If you want to flavor a spell for purely aesthetic purposes without changing its mechanics, it will almost certainly be allowed. If you want to change a spell's mechanics slightly, then you need to work that out with the DM.
Generally speaking, in terms of damage, you will be allowed to switch around damage types that are in the same or lower 'tier':
Pure: Force, Psychic
Energy: Necrotic, Radiant
Elemental: Acid, Cold, Fire, Lightning, Poison, Thunder
Physical: Bludgeoning, Piercing, Slashing, Ballistic, Friction
Note that if you reflavor a higher-tier spell to physical damage, for balance reasons the damage will be treated as nonmagical.
3rd level Conjuration
Casting Time: 1 action
Range: 60ft
Components: V, S, M (a wrench)
Duration: Concentration, up to 1 hour
Classes: Artificer, Inventor, Wizard
You summon a stationary turret attached to a surface in an unoccupied space you can see within range. At the end of each of your turns, the turret can shoot. The turret has infinite ammo, and its attacks count as magical.
If you are within 60ft. of the turret, you can choose its target when it shoots, or choose to use its burst fire attack. Otherwise, it targets the closest creature to itself that it can see, other than you. If the closest creature is within 80ft., it uses a burst fire attack. Otherwise, it makes a single shot. If there are no creatures it can see, it does not shoot.
The turret disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels: When you cast this spell using higher-level spell slots, you can summon more turrets: two with a 5th-level slot, three with a 7th-level slot, and four with a 9th-level slot.
3rd level Conjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (A sample of biological material contained within a small crystal vial worth at least $1000, and suspended within specific alchemical reagents worth $4000, which the spell consumes)
Duration: Instantaneous
Classes: Artificer, Inventor, Wizard
You touch a crystal vial filled with the DNA of one creature, suspended in a unique blend of alchemical reagents. When the spell is cast, all material in the vial is consumed, and the vial fills with stem cells that have the same DNA as the consumed biological material. These stem cells are required for a number of cutting-edge medical treatments, or to grow compatible bioware augmentations.
4th level Illusion
Casting Time: 1 reaction, which you take in response to an unscripted event
Range: Self
Components: V, S
Duration: 8 hours
Classes: Artificer, Druid, Inventor, Wizard
Inspired by certain styles of malware, this spell allows a creature trapped within a magical dream, such as with the Dream spell, to turn the dream around back on itself.
When an event happens that was not intended* by the architect of the dream, you can cast his spell to exploit an opening. When you do so, their Dream magic ends on you, and you become the messenger of your own Dream spell, targeting the creature that designed the dream you are trapped in.
*This generally requires first noticing that you are in a magically created dream, then specifically trying to defy or twist its intention in some way.
5th level Necromancy
Casting Time: 8 hours
Range: Touch
Components: V, S, M (A Medium or smaller construct, made partially with inorganic matter worth at least $5000, integrated with organic matter worth at least $5000)
Duration: Instantaneous
Classes: Artificer, Inventor, Wizard
After spending the casting time tracing magical pathways over a specially built construct, you touch the construct's head. If the target does not already have mental stats, the target gains an Intelligence, Wisdom, and Charisma of 10. The target also gains the ability to speak one language you know. Its physical stats are based on the materials and construction of the body.
In addition, the target gains a brand new soul, and is able to develop a unique personality, feel emotions, and have a will of its own. You do not fully control this construct, but for the first 30 days of its awakening, you have advantage on Charisma checks to influence it. Until these 30 days pass, the target's alignment is True Neutral.
5th level Conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger
You gain the ability to enter and quickly move on solid surfaces between the shadows. You must use 5 feet of movement to enter a surface in dim light or darkness. As part of the move used to enter the surface, you can instantly move up to 500ft along the surface, to a different surface in dim light or darkness. If part of this move brings you across a portion of the surface illuminated with bright light, you appear as a quickly moving shadow. You exit in a spot of your choice within 5 feet of the destination surface, using another 5 feet of movement. If you have no movement left, you appear back where you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a surface.
5th level Necromancy
Casting Time: 1 action
Range: 60ft
Components: V, M (a hunk of living moss and a square of white silk)
Duration: Instantaneous
Classes: Cleric, Druid
You send ribbons of positive energy at one creature you can see within range. If the target is not a construct or undead, it regains 5d12 hit points. If this healing brings them over their maximum HP, they gain the excess as temporary HP, and are Diseased until they no longer have any temporary HP. While Diseased in this way, the target is considered Poisoned, and develops many pus-filled blisters, boils and other abscesses.
If the target is undead, it must make a Constitution saving throw, taking 5d12 radiant damage on a failed save, or half as much damage on a successful one. A target destroyed by this damage immediately begins decomposing, with their bodies quickly consumed by fungus and other various plant life, becoming fertile soil within 1 minute.
