indicator of how powerful it is, an abstraction of the size of its files and complexity of its effects. A cantrip is a program that can be used at will, without using a slot in your hacking tool. Repeated practice and a relatively simple code enables a cantrip to be used repeatedly. A cantrip's program level is 0. All other programs have a numerical level from 1 to 9. Regardless of how many programs are installed in a given software suite, that suite has a limited number of uses or slots of a given level. For example, a basic software suite includes space for two 2nd level programs to be installed, and 3 discrete uses of 2nd level programs; or in other words, three 2nd-level slots. All of a software suite's slots or uses are restored at the end of a recharging, refreshing, and update cycle; in other words, at the end of a Long Rest. Every program has a processing time. This is how long it takes to complete the execution of the program. Most only take one action, though some might take a bonus action or a reaction. A program executed with a bonus action is especially swift. You must use a bonus action on your turn to execute the program, provided that you haven’t already taken a bonus action that turn. You can't execute another program during the same turn, except for a cantrip with a processing time of 1 action. Some programs can be executed as reactions. These take a fraction of a second to bring about and are executed in response to some event. If a program can be executed as a reaction, the program description tells you exactly when you can do so. Certain programs require more time to cast: minutes or even hours. When you execute a program with a processing time longer than a single action or reaction, you must spend your action each turn executing the program, and you must maintain your concentration while you do so (see below). If your concentration is broken, the program fails to process, but you don’t expend a slot. If you want to try executing the program again, you must start over. The target of a program must be within the program's range, unless otherwise stated in the description. For most programs, the target is a specific creature. For some program, the target is instead multiple creatures in a designated area of effect, typically a radius around you. Most programs have ranges expressed in feet. Once a program is executed, its effects aren’t limited by its range, unless the description says otherwise. Duration and ConcentrationA program's duration is the length of time the program persists. A duration can be expressed in rounds, minutes, hours, or even years. Some programs specify that their effects last until the effect is dismissed or nullified in some fashion. Many program's effects are instantaneous. The effect harms, heals, or alters a creature in a way that can’t be readily reversed, because its mode of action is a runaway effect triggered in an instant. Some programs require you to maintain concentration with your hacking tool, typically a continued feed of data and real-time adjustments, to maintain its effect. If you lose concentration, the effect ends. You don't necessarily have to be within the initial range to maintain concentration; the hacking tool can synchronize with wireless networks to maintain a data feed even outside of normal operating range. If a program must be maintained with concentration, that fact appears in its duration entry, and the program specifies how long concentration can be maintained. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
- Executing another program that requires concentration. You lose concentration on a program if you execute another program that requires concentration. Your hacking tool can't concentrate on two programs at once.
- Taking damage. Whenever you take damage while you are concentrating on a program, you must make a Wisdom saving throw to maintain your focus on updating the program and streaming the data. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, you make a separate saving throw for each source of damage.
- Being incapacitated or killed. If you're not conscious, you can't continue to operate your hacking tool, and therefore you lose concentration on a program if you are incapacitated or if you die.
- If your hacking tool is destroyed. In this instance, you cannot regain concentration.
OverclockingYou can overclock a program, pushing it past its normal design limits. In doing so, it is more powerful but it takes up more space and processing power. When you execute a program at a slot that is of a higher level than the program, the program assumes the higher level for that processing. For example, if you were to execute a Memory Remix program using one of your 2nd level slots, it would use up a 2nd level slot instead of a 1st level slot in your software suite (and in this instance would deal an additional 1d10 Psychic damage if it hits). Many programs allow you to overclock it to affect additional creatures, induce additional damage effects, or increase the time frame of its effects.
Last edited by Better Alex on Sat May 25, 2019 9:37 pm; edited 5 times in total | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Gameplay Rules Sat Sep 09, 2017 6:22 pm | |
| Program Entries (part 1)Cantrips- Spoiler:
Daze Processing time: 1 action Range: 30 feet Duration: Instantaneous Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be incapacitated until the start of your next turn. A target which has 20 or more remaining hit points automatically succeeds on the saving throw.
Death Sight Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute. Choose a creature that you can see within range. You give it an insight into its imminent death. While under the effects of this program, a creature can add its proficiency bonus to its death saving throws. You cannot use this program on an incapacitated creature.
Enemy Insight Processing time: 1 action Range: 30 feet Duration: Instantaneous Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw. On a failed save, you gain a general idea of the creature's combat capabilities as compared to your own. At the DM's discretion, you may learn about other pertinent capabilities. The target gains no inherent knowledge that you infiltrated its mind, or that it was being targeted by your program.
Fleeting Distraction Processing time: 1 action Range: 60 feet Duration: Instantaneous Choose a creature that you can see within range. The target is overwhelmed with a conflagration of jumbled words, sound bites, and noises. The target must succeed on a Wisdom saving throw or have disadvantage on their next attack roll. This effect can target an additional creature when you reach 5th level, three creatures at 11th level, and four creatures at 17th level.
Friends Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute. For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile towards you. When the effect ends, the creature realizes its mood was unusually friendly towards you and may become hostile.
Guidance Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute. Choose one creature you can see within range. Once before the effect ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The program then ceases its effect.
Minor Illusion Processing time: 1 action Range: 30 feet Duration: 1 minute. You create in the mind of any creature within range an illusory sound or an image of an object within range that lasts for the duration. The illusion can end when you dismiss it as a bonus action. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating drum, or any other sound you choose. The sound continues unabated throughout the duration or you can make discrete sounds at different times. If you create an image of an object, such as a chair, muddy footprints, a simulation of falling rain, or any other visual illusion, it must be no larger than a 5-foot cube. The image cannot create tactile or olfactory sensory effects. Physical interaction with the image reveals it to be an illusion because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your save DC. If a creature discerns the illusion for what it is, the illusion becomes faint or can be mentally blocked by the creature.
Stupify Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute You rob a creature of rational thought, and its mind seems to scramble momentarily. A creature you can see within range must make on a Wisdom saving throw. On a failure, the target suffers disadvantage on all Intelligence and Wisdom checks for the duration. Regardless of the saving throw, the creature gains no inherent knowledge that they were targeted by this program.
True Strike Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute. Choose a creature you can see within range. The creature gains a brief insight into the best way to strike a target, time seeming to slow around them as they analyze their opponent. On the creature's next attack roll, they gain advantage.
Vicious Mockery Processing time: 1 action Range: 60 feet Duration: Instantaneous This program inhibits the distribution of serotonin and dopamine, overwhelming a target you can see within range with feelings of sadness, guilt, depression, and anxiety. The creature must make a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Virtue Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute Choose a creature you can see within range. Your program imbues the creature with motivation to push past pain, strengthening their resolve. The creatures gains a number of temporary hit points equal to your Intelligence modifier (minimum 1, maximum 5).
Void Bowels Processing time: 1 action Range: 30 feet Duration: Instantaneous This program can shunt the gastrointestinal tract by flipping a neural "switch". Choose a creature you can see within range. The target must succeed on a Constitution saving throw or be incapacitated for 1 round, doubled over in pain and voiding their bowels. 1st level Programs- Spoiler:
Bane Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make Charisma saving throws, suddenly feeling awash with sorrow and fear. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the effect ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When you overclock this program by using a slot of 2nd level or higher, you can target one additional neural-linked creature for each slot level above 1st.
Charm Person Processing time: 1 action Range: 30 feet Duration: 1 hour Your program alters the target's perceptions of you through subtle release of neurochemicals and digital image filters. Choose one creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are actively fighting it. If it fails the saving throw, it is charmed by you until the effect ends or until you or your companions do anything harmful to it. The creature regards you with affection. When the effect ends, the creature knows that something affected it unnaturally, though it can't quite put its finger on what. When you overclock this program by using a slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Clear Thought Processing time: 1 action Range: 30 feet Duration: 1 hour Choose one creature you can see within range. This creature gains pristine thought and clarity. The creature has advantage on Intelligence and Wisdom checks for the duration of the effect. The effect is nullified when the creature engages in some taxing or overly distracting physical activity, such as combat. If you overclock this program by using up a slot of 2nd level or higher, you can increase the effect time up to 8 hours, adding one hour for each slot level above 1st.
Color Spray Processing time: 1 action Range: 15 foot radius Duration: 1 round A dazzling array of flashing, colored light invades the eyesight of a number of creatures within range. Roll 6d10, the total is how many hit points of creatures you can affect, provided you have a neural connection. Creatures in a 15-foot radius are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that have no optical senses). Starting with the creature that has the lowest current hit points, each creature affected is blinded until the effect ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected. When you overclock this program using a slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Command Processing time: 1 action Range: 60 feet Duration: 1 round. You execute a single-line command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The program has no effect if your command is directly harmful to it, as this is blocked by self-preservation protocols in the neural hardware. When you overclock this program by using a slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Compel Duel Processing time: 1 bonus action Range: 30 feet Duration: Concentration, up to 1 minute. You attempt to compel a creature into a duel by sprinkling their mind with suggestions. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled to lash out at you. For the duration, it has disadvantage on attack rolls against creatures other than you and must make a Wisdom saving throw each time it moves to a space that is more than 30 feet away from you. If it succeeds on this saving throw, the compulsion doesn't restrict the target's true willingness to move for that turn. The effect ends if you attack any other creature, if an ally damages the target, or if you end your turn more than 30 feet away from your target.
Confidence Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute Up to three creatures of your choice that you can see within range can be affected with a sudden upswing in confidence. Whenever a target makes an attack roll or a saving throw before the effect ends, the target can roll a d4 and add the number rolled from the attack roll or saving throw. When you overclock this program by using a slot of 2nd level or higher, you can target one additional neural-linked creature for each slot level above 1st.
Disguise Self Processing time: 1 action Range: 30 foot radius Duration: 1 hour. You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different to any creature within range until the effect ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't completely change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this illusion fail to hold up to physical inspection. For example, if you use this program to add a hat to your outfit, objects pass through the hat and if your target were to touch it, they would feel nothing or would feel your head and hair. If you use this effect to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, an affected creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your save DC.
Dissonant Whispers Processing time: 1 action Range: 60 feet Duration: Instantaneous Choose one creature you can see within range. That creature's auditory senses are filled with malicious whispering that overlay each other, creating a discordant sound that inspires fear and dread and causes wracking headaches. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its reaction (if available) to move as far as its speed allows away from where it perceives the whispers are coming from, though not into any obviously dangerous location. On a successful save, the target takes half as much damage and doesn't have to move away. A deaf creature automatically succeeds on the save. When you overclock this program by using a slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Healing Word Processing time: 1 action Range: 60 feet Duration: Instantaneous This program intones inspirational words and provokes the brain to produce more serotonin. A creature of your choice that you can see within range regains hit points equal to 1d8 + your Intelligence modifier. This program has no effect on undead or constructs. When you overclock this program by using a slot of 2nd level or higher, the hit point regain increases by 1d8 for each slot level above 1st.
Heroism Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute. Choose a willing creature you can see within range. It is imbued with bravery and confidence from a surge in neurochemicals triggered by this program. Until the duration ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your Intelligence modifier at the start of each of its turns. When the duration ends, the target loses any remaining Temporary Hit Points from this effect. When you overclock this program by using a slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Hideous Laughter Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute. A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this program affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.
Lesser Aneurysm Processing time: 1 action Range: 30 feet Duration: Instantaneous Choose a creature that you can see within range. That creature's cyber-brain shorts out, trying to induce a cerebral hemorrhage. The creature must make a Constitution saving throw. If the target has more than 10 hit points, the program fails and has no effect. If the target fails the saving throw, it takes 2d8 Necrotic damage. On a successful save, the target feels no effect other than a sharp pain in their head.
