
2017 · Sourcebook (rules/options to enhance play)
Arcane Discoveries
This supplement introduces eleven spells for mystics and technomancers, expanding the magic available in campaigns. The spells cover effects such as granting devices artificial personalities, summoning creatures, disguising radiation, warding areas against machines, disrupting mental abilities, and altering weapon technology. A Game Master can determine how these newly discovered spells enter the campaign, whether through ancient computers, forgotten tomes, ruined libraries, or supernatural visions.
Attribute/Stat Based (STR, CON, PER, etc)Dice (Primarily d20)Point Based (allocate points to get skills, powers, etc)
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