8th level Divination (ritual)
Casting Time: 1 minute
Range: Touch or Self (30ft radius)
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Wizard
Choose either a location you are standing in or an inanimate object you touch, and choose a point in time in the past. This time can be a specific date, or relative to a specific event.
If you choose an object, that object appears exactly how it did at the chosen time, and can be interacted with as it could have been at that time.
If you choose a location, you enter a dreamlike state where you are able to walk around in that location as it was at that time. You cannot go more than 30ft away from where you cast the spell, and you cannot interact with the vision. While in this vision, you are blinded and deafened to your own surroundings.
9th level Evocation
Casting Time: 1 action
Range: 60ft
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
You speak a word of power that can turn one creature you can see within range into an icy statue. If the creature you choose has 150 hit points or fewer, it is Petrified, and turns to ice. Otherwise, the spell has no effect.
A mysterious but precious material - magic disconnected from the weave in a raw, stable form. It cannot be created or destroyed, only converted. Residuum resembles sparkling platinum dust, and is a very fine powder: with 1 pound being worth approximately $5,000,000.
Creating permanent magic items requires knowledge of the Enchant Magic Item spell, Enchanter's Tools, material/alchemical components, and residuum worth half the cost of the item. It usually takes multiple castings depending on the desired rarity of the item.
Expendable magic items (other than scrolls or potions) can be created over a short rest without using any spell, if you have proficiency in Enchanter's Tools. Crafting an expendable magic item requires half its price worth of residuum and a scaling Intelligence check based on the item's rarity (Common is DC 10, +5 per tier). If the check fails, the residuum is wasted. Depending on the enchantment, the DM may also rule that certain alchemical or material components are required.
Common: $500
Uncommon: $5,000
Rare: $50,000
Very Rare: $500,000
Legendary: $5,000,000
Common: $50
Uncommon: $500
Rare: $5,000
Very Rare: $50,000
Legendary: $500,000
1st level: $100
2nd level: $500
3rd level: $1,000
4th level: $5,000
5th level: $10,000
6th level: $50,000
7th level: $100,000
8th level: $500,000
9th level: $1,000,000
Common: $125
Uncommon: $1,250
Rare: $12,500
Very Rare: $125,000
Legendary: $1,250,000
5th level Transmutation
Casting Time: 1-9 hours
Range: Touch
Components: V, S, M (see below)
Duration: Instantaneous
Classes: Any
Material Components:
Enchanter's Tools, which the caster must be proficient with
One material or alchemical component per unique effect the magic item will have, each worth at least $100 per rarity tier of the intended item (consumed when the item is created)
Residuum worth half the monetary cost of the intended magic item (consumed when the item is created)
Casting this spell allows you to create a permanent magic item by infusing residuum into an object you touch. Choose a nonmagical inanimate object within range that fits into a 10ft cube. When the spell completes, that object becomes a Common magic item.
This spell takes a number of hours to cast equal to the level of the spell slot used to cast it. When casting it at higher levels to create more powerful items, it takes multiple castings to finish crafting the item, each of which requiring the same item and components, which are consumed only when the enchantment is completed. Casting this spell prevents biological alchemical components from decaying for 24 hours.
A Cursed magic item can be created by casting Bestow Curse on the item immediately after creating it, using a spell slot equal to or greater than the spell slot used to enchant the item. A Cursed magic item binds to the user's skin if it can be worn, cannot be unattuned via distance, and some of its properties may be hidden from the wielder and from divination magic (such as the Identify spell).
To create an Artifact, one must be capable of casting this spell at 9th level, and must acquire many rare alchemical and material components that are almost certainly not currently on the market for any amount of money. What components are required depend on the intended capabilities of the item, as well as DM judgement, but generally you will need multiple powerful reagents from multiple separate planes.
It is possible to recreate the effects of this spell with Wish, as if the spell was cast with an 8th level slot. However, doing so does not remove the residuum requirement.
When casting this spell at 1st-8th level, you can choose to craft almost any magic item from any official WotC sourcebook or a custom item of your own design. If you use this spell to craft a Legendary item, it cannot be one of the specific ones that already exist in an official sourcebook; it must be custom.
If you want to craft a custom magic item, describe the desired enchantment to the DM. The DM may ask for ability or tool checks to craft the item, and will determine the stats and limitations of the item depending on the result of those checks, the level of the enchantment, and the qualities of the provided material/alchemical components.
At Higher Levels: Creating more powerful items requires casting this spell every day for a certain amount of time, using more resources, and higher level spell slots:
1st level: 1 cast, Common
3rd level: 6 casts, Uncommon
5th level: 30 casts, Rare
7th level: 180 casts, Very Rare
9th level: 366 casts, Legendary
3rd level Transmutation (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (Enchanter's Tools, which the caster must be proficient with)
Duration: Instantaneous
Classes: Artificer, Inventor, Wizard
You pull raw magic from an enchanted item, converting it into valuable residuum. When this spell takes effect, one Common or Uncommon magic item you are touching during the casting of this spell disintegrates into 1/10th of the residuum it took to create the item. In addition, you learn the material components that were used to create the item.
