WADE Manual

by Vampocolypto

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W.A.D.E. Manual

Introduction

The W.A.D.E, or Weave Assistant Dispersion Emitter, is a device that comes in many forms, and assists those otherwise unable to use the Weave in their endeavors. That being said, it can still be used by those with access to the Weave, and will be more easily understood by those with a good grasp of casting to begin with. This beginning of this document serves as a basic explanation of device functionality; the latter part going over possible Effects, Special Effects and pre-built spells for convenience.

Usage

To begin using a WADE, its user must go through a process of integration, where the WADE and user will sync with each other; otherwise known as Attunement. This process takes roughly one hour, and upon completion, only the Attuned user will be able to operate the WADE. Ways of undoing this Attunement include the user breaking the link, or death of the user. One user may have any number of Attuned WADE's, but doing so is largely unnecessary, as all created caster data can be used through one WADE.

Variety for Function

When purchasing or constructing a WADE, its form will generally be an aid to its function. For example, a WADE made to have the basic shape of a gun will most likely be suited to attack magic, as pointing and 'shooting' will be the easiest method of spell activation. Other examples are bracelets, amulets, gauntlets or even headbands. Ultimately all WADE's can be used for all magic, but are limited by how their user can use them; touching a headband to let off a firebolt would not be the optimal outcome, and as such, using a spell through a WADE which does not have the correct form will not allow the spell to be applicable to extra attack. A table can be found below which outlines such forms.

Form Suited Spell Type
Gun Attack
Gauntlet Any
Shield Defensive
Trinket Non-attack
Headband Self-target
Melee >20ft Range
Outfit Non-attack

Do take note that there are always special case scenarios, and so this is a general ruleset, not a definitive one. A WADE can also be fitted into existing equipment for ease of use, if its user prefers not to have it as a separate object.

Spell Creation

To begin with spell creation, a user requires an Attuned WADE with at least one memory slot free, the rest is up to the user to interpret. The spell creation begins with choosing a Target of the spell, which generally aligns with the type of WADE that the user is Attuned to.

Spell Storage

All spell data can be stored locally on the WADE for your convenience, though this is usually limited to 10 spells with the default or single storage crystal. That being said, casters may decide to instead keep their spells in their own memory. Doing so has its benefits, as you can transfer between WADE's without any hindrance, but the mind has its limits as well. You can only have a number of WADE spells memorized equal to the user's INT Modifier. With discretion, spellcasters or psicasters may be given the option to add these spells to their class known spells, instead of this method of storage.

Spell Deep Storage

For those who are further limited by the constrains of the normal spell storage methods, there is spell deep storage. Deep storage involves integrating spell data into the subconscious, for later access. Spell deep storage requires at least 10 minutes of Concentration with an Attuned WADE for each spell stored, and there can be a maximum stored up to the user's INT Modifier (minimum of 1) x Proficiency Modifier. Spells stored in this manner can still be used normally if they are also stored within the users memory or WADE, but this serves as a more permanent backup method. It takes at least 10 minutes to transfer or copy a spell from deep storage to an Attuned WADE or to memory, provided there is enough space.

Spell Components

Spells are made up of two main components, which are known as Targets and Effects.

Spell Table

Tier Spell Level Component Slots Modifier Slots Hours to Create
0 Cantrip/0 3 1 1
1 1st 4 2 2
2 2nd 5 3 4
3 3rd 6 4 5
4 4th 7 5 7
5 5th 8 6 8
6 6th 9 7 14
7 7th 10 8 15
8 8th 11 9 21
9 9th 12 10 27

The above is a table detailing most aspects of what you can find in a Spell. The minimum Spell Slots required to use each Effect Tier, and the Spell Slot they will require for casting.

Targets

Targets decide what the Spell will attempt to apply its effects to, if the Spell does not meet its target requirements after activation, it will do nothing to save the user their slots.

Target Entity: Spell targets a single entity within range of the Spell. It's user chooses this Target at Spell activation.

Target Self: Spell targets its current user with Spell's effects.