Lesser Confusion Processing time: 1 action Range: 90 feet Duration: 1 round. This program assaults and twists a creature's mind, spawning delusions and provoking uncontrolled action. One creature of your choice within range must succeed on a Wisdom saving throw or become affected. An affected target can't take reactions, uses all of its movement to move in one random direction, and does not take an action that turn. An affected target may babble incoherently during its turn, but otherwise cannot speak.
Memory Remix Processing time: 1 action Range: 120 feet Duration: 1 round You send a signal that scrambles the target's memories, temporarily remixing them and confusing the target. Make an attack roll against one creature you can see within range. On a hit, the target takes 2d10 Psychic damage and has disadvantage on attack rolls for the effect's duration. When you overclock this program by using a slot of 2nd level or higher, increase the Psychic damage by 1d10.
Mental Bindings Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute. A creature of your choice that you can see within range perceives everything as closing in and confining it if this program affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming Incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.
Nauseate Processing time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute. One creature that you can see in range has an extremely distorted vision for one turn in addition to a horrible stomachache. They must make a Constitution saving throw or become nauseated, taking disadvantage on Strength and Dexterity checks. A new save is made at the start of every turn for the target until the effect ceases. If the save is successful, the nauseated effect ends prematurely.
Silent Image Processing time: 1 action Range: 60 feet Duration: Concentration, up to 10 minutes. You create in the mind of any targeted creature you can see within range the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-by-15 foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Sleep Processing time: 1 action Range: 20 feet Duration: 1 minute. This program triggers the parts of a brain that induces sleep. Roll 5d8, the total is how many hit points of neural-linked creatures this program can affect. Creatures in a 20-foot radius are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this falls Unconscious until the duration ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Aberrations, creatures with a decentralized neurology, and creatures immune to being Charmed aren't affected by this program. When you overclock this program using a slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Spook Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute. You play upon the natural fears of an enemy. Choose a creature you can see within range. That creature perceives you as something inimical. The target must succeed in a Wisdom saving throw or become frightened for the duration. At the end of each of their turns they can make a Wisdom saving throw. On a successful save, the effect ends.
Suppress Pain Processing time: 1 action Range: 30 feet Duration: Instantaneous. This program triggers the release of neurochemicals to dull the pain of a creature's wounds and help it tolerate further punishment. Choose a creature you can see within range. The creature regains 1d6 hit points and also gains temporary hit points equal to your Intelligence modifier for the duration of combat.
Virus Processing time: 1 bonus action Range: 90 feet Duration: Concentration, up to 1 hour. Choose one creature you can see within range. This program infects the target with a neuropathic sensitivity, using a positive feedback to increase its susceptibility to pain. Until the effect ends, the target takes an extra 1d6 damage of the type dealt to it whenever it is hit with an attack. Also, choose one ability when executing this program. The target had disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before the effect ends, you can use a bonus action on a subsequent turn of yours to "jump" this computer virus to a new creature. A Remove Virus program executed on the target ends this effect early. When you overclock this program by using a slot of 3rd or 4th level, you can maintain your concentration for up to 8 hours. When you use a slot of 5th level or higher, you can maintain your concentration for up to 24 hours.
2nd level Programs- Spoiler:
Aid Processing time: 1 action Range: 30 feet Duration: 8 hours. Your program bolsters your allies with toughness and resolve, triggering the brain to reduce pain sensation. Choose up to three creatures you can see within range. Each target's hit point maximum and current hit points increase by 5 for the duration. When you overclock this program by using a slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Blindness/Deafness Processing time: 1 action Range: 30 feet Duration: 1 minute You can blind or deafen a foe, using a program that inhibits visual or auditory sensation. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. When you overclock this program by using a slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Blood Boiling Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute. The program induces the brain to ramp up the body's anxiety response, drastically increasing blood pressure, plunging a creature into a paralyzing panic and runaway hypertension, possibly to the point of a heart attack. Choose a creature you can see within range. The target takes 1d6 Necrotic damage. For the duration, at the beginning of each of its turns the target must make a Constitution saving throw. On a failed save, the target takes 1d4 Necrotic damage and is paralyzed until the start of its next turn. On a successful save, the effect ends on the target.
Blur Processing time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute. This program infects others' sensory input to make your body appears blurred, shifting and wavering to any creature within range. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Calm Emotions Processing time: 1 action Range: 20 feet Duration: Concentration, up to 1 minute. This program modulates GABA receptors in the brain, tranquilizing strong emotions in a group of people. Each humanoid targeted in a 20-foot-radius of you must make a Charisma saving throw. A creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, you can suppress any effect causing a target to be Charmed or Frightened. When this effect ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or if it witnesses any of its friends being harmed.
Darkvision Processing time: 1 action Range: 30 feet Duration: 8 hours Choose a creature you can see within range. This program shifts its visual sensors into the infrared range, granting it the ability to see in the dark for a short time. For the duration, that creature has darkvision out to a range of 60 feet.
Detect Thoughts Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute. Make an attack roll on any creature you can see within range, opposed by the creature's Intelligence saving throw, to establish a wireless connection. If you are already connected to a creature's neural link, you do not have to make this attack roll. When you execute the program, and as your action on each turn until the effect ends, you can translate the creature's stream of consciousness into readable data, which your hacking tool can display to you in a holographic screen, or feed directly to your vision if you have a data-linked head-up display. If the creature you choose has an Intelligence of 3 or lower, the creature is unaffected. You initially learn the surface thoughts of the creature, what is most on its mind in that moment. As an action, you can either attempt to connect to another creature's neural link, or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the effect ends. Either way, the target knows that you are probing into its mind as its neural link alerts it to an intrusion, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check. If it succeeds, the effect ends.
Enhance Ability Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 hour. Your program forces a creature to overclock its physical or mental capabilities, either by flooding it with adrenaline or initiating an altered, hyper-focused state of consciousness. Choose one creature you can see within range and bestow upon it an extraordinary enhancement. Choose one of its abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The creature gains advantage on ability checks with that ability. If one of the three physical abilities are selected, the creature also gains one of the following effects: an enhanced Strength doubles its carrying capacity; an enhanced Dexterity negates falling damage for falling 20 feet or less if it isn't incapacitated; an enhanced Constitution grants 2d6 temporary hit points. When you overclock this program by using a slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enthrall Processing time: 1 action Range: 60 feet Duration: 1 minute Your program infects the mind with a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the effect ends or until the target can no longer hear you. The effect ends if you are incapacitated or can no longer speak.
Hold Person Processing time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute. This program forces the brain to send a signal through the nervous system, locking up joints and stiffening muscles. Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. When you overclock this program by using a slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Mirror Image Processing time: 1 action Range: 60 feet Duration: 1 minute Three illusory duplicates of yourself appear in your space to any targeted creature within range. Until the effect ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the effect's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The effect ends when all duplicates are destroyed. A creature is unaffected by this program if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Phantasm Processing time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute. Your program generates an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot by 10-foot cube for the duration. The phantasm includes sound and the perception of other stimuli. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the effect ends. While a target is affected by the program, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall (it was pushed, it slipped, or a strong wind might have knocked it off). An affected target is so convinced of the phantasm’s reality that the phantasm can induce a sensation of pain in the target. Each round on your turn, the phantasm can deal 1d6 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Suggestion Processing time: 1 action Range: 30 feet Duration: Concentration, up to 8 hours. Your program enters in a few lines of instruction, suggesting a course of activity and influence a creature you can see within range. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act has no effect, as the neural link has self-preservation protocols. The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the effect expires, the activity isn't preformed. If you or any of your companions damage the target, the effect ends. 3rd level Programs- Spoiler:
Counter-Hack Processing time: 1 reaction, taken when you see a creature within 60 feet of you executing a hacking program Range: 60 feet Duration: Instantaneous You attempt to interrupt a creature in the process of executing a program. If the creature is executing a program of 3rd level or lower, its program encounters an error and has no effect. If it is executing a program of 4th level or higher, make an Intelligence check. The DC equals 10 + the program's level. On a success, the creature's program fails and has no effect. When you overclock this program by using a slot of 4th level or higher, the interrupted program has no effect if its level is less than or equal to the level of the slot you used.
Crushing Despair Processing time: 1 action Range: 30 feet Duration: 1 minute This program inhibits the effectiveness of serotonin, mimicking acute depression. A feeling of crushing despair dampens the spirits of any targeted creature you can see within range. Each affected creature must make a Wisdom saving throw. If the save is failed, they act as if they have 3 points of exhaustion. At the end of an affected creature's turn, they can make a Wisdom saving throw to negate the effect.
Fade Processing time: 1 action Range: 60 feet Duration: 1 round You fade from the view of any creature you see within range, and become harder to hit and locate. You and everything you are wearing or carrying becomes invisible to the target until the end of your next turn. The effect ends early if you attack, deal damage, or force someone to make a saving throw.
Haste Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute This program boosts adrenaline, overclocking a creature's physique. Choose a willing creature that you can see within range. Until the effect ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action. When the effect ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Hypnotic Pattern Processing time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute You create in the mind of any targeted creature you can see within range a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this hypnotic vision, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Major Image Processing time: 1 action Range: 120 feet Duration: Concentration, up to 10 minute You create in the mind of any targeted creature you can see within range the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. The illusion cannot create the perception of sufficient heat or cold to induce a pain response, or a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature. As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the Illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. When you overclock this program by using a slot of 6th level or higher, the program lasts until dismissed, without requiring your Concentration.
Mind Pain Processing time: 1 action Range: 60 feet Duration: 1 minute You subject a target's mind to a splitting headache as their neural link shorts out briefly. The target must make a Wisdom saving throw. On a failed save, it takes 6d6 Psychic damage and falls prone. If the target succeeds on its saving throw, it takes half as much damage and isn't knocked prone. When you overclock this program by using a slot of 4th level or higher the target takes an additional 1d6 damage for each slot level above 3rd.
Refresh Processing time: 1 action Range: 25 feet Duration: Instantaneous This program refreshes a creature's mind, relieving them of certain mentally-induced status effects. Creatures you can see within range are cured of the following ailments. provided they were caused by mind-affecting effects: being stunned, being paralyzed, being frightened, and being charmed.
Remove Virus Processing time: 1 action Range: 30 feet Duration: Instantaneous This program runs a fast-acting antivirus and anti-malware suite. Any computer virus affecting one creature or object ends.
4th level Programs- Spoiler:
Compulsion Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute Creatures of your choice that you can see within range must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this program. Until the effect ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Confusion Processing time: 1 action Range: 90 feet Duration: Concentration, up to 1 minute This program assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius area centered on a point you choose within range must succeed on a Wisdom saving throw when you execute this program or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. 1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6: The creature doesn't move or take actions this turn. 7-8: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10: The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. When you overclock this program by using a slot of 5th level or higher, the radius of the area increases by 5 feet for each slot above 4th.
Death Ward Processing time: 1 action Range: 30 feet Duration: 8 hours This program makes the brain ramp up the distribution of adrenaline in a creature you can see withing range, enabling it to briefly push past pain or injury that would kill it. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the effect ends. If the program is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the program's effect ends.