This spell can only disenchant a Cursed magic item if a Remove Curse spell or similar is cast on the object during the casting of this spell. This spell has no effect on Artifacts.
Alternatively, this can convert a spell scroll, potion, or expendable magic item into residuum. In those cases, the item disintegrates into residuum worth 1/4 of the residuum cost to create it. If the spell is cast on a potion, you learn the alchemical reagents used to brew it and the method by which it was brewed.
5th level Transmutation
Casting Time: 2-10 hours
Range: Touch
Components: S, M (see below)
Duration: Instantaneous
Classes: Any non-psionic
Material Components:
Calligrapher's Supplies, which the caster must be proficient with
All material components required by the spell you are scribing (consumed upon scribing)
Residuum worth $50 (consumed upon casting), requirement increases when upcast
Casting this spell allows you to scribe a scroll and store a 1st level or lower spell by infusing residuum into ink and parchment. The spell must be one you can cast, and you must have the spell prepared. If the spell is a cantrip, the scroll is treated as if the caster was 1st level.
This spell takes 1 hour to cast, plus a number of hours equal to the level of the spell you are scribing. When casting it at higher levels to create a higher leveled spell scroll, it takes multiple castings to finish crafting the scroll, each of which requiring the same components to be present, which are consumed only when the scroll is completed.
It is possible to recreate the effects of this spell with Wish, as if the spell was cast with an 8th level slot. However, doing so does not remove the residuum requirement.
At Higher Levels: Creating more powerful scrolls requires casting this spell multiple times, using more residuum, using an equal spell slot to the scribed spell:
1st level: 1 cast, $50 of residuum
2nd level: 2 casts, $250 of residuum
3rd level: 4 casts, $500 of residuum
4th level: 8 casts, $2,500 of residuum
5th level: 16 casts, $5,000 of residuum
6th level: 32 casts, $25,000 of residuum
7th level: 64 casts, $50,000 of residuum
8th level: 128 casts, $250,000 of residuum
9th level: 256 casts, $500,000 of residuum
3rd level Transmutation
Casting Time: 1-9 hours
Range: Touch
Components: S, M (see below)
Duration: Instantaneous
Classes: Artificer, Druid, Inventor, Wizard
Material Components:
Herbalism Kit or Alchemist's Tools, which the caster must be proficient with
One or more core alchemical reagents worth at least $50 total, properly representing the effect the potion will have (consumed upon brewing), requirement increases when upcast
One or more core alchemical reagents worth at least $50 total, properly representing the effect the potion will have (consumed upon brewing), requirement increases when upcast
Casting this spell allows you to brew a Common potion, such as a basic Healing Potion, or a potion that recreates the effect of a cantrip or a 1st level spell. It is up to the DM whether the ingredients you have are sufficient for the brewing process.
This spell takes a number of hours to cast equal to the spell slot used to cast it, but unlike Scrolls and Magic Items, requires no extra casts to complete.
It is possible to recreate the effects of this spell with Wish, as if the spell was cast with an 8th level slot. However, doing so does not remove the residuum requirement.
At Higher Levels: Creating more powerful scrolls requires casting this spell multiple times, using more residuum, using an equal spell slot to the scribed spell:
1st level: $25 of residuum, $50 of ingredients, Common
2nd level: $125 of residuum, $250 of ingredients, Uncommon
3rd level: $250 of residuum, $500 of ingredients, Uncommon
4th level: $1,250 of residuum, $2,500 of ingredients, Rare
5th level: $2,500 of residuum, $5,000 of ingredients, Rare
6th level: $12,500 of residuum, $25,000 of ingredients, Very Rare
7th level: $25,000 of residuum, $50,000 of ingredients, Very Rare
8th level: $125,000 of residuum, $250,000 of ingredients, Legendary
9th level: $250,000 of residuum, $500,000 of ingredients, Legendary
Once on each of your turns, if you have advantage on an attack roll against a bloodied creature, you can instead make the attack roll with disadvantage and make a called shot. If the attack hits, you deal normal damage, and you can choose to inflict a Lingering Injury of your choice from the table relevant to the damage type you dealt. The injury must be one of the first three options in the table, unless the attack is a critical hit.
Prerequisite: Proficiency in Driving or Sport Vehicles
When you are driving a land vehicle with the Open property, you can use a Bonus Action to control the vehicle instead of an Action.
Prerequisite: Level 8, Dex 17+
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. This feature doesn't work if your speed is 0.
