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5e SRD >Classes >Warlock >Warlock Options >

Since not all invocations were released as Open Game Content some additional invocations from other publishers are included. Consult your GM if they are allowed or not.

Contents

  • 1 Eldritch Invocations

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Acidic Blood

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: 5th level

When you take piercing or slashing damage from a natural weapon, the attacking creature takes a number of points of acid damage equal to your Charisma modifier (minimum 1).

Agonizing Blast

Prerequisite: eldritch blast* cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Alien Ectoplasm

SourceSPCM

You can cast grease at will, without expending a spell slot or requiring any material components.

Amorphous Familiar

SourceSPCM

Prerequisite(s): Pact of the Chain feature

Your familiar’s anatomy becomes changeable, or it transforms into a mass of fluid that projects pseudopods to emulate its former shape. It can move through a space as narrow as 1 inch wide without squeezing. Its reach with melee weapon and spell attacks increases to 10 feet, as it can extend its limbs unnaturally.

Arcane Nullification

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: dispel magic spell, 11th level

When casting dispel magic, you treat the spell as though it were cast with a spell slot equal to half your level (rounded down).

Armor of Lies

SourceAoM:HP (3pp)

Prerequisite(s): 5th level

You can cast mirror image at will, without expending a spell slot or material components.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level

You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Beyond Nature

Source: SLPG

You can cast pass without trace (self only) once without using a warlock spell slot. You can’t do so again until you finish a long rest.

Blade and Bolt

SourceAoM:HP (3pp)

Prerequisite(s): 9th level

After you use an action to make a melee weapon attack, you can use your bonus action to cast a cantrip.

Blood Knowledge

Source: SLPG

Prerequisite(s): Pact of Blood feature

You learn a second Metamagic option from the list available to sorcerers. When you take a long rest, you may exchange one or both of your Metamagic options for others from the list. The new Metamagic options remain available to you until you take another long rest and choose to change them.

Blood Sacrifice

Source: SLPG

Prerequisite(s): Pact of Blood feature

You can sacrifice your own vitality to recover blood points. As a bonus action, you take 1d6 damage and reduce your hit point maximum by a similar amount. You gain 1 blood point. This hit point reduction cannot be avoided and lasts until you finish a long rest.

Bone Puppeteer

SourceSPCM

Prerequisite(s): 5th level

You can cast animate dead once using a warlock spell slot.

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You can’t do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Burning Blood

Source: SLPG

Prerequisite(s): Pact of Blood feature, hellish rebuke spell When you take damage from a creature within 5 feet of you, you can use your reaction to cast hellish rebuke targeting that creature. You cast the spell as if you had used a warlock spell slot, but you don’t actually use one. You can’t use this invocation again until you finish a long rest.

Call of the Grave

SourceSPCM

Prerequisite(s): Pact of the Skull feature

If you fail on an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to roll again by listening to secrets whispered by your pact skull if it is within 5 feet. You use the new result in place of your original result, which can make you succeed on the saving throw after all.

You can’t use this invocation again until you finish a long rest.

Chained Mutant

SourceSPCM

Prerequisite(s): Pact of the Chain feature

When you change the form of your familiar, you have the option to choose a beast mutated due to the influence of a Great Old One, Outer God, or other potent and unnatural force. Such a familiar takes on obviously unnatural features like pod-tipped legs, extra eyes near its middle, and a mouth-tipped stalk. It becomes a mutated version of one of the normal options in the find familiar spell (not the options added by the Pact of the Chain feature). It loses one of its weapon attacks unless it has only one. It can’t wear armor or barding that isn’t designed for its unique form.

It adds your proficiency bonus to its weapon attack rolls, weapon damage rolls, Strength saving throws, Constitution saving throws, Wisdom saving throws, and Wisdom (Perception) checks.

When your familiar hits a creature with a weapon attack, it attaches to the target and can’t use that weapon to attack until it detaches. If your mutated familiar begins its turn attached to a creature, that creatures loses 1d8 hit points from blood loss. Undead and constructs are immune to this hit point loss. The familiar can detach itself as an action or a creature can use its action to detach your familiar.

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Charm Beast

Source: SLPG

You can cast animal friendship as a 1st-level spell without using a warlock spell slot. You can’t do so again until you finish a long rest.

Chilling Blast

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: chill touch cantrip, eldritch blast* cantrip

When you cast eldritch blast, you can choose whether to deal cold damage or force damage.

Compel the Dead

Source: SLPG

Prerequisite(s): 5th level

You can cast animate dead once using a warlock spell slot. You can’t do so again until you finish a long rest.

Conspire with Nature

Source: SLPG

You can cast entangle once using a warlock spell slot. You can’t do so again until you finish a long rest.