Target Link: Spell targets another WADE it is linked to upon creation, sending its effects through that WADE instead. The link can be made with 10 minutes of concentration, though both WADE's need to be attuned to, and be within 30ft of each other for the link to be successful. WADE's have to be within 60ft of each other for the activation to work.

Spell Effects

The following is a list of Spell Effects that users can create Spells with, and combine in any manner you wish. Spells created with different Tier Effects will alter their cost to that of the average Effect level; if you have a Tier 3 and a Tier 1 Effect in a Spell, the cost would be that of a level 2 spell. Spells with adjacent Tier Effects will take the highest cost; a Tier 3 and Tier 2 Effect would cost as much as a Tier 3 Effect. Over time Effects do not stack damage the more you use a Spell on a target, but it does reset the duration timer to the beginning.

Simple Effects

*Simple effects are effects that can be activated in a Spell with no cost. As such, it is common to see weaker Spells with these effects having no cost entirely.

Shape: Spell reshapes Target within 15ft of the user to whatever shape its user activating the Spell wishes. This cannot be used to create complex objects. The Spell takes 30 seconds to shape the material, and magical or sentient Targets are not effected. The maximum size of this Target is 5ft. Each Effect level after this increases the maximum size by 5ft.

Warm/Cool: Spell warms or cools up to 5ft of its Target. Each effect level after this increases the maximum size by 5ft.

Fire: Spell creates a single blast that deals 1D8 fire damage upon contact, and 1d4 damage at the end of the object/creatures turn for two rounds thereafter, unless it is snuffed as an action, with water or with other healing. Each effect level after this increases the damage by 1d8 and 1d4 respectively, and increases the damage over time duration to two extra rounds, maxing out at 6 rounds.

Cold: Spell creates a flash freeze that deals 1d8 cold damage upon contact, and reduces the targets movement speed by 15ft for one round. The Target can make Constitution Saving throw at the beginning of each of its turns, ending the effect on a success. Each effect level after this increases the damage by 1d8, the movement speed reduction by 15ft and the movement speed reduction duration to one extra round, maxing out at 5 rounds.

Acid: Spell causes a small burst of potent acid, dealing 1d6 acid damage on contact and 1d8 acid damage at the start of that creatures next turn. Each effect level after this increases the damage by 1d6 and 1d8 respectively.

Poison: Spell causes a potent poison to affect the affected. The affected must make a Constitution Saving throw, taking half damage, rounded down, on a Success. On a fail, the affected takes 1d4 poison damage upon contact, and 1d4 poison damage for 3 rounds thereafter. Each effect level after this increases the damage by 1d4 initially and over time, increases the damage over time duration by three rounds, maxing out at 9 rounds, and increases the DC by 2.

Lightning: Spell causes the Target to take 1d4 lightning damage on contact, and causes vulnerability to the next lightning attack the Target may receive in the next round. Each effect level after this increases the initial damage by 1d4, and increases the amount of attacks the target is vulnerable to in the same round by 1, maxing out at 3 attacks.

Thunder: Spell causes a blast of sound, dealing 1d8 thunder damage on contact, and causing anything affected to be deafened for one round. Each effect level after this increases the damage by 1d8, and increases the deafening to one extra round, maxing out at 5 rounds.

Gust: Spell emits a burst of pressurized wind that knocks any creature prone on a failed Strength Saving Throw. Creatures of the Large size and larger are unaffected. Each two effect levels after this increases the maximum size category by 1.

Intermediate Effects

Intermediate Active Effects require at least a Level 1 Spell to be used

Minor Amplification: Spell infuses the Target with entropic energy. This Spell makes the Target become magical in terms of overcoming resistances, and gives the Target an extra 1d4 damage of a chosen element. For each time the Spell deals damage, the Target takes 2 points of the same damage type. Each effect level after this increases the damage dealt by 1d4 and the damage taken by 2.

Ensnare: Spell traps the Target in fabricated chains. The Target must make Strength or Dexterity Saving Throw, or is considered grappled. This Effect lasts one minute. As an Action on each of its turns, the target can make a Strength Saving throw, ending the Effect on a success.