Prerequisite: Level 8, Con 17+
When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Prerequisite: Level 8, Wis 17+
When you are subjected to an effect that allows you to make a Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Prerequisite: Proficiency in either Alchemist's Supplies or Herbalism Kit, plus proficiency in either Science or Nature
You gain expertise in whichever tool you have as the prerequisite, and proficiency in the other one if you did not already have it. If you were already proficient in both Alchemist's Supplies and Herbalism Kits, you only gain expertise with one of them.
In addition, you learn the spell Brew Potion, and can cast it once per long rest at 1st level without expending a spell slot. This increases to 3rd level at character level 5, 5th level at character level 9, 7th level at character level 13, and 9th level at character level 17.
Prerequisite: Proficiency in at least 1 Artisan tool, plus proficiency in Arcana
You gain proficiency with Enchanter's Tools, if you didn't already have it. If you did, you get expertise instead.
In addition, you learn the spell Enchant Magic Item, and can cast it once per long rest at 1st level without expending a spell slot. This increases to 3rd level at character level 5, 5th level at character level 9, 7th level at character level 13, and 9th level at character level 17.
Prerequisite: Proficiency in Arcana, Religion, or Nature
You gain proficiency with Calligraphy Tools, if you didn't already have it. If you did, you get expertise instead.
In addition, you learn the spell Scribe Scroll, and can cast it once per long rest at 1st level without expending a spell slot. This increases to 3rd level at character level 5, 5th level at character level 9, 7th level at character level 13, and 9th level at character level 17.
+1 Karma
Choose one permanent injury from the lingering injury tables. You can take this flaw multiple times with different injuries for more karma.
+1 Karma
You have trouble falling asleep, and seldom feel well-rested. Long rests take 2 hours longer for you, and short rests take 30 minutes longer for you.
+1 Karma
You are a huge fan of an uncommon race, and wish you were born as a member of that race - to the point that you have modified your body to resemble one. You have advantage on Deception and Performance checks to pass as a member of your favored race, but real members of that race will be able to pick you out as fake instantly. You have disadvantage on Persuasion checks against anyone who has seen through your disguise.
+1 Karma
A bad experience when you were younger made you terrified of something. Whenever you see anything that reminds you of it, you must succeed on a DC 15 Wis save or be Frightened until it leaves your line of sight.
+1 Karma
You have a microchip with a tracking device embedded under your skin. This microchip allows your GPS location to be tracked at all times be whoever implanted the chip (and possibly by hackers). Generally this chip is only given to high-priority targets or targets an organization feels it needs to be able to track, such as criminals. If implanted by a government agency, removing this chip or purposely restricting its ability to transmit data is a crime.
+1 Karma
You are reaching the end of your race's natural lifespan, and your age is beginning to show. You start with a -1 penalty to your Strength, Dexterity, and Constitution, but a +1 bonus to one mental stat of your choice. This feature cannot be taken by races that don't age, like Warforged.
+2 Karma
You have 1-3 people who depend on you for their income. You must provide them enough money on a monthly basis for them to live, or else they will end up homeless.
+2 Karma
Choose three related skills you are not proficient with. You automatically treat every ability check you make involving those skills as a natural 1. If you attempt to Help someone else with an ability check involving one of these skills, they have disadvantage instead of advantage.
+2 Karma
If you have less than half your hit points, you have disadvantage on ability checks and attack rolls.
+2 Karma
You have a crippling addiction to a controlled substance. You cannot benefit from a short rest without consuming this drug. You gain a level of exhaustion for every 24 hours that passes without consuming it. You cannot remove this exhaustion by taking a long rest; you instead lose this exhaustion when you next consume your substance, or when the addiction is cured by a Lesser Restoration spell or similar.
+2 Karma
You have disadvantage on Constitution saving throws against Disease and Poison, and vulnerability to Poison damage.
+2 Karma
You have an irrational emotional attachment to a weapon or other piece of gear, and will always refuse to give it up even when presented with a 'better' option. If the item is ever temporarily not on your person, you have disadvantage on all ability checks until you get it back. If it is destroyed or irretrievably lost, you gain a form of indefinite madness.
+3 Karma
You are cursed with horrible luck - things very seldom go as you planned or wanted. Three times per session, the DM can force you to reroll an ability check, saving throw, or attack roll, before the result of the roll is decided. Incompatible with the Lucky feat.
+3 Karma
When initiative is rolled, you are always considered Surprised during the first round. Incompatible with the Alert feat.
+3 Karma
You have a binding code of honor when it comes to killing members of a specific group. Choose a specific group that you will not kill or allow others to kill. When you make an attack roll or cast a harmful spell against a creature that belongs to your chosen group, you must first make a DC 15 Wisdom saving throw. On a failed save, you must choose a new target or lose the attack or spell. On a success, the attack is automatically treated as nonlethal if it can be. When you see another creature attempt to kill a member of your chosen group, you must again succeed on a DC 15 Wisdom saving throw or become Hostile to that creature. You automatically succeed on these saving throws if using nonlethal lightning, psychic, or bludgeoning damage.
