FADING in Ghuant | World Anvil

FADING

Technomancers are powerful, but not inexhaustible. Resonance abilities strain the user, even to the point of collapse if they’re used too much. Technomancers call this drain Fading. Fading is resisted with Fort Save. Fading can only be healed by the body’s natural healing process, which means taking some time to rest. If you are immune to non lethal damage all damage then is normal damage. You always take 2d6 damage. Every two levels you use not backed by magic you add 1d6 dmg and +1 to DC to base. You roll a Fort save DC 15 + the damage roll. If you beat base DC all damage is nonlethal and for every point above the DC base you take 1 point of damage less but always take min of 1. If you roll below the DC 15 all damage is real damage. Whenever a technomancer threads a complex form or summons a sprite, they must resist Fading damage from the mental exertion of shaping the Resonance according to their will. The amount of Fading damage is indicated by the complex form, although can never be less than 1 damage. For compiling, decompiling, or registering a sprite, the Fading modifier equals the sprite level, regardless of magic backup. If the technomancer compiles a level 4 sprite, the fade DC will be 15+4 and damage will be 4d6( every 2 levels not magic backup). This applies whether the attempt is successful or not. If the sprite’s rating is greater than the technomancer’s max spell level, the damage is Physical rather than non-lethal.