Shield: Spell causes a force barrier to form around the Target of the Spell, protecting anything inside from external damage. The barrier has 6 HP, and lasts for 1 hour or until broken. Each effect level after this increases the barriers HP by 6.

Mend: The Spell mends 2d4 HP of nonliving Targets. Each effect level after this increases the HP restored by 2d4.

Transmute: Spell allows for the conversion of materials into others of the same material value. The maximum value for this is 10GP, the maximum size of the Targets is 5ft, and the materials must must be within the Spell's range. Each effect level after this increases the maximum gold value transmuted by 10GP, and the maximum size of Targets by 5ft.

Disassemble: Spell allows for complex or alloyed materials or objects to be disassembled into their component products; this Spell cannot Target sentient entities. For example, a steel sword may be separated into iron, coal and leather, or into the blade, grasp and pommel. The materials must must be within the Spell's range. The maximum size of Targets to be disassembled is 5ft. Each effect level after this increases the maximum size of Targets by 5ft.

Reinforce: Spell hardens its Target, giving it 25% more maximum HP. This can only effect 5 square foot of material, and cannot effect sentient Targets. Using this effect more than once gives diminishing returns, with each new level being 5% worse in HP increase. (3 levels of this effect would be a 60% increase in material HP, 5 would be 75%); Each effect level after this increases the maximum size of area affected by 5ft. This Spell lasts until dispelled.

Speak: Spell allows its user to speak to the Target with telepathy. This effect lasts for one hour. Should the target be unwilling, it can make a Wisdom Saving Throw at the beginning of each of its turns, ending the Effect on a Success. Each effect level after this increases the duration by one hour.

Teleport: Spell teleports its Target to a place that this spell was previously cast at by the user, of which the user specifies when the spell is cast.

Cloak: Spell gives up to 5ft of its Target invisibility. The Target, and anything attached to the Target meeting the size requirements, are considered invisible for 30 seconds, or until anything hits or is hit by something that is invisible. Each effect level after this increases the maximum area cloaked by 5ft, and the duration by 30 seconds.

Advanced Effects

Advanced Effects require at least a Level 3 Spell to be used

Assemble: Spell allows for the creation of a objects the user knows how to make. All the materials required to make the object must be within the Spell's range. This process takes 30 minutes per 5ft of object created, -5 minutes per non-entity Target on the spell. The maximum size of the objects created is 5ft. Each effect level after this increases the maximum size by 5ft.

Modifiers

Spell modifiers affect Spells in special ways, this allows for Spells to gain further versatility without the need of changing their core components.

Range Extend: The Spell gains a range of 30ft per modifier level. This modifier can be applied any amount of times.

Keen: Sharpens the effect like an sword, Spells gain half of any initial effect damage, rounded down, dealt instead as magical slashing damage. Cannot be used in conjunction with the Blunt or Pointed Modifiers. This modifier can only be applied once.

Blunt: Broadens the effect like an bat, Spells gain half of any initial effect damage, rounded down, dealt instead as magical bludgeoning damage. Cannot be used in conjunction with the Keen or Pointed Modifiers. This modifier can only be applied once.

Pointed: Focuses the effect like an spear head, Spells gain half of any initial effect damage, rounded down, dealt instead as magical piercing damage. Cannot be used in conjunction with the Blunt or Keen Modifiers. This modifier can only be applied once.

Decay: This modifier causes Spells to deal 1 Necrotic damage per Spell Component and Modifier to the user, turns any effect damage the Spell may deal into Necrotic damage, and makes the Spell deal an additional 1 Necrotic damage per Spell Component and Modifier. Cannot be used in conjunction with the Deify Modifier. This modifier can be applied any amount of times.

Deify: This modifier causes Spells to deal 1 Radiant damage per Spell Component and Modifier to the user, turns any effect damage the Spell may deal into Radiant damage, and makes the Spell deal an additional 1 Radiant damage per Spell Component and Modifier. Cannot be used in conjunction with the Decay Modifier. This modifier can be applied any amount of times.