+3 Karma
You don't get along with technology. Whenever you make an ability check to use any reasonably complex electronic device, you automatically fail if you roll below a natural 10, usually by way of a particularly weird glitch. Note that this is a negative quality - you cannot use this feature to damage an opponent's high-tech equipment just by touching it. Anything you attempt to sabatoge using only gremlins will function flawlessly. (Obviously, you can try any ordinary means of sabotage, but gremlins will haunt your efforts.)
+3 Karma
Your death is inevitable, only being a matter of time. It may be anything from a fatal disease to a bomb implanted in your skull, but no matter the source, death could arrive at any moment. At the beginning of each campaign session, the DM rolls 3d6 in secret. If all three dice are the same number, then at some point during that game session, at the perfect dramatic moment, you die.
If you take this anti-feat for a oneshot character, the DM instead flips a coin at the beginning of each session to determine whether you will die.
+3 Karma
You are so addicted to the amenities of modern life that you cannot live without them. You cannot benefit from a long rest unless that rest was taken in an establishment at least suitable for a Modest lifestyle. If attempting to rest with a Wretched lifestyle, sleeping does not even stave off exhaustion.
The presence of magic in the world has created many unique materials that could not exist without it. Creating weapons or objects out of these materials changes their properties and sometimes gives them new abilities.
Some of the items that can be crafted with these materials are listed as magic items in the DMG. Within this campaign, these items are not considered magic items, and cannot be created through enchantment or purchased using standard magic item prices.
Adamantine is a dense metal with supernatural strength. It is not inherently magical, but forms as a result of magical essence present deep underground combined with extremely high pressure. Adamantine is twice as dense as steel, but many times stronger, and has a much higher melting point.
Ammunition or melee/thrown weapons made of adamantine have the Siege property, ignore damage reduction and damage resistance from armor, and ignore all cover that is not also made of adamantine. Attacks with such weapons against inanimate objects and vehicles automatically crit if they hit. Adamantine weapons do not get any special benefits against magical or partially magical Constructs.
Adamantine can also replace the steel or carbon fiber present in some armor types. When wearing armor that has been augmented this way, any critical hit against you is reduced to a normal hit unless the attack was with an adamantine weapon. In addition, any damage reduction or resistance attached to your armor cannot be bypassed by non-adamantine armor piercing rounds.
Smithing equipment from adamantine is more difficult than normal metals, due to its high melting point. The process requires a specially constructed forge that can get hot enough to melt the metal, and access to fire resistance so that the smith can survive the process.
Objects made from or augmented with adamantine have resistance to all damage and weigh twice as much as their normal counterparts. Pure adamantine sells for $1,000 per pound, and each object augmented with adamantine has its price increased by $500 times its (final) weight in pounds.
Adamantine equipment is more common in Dwarven cultures than anywhere else.
Mithril, also called 'moon-steel', is an innately magical metal that can only be found in certain areas of the world. It appears when seismic activity uproots ores that formed within magical wells and exposes them beneath a full moon. Mithril is stronger than steel, but much lighter, and has various magical properties, such as glowing in the moonlight.
Ammunition and melee/thrown weapons made of mithril will deal 1d6 extra radiant damage under a full moon. In addition, any shapechanger hit by such a weapon must make a DC 13 Con save or be prevented from transforming until the end of their next turn.
Mithril items glow faintly in the moonlight. Armors made of mithril or with mithril as the primary protective component ignore strength requirements, and count as one type lighter than normal. For example, Reinforced Body Armor that is reinforced with mithril instead of steel and carbon fiber would be considered Light Armor. Similarly, a Steelcloth outfit that has mithril instead of steel would not even require armor proficiency to use effectively.
Pure mithril sells for $5,000 per pound. Each object made of or enhanced with mithril is half as heavy, and has its price increased by $2,500 times its (final) weight in pounds.
Mithril items are more common in Elvish cultures than anywhere else.
Silver is a precious metal that naturally absorbs and channels magical energy. For this reason, it has historically been used as a (relatively) cheap way to bypass certain monsters' magically enhanced durability.
Ammunition and melee/thrown weapons that are made of or augmented with silver bypass resistance or immunity to damage from nonmagical weapons.
Pure silver costs $50 per pound. Each weapon made from or augmented with silver has its price increased by $25 times its weight in pounds.
Orichalcum is an extremely rare metal that is infused with magical energy left over from the spellplague. It is about as strong as steel, but has a number of very potent magical properties. Its full capabilities are still not yet fully understood, but its most important property is that of being a room temperature superconductor. This makes it an extremely vital component of bleeding edge technology, and possibly one of the most important materials in the future of modern science.
Weapons and armor made from orichalcum have properties that vary wildly. Refining orichalcum into a form that can be used to create stable energy cells requires extremely specialized equipment and knowledge.