Discern Lies Processing time: 1 action Range: 30 feet Duration: Concentration, up to 10 minutes. Choose one creature you can see within range. You know if the subject deliberately and knowingly speaks a lie by converting its emotions into readable data, similar to Detect Thoughts. Creatures that are targeted make a Charisma saving throw. Creatures that succeed this saving throw are alerted to being subject to this program. The effect does not necessarily reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Echoes Processing time: 1 action Range: 100 feet Duration: Concentration, up to 1 minute Choose one creature you can see within range. This program cranks its auditory sensitivity beyond safe limits. For that creature, every sound is amplified and reverberates with distressing loudness. The creature must make a Constitution saving throw. On a failure, the creature is deafened and has disadvantage on all attack rolls and ability checks. A creature immune to the deafened condition automatically succeeds on its saving throw. At the end of each of its turns, and each time it takes damage, the target can make another Constitution saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.
Hallucinatory Terrain Processing time: 10 minutes Range: 300 feet Duration: 24 hours This program creates a complex illusion in the minds of any targeted creature you can see within range, after a ten-minute processing period due to the sheer scale of its imagery. You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Mirage of Despair Processing time: 1 action Range: 60 feet Duration: Concentration, up to 1 hour Choose one creature that you can see within range. That target must make a Wisdom saving throw. On a failed save, the creature sees everything around it in the worst possible light. Allies look hateful or even become monsters, a beautiful garden appears dying and covered in rot, a tranquil pool looks covered in slime and filled with dead fish. The target becomes frightened for the duration, focusing on the most horrific-looking object or person. If the focus of their fear is removed from the target's sight for more than ten minutes, the target will become frightened of something else. The target will also become increasingly paranoid during this time. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends early if an affected creature is subjected to the Remove Virus program.
Phantasmal Killer Processing time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute This program taps into the nightmares of its target, translating subconscious fears into visible phenomena. Choose a creature you can see within range. This program creates an illusory manifestation of its deepest fears, visible only to that creature, which continually appears to be stalking and attacking the target. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the effect ends, the target must succeed on a Wisdom saving throw or take 4d10 Psychic damage. On a successful save, the effect ends. When you overclock this program by using a slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Last edited by Better Alex on Mon Mar 26, 2018 8:43 pm; edited 2 times in total | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Gameplay Rules Wed Sep 13, 2017 1:52 am | |
| Program Entries (part 2)5th level Programs- Spoiler:
Dominate Person Processing time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute This program overrides a target's self-control. You can attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a link with it. You can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "attack that creature", "run over there", or "fetch that object". If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends. When you overclock this program by using a 6th-level slot, the duration is Concentration, up to 10 minutes. When you use a 7th-level slot, the duration is Concentration, up to 1 hour. When you use a slot of 8th level or higher, the duration is Concentration, up to 8 hours.
Dream Processing time: 1 action Range: 60 feet Duration: 8 hours This program shapes a creature's dreams. Choose a creature known to you as the target of this program. Creatures that don't dream or sleep, such as synthetics, can't be affected by this program. You, or a willing creature linked to the target over a secure LAN (such as through your hacking tool), can interact with the target's dreams through a virtual-reality avatar, acting as the messenger. While doing so, the messenger is aware of their surroundings but can't take actions or move for the duration. If the target is asleep, the messenger can appear in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the effect. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the connection at any time, ending the effect early. The target recalls the dream perfectly upon waking. If the target is awake when you execute the program, the messenger knows it, and can either end the connection (and the program) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
Geas Processing time: 1 minute Range: 60 feet Duration: 30 days This program codes in an override command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. The creature must succeed on a Wisdom saving throw or become charmed by you for the Duration. While the creature is charmed by you, it takes 5d10 Psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the effect ends. You can end the effect early by using an action to dismiss it. A Remove Virus program also ends it. When you overclock this program by using a slot of 7th or 8th level, the duration is 1 year. When you overclock this program by using a slot of 9th level, the effect lasts until it is ended by a Remove Virus program.
Mislead Processing time: 1 action Range: 120 feet Duration: Concentration, up to 1 hour You become invisible to any targeted creature you can see within range, at the same time that an illusory double of you appears where you were standing. The double lasts for the duration, but the invisibility ends if you attack. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
Modify Memory Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute You attempt to reshape another creature's memories. One creature that you can see within range must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another program, this effect ends, and none of the target's memories are modified. While this effect lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. The DM determines, based on the complexity of the modification, how long it takes for you to code in the new memory in. Its mind fills in any gaps in the details of your modification. If the effect ends before you have finished coding in the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the duration ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A Remove Virus program executed on the target restores the creature's true memory. When you overclock this program by using a slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Power Word Sit Processing time: 1 action Range: 60 feet Duration: Concentration, up to 1 hour This program infects the target with a command that forces it to take a seat. Choose a creature you can see within range. The target falls prone, and cannot stand up nor use its movement for the duration. At the start of each of its turns, the target can make a Charisma saving throw. On a successful save, the effect ends on the target. Beasts have disadvantage on this save. When you overclock this program by using a slot of 6th level, you can target two additional creatures. When you execute it using a slot of 7th level or higher, you can target any number of creatures within range. When you execute it using a slot of 8th level or higher, its range increases to 120 feet.
Seeming Processing time: 1 action Range: 30 feet Duration: 8 hours This programs allows you to change the appearance of any number of creatures that you can see within range, a mass illusion held by any targeted creatures you see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this program. The program disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The effect lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this illusion fail to hold up to physical inspections. For example, if you use this program to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head or hair. If you use this program to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your save DC. If it succeeds, it becomes aware that the target is disguised.
Symphony Processing time: 1 action Range: 30 feet Duration: Instantaneous This program fills up to six targeted creatures you can see within range with an array of inputs: swelling music, positive sensations, and direct inducing of serotonin production. The affected creatures regain a number of hit points up to 3d8 + your Intelligence modifier as your mental symphony inspires them to push past their pain through the power of positivity. When you overclock this program by using a slot of 6th level or higher, the hit point regain increases by 1d8 for each slot level above 5th.
6th level Programs- Spoiler:
Heart Attack Processing time: 1 action Range: 60 feet Duration: Instantaneous This program sharply increases blood pressure, forcing the heart to overwork itself and generate a clot. You unleash a heart attack on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Irresistible Dance Processing time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute Choose one creature that you can see within range. The target begins a comic dance in place, shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this effect. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this program, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends.
Mass Suggestion Processing time: 1 action Range: 60 feet Duration: 24 hours You suggest a course of activity (limited to a line or two of code) and influence up to twelve creatures of your choice that you can see within range. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the program. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the program ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their rations to the first beggar they meet. If the condition isn't met before the effect ends, the activity isn't performed. If you or any of your companions damage a creature affected by this program, the effect ends for that creature. When you overclock this program by using a 7th-level slot, the duration is 10 days. When you use an 8th-level slot, the duration is 30 days. When you use a 9th-level slot, the duration is a year and a day.
Minor Aneurysm Processing time: 1 action Range: 30 feet Duration: Instananeous This program shorts out the neural link, inducing a cerebral hemorrhage. Choose one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 5d8 Necrotic damage. On a successful save, the target takes half as much damage.
Programmed Illusion Processing time: 1 action Range: 120 feet Duration: Until dismissed You create an illusion of an object, a creature, or some other visible phenomenon in the minds of targeted creatures you can see within range, that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot by 30-foot cube, and you decide when you execute the program how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your save DC. If a creature discerns the Illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
True Seeing Processing time: 1 action Range: 30 feet Duration: 1 hour This program modifies the ocular processors in a cyber-brain, giving one willing creature you can see within range the ability to see things as they actually are through a unique thermal vision. For the duration, the creature has truesight out to a range of 120 feet.
7th level Programs- Spoiler:
Defibrillate Processing time: 1 action Range: 30 feet Duration: Instantaneous This program reroutes the electrical power of the neural link as a surge to the heart. Restore to life a creature you can see within range that has been dead for no longer than 1 minute. The target returns to life with 1 hit point. It has disadvantage on all saving throws until it finishes a long rest.
Last Laugh Processing time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute. Your enemy dies from a sustained fit of laughter, asphyxiating itself. Choose a humanoid you can see within range. It must succeed on a Wisdom saving throw or begin laughing insanely. At the start of each of its turns, it takes 6d10 psychic damage and must repeat the saving throw, ending the program on a success. After three failed saving throws, the target drops to 0 hit points.
Major Aneurysm Processing time: 1 action Range: 60 feet Duration: Instantaneous This program shorts out the neural link, inducing a cerebral hemorrhage in one creature you can see within range. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one.
Mirage Processing time: 10 minutes Range: Sight Duration: 10 days This program is a complex simulation installed in many targets, require a fair amount of time to code an adaptive illusion that covers a large area. You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain in the minds of any targeted creature within range. The terrain's general shape remains the same, however. Similarly, you can alter the appearance of structures, or add them where none are present. The program doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, pseudo-tactile, and pseudo-olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area, as the hacked cyber brain generates sensory perception from whole-cloth. Any piece of the illusory terrain that is removed from the area of effect disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Project Image Processing time: 1 action Range: 500 miles Duration: Concentration, up to 24 hours You create an illusory copy of yourself that lasts for the duration, visible in the minds of any targeted creature within sight. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the effect ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your save DC. If a creature discerns the Illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Suffocation Processing time: 1 action Range: 30 feet Duration: Concentration, up to 5 minutes. Choose one creature you can see within range. The target must make a Constitution saving throw. On a failed save, its brain spasms the respiratory system, closing off any further breathing. The creature immediately begins suffocating, able to hold its breath for a number of minutes equal to its Constitution modifier + 1 (minimum 30 seconds). When the creature runs out of air and is choking, the creature can survive for a number of rounds equal to its Constitution modifier. At the beginning of its next turn, it is reduced to 0 hit points and is dying. At the beginning of each of its turns, the target can make a Constitution saving throw. On a successful save, the effect ends.
Waves of Exhaustion Processing time: 1 action Range: 60 feet Duration: Instantaneous Your program overclocks the brain and body through an anxiety response that rapidly tapers off. Creatures within range must succeed on a Constitution saving throw or suffer 1 level of exhaustion. If a creature fails the save by 5 or more, the creature suffers an additional level of exhaustion.
8th level Programs- Spoiler:
Antipathy/Sympathy Processing time: 1 hour Range: 60 feet Duration: 10 days This program compels targeted creatures to be attracted or repelled. You select something within range, either a huge or smaller object or creature or an area that is no larger than a 200-foot by 200-foot cube; this is the antipathetic or sympathetic focus. Then specify the targets, can be any creatures of your choice within sight. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy: The effect causes the creatures you designated to feel an intense urge to leave the area and avoid the focus object/creature. When a targeted creature can see the focus object/creature or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the focus object/creature or is within 60 feet of it. While frightened by the focus object/creature, the creature must use its movement to move to the nearest safe spot from which it can't see the focus object/creature. If the creature moves more than 60 feet from the focus object/creature and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the focus object/creature or moves within 60 feet of it. Sympathy: The effect causes the creatures you designated to feel an intense urge to approach the focus object/creature while within 60 feet of it or able to see it. When a targeted creature can see the focus object/creature or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the focus object/creature. When the creature has done so, it can't willingly move away from the target. If the focus object/creature damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. on a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as illusory. In addition, a creature affected by the program is allowed another Wisdom saving throw every 24 hours while the effect persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Feeblemind Processing time: 1 action Range: 150 feet Duration: Instantaneous This program blasts the mind of a creature that you can see within range, attempting to shatter its intellect and personality through infectious computer viruses. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't use complex objects, make complex attacks, understand languages, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them in a rudimentary fashion. At the end of every 30 days, the creature can repeat its saving throw against this effect. If it succeeds on its saving throw, the effect ends. The effect can also be ended by a Remove Virus program.