Throttle: This Modifier halves the damage and/or duration of Effects in the Spell, rounded down, but also halves the spell slot cost of the Spell, rounded down. This Modifier cannot be used in spells without damage. This modifier can reduce a duration to nothing if it is becomes shorter than one round. This Modifier cannot remove the cost of Spells that have one. This Modifier can only be applied once.

Overclock: This Modifier doubles the instant damage of the Effects in a Spell, but removes any other Effects they may have, including damage over time. This also increases the cost of the Spell by one level, and cannot be used with level 9 spells. This modifier can only be applied once.

User Lock: This Modifier makes it so that a Spell is restricted to certain users, of which can be changed by the original user at any time. This modifier can only be applied once.

Shared Burden: This Modifier allows for user to use lower level spell slots to activate a higher level Spell, or for multiple entities to activate the same Spell together, sharing the cost. The Spell's slot cost is 150% of the original if used without the correct level slot, and all supporting entities have to be within 10ft of the user for slots to be shared. For instance, this allows a level 4 Spell to be cast using 6 1st level spell slots, from up to 6 different entities. This modifier can only be applied once.

Duration Preference: This Modifier makes it that all duration Effects in the Spell are considered one level higher, but instant Effects are considered one level lower; with the possibility of removed instant Effects. This cannot be used in Spells that do not have at least one Effect with duration. This modifier can be used a number of times equal to the amount of duration effects the Spell has.

Instant Preference: This Modifier makes it that all instant Effects in the Spell are considered one level higher, but duration Effects are considered one level lower; with possibility of removed duration Effects. This cannot be used in Spells that do not have at one least Effect with duration. This modifier can be used a number of times equal to the amount of duration effects the Spell has.

Desperation: This Modifier gives Spells the ability to function even in anti-magic environments. Should the Spell be affected by a dispel magic or similar effect after creation, it will generate a localized portion of Dark Weave around itself to use as fuel. This uses up 5 x slot level with a minimum of 5 HP of the user to cast, instead of spells slots. This Modifier can only be applied once.

Segment Rearrange: This Modifier makes it so that a Spell's modifiers can be changed. This process takes 10 minutes per Modifier changed. If the Segment Rearrange modifier is replaced with another Modifier, the changes occur only after 10 minutes are up, and are permanent.

Special Effects

Effect Buildup

By adding multiple of the same Effects to a Spell, it is possible to increase its output and performance. If a Spell has 2 or more of the same effects, you can treat the as having extra effects of the same kind. For instance, a Spell with 2 Fire Effects would be treated as if it actually had 4 fire Effects, and a Spell with 4 fire effects would be treated as if it actually had 6. The added Effect count is used in determining Durations, Damage and other Effects, but not as if the Spell actually had more Components.

Effect Count Increase
3 1
4 2
6 3
8 4
10 5

Effect Combination

When combining two different Effects on the same Spell, the outcome may be altered. This goes for putting two opposite Effects together, which cancel each other out, or even having Effects that cancel other Effects out in the Spell by the nature of their execution. An example of this can be found by putting the Fire Active Effect in a Spell, as well as a Cloak Passive Effect. Due to the execution of the Fire Effect, the Cloak Effect would be immediately removed. This does not mean that there is entirely no point in placing opposing effects in a Spell, as Effects may have different over time outcomes and/or durations, allowing them to still give the desired outcome.

For example, placing two opposing Effects, Fire and Cold, together would remove the instant 1d8 damage from both Effects, but the over time effects would remain. You would therefor create a Spell that had both the slow Effect from the Cold, and the damage over time Effect from the Fire.

Effect Counter Effect
Fire Cold
Acid Poison
Lightning Thunder
Necrotic Radiant

When combining two effects that have no cancellation, such as Fire and Lightning, the damage and other Effects increase as normal, but a unique occurrence also happens; the Spell no longer applies lightning vulnerability, but vulnerability to the combined Fire and Lightning effect. This means that the vulnerability only applies to attacks made with the same damage combination, but poses certain advantages, such as the target now having vulnerability to the Fire Effect's damage over time.

 

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