Raw orichalcum costs $10,000 per pound, and refined orichalcum costs $40,000 per pound.
Lead is an extremely dense metal. It occurs naturally and is mined heavily, but can also be manufactured alchemically in a laboratory setting. It has many industrial uses, but its most common use is due to its natural antimagic properties.
Lead cannot be enchanted, and does not allow spells or other magical effects to pass through it. If an object or creature has full cover made of lead on all sides, they cannot be detected by any divination magic nor targeted by spells or other magical effects originating from outside the cover.
Armor augmented with lead grants advantage on saving throws against spells and other magical effects, though if the armor set does not include a helmet, this only applies to Str, Dex, and Con saves.
Melee weapons and ammunition made of lead ignore magical effects that would block or decrease weapon damage, such as the Shield or Blade Ward spell. However, lead is annoyingly malleable, which means it cannot be used to make an effective slashing or piercing weapon.
Using lead as a primary antimagic defense has two large downsides, however. First, it tends to be very heavy. Second, it is extremely toxic to humanoids when exposed over long periods of time. After a cumulative week of a humanoid being consistently around or in contact with lead, they have to make a Con save every day. On a failed save, they are considered Poisoned. This can be cured by a Lesser Restoration spell, or by avoiding lead for one month plus the amount of time the humanoid has been in contact with lead.
Pure lead sells for $10 per pound. Any Medium or smaller object augmented with lead weighs 4 times as much, and has its price increased by $5 times its (final) weight in pounds.
Large or larger objects augmented with Lead are calculated differently. A 5ft x 5ft x 1mm sheet of lead weighs about 50lbs, and costs $500. Lining a Large or larger container requires enough sheets to coat the entire inside surface area of the container.
(Note: most normal bullets do have small amounts of lead in them by default, surrounded by a jacket made of another material such as copper or brass. This is a small enough amount that it does not prevent them from being enchanted, unless the entire bullet is made of lead.)
Armor, Weapons, Adventuring Gear, and Cyberware/Bioware are presented with better formatting in GMBinder than what I can achieve with Google Sites.
Vehicle statblocks are presented with better formatting in GMBinder than what I can achieve with Google Sites.
In the modern world, addiction is rampant - both to simple pleasures sold by corporations, and to illicit substances, the trade of which is controlled by many world governments.
This is not an exhaustive list; just some of the common street drugs being sold on the black market on Prima.
Each of these drugs is highly addicting. Taking it too often will cause one to gain the Crippling Addiction anti-feat, and potentially other damaging health issues as well.
These drugs must be digested to have an effect.
Stims. Stimulants increase endurance, allowing the user to stay alert for longer periods. The effects last between 1-4 hours. Side effects include mental delusions and hallucinations, and insomnia in the long term.
While in effect, the user has advantage on Constitution saving throws to stay awake for 1d4 hours, and cannot magically be put to sleep.
One dose of stims costs $250.
eX. eX is a powerful aphrodisiac that also increases sensitivity to stimulations. The effects can last anywhere from 10 minutes to 1 hour. Side effects include reduced reasoning ability, and depression in the long term.
While in effect, the user has advantage on perception checks relying on touch, and has disadvantage on Wisdom saving throws.
One dose of eX costs $300.
These drugs must either be snorted, or burned and inhaled to have an effect.
Blue Glass. Blue Glass is a hallucinogenic. It was originally developed as a biological weapon. The effects last between 2-8 minutes. Side effects include catatonia and potentially permanent madness.
When smoked or snorted, the user gains the ability to see into the Border Ethereal, but also hallucinates random creatures and objects that aren't there. In combat, the user must make a DC 15 Con save at the start of their turn or be Stunned until the start of their next turn. The drug wears off after 2d4 minutes.
Suude. Suude is an extremely expensive drug, made from crystallizing pure residuum. It's also one of the most dangerous, causing wild magic surges and overloading the user's arcane capacity. Its duration and side effects are completely random and unpredictable.
When smoked, Suude restores 1 spell slot of 5th level or lower, and the user rolls once on the Wild Magic table. The user is considered both the caster and the target for the purposes of this roll.
One dose costs $5000.
These drugs must be injected directly into the bloodstream to have an effect.
'Dorph. Designed as a combat drug and painkiller, endorphins reduce pain and stress. The effects last for 10-20 minutes. Side effects include sluggish reflexes, and potentially permanent nerve damage in the long term.
When injected, the user gains 2d6 temporary hit points, and has disadvantage on Dex saves. The drug wears off after 10+1d10 minutes.
One dose of 'Dorph costs $150.
Black Lace. A military-grade version of 'Dorph which imparts euphoria, adrenal rush, and invulnerability to pain. The effects last for 20-30 minutes. Side effects include poison damage and, in the long term, could lead to fatal nerve damage.