Glibness Processing time: 1 action Range: 60 feet Duration: 1 hour For the duration, when you make a Charisma check against any targeted creature within range, you can replace the number you roll with a 15. Additionally, no matter what you say, effects that would otherwise determine if you are telling the truth indicates that you are being truthful.
Mental Maze Processing time: 1 action Range: 60 feet Duration: Concentration, up to 10 minutes. This program sends a creature that you can see within range into a catatonic hallucination. It perceives itself as being in a labyrinthine expanse. The target remains in this state for the duration or until it escapes the maze. While in this state, the creature is physically paralyzed and can only use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the illusion and paralysis end.
Power Word Stun Processing time: 1 action Range: 60 feet Duration: Instantaneous This program installs powerful command that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the command has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Stroke Processing time: 1 action Range: 60 feet Duration: 1 hour Choose a creature you can see within range. This program shorts out their cyber-brain, trying to overwhelm it with sensory information and cerebral bleeding in order to cripple it. The target makes a Constitution saving throw. On a failed save, they take 4d6 Necrotic damage and are paralyzed for the duration. On a successful save, they take half as much damage and are only stunned until the end of their next turn. On their turn, a creature paralyzed in this way can make a Constitution saving throw. If they succeed, the effect ends.
Thrombosis Processing time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute Choose a creature you can see within range. This program compels the brain to simultaneously enter into a state of hypertension and ramped-up production of platelets and fibrin in the blood, trying to force a lethal embolism. The target must succeed on a Constitution saving throw or take 12d8 Necrotic damage. As an action on each of your turns, you can force the target to repeat the saving throw. On a success, it takes no damage this turn. On a failure, it takes the damage again.
9th level Programs- Spoiler:
Alter Motives Processing time: 1 minute Range: 60 feet Duration: Instantaneous This program infects deeply in the target's mind, rending it of its life choices. This is done by planting or inserting new ideas and notions deep within its subconscious. Choose one creature that you can see within range. The target must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for 1 minute. The charmed target is incapacitated and unaware of its surroundings. If it takes any damage or is targeted by another program, this effect ends. You can interact with the target's subconscious through a virtual-reality avatar, adjusting their subconscious as if in a waking dream, or sometimes multiple layers of dreamscapes. This is deeper than simply modifying a memory; this changes the creature's very sense of self, their unconscious desires and dreams, and their motivations. At the end of the processing time, the target's alignment, and one other allegiance of your choice, changes to another alignment or allegiance of your choice. This changes the target completely down to the core of its being. The way it sees the world abruptly changes, including what it thinks about its own memories and experiences. When it first comes out of its charmed state, it spends a minute recollecting itself from the incredible disorientation of this altered perspective, and cannot take any other actions. Every month thereafter, the target may reattempt the save, restoring its previous subconscious motives, alignment, and allegiances after three successful saves. The changes become permanent after three failed saves.
Catatonia Processing time: 1 minute Range: 30 feet Duration: Instantaneous Choose one creature you can see within range. Your program switches their brain into a slumberous, locked-in mode. The target must make a Wisdom saving throw when you being processing this program. If the save is successful, the target is immune to this program for the remainder of the day. If you are interrupted during your processing, the program has no affect. On a failed save, the creature slips into a coma at the end of the processing time. The target falls unconscious, and does not need to eat or drink. It does require nutrition, which must be delivered intravenously. During the processing time, you can specify a condition that will cause the effect to end and release the target from their catatonia. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name or identity but otherwise must be based on observable actions or qualities and not based on intangibles or abstracts such as level, class, or hit points.
Erase Memory Processing time: 1 minute Range: 60 feet Duration: Instantaneous Choose on creature you can see within range. With this program, you spend one minute systematically erasing one or more memories from any point in the creature's past. This completely deletes the memory, and it cannot be restored by any means.
Foresight Processing time: 1 minute Range: 30 feet Duration: 8 hours Choose a willing creature within range. This program adjusts their senses and brain's processing speed, giving them a limited sensitivity to every sensory input around them. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
Intense Pain Processing time: 1 action Range: 60 feet Duration: Instantaneous Choose one creature you can see within range. The creature is subject to shooting pain affecting its every nerve ending, as the program switches its tactile sensitivity beyond safe extremes. The target must make a Constitution saving throw. On a failed save, the creature takes 15d8 Necrotic damage and is paralyzed. The target must make a Constitution saving throw at the end of each of its turns. On a success, it takes no damage this turn and the paralysis effect ends. On a failure, it takes the damage again.
Power Word Kill Processing time: 1 action Range: 60 feet Duration: Instantaneous This program codes in a powerful command that can compel one creature you can see within range to die instantly as the brain overrides the neural link's self-preservation functions and shuts down all of the target's organs and eventually its brain in short order. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the command has no effect.
Weird Processing time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute. Drawing on the deepest fears of a group of creatures, you create illusory figments in their minds. Any targeted creature in a 30‑foot‑radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 Psychic damage. On a successful save, the effect ends for that creature.
Last edited by Better Alex on Mon Mar 26, 2018 8:44 pm; edited 1 time in total | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Gameplay Rules Fri Jul 19, 2019 9:20 pm | |
| Scientific EffectsEach of these is a discrete scientific effect, a single shaping of materials into a specific, limited expression of applied science. Cantrips- Spoiler:
Acid Splash Improvising time: 1 action Range: 60 feet Duration: Instantaneous You toss a vial of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This effect's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Barrier (Blade Ward) Improvising time: 1 action Range: Self Duration: 1 round You toss together a piece of improvised armor, designed to take a hit and then be disposed off. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Booming Strike (Booming Blade) Improvising time: 1 action Range: 5 feet Duration: 1 round As part of the action used to improvise this effect, you must make a melee attack with a weapon against one creature within the effect's range, otherwise the effect fails. On a hit, the target suffers the attack's normal effects, and it becomes doused with a sticky, kinetics-absorbing material until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the effect ends.
This effect's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Chill Burst (Chill Touch) Improvising time: 1 action Range:120 feet Duration: Instantaneous Using a pre-loaded spring mechanism, you detonate a capsule containing a fast-acting necrotic poison in the space of a creature within range. Make a ranged science attack against the creature to assail it with chilling necrosis. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This effect's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Control Flames Improvising time: 1 action Range: 60 feet Duration: Instantaneous or 1 hour You have various chemicals and materials that can affect how a flame appears and behaves. You choose a flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. - You instantaneously extinguish the flames within the cube. - You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. - You cause simple shapes,such as the vague form of a creature, an inanimate object, or a location, to appear within the flames and animate as you like. The shapes last for 1 hour. You can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Create Bonfire Improvising time: 1 round Range: 60 feet Duration: Concentration, up to 1 minute Using rapidly-deflagrating chemicals, you create a bonfire on ground that you can see within range. Until the flames disperse, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you improvise the effect must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried. The effect's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dancing Lights Improvising time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute You throw four radio-controlled sized drones that look generally like glowing orbs into the air, which emit light for the duration. You can also combine the four lights into one glowing mass of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this effect, and a light winks out if it exceeds the effect's range.
Exploding Stone Improvising time: 1 bonus action Range: Touch Duration: 1 minute You spray an mildly explosive compound on one to three pebbles, which detonates on impact. You or someone else can make a ranged science attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes force damage equal to 1d6 + your ability modifier. Whether the attack hits or misses, the effect then ends on the stone.
Firebolt Improvising time: 1 action Range: 120 feet Duration: Instantaneous You hurl an incendiary vial at a creature or object within range. Make a ranged science attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this effect ignites if it isn’t being worn or carried.
This effect's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Frostbite Improvising time: 1 action Range: 60 feet Duration: Instantaneous You toss a few capsules of Bose-Einstein condensate, and cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The effect's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Flame Blade Improvising time: 1 action Range: 5 feet Duration: Instantaneous You coat your weapon with a volatile chemical that ignites on contact with enough force. As part of the action used to improvise this effect, you must make a melee attack with a weapon against one creature within the effect's range, otherwise the effect fails. On a hit, the target suffers the attack's normal effects, and fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your ability modifier.
This effect's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
Guidance Improvising time: 1 action Range: Touch Duration: Concentration, up to 1 minute You touch one willing creature, and give them sage advice on their next endeavor based on your wealth of scientific knowledge. Once before the effect ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The effect then ends.
Gust Improvising time: 1 action Range: 30 feet Duration: Instantaneous Using an improvised high-powered fan, you seize the air and compel it to create one of the following effects at a point you can see within range: - One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. - You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. - You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Infestation Improvising time: 1 action Range: 30 feet Duration: Instantaneous You keep specimens of parasitic organisms with you for just such an occasion. You throw a capsule containing a cloud of mites, fleas, and other parasites at one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The effect's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Light Improvising time: 1 action Range: Touch Duration: 1 hour You spray one object that is no larger than 10 feet in any dimension with a highly luminescent paint. Until the effect ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the effect.
Mending Improvising time: 1 minute Range: Touch Duration: Instantaneous You keep a supply of quick patches for basic repairs. This effect repairs a single break or tear in an object, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking pipe. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This effect can physically repair some complex objects, but the effect can’t restore functionality to such an object.
Minor Illusion Improvising time: 1 action Range: 30 feet Duration: 1 minute Using either a vocoder and speaker, or a small holographic projector, you create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or improvise this effect again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the effect ends.
If you create an image of an object such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Mold Earth Improvising time: 1 action Range: 30 feet Duration: Instantaneous or 1 hour You deploy some earth-mover drones to shift the ground around you. Choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. - You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. - If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you improvise this effect multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Poison Spray Improvising time: 1 action Range: 10 feet Duration: Instantaneous You spray a creature you can see within range and with puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This effect's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).
Prestidigitation Improvising time: 1 action Range: 10 feet Duration: Instantaneous or 1 hour Using simple scientific trickery, you manifest some minor bit of stage magic. You create one of the following illusory effects within range: -You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. -You instantaneously light or snuff out a candle, a torch, or a small campfire. -You instantaneously clean or soil an object no larger than 1 cubic foot. -You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. -You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. -You unveil a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you improvise this effect multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Produce Flame Improvising time: 1 action Range: Self Duration: 10 minutes Using some flammable material, you make a flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The effect ends if you snuff out the flame it as an action or if you improvise it again.
You can also attack with the flame, although doing so ends the effect. When you improvise this effect, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged science attack. On a hit, the target takes 1d8 fire damage.
This effect's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ray of Frost Improvising time: 1 action Range: 60 feet Duration: Instantaneous You use a single-shot handheld cooling laser to fire a frigid beam of blue-white light toward a creature within range. Make a ranged science attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The effect's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Searing Flame (Searing Radiance) Improvising time: 1 action Range: 60 feet Duration: Instantaneous You toss a fast-burning plasma capsule and a flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The effect's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shillelagh Improvising time: 1 bonus action Range: Touch Duration: 1 minute A club or quarterstaff you are holding, and your wielding of it, is imbued with your scientific strength. For the duration, you can use your scientific effects ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The effect ends if you improvise it again or if you let go of the weapon.
Shocking Grasp Improvising time: 1 action Range: Touch Duration: Instantaneous Lightning springs from an electrified glove to deliver a shock to a creature you try to touch.