Cosmic Truths

SourceSPCM

You gain proficiency in the Yog-Sothothery skill. If you already have proficiency in that skill, you instead gain proficiency in Arcana or Religion. Your proficiency bonus is doubled for any ability check you make using Yog-Sothothery, even if it isn’t the proficiency you gained from this invocation. (This doubling means the penalty it imposes on your saving throws is equal to your proficiency bonus.)

In addition, choose a 1st-level spell from any class spell list (including warlock). You can cast this spell once using a warlock spell slot. You can’t do so again until you finish a long rest.

Dark Ward

Source: SLPG

Prerequisite(s): 7th level

You can cast wall of darkness* once using a warlock spell slot. You can’t do so again until you finish a long rest.

Despoiler of Life

SourceAoM:HP (3pp)

When any creature casts a spell or uses a magical ability that restores hit points within 30 feet of you, you can cause that creature to instead restore hit points equal to the minimum value possible for that spell or ability.

Devil’s Darkness

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: devil’s sight invocation

You can cast darkness once without using a warlock spell slot. You can’t do so again until you finish a long rest. If you center the darkness on yourself, you can do so again after either a short or long rest.

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

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Prerequisite: 7th level

You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Eldritch Blast

The Eldritch Blast cantrip was unintentionally left out of the SRD but it is anticipated that a fix will be made by Wizards of the Coast.

Eldritch Intel

Source Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen

Prerequisite(s): 5th level, Pact of the Tome feature

You open up a means of communication with your patron. You may write down one question in your Book of Shadows and seek answers from your patron, as if casting the commune spell. Your patron will be truthful in whatever answer they give. Once you have used this invocation, you can’t use it again until you’ve finished a long rest.

Eldritch Sight

Slot

You can cast detect magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite: eldritch blast* cantrip When you cast eldritch blast, its range is 300 feet.

Eternal Laughter

Source: Book of Magic: 10 Warlock Invocations

You can cast hideous laughter once using a warlock spell slot. You can’t do so again until you finish a long rest.

Evil Eye

Source: SLPG

Prerequisite(s): 9th level

You can cast dominate person once using a warlock spell slot. You can’t do so again until you finish a long rest.

Eyes of the Rune Keeper

You can read all writing.

Face of the Sun

Source: SLPG

You can cast flash* at will, without expending a spell slot or material components.

Familial Bond

Source Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen

Prerequisite(s): Pact of the Chain feature

The connection you have with your familiar is powerful. When you cast the find familiar spell as a ritual, you don’t require any material components to cast the spell.

Fiendish Accuracy

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: true strike cantrip, 9th level

As a bonus action, you can cast true strike once without using a warlock spell slot and apply its effects this turn. You can’t do so again until you finish a short or a long rest.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Frightening Visage

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: 5th level

When making a Charisma (Intimidation) check, you can make your face resemble that of a fiend, giving you advantage. You can’t use this again until you finish a short or long rest.

Frightful Familiar

SourceSPCM

Prerequisite(s): 7th level, Pact of the Chain feature

As a bonus action, you can cause your familiar to instantly emanate a pall of magical fear that rattles any foe it meets.

Each creature of the familiar’s choice within 60 feet that is aware of it must succeed on a Wisdom saving throw against your spell save DC or be magically frightened until the start of the familiar’s next turn. The save DC is equal to your spell save DC. Once your familiar uses this invocation, it can’t do so again until you finish a short or long rest.

Fuel for the Master

SourceAoM:HP (3pp)

You can reroll an attack or force an enemy to reroll a save by taking damage equal to one-quarter of your hit point total.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Gift of the Elements

SourceAoM:HP (3pp)

When you cast find familiar, you can summon any elemental creature under CR1.

Heaving Burst

Source: SLPG

You can cast force blast* once using a warlock spell slot.

You can’t do so again until you finish a long rest.

Hideous Gnawing

SourceSPCM

Prerequisite(s): 5th level, Pact of the Chain feature

Your familiar’s form incorporates a natural weapon of supernatural sharpness and durability. Once per turn, it deals extra damage when it hits a target with an attack if the target is a nonmagical object, a creature it had advantage on the attack roll against, or a creature within 5 feet of you or an ally of yours (you or your ally must not be incapacitated). If it hits with a spell attack, it deals an additional 1d6 piercing damage. If it hits with a weapon attack, it deals an additional 3d6 piercing damage.

Your familiar can cut through any material except adamantine, given time. Generally, it takes 10 minutes to make a hole large enough for a Tiny creature to squeeze through 1/2 inch of metal, 1 inch of stone, 3 inches of wood, or 1 foot of earth. It can clear a path for a Small creature in quadruple the time, and for a Medium creature in sixteen times as long.

Invisible Chains

Source Fateforge Role-Playing Game Adventurers Core Rulebook

Prerequisite(s): 15th level, Pact of the Chain feature

You can cast hold monster at will—targeting a celestial, fiend, elemental, or ravager of Canker—without expending a spell slot or material components.

You must finish a long rest before you can use this invocation on the same creature again.

