Earthdawn (Emergence Era)

From Shadowrun
Jump to navigation Jump to search

Magic

Each of a character's spells or adept abilities is embodied in an astral construct, as is the astral form of a magic item. These astral constructs can be damaged, including as a cost on an attempt to use an ability. Using a damaged construct inflicts the injured penalty (-1) to relevant rolls, as well as exposing the character to more serious twists and costs (e.g., an astral injury influencing all magical ability, igniting an astral beacon that draws attention). Repairing a damaged construct requires an extended rest.