Make a melee science attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
The effect's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spare the Dying Improvising time: 1 action Range: Touch Duration: Instantaneous Your limited knowledge of medicine enables you to stave off another's death. You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Thorn Whip Improvising time: 1 action Range: 30 feet Duration: Instantaneous Using some supple rope and barbed wire, you create a long, vine-like whip covered in thorny barbs that lashes out at a flick of the wrist toward a creature in range. Make a melee science attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
This effect's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thunderclap Improvising time: 1 action Range: 5 feet Duration: Instantaneous Using a small but potent concussive device, you create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
The effect's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1st level Scientific Effects- Spoiler:
Absorb Elements Improvising time: 1 reaction, when you take acid, cold, fire, lightning, or thunder damage Range: Self Duration: 1 round You quickly whip out a sheet of metal, a mirror, a chunk of rubber, a piece of flame-retardant cloth, or other energy-absorbing material, and use it to redirect that energy at an opponent. This effect captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the effect ends.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Alarm Improvising time: 1 minute Range: 30 feet Duration: 8 hours You set an alarm against unwanted intrusion, using a tripwire, motion sensors, and a bell or a personal beeper synced to the alarm. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the effect ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you improvise this effect, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Animal Friendship Improvising time: 1 action Range: 30 feet Duration: 24 hours You keep some animal feed with you, combined with your zoological knowledge. This effect lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the effect fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the effect's duration. If you or one of your companions harms the target, the effect ends.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Armor Spray (Armor of Agathys) Improvising time: 1 action Range: Self Duration: 1 hour You spray a temporary hardening chemical on yourself, which looks like spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 bludgeoning damage.
At Higher Level. When you improvise this effect using an effect slot of 2nd level or higher, both the temporary hit points and the damage increase by 5 for each slot level above 1st.
Beast Bond Improvising time: 1 action Range: Touch Duration: Concentration, up to 10 minutes Through your knowledge of animal behavior and some choice encouragements, you establish an emotional bond with one beast you touch that is friendly to you or charmed by you. The effect fails if the beast's Intelligence is 4 or higher. Until the effect ends, the bond is active while you and the beast are within line of sight of each other. Through this bond, the beast can understand you, and it can communicate simple emotions and abstract ideas back to you. While the bond is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Burning Hands Improvising time: 1 action Range: Self (15 foot cone) Duration: Instantaneous With the flick of a lighter and a spritz of an aerosol can, a thin sheet of flames shoots forth from your outstretched hands. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Color Spray Improvising time: 1 action Range: Self (15-foot cone) Duration: Instantaneous You use a prism and a one-time flash bulb to produce a dazzling array of flashing, colored light. Roll 6d10, the total is how many hit points of creatures this effect can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this effect is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Detect Poison and Disease Improvising time: 1 action Range: Self Duration: Concentration, up to 10 minutes You have a pocket-sized chemical sensor with you. For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Earth Tremor Improvising time: 1 action Range: Self (10-foot radius) Duration: Instantaneous Using a seismic charge, you cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Electrical Bolt (Witch Bolt) Improvising time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute You whip out a jury-rigged electric arc projector and a beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.
Make a ranged science attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The effect ends if you use your action to do anything else. The effect also ends if the target is ever outside the effect's range or if it has total cover from you.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Feather Fall Improvising time: 1 reaction (when you or a creature within 60 feet of you falls) Range: 60 feet Duration: 1 minute You came prepared with lightweight "smart fiber" cloth, enough for yourself and few others, which acts as an temporary parachute. Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the effect ends. If the creature lands before the effect ends, it takes no falling damage and can land on its feet, and the chute is discarded for that creature.
Fiery Rebuke (Hellish Rebuke) Improvising time: 1 reaction, you are being damaged by a creature within 60 feet of you that you can see. Range: 60 feet Duration: Instantaneous A spring-loaded defense mechanism lobs incendiary phosphorous at the creature that damaged you, momentarily surrounding them in flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Fire Lights (Faerie Fire) Improvising time: 1 action Range: 60 feet Duration: 1 minute You scatter a puff of sticky micro-LEDs that bond to any surface. Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the effect is improvised is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Fog Cloud Improvising time: 1 action Range: 120 feet Duration: Up to 1 hour Using spring device to project a block of dry ice and some reactive chemicals, you create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Goodberry Improvising time: 1 action Range: Touch Duration: Instantaneous You are always well-supplied for nutrition. You produce up to ten genetically-engineered, nutrient-rich berries, and enrich them with a protein powder for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the improvisation of this effect.
Grease Improvising time: 1 action Range: 60 feet Duration: 1 minute You toss a vial of concentrated oil. Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Guiding Bolt Improvising time: 1 action Range: 120 feet Duration: 1 round A single-shot flaregun launches a flare that bursts into dozens of fragments of a sticky, incendiary chemical. A flash of light streaks toward a creature of your choice within range. Make a ranged science attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the dim light glittering on the target until then.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Hail of Shrapnel (Hail of Thorns) Improvising time: 1 bonus action Range: Self Duration: Concentration, up to 1 minute You affix your arrows or crossbow bolts with a bundle of shrapnel, or modify your bullets with a bursting munition. The next time you hit a creature with a ranged weapon attack that deals ballistic, bludgeoning, piercing, or slashing damage before the effect ends, this effect creates a rain of shrapnel that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you improvise this effect using an effect slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Ice Knife Improvising time: 1 action Range: 60 feet Duration: Instantaneous Using a simple mould and a spray-on cryogenic chemicals, you create a shard of ice and fling it at one creature within range. Make a ranged science attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Identify Improvising time: 1 minute Range: Touch Duration: Instantaneous Through your encyclopedic knowledge and with some sensor equipment, you can identify the properties of almost anything. You choose one object that you must touch throughout the improvisation of the effect. If it is a special or extraordinary item or object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn what, if anything, might be affecting the item, and how the item was created.
If you instead touch a creature throughout the improvisation, you learn what conditions, if any, are currently affecting it.
Illusory Script Improvising time: 1 minute Range: Touch Duration: 10 days You write on parchment, paper, or some other suitable writing material using a special chemical ink that lasts for the duration, overlaid with a chemical sealant.
To you and any creatures you designate when you improvise the effect, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
A creature with truesight can read the hidden message.
Inflict Wounds Improvising time: 1 action Range: Touch Duration: Instantaneous Using a necrotic poison spray, you can inflict a grievous wound on contact. Make a melee science attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Jump Improvising time: 1 action Range: Touch Duration: 1 minute You strap a set of springs onto a creature. The creature’s jump distance is tripled until the effect ends, after which the springs wear out.
Kinetic Barrier (Mage Armor) Improvising time: 1 action Range: Touch Duration: 8 hours You strap a jury-rigged energy shield emitter onto a willing creature who isn’t wearing armor, and a protective energy current surrounds it until the effect ends. The target’s base AC becomes 13 + its Dexterity modifier. The effect ends if the target dons armor or if you or the target switches the shield off as an action.
Orb (Chromatic Orb) Improvising time: 1 action Range:90 feet Duration: Instantaneous Using a spring mechanism, you launch a 4-inch-diameter sphere at a creature that you can see within range, which might be filled with a concentrated acid, a noxious poison, incendiary material, Bose-Einstein condensate, a concussive explosive, or a spring-loaded net of electrodes. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged science attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Level. When you improvise this effect using an effect slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Purify Food and Drink Improvising time: 1 action Range: 10 feet Duration: Instantaneous You come prepared with iodine tablets and cleansing chemicals to sanitize your consumables. All food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Silent Image Improvising time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute Using a simple holographic-projecting micro-drone, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Sleep Improvising time: 1 action Range: 90 feet Duration: 1 minute Using a discrete miniature drone, you disperse an aerosol laced with a fast-acting, highly potent, but rapidly degenerating soporific, sending creatures into a chemically-induced slumber. Roll 5d8, the total is how many hit points of creatures this chemical can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this chemical falls unconscious until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this effect.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Snare Improvising time: 1 minute Range: Touch Duration: 8 hours As you improvise this snare trap, you camouflage a 25-foot length of rope to create a circle with a 5-foot radius on the ground or the floor, with some wires suspending it from a ceiling, tree branch, or other overhanging item. When you finish setting this up, the rope seems to disappear and the circle becomes a trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your science save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the effect's radius. That creature must succeed on a Dexterity saving throw or be hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the effect ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make a Dexterity (Sleight of Hand) check against your science save DC. On a success, the restrained effect ends.
After the trap is triggered, the effect ends when no creature is restrained by it.
Spray of Sickness (Ray of Sickness) Improvising time: 1 action Range: 60 feet Duration: Instantaneous You spray a jet of poisonous liquid, which causes skin to blister and creates noxious inhalants, toward a creature within range.
Make a ranged science attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, the damage increases by 1d8 for each effect level above 1st.
Thunderwave Improvising time: 1 action Range: Self (15-foot cube) Duration: Instantaneous Using a concussive blasting device, a wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the blast's effect, and the blast emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you improvise this effect using an effect slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level Scientific Effects- Spoiler:
Acid Dart (Melf's Acid Arrow) Improvising time: 1 action Range: 90 feet Duration: Instantaneous You've weaponized acid vials. A dart streaks toward a target within range and bursts in a spray of acid.
Make a ranged science attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels. When you improvise this effect using an effect slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Aid Improvising time: 1 action Range: 30 feet Duration: 8 hours Your science-laden advice bolsters your allies with resolve.
Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels. When you improvise this effect using an effect slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Animal Messenger Improvising time: 10 minutes Range: 30 feet Duration: 24 hours Through your knowledge of animal behavior, gentle coaxing, and your discerning selection of the right creature for the job, you use an animal to deliver a message. Choose a Tiny beast you can see within range. You specify a location, which you must have visited, and a recipient who matches a general description. You also write down a message of up to twenty-five words onto a small piece of paper and attach it to the beast. The target beast travels for the duration of the effect towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the effect ends, the message is lost. The beast may have been eaten by a predator, or may have gone off on its own path
At Higher Levels. If you improvise this effect using an effect slot of 3rd level or higher, the duration of the effect increases by 48 hours for each slot level above 2nd.
Augury Improvising time: 11 minutes Range: Self Duration: Instantaneous Anthropology is done by participant-observation, and as such you know many diverse rituals of divination. Their effectiveness is subjective, but those who do believe often draw conclusions from perceived patterns and signs. Even as a scientist, you've participated in such rituals often enough to find them useful.
By casting gem-inlaid sticks, rolling knuckle bones, laying out ornate cards, or employing some other divining tool, you receive what you perceive to be an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: -Weal, for good results -Woe, for bad results -Weal and woe, for both good and bad results -Nothing, for results that aren’t especially good or bad
The ritual doesn’t take into account any possible circumstances that might change the outcome, such as the loss or gain of a companion. If you enact the ritual two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Blindness/Deafness Improvising time: 1 action Range: 30 feet Duration: 1 minute You can blind or deafen a foe with a quick spray of chemicals into the eyes, or the detonating of concussive munitions near their head. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.
At Higher Levels. When you improvise this effect using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Blur Improvising time: 1 action Range: Self Duration: Concentration, up to 1 minute Through an obscuring smoke and some pre-programmed hologram devices, your body appears blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Cordon (Cordon of Arrows) Improvising time: 1 action Range: 5 feet Duration: 8 hours You plant four spring-loaded darts in the ground within range and lay a trip wire upon them to protect an area. Until the effect ends, whenever a creature other than you comes within 30 feet of the darts for the first time on a turn or ends its turn there, one dart flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The dart is then destroyed. The effect ends when no darts remain.