While in effect, the user gains 4d6 temporary hit points, and effectively has the Severe Nerve Damage lingering injury. The drug wears off after 20+1d10 minutes, at which time the user takes poison damage equal to what they rolled for their temp hp.
One dose of Lace costs $750.
At birth, every citizen is granted a System Identification Number (SIN). This acts as their national ID number, and is tied into everything they do. Government databases use this number to track everything you are and everything you do. They keep a record of your DNA, physical description, employment history, every official transaction you've ever done, and much more.
This record defines who you are in society. Without one, you are only able to make small, inconsequential purchases from public stores, and must make them in-person.
For people without SINs, or for people whose SINs are unusable due to debts, crimes, or stalkers, some criminals sell fake IDs. These range on a sliding scale of quality and price, and are not generally easy to find without criminal connections.
Fake ID. Just the card. It won't scan, as it's not even tied to a SIN. Good enough for a teenager to get into a low-end bar, but not much else. Costs $100.
Stolen ID. Someone else's identity. Good enough to use their resources for a short time, though any real background check will likely not end well. Costs $500.
Fake SIN. A new fake identity created specifically for you to use. Good enough to prove you exist and appear as a functioning member of society, but it doesn't have any real history, so it won't hold up to heavy scrutiny beyond basic credit and background checks. Costs $1,000.
Fake SIN + history. A new fake identity, with falsified but plausible records. Good enough to fool most cursory background checks even upon close inspection. Costs $5,000.
Fake Military SIN. A fully fleshed out SIN that has a government or corporate security clearance associated with it. The higher the clearance, the more likely you are to get found out when you try to use it. However, for civilian purposes, this is nigh indistinguishable from a real SIN. Costs $10,000.
Permits are required in order to legally use certain restricted items and magic. Permits must be purchased for $50 each, and each requires you demonstrate proficiency. Some permits also require certain status within society, such as being in the military.
If you wish to tie a permit to a low-end fake SIN, or if you do not meet the requirements for a permit, there are criminals that make a living creating fake permits. Each fake permit is $200.
Small Arms License. Required to legally purchase and openly carry small firearms in public. Requires proficiency in Pistols and/or Revolvers.
Concealed Carry License. Required to legally carry concealed small firearms in public. Requires proficiency in Pistols and/or Revolvers.
Hunting License. Required to legally purchase and own large non-military grade firearms, such as hunting rifles and shotguns. Also required to be legally allowed to hunt animals. Requires proficiency in at least one firearm, and proficiency in Survival.
Assault Weapon License. Required to legally purchase, own, and open carry military-grade weapons. Requires proficiency in Martial Weapons, and employment either in the military or a private security company.
Explosives License. Required to legally own and detonate explosive devices. Requires proficiency in at least 1 weapon with the Explosive property, and employment either in the military or a private security company.
Driver's License. Required to legally operate a road vehicle manually. Requires proficiency in Land Vehicles.
Pilot's License. Required to legally operate a flying vehicle manually. Requires proficiency in Air Vehicles.
Boating License. Required to legal operate a sea vehicle manually. Requires proficiency in Water Vehicles.
Evoker's License. Required to legally practice Energetic and Pure Evocation magic. Requires proficiency in Arcana. If your SIN record flags you as a Sorcerer, you are considered armed and dangerous by the police at all times if you do not have this license, even if you cannot cast any Evocation spells.
Necromancy License. Required to legally practice Necromancy. Requires proficiency in Arcana.
Enchanter's License. Required to legally practice Direct Enchantment magic. Requires proficiency in Arcana.
Biotransmuter License. Required to legally practice Mutation magic. Requires proficiency in Arcana.
Sin Check License. Required to legally access the official SIN database. Requires a government job or a valid excuse to be legally allowed to perform background checks.
Only two new "modern" skills have been added to the game for now: Computer Use and Science.
Covers all areas of computer literacy - office programs, phone apps, operating systems, command line, etc.
Hacker's Tools are required for anything beyond the most basic attempts to bypass a security system.
On every class skill list except Druid.
For simplicity's sake, this covers all branches of science (physics, biology, chemistry, etc).
On the class skill list for Artificer, Inventor, Bard, Cleric, Monk, Psion, Rogue, Warlock, and Wizard.
There are two tool sets that don't exist anymore in this setting: Tinker's Tools and Land Vehicles.
Land Vehicles has been split into Sport Vehicles, Mounted Vehicles, and Driving Vehicles.
Tinker's Tools have been split into Mechanic's Tools, Clockwork Tools, and Electronics Tools. For the sake of your sanity, because I'm adding this so late in the game, I'll allow your already-made characters to have proficiency in all three of these for free if they had Tinker's proficiency beforehand.
Besides those, there are a few new toolsets added.
A collection of hardware and software that can be used to help gain unauthorized access to a computer system. Can be taken instead of Thieves' Tools on a Rogue or Artificer, or with a background like any other toolset.