When you improvise this effect, you can designate any creatures you choose, and the effect ignores them.
At Higher Level. When you improvise this effect using an effect slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Darkness Improvising time: 1 action *Range: 60 feet Duration: Concentration, up to 10 minutes Using a homemade grenade that generates an inky-black, oily smoke, darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration.
The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and light can’t illuminate it. If any of this effect's area overlaps with an area of light created by an effect of 2nd level or lower, the effect that created the light is blotted out.
Flame Blade Improvising time: 1 bonus action Range: Self Duration: Concentration, up to 10 minutes Using a napalm gel applied to a sword blade, you craft a fiery blade in your hand that lasts for the duration and consumes the metal of the blade. If you drop the blade, the flame disperses, but you can reignite the blade again as a bonus action at any point during the effect's duration.
You can use your action to make a melee science attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels. When you improvise this effect using an effect slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Gentle Repose Improvising time: 10 minutes Range: Touch Duration: 10 days Your rough knowledge of chemistry and biology has given you the tools to preserve the recently-deceased. You can inject a corpse or other remains with cryogenic fluids and dust them with preservative chemicals. For the duration, the target is protected from decay and can’t become undead.
This also effectively extends the time limit on resuscitating the target from a state of death, since time spent under the influence of this effect don’t count against the time limit of life-restoring special abilities.
Gust of Wind Improvising time: 1 action Range: Self (60-foot line) Duration: Concentration, up to 1 minute Deploying a miniaturized turbo-fan, you project a line of strong wind 60 feet long and 10 feet wide from you in a direction you choose for the effect's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the effect ends, you can change the direction in which the line blasts from you.
Heat Metal Improvising time: 1 action Range: Touch Duration: Concentration, up to 1 minute You use a device that heats an object on contact, which conducts well through metallic materil. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within reach, and make a melee science attack. On a hit, you cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you heat the metal. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you improvise this effect using an effect slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Misty Step Improvising time: 1 bonus action Range: Self Duration: Instantaneous You have a ninja's tricks, namely obscuring smoke bombs that mask your movement. Briefly surrounded by silvery mist, you quickly dart up to 30 feet to an unoccupied space that you can see.
Protection from Poison Improvising time: 1 action Range: Touch Duration: 1 hour Your chemical knowledge has let you improvise mild antitoxin, though it is not as potent as medical-grade antivenom. You inject this drug into a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Spray of Enfeeblement (Ray of Enfeeblement) Improvising time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute You hose a creature within range down with a gush of enervating poison. Make a ranged science attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the effect ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the effect. On a success, the effect ends.
Scorcher (Aganazzar's Scorcher) Improvising time: 1 action Range: 30 feet Duration: Instantaneous A line of roaring flame 30 feet long and 5 feet wide emanates from a hand-held, improvised flamethrower in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you improvise this effect using an effect slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Searing Beam (Moonbeam) Improvising time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute You deploy an aerial drone with a high-powered free-electron laser. A beam of laser light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the effect's area for the first time on a turn or starts its turn there, it is engulfed in intense collimated light that causes searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
On each of your turns after you improvise this effect, you can use an action to move the beam 60 feet in any direction.
At Higher Levels. When you improvise this effect using an effect slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Shatter Improvising time: 1 action Range: 60 feet Duration: Instantaneous You toss a sonic-wave device at a point of your choice within range, from which a sudden loud ringing noise, painfully intense, erupts. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
An object that isn’t being worn or carried also takes the damage if it’s in the effect's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Last edited by Better Alex on Thu Aug 01, 2019 1:43 pm; edited 2 times in total | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Gameplay Rules Thu Jul 25, 2019 10:44 pm | |
| 3rd level Scientific Effects- Spoiler:
Animate Dead Improvising time: 1 hour Range: Touch Duration: Instantaneous Electricity can animate flesh, electromechanical servos can enable raw bones to move, and a computer control chip can provide an animalistic motivating principle. This science experiment creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid. Your scientific experimentation with electricity, robotics, and computer systems imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse.
On each of your turns, you can use a bonus action to command any creature you made with this experiment if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which the control chip fizzles out and it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must improvise this effect again to reprogram the the control chip, before the current 24-hour period ends. This use of the effect reasserts your control over up to four creatures you have animated with this effect, rather than animating a new one.
At Higher Levels. When you improvise this effect using an effect slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Beacon of Hope Improvising time: 1 action Range: 30 feet Duration: Concentration, for up to 1 minute Science can be a beacon of hope for the ignorant, and inspire others to reach for the stars. Your mere presence as a scientist can bestow hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Debilitate (Bestow Curse) Improvising time: 1 action Range: Touch Duration: Concentration, up to 1 minute You inject a creature with cocktail of potent drugs designed to debilitate. You touch a creature, and that creature must succeed on a Wisdom saving throw or become debilitated for the duration of the effect. When you improvise this effect, choose the nature of the debilitation from the following options: - Choose one ability score. While debilitated, the target has disadvantage on ability checks and saving throws made with that ability score. - While debilitated, the target has disadvantage on attack rolls against you. - While debilitated, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. - While the target is debilitated, your attacks and other effects deal an extra 1d8 necrotic damage to the target.
A medical procedure can end this effect with a Wisdom (Medicine) check against your science save DC. At the DM’s option, you may choose an alternative debilitating effect, but it should be no more powerful than those described above.
At Higher Levels. If you improvise this effect using an effect slot of 4th level or higher, the duration is concentration, up to 10 minutes.
If you use an effect slot of 5th level or higher, the duration is 8 hours.
If you use an effect slot of 7th level or higher, the duration is 24 hours.
If you use a 9th level effect slot, the effect lasts until it is cured.
Using an effect slot of 5th level or higher grants a duration that doesn’t require concentration.
Call Animals (Conjure Animals) Improvising time: 1 action Range: 60 feet Duration: Concentration, up to 1 hour Attuned to the call of the wild, with various animal musk extracts and sounding devices, you summon beasts who appear and gather at in unoccupied spaces that you can see within range.
Choose one of the following options for what appears: - One beast of challenge rating 2 or lower - Two beasts of challenge rating 1 or lower - Four beasts of challenge rating 1/2 or lower - Eight beasts of challenge rating 1/4 or lower
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The creatures disperse at the end of the duration.
At Higher Levels. When you improvise this effect using certain higher-level effect slots, you choose one of the summoning options above, and more creatures appear:
Twice as many with a 5th-level slot
Three times as many with a 7th-level slot
Four times as many with a 9th-level slot.
Call Lightning Improvising time: 1 action Range: 120 feet Duration: 10 minutes You deploy a drone into the air that disperses a dark, cloudy substance. This cloud generates a great deal of electrostatic differential in the air in a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The effect fails if you can’t see a point in the air where the cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you improvise this effect, choose a point you can see within range. A bolt of lightning flashes down from the drone to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the effect ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you deploy this effect, the drone is able to harness the electrostatic potential of the existing storm instead of creating a new one. Under such conditions, the effect's damage increases by 1d10.
At Higher Levels. When you improvise this effect using an effect slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Daylight Improvising time: 1 action Range: 60 feet Duration: 1 hour You crack open a highly luminous chemical flash-bulb and toss it out to a point you choose within range, from which a 60-foot-radius sphere of light spreads. The sphere is bright light and sheds dim light for an additional 60 feet.
Completely covering the light source with an opaque object blocks the light. If any of this effect's area overlaps with an area of darkness created by an effect of 3rd level or lower, the darkness is ended.
Erupting Earth Improvising time: 1 action Range: 120 feet Duration: Instantaneous You toss a specialized seismic detonator at a point you can see on the ground within range, which blasts earth upwards. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you improvise this effect using an effect slot of 4rd level or higher, the damage increases by 1d12 for each slot level above 3rd.
Flechette Barrage (Conjure Barrage) Improvising time: 1 action Range: Touch (60-foot cone) Duration: Instantaneous You fire a special projectile into the air to create a cone of shrapnel. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 ballistic damage on a failed save, or half as much damage on a successful one.
Glyph Improvising time: 1 hour Range: Touch Duration: Until deactivated or triggered Archaeology has taught you the importance of sacred glyphs and symbols, which you combine with your knowledge of technology to create a warding glyph containing a trap.
When you improvise this effect, you paint or inscribe a glyph laced with explosive powder that is triggered by pre-set criteria, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.
If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, as disturbing the careful placement of the chemicals can render it inert; if the object is moved more than 10 feet from where you improvise this effect, the glyph is broken, and the effect ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your science save DC to be found.
You decide what triggers the glyph when you inscribe it, programmed into a microchip inlaid into the inscription. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this effect ends.
You can further refine the trigger so the effect activates only under certain circumstances or according to physical characteristics (such as height or weight). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password, based on IFOF protocol in the control chip.
When triggered, the glyph erupts with an energetic burst in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
At Higher Levels. When you improvise this effect using an effect slot of 4th level or higher, the damage of the explosive runes increases by 1d8 for each slot level above 3rd.
Lightning Bolt Improvising time: 1 action Range: Self (100-foot line) Duration: Instantaneous You've jury-rigged a potent arc projector. A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you improvise this effect using an effect slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Major Image Improvising time: 1 action Range: 120 feet Duration: Concentration, up to 10 minutes Using sophisticated holographic projector drones, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, and the drones produce heat, fragrant chemicals, and auditory output so that the illusion includes sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature.
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your science save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you improvise this effect using an effect slot of 6th level or higher, the effect lasts indefinitely, without requiring your concentration.
Plant Growth Improvising time: 10 minutes, or 8 hours Range: Touch Duration: Instantaneous Your knowledge of botany and proper supplies can channel vitality into plants within a specific area. There are two possible uses for the effect, granting either immediate or long-term benefits.
If you improvise this effect using 10 minutes, you pour some fast-acting plant growth formula on some plant roots and blossoms within reach. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
If you encourage plant growth over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Sleet Storm Improvising time: 1 action Range: 150 feet Duration: Concentration, up to 1 minute You deploy drones that emit cooling chemicals chill a localized air column, generating precipitation and extremely low temperatures for a small zone. Until the effect ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the effect's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the effect's area, the creature must make a successful Constitution saving throw against your science save DC or lose concentration.
Stinking Cloud Improvising time: 1 action Range: 90 foot Duration: Concentration, up to 1 minute You lob out a homemade bomb containing a noxious aerosol. You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
4th level Scientific Effects- Spoiler:
Blight Improvising time: 1 action Range: 30 feet Duration: Instantaneous With a rudimentary hose and a liquid tank, a gush of astringent fluid washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This has no effect on undead or constructs.
If you target a plant creature, it makes the saving throw with disadvantage, and the effect deals maximum damage to it.
If you target a plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
At Higher Levels. When you improvise this effect using an effect slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Prediction (Divination) Improvising time: 10 minutes Range: Self Duration: Instantaneous Your have an encyclopedic virtual intelligence with a predictive function, in which you can input various questions and conditions to derive a prognostication on present matters. However, this rudimentary intelligence has a lack of clarity sometimes, resulting in the occasional cryptic or obscuring phrasing of its answers.
You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply based on the current course of events. The reply might be a short phrase, a cryptic rhyme, or an omen.
The effect doesn’t take into account any possible circumstances that might change the outcome.
If you ask the VI for a prediction two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each ritual after the first that you get a random reading. The DM makes this roll in secret.
Dominate Beast Improvising time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range, coaxing it with food and encouragements. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have an emotional bond with it. You can use this bond to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends.
At Higher Levels. When you improvise this effect with a 5th-level effect slot, the duration is concentration, up to 10 minutes. When you use a 6th-level effect slot, the duration is concentration, up to 1 hour. When you use an effect slot of 7th level or higher, the duration is concentration, up to 8 hours
Giant Insect Improvising time: 1 action Range: 30 feet Duration: Concentration, up to 10 minutes Using special food and pheromone samples, you attract up up to ten centipedes, three spiders, five wasps, or one scorpion within range for the duration. The quality of your attractants are such that these are giant versions of their typical forms. A centipede is a giant centipede, a spider is a giant spider, a wasp is a giant wasp, and a scorpion is a giant scorpion.
Each creature obeys your commands through the aid of a computer that translates text instructions into the kinds of pheromones and sounds that these creatures communicate through. In combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.
A creature remains for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
Grasping Vine Improvising time: 1 bonus action Range: 30 feet Duration: Concentration, up to 1 minute Using a seed gun to anchor it into soil, you sprout a reactive, carnivorous plantlike organism from an unoccupied space of your choice that you can see within range. When you improvise this effect, the plant lashes out at a creature within 30 feet of it that you can see with a sticky, grasping tentacular vine. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the plant.
Until the effect ends, the plant lashes out at the same creature or another one as a bonus action on each of your turns.
Ice Storm Improvising time: 1 action Range: 300 feet Duration: Instantaneous Using a cryonic device, you spray Bose-Einstein condensate chased by a cooling laser, flash-freezing an air column. A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you improvise this effect using an effect slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Observing Eye (Arcane Eye) Improvising time: 1 action Range: 30 feet Duration: Concentration, up to 1 hour You deploy a tiny camera-equipped drone within range that hovers in the air for the duration. You receive visual information from the drone, either to a datapad, computer, or a HUD, which has normal vision and darkvision out to 30 feet. The drone can look in every direction.
As an action, you can move the drone up to 30 feet in any direction. There is no limit to how far away from you the drone can move. A solid barrier blocks the drone's movement, but the drone can pass through an opening as small as 6 inches in diameter.
Sickening Radiance Improvising time: 1 action Range: 120 feet Duration: Instantaneous You use a flare gun to lob a piece of highly radioactive material at a point you choose within range. Dim, greenish light spreads within a 30-foot-radius sphere centered on that point. The light spreads around corners, and it lasts until the effect ends.
When a creature moves into the effect's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius.
Vitriolic Sphere Improvising time: 1 action Range: 150 feet Duration: Instantaneous You aim a launching device at a location within range, and a breakable container of acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you improvise this effect using an effect slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. 5th level Scientific Effects- Spoiler:
Cloudkill Improvising time: 1 action Range: 150 feet Duration: 10 minutes You have brewed a potent poison, distilled it into a chemical that turns into a gas on contact with air, and weaponized it into a bomb. When you lob this weapon, you create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the effect. Its area is heavily obscured.
When a creature enters the effect's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe, as the poison causes chemical burns.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you improvise this effect using an effect slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Commune with Nature Improvising time: 10 minutes Range: Self Duration: Instantaneous Using some basic sensor equipment, and a knowledge of natural sciences, you briefly attune yourself with nature and gain knowledge of the surrounding territory.
In the outdoors, the effect gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The effect doesn’t function where nature has been replaced by construction.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - terrain and bodies of water - prevalent plants, minerals, animals, or peoples - powerful creatures - influence from other planes of existence - buildings
Cone of Cold Improvising time: 1 action Range: Self Duration: Instantaneous A blast of cold air erupts from a hose being fed from a tank of liquid nitrogen. Each creature in a 60-foot cone must make a Constitution saving throw.
A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this effect becomes encased in ice and frozen as if a statue until it thaws.
At Higher Levels. When you improvise this effect using an effect slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Contagion Improvising time: 1 action Range: Touch Duration: 7 days You keep samples of weaponized pathogens for research, pre-incubated and ready to infect rapidly. Make a melee science attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice. The disease is in such a concentrated sample that the disease does not take the usual incubation time for its effects to manifest.
At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the effect ends.
Since this effect induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Based on the disease, certain more immediate effects might manifest. Below are examples:
Encephalitis. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Influenza. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Leprosy. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Malaria. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of confusion during combat.
River Blindness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Viral Hemorrhagic Fever. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Control Winds Improvising time: 1 action Range: 300 feet Duration: Concentration, up to 1 hour Using a flying drone cobbled together with a powerful fan, you take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you activate the effect. The effect lasts for the duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Flame Strike Improvising time: 1 action Range: 60 feet Duration: Instantaneous You deploy a drone that drops a fuel-air explosive and a vertical column of white-hot fire roars down at a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you improvise this effect using an effect slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Hold Monster Improvising time: 1 action Range: 90 feet Duration: Concentration, up to 1 minute You've developed a contraption that fires a dart filled with an animal tranquilizer. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.
At Higher Levels. When you improvise this effect using an effect slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Immolation Improvising time: 1 action Range: 90 feet Duration: 1 minute You lob an incendiary charge with a magnesium compound that burns with its own oxidizer. Bright flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the effect's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the effect ends on a successful one. These flames can’t be extinguished by normal means.
If damage from this effect kills a target, the target is turned to ash.
Insect Plague Improvising time: 1 action Range: 300 feet Duration: Concentration, up to 10 minutes You have the technological means to attract a horde of ravenous, feasting insects. Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the effect's area for the first time on a turn or ends its turn there.
At Higher Levels. When you improvise this effect using an effect slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Legend Lore Improvising time: 10 minutes Range: Self Duration: Instantaneous Your anthropological and archaeological studies has given you insight into myths, legends, and folklore from a variety of cultures. Name or describe a person, place, or object. A combination of rote memorization, an encyclopedic virtual assistant, and some handy research material brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language.
Transmute Rock Improvising time: 10 minutes Range: Touch Duration: Instantaneous With a grab-bag of stone-working tools and chemicals, you can change the composition of nearby rock. You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the effect's duration.
The ground in the area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you improvise the effect must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you improvise the effect on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the effect's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
6th level Scientific Effects- Spoiler:
Bones of the Earth Improvising time: 1 action Range: 120 feet Duration: Instantaneous Using a direction seismic charge, you cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a rough cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
At Higher Levels. When you improvise this effect using an effect slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
Chain Lightning Improvising time: 1 action Range: 150 feet Duration: Instantaneous Using a high-powered electric arc projector, you fire a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.
At Higher Levels. When you improvise this effect using an effect slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Create Undead Improvising time: 1 hour Range: Touch Duration: Instantaneous Using the same scientific techniques used to animate corpses and control them with a computer chip, this science experiment creates more savage, motivated undead. The chip enables more fine-tuned control, and uses a virtual intelligence to give the revived corpse a more animal cunning. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures).
On each of your turns, you can use a bonus action to command any creature you made with this experiment if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which the control chip fizzles out and it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must improvise this effect again to reprogram the the control chip, before the current 24-hour period ends. This use of the effect reasserts your control over up to three creatures you have animated with this effect, rather than animating a new one.
At Higher Levels. When you improvise this effect using a 7th-level effect slot, you can animate or reassert control over four ghouls. When you improvise this effect using an 8th-level effect slot, you can animate or reassert control over five ghouls or two ghasts. When you improvise this effect using a 9th-level effect slot, you can animate or reassert control over six ghouls, three ghasts, or two mummy-equivalent undead.
Petrification (Flesh to Stone) Improvising time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute You carry with you a contraption that sprays a chemical that calcifies and crystallizes other substances. With this, you can attempt to turn one creature that you can see within range into a hard, stone-like composition.
If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.
A creature restrained by this effect must make another Consititution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
If you maintain your concentration on this effect for the entire possible duration, the creature is turned to stone.
Necrosis (Harm) Improvising time: 1 action Range: 60 feet Duration: Instantaneous You spray a flesh-eating poison on a creature that you can see within range, encouraging growth of necrotic bacteria.
The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. If a creature fails three saving throws, the target contracts necrotizing fasciitis.
Move Earth Improvising time: 1 action Range: 120 feet Duration: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. Commanding drones equipped with earth-moving equipment, you can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on moving earth in this way, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this effect doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Tarantism (Irresistible Dance) Improvising time: 1 action Range: 30 feet Duration: 1 minute Certain species of spider can cause uncontrollable muscle spasms with their venom. As an entomologist, you keep specimens of these with you, which can be turned against a foe as a biological weapon. Choose one creature that you can see within range; the spider surreptitiously bites the target. The target spasms, appearing to enter a comic dance in place: shuffling, tapping its feet, and capering for the duration.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this effect, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Constitution saving throw to regain control of itself. On a successful save, the effect ends.
Sunbeam Improvising time: 1 action Range: Self (60-foot line) Duration: Concentration, up to 1 minute You convert an artificial sunlight device into a deadly, continuously-pulsing laser. A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this beam. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the effect ends.
For the duration, a mote of brilliant radiance shines from the device. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
Wall of Thorns Improvising time: 10 minutes Range: 120 feet Duration: 10 minutes You plant a wall of tough, pliable, tangled, fast-growing brush bristling with needle-sharp thorns. The brush grows within range on a solid surface and lasts for the duration. You can guide the wall to grow up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall grows, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.
At Higher Levels. When you improvise this effect using an effect slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Last edited by Better Alex on Sat Aug 17, 2019 7:01 pm; edited 1 time in total | |
| | | Better Alex
Posts : 91 Join date : 2011-09-30
| Subject: Re: Gameplay Rules Thu Aug 01, 2019 5:21 pm | |
| 7th level Scientific Effects- Spoiler:
Circle of Lights (Crown of Stars) Improvising time: 1 action Range: Self Duration: 1 hour You deploy seven diminutive drones, which orbit your head and emit light until the effect ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged science attack. On a hit, the drone self-destructs with an omnidirectional laser pulse and the target takes 4d12 radiant damage. Whether you hit or miss, the drone is expended. The effect ends early if you expend the last drone . If you have four or more drones remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three drones remaining, they shed dim light in a 30-foot radius.
At Higher Levels. When you improvise this effect using an effect slot of 8th level or higher, the number of drones created increases by two for each slot level above 7th.
Fire Storm Improvising time: 1 action Range: 150 Duration: Instantaneous You hose down an area with napalm paste that ignites on contact with air. A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Incendiary Mine (Delayed Blast Fireball) Improvising time: 1 action Range: 150 feet Duration: Concentration, up to 1 minute You fling a time-delayed incendiary pellet to a point within range for the duration, which operates on a dead-man switch. When the effect ends, either because your concentration is broken or because you decide to end it, the pellet blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The effect's base damage is 12d6. If at the end of your turn the pellet has not yet detonated, the damage increases by 1d6.
If the pellet is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the effect ends immediately, causing the pellet to erupt in flame. On a successful save, the creature can throw the pellet up to 40 feet. When it strikes a creature or a solid object, the effect ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At Higher Levels. When you improvise this effect using an effect slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Pain Powder (Power Word Pain) Improvising time: 1 action Range: 60 feet Duration: Instantaneous You toss a munition that disperses a highly concentrated vesicant powder onto one creature you can see within range, causing waves of intense pain to assail them. If the target has 100 hit points or fewer, it is automatically subject to crippling pain. If the target has higher than 100 hit points, it can avoid the effect with a successful Constitution saving throw. A target is unaffected if it is immune to poison.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to do anything that requires concentration, it must first succeed on a Constitution saving throw, or the target fails and the effort is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Prismatic Spray Improvising time: 1 action Range: Self (60-foot cone) Duration: Instantaneous You have jury-rigged a multi-faceted lasing prism onto an energy weapon to engage eight different lasers at the same time. Eight multicolored rays of light flash from your weapon. Each ray is a different color and has a different effect. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1. Red, a searing beam of heat. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange, a microwave laser pulse. The target takes 10d6 radiant damage on a failed save, or half as much damage on a successful one.