Cost per set: $100
Tools required for working on large machinery, such as vehicles or industrial equipment.
Cost per set: $250
Tools required for working on small machinery, such as clocks or firearms.
Cost per set: $100
Tools required for working on electronic equipment, such as computers or robots.
Cost per set: $150
Proficiency in controlling small, manually-powered vehicles, such as skateboards, scooters, or bikes. For simplicity's sake, no distinction is made between types of vehicle.
Proficiency means you would be able to get a driver's license. Due to the widespread adoption of self-driving vehicles, the ability to drive is not necessary in the modern world. For simplicity's sake, no distinction is made between types of vehicle.
Proficiency in controlling a living mount, such as a horse. For simplicity's sake, no distinction is made between types of animal.
Proficiency in flying planes, helicopters, and similar aircraft. For simplicity's sake, no distinction is made between types of aircraft.
A set of tools designed for infusing residuum into physical objects and disenchanting magical items.
Permanent magic items can only be enchanted with the spell Enchant Magic Item, for which Enchanter's Tools are a required material component.
You can use these tools over a short rest to create a single temporary magic item, that loses its magic after a single use, such as magical ammunition. Crafting it this way also requires an Intelligence check with the Enchanter's Tools. If the check fails, the residuum is wasted. The residuum cost of creating such items, as well as the DC of the check to do so, depends on the quality of the item in question:
Common: $25 of residuum, DC 10
Uncommon: $250 of residuum, DC 15
Rare: $2,500 of residuum, DC 20
Very Rare: $25,000 of residuum, DC 25
Legendary: $250,000 of residuum, DC 30
For simplicity's sake, no distinction is made between genres, though certain games may also draw from different proficiencies (e.g. shortswords in beat saber, instruments for rhythm games, etc).
Some items in the modern world can only be crafted by a very specific process, requiring specialized equipment. These tools are generally based on multiple toolsets, but often have one specific component that is more important than the rest. Because of this, they can be operated with only proficiency in the primary toolset required. However, designing and building industrial machines such as these require proficiency in all relevant tool sets, plus Mechanic's Tools.
Large industrial factories usually have many of these machines set up in one location, operated primarily by a computer control system that was programmed by someone proficient both in Computer Use and the relevant primary tool. Repair technicians are usually on hand in case any machine breaks.
Any set of tools can have a modern industrial equivalent to mass-produce items. These tools are a huge up front investment, but pay returns later through profits from enterprise-scale manufacturing. Alternatively, you could get your hands on these in a less scrupulous way, and be able to make stuff for yourself and close friends very efficiently.
Each Factory Line is able to make the same kinds of items as the basic form of their tools, but can make these items 10 times as fast, and requiring half the usual material cost (which is already half the full cost).
For example, consider a Textile Mill - a factory equivalent of Weaver's Tools. Ordinarily, a person proficient in Weaver's Tools could make $100 worth of clothing per workday, spending 50$ in materials. A single Textile Mill could make $1000 worth of clothing per day, spending $250 on materials.
Primary Tool: Any
Cost: $1,000x the normal tool's cost
Adamantine is very similar to steel, and thus the tools required to shape and forge adamantine are very similar as well. Where things get tricky is temperature: adamantine has a much higher melting point than most other metals, so it requires much higher heat to work than steel, which requires specific alchemical heat sources. Just being near an adamantine forge for a minute or two is enough to get severe burns unless you have some form of fire protection.
Primary Tool: Smith's Tools
Cost: $5000
While testing basic electronic components can be done with a cheap breadboard, creating actual computer hardware requires specialized machinery to embed tiny metal wiring within silicon circuitboards.
Primary Tool: Electronics Tools
Cost: $30,000
Weaving Kevlar requires synthesizing a chemical fibreglass compound in liquid form, then extruding and twisting it into fibers, that are then woven into fabric.
Primary Tool: Weaver's Tools
Cost: $15,000
Extracting residuum from an arcane node requires a specific machine that doubles as a very rare magic item. When set up in a location with inherent magical energy, This machine will slowly drain the magical essence from the node, refining it into powdered residuum at a rate of 0.02 lbs per day (50 days per pound, per extractor).
Primary Tool: Enchanter's Tools
Cost: $750,000
Refining orichalcum is a dangerous process, which requires a combination of multiple weak magic items, lead equipment, and many dangerous chemicals. Casting spells or using high-power magic items near raw orichalcum is not recommended. For every 2 pounds of raw orichalcum processed, this machine can produce one 1lb ingot.
Primary Tool: Alchemical Tools
Cost: $50,000
Once orichalcum has been refined into a stable state, it can then be used to craft energy cells, as well as special weapons and devices that are at the forefront of modern technology.
Primary Tool: Clockwork Tools
Cost: $200,000