3. Yellow, a blazing electrolaser. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green, a spray of radiation. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue, an flash-freezing cooling laser. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo, a blast of ionizing gamma rays that can induce radiation sickness. On a failed save, the target is stunned. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the effect ends. If it fails its save three times, it suffers crippling radiation sickness and behaves as if petrified. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet, a blinding dazzler. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is permanently blind.
8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Project Image Improvising time: 1 action Range: 500 miles Duration: Concentration, up to 1 day Using a mobile drone and holographic projectors, you create an illusory copy of yourself that lasts for the duration.
The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the effect ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
The drone's cameras lets you see through its eyes and hear through its auditory sensors as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your science save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Symbol Improvising time: 1 minute Range: Touch Duration: Until triggered
You combine your archaeological knowledge of arcane symbols with your mastery of chemistry to lay traps within inscribed symbols, to frighten away the superstitious and assail those who would harm you.
When you improvise this effect, you paint or inscribe a glyph laced with one of several kinds of chemicals or nanomachines to create a trap that is triggered by pre-set criteria, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.
If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you improvise this effect, the glyph is broken, and the effect ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your science save DC to find it.
You decide what triggers the glyph when you inscribe it, programmed into a microchip inlaid into the inscription. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this effect ends.
You can further refine the trigger so the effect activates only under certain circumstances or according to physical characteristics (such as height or weight). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password, based on IFOF protocol in the control chip.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the effect ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death The glyph is inlaid with nanites that spray a deadly poison as an aerosol when triggered. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord The glyph is inlaid with a potent poison that confuses those who breathe it in. Each target must make a Constitution saving throw. On a failed save, a target behaves as if hostile towards other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear The glyph is inlaid with hypnotic drugs that cause frightening hallucinations. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of its turns, if able.
Hopelessness The glyph releases a depressant in aerosol form. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities.
Insanity The glyph is set with potent hallucinogens that trigger a complete psychotic break. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain The glyph exudes a potent vesicant or nettle poison when triggered. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep The glyph is inlaid with nanites that spray a soporific aerosol. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning The glyph is inlaid with a paralytic chemical that sprays out when triggered. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Voodoo Virus (Finger of Death) Improvising time: 1 action Range: 60 feet Duration: Instantaneous You fire a dart containing a highly potent necrotic cocktail at a creature that you can see within range, flushing its bloodstream with a deadly poison, causing it searing painm and infecting it with a mind-eating virus. If left unchecked, the pathogen destroys cognition and renders the target into a mindless, violent animal.
The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid that is reduced to 0 hp by this effect rises at the start of your next turn as a zombie that attacks the nearest thing it sees until it is killed.
Whirlwind Improvising time: 1 action Range: 300 feet Duration: Concentration, up to 1 minute Using drones, you generate a vertically-oriented rotating column of air. A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the effect ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.
A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
8th level Scientific Effects- Spoiler:
Horrid Wilting Improvising time: 1 action Range: 150 feet Duration: Instantaneous You hose your foes down with a defoliant chemical, which draws the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plant creatures make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
Plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
Clone Improvising time: 1 hour Range: Touch Duration: Instantaneous This effect grows an inert duplicate of a living creature or creates a new genetically-engineered creature from gene templates and genetic material samples. You require a sealed growth tank, which has a cost-value of 20, and a special gene-sequencing computer, which has a cost-value of 15.
This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
When flushed from the tank, the clone awakens and is charmed by you for 30 days. The charm ends if you or your companions attempt to harm the clone.
Control Weather Improvising time: 24 hour preparation, activated as 1 hour Range: Self (5-mile radius) Duration: Concentration, up to 24 hours You use an experimental machine, which weighs 27 tons and takes up a cube that is 30 feet on either side, can disperse a fleet of drones that alter atmospheric conditions locally. You take control of the weather within 5 miles of you for the duration.
You and the machine must be outdoors to conduct this experiment.
When you control the weather, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation Stage 1 – Clear, Stage 2 – Light clouds, Stage 3 – Overcast or ground fog, Stage 4 – Rain, hail or snow, Stage 5 – Torrential rain, driving hail or blizzard
Temperature Stage 1 – Unbearable heat, Stage 2 – Hot, Stage 3 – Warm, Stage 4 – Cool, Stage 5 – Cold, Stage 6 – Arctic cold
Wind Stage 1 – Calm, Stage 2 – Moderate wind, Stage 3 – Strong wind, Stage 4 – Gale, Stage 5 – Storm
Dominate Creature (Dominate Monster) Improvising time: 1 action Range: 60 feet Duration: Concentration, up to 1 hour Your force of personality combines with your zoological knowledge as you attempt to beguile a creature that you can see within range.
It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have an emotional bond with it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total control of the target, commanding their full attention. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends.
At Higher Levels. When you improvise this effect with a 9th-level effect slot, the duration is concentration, up to 8 hours.
Earthquake Improvising time: 1 hour preparation, activated as 1 action Range: 500 feet Duration: Concentration, up to 1 minute Using a machine that generates a continuous pulse of sound waves underground, you create a seismic disturbance at a point on the ground that you can see within range.
For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
When you improvise this effect and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
Illusory Combatant (Illusory Dragon) Improvising time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute By using armed drones, holographic projectors, and energy field generators, you create a Huge illusory creature in an unoccupied space that you can see within range. The illusion lasts for the effect's duration and occupies its space as if it were a creature. This can appear to be any kind of terrifying creature of appropriate size, such as a dragon, a giant monster, a giant robot, or a swarm of smaller creatures.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to project a weapon in a 60-foot cone originating from its space. When you create the illusion, choose a damage type: acid, cold, fire, lightning, radiant, or poison. The illusion might be armed with a laser, an acid sprayer, an electric arc projector, a poison gay sprayer, or other devices, and the armament may appear as a weapon appropriate to the creature, including natural weapons. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
The illusion is tangible because the drones use kinetic barriers to provide a haptic response to touch, but attacks miss it automatically. It succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the creature can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your science save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its attacks.
Incendiary Cloud Improvising time: 1 action Range: 150 feet Duration: Up to 1 minute You use several chemicals to create a cloud of smoky gas which ignites on contact with air. A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range.
The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the effect's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Maddening Darkness Improvising time: 1 action Range: 150 feet Duration: 10 minutes A smoke bomb with a fine-tuned chemical cocktail creates a cloud of light-absorbing particles. Complete darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the effect ends. The cloud spreads around corners. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. A creature with darkvision can’t see through this darkness. Light can't illuminate the area.
You deploy drones into the area to produce the sound of shrieks, gibbering, and mad laughter within the sphere. The chemical cloud also contains a potent hypnotic drug that can induce nightmarish hallucinations. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Neural Disruption (Feeblemind) Improvising time: 1 action Range: 150 feet Duration: Instantaneous Using a directional brainwave disruptor, you blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the effect ends.
Stunning Bite (Power Word Stun) Improvising time: 1 action Range: 60 feet Duration: Instantaneous You release a genetically-engineered insect towards a creature see within range. The insect bites the target, injecting a powerful and quick-acting paralytic venom. If the target has 150 hit points or fewer, it is automatically stunned. Otherwise, the creature can avoid the effect with a successful Constitution saving throw.
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. If the stunned target fails three saving throws, the target becomes paralyzed until cured of the condition.
Sunburst Improvising time: 1 action Range: 150 feet Duration: Instantaneous You convert greenhouse sun lamp technology into an omnidirectional beam weapon, like a hand-sized bomb-pumped laser. Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range.
Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this effect. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this effect makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This effect illuminates any darkness in its area.
Tsunami Improvising time: 24 hour preparation, activated as 1 action Range: Sight Duration: Concentration, up to 6 rounds You have developed a machine that can pump water from a source and direct it as a massive burst. This machine is a cube ten feet on either side, with pumps extending into the ground to either an aquifer or another major source of water within ten feet, such as a river or the sea, and a pump that terminates at a point within range.
A wall of water springs into existence at a point you choose within range, as long as the point is within ten feet of a source of water. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your science save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
9th level Scientific Effects- Spoiler:
Hyperamphetamine (Time Stop) Improvising time: 1 action Range: Self Duration: Instantaneous You have created a chemical cocktail that greatly accelerates your sensory perception and reactivity. You perceive the flow of time to have briefly stopped for everyone but yourself, such if your speed relative to others. No time seems to pass for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move more than 1,000 feet away.
Kill Dart (Power Word Kill) Improvising time: 1 action Range: 60 feet Duration: Instantaneous You have concocted a quick-acting derivative of botulinum toxin that causes sudden muscle spasms in its target, leading to an instant heart attack and death, and a dart gun makes for an easy applicator of this potent venom. Make a science attack against one creature you can see within range. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the target drops to 0 hit points but is stable.
Kinetic Bombardment (Meteor Swarm) Improvising time: 1 minute Range: 1 mile Duration: Instantaneous You set drones to hover in suborbital altitudes, which then deploy as kinetic projectiles. Blazing lances of solid metal plummet to the ground at four different points you can see within range, unleashing kinetic energy in a sudden blast.
Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 force damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The effect damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Plasma Wall (Prismatic Wall) Improvising time: 1 hour preparation time, activated as 1 action Range: 60 feet Duration: 24 hours As long as you have access to sufficient electrical power, you set out plasma field projectors and generate an energetic, shimmering, multicolored plane of light. This forms a vertical, opaque wall up to 90 feet long, 30 feet high, and 1 inch thick centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the creature is incinerated.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you generate the plasma field can pass through the wall without harm by way of electromagnetically-controlled openings in the plasma field. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall exuding seven different wavelength of light as the air ionizes around the plasma stream, which takes the form of what seems to be seven distinct layers of the plasma. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.
1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, ranged attacks can’t pass through the wall.
2. Orange. The creature takes 10d6 force damage on a failed save, or half as much damage on a successful one. While this layer is in place, ranged attacks can’t pass through the wall.
3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the creature is stunned. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the effect ends. If it fails its save three times, it is incinerted. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.
7. Violet. On a failed save, the creature is incinerated.
Tempest (Storm of Vengeance) Improvising time: 24 hour preparation, activated as 1 minute Range: Sight Duration: Concentration, up to 1 minute Using your weather machine (as outlined in Control Weather), you can create more violent localized weather effects. A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this tempest, the storm produces additional effects on your turn.
Round 2 Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3 Six bolts of lightning flash from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Round 4 Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5-10 Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
True Resurrection Improvising time: 24 hours Range: Touch Duration: Instantaneous The arcane medical science studied by such luminaries as Dr. David McGrady and Dr. Seilon have gifted you with the knowledge to return the dead, not to a pale imitation of life, but to true resurrection.
You place a perfectly-preserved corpse that died for any reason except old age into a specially-built, sealed growth chamber. If the creature’s memories and personality imprint are stored and then implanted into the reviving corpse, the creature is restored to life with all its hit points, memories, and personality traits.
This effect closes all wounds, neutralizes any poison, and cures all diseases affecting the creature when it died. The restoration process regrows or heals damaged or missing organs or limbs.
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