Liberate Shade

Source: SLPG

Prerequisite(s): 7th level

You can cast shadow traitor* once using a warlock spell slot. You can’t do so again until you finish a long rest.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.

Mire the Mind

Prerequisite: 5th level

You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.

Miring Blast

Source: SLPG

Prerequisite(s): eldritch blast cantrip When you hit a creature with eldritch blast, its speed is reduced by half (round down to the nearest 5 feet) until the start of your next turn.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Moonwitch’s Curse

Source: SLPG

Choose one humanoid that you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or be affected as if by the confusion spell. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, this effect ends on the target.

Once you use this invocation, you must finish a long rest before you can use it again.

Nature’s Minions

Source: SLPG

Prerequisite(s): 5th level

You can cast animal spy* once as a 3rd-level spell without using a warlock spell slot. You can’t do so again until you finish a long rest.

No Gods Above the Master

SourceAoM:HP (3pp)

Prerequisite(s): 9th level

When any creature casts a divine spell or uses a divine magical ability on you, you gain advantage on any saving throw against the spell or ability.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Poisoning Blast

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: eldritch blast cantrip, poison spray cantrip

When you cast eldritch blast, you can choose whether to deal force damage or poison damage.

Repelling Blast

Prerequisite: eldritch blast* cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Return to Me

Source Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen

Prerequisite(s): Pact of the Blade feature

Your pact weapon is connected to your body. If your pact weapon has the throwing property and you use an attack action to throw it at an enemy, you can will the weapon to return to your hand at the end of the attack, no action required by you.

Reveal Unseen Horrors

SourceSPCM

Prerequisite(s): 15th level

You can cast phantasmal killer at will without expending a spell slot. As long as the target is affected, it can also see invisible and ethereal creatures and objects. You must finish a long rest before you can use this invocation on the same creature again.

Sanity-Threatening Familiar

Prerequisite(s): 15th level, Pact of the Chain feature

Your familiar’s form warps to violate the basic properties of the material universe, although it is normally difficult to spot how. However, it can flagrantly display its impossible form as part of making an attack. When it does, each creature of its choice that can clearly see it within 30 feet must make an Intelligence saving throw, taking 4d6 psychic damage and becoming stunned until the start of the familiar’s next turn on a failed save, or taking half as much damage and becoming unable to see the familiar until the start of the familiar’s next turn on a successful one. The save DC is equal to your spell save DC. Once a creature makes this saving throw, regardless of success or failure, it becomes immune to this invocation until you finish a long rest.

Sea Stride

Source: SLPG

Prerequisite(s): 5th level, Pact of the Sea feature

You can cast water walk once without using a warlock spell slot. You can’t do so again until you finish a long rest.

Sense the Wild

Source: SLPG

Prerequisite(s): 7th level

You can cast locate animals or plants at will, without expending a spell slot or material components.

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

Secrets from Beyond

SourceSPCM

Prerequisite(s): 12th level, or 9th level and Pact of the Skull feature

You can cast contact other plane at will, without expending a spell slot or requiring any components. You may make a Charisma saving throw to avoid insanity instead of an Intelligence saving throw.

Shadowed by Evil

SourceAoM:HP (3pp)

Prerequisite(s): 5th level

You can cast blur once using a warlock spell slot. You can’t do so again until you finish a long rest.

Shield of the Master

SourceAoM:HP (3pp)

You can cast shield without expending a spell slot or material components. Once you use this ability, you can’t use it again until you finish a short rest.

Ship’s Bond

Source: SLPG

Prerequisite(s): Pact of the Sea feature

You may bond with a boat, ship, or other sea vessel using a special 1-hour ritual. You can be bonded to only one vessel at a time.

Once you have bonded with a vessel, you always know the precise location of that vessel as long as it is on the same plane. When you make any ability check related to your bonded vessel, your proficiency bonus is doubled if you are using a skill, tool, or vehicle with which you have proficiency.

In addition, the bonded vessel has 50 percent more hit points than a standard vessel of its type, and while you are on board, its speed is increased by half.

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.

Speed of Lies

SourceAoM:HP (3pp)

Prerequisite(s): 15th level

You can cast dimension door at will, without expending a spell slot or material components.

Summon Natural Allies

Source: SLPG

Prerequisite(s): 5th level

You can cast conjure animals once using a warlock spell slot. You can’t do so again until you finish a long rest.

Suspend Decay

Prerequisite(s): 7th level, or 5th level and Pact of the Skull feature

You can cast gentle repose at will, without expending a spell slot. When you cast gentle repose on a corpse that you haven’t targeted in the past 10 days, you gain the ability to ask it one question as if you had cast speak with dead. This question doesn’t count against the number of questions you can ask if you subsequently cast speak with dead on that corpse. Time spent under the effect of this casting of gentle repose doesn’t delay the body becoming riper for the purposes of a ghoul’s Psychic Feast.

Thief of Five Fates

You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Toxic Blood

Source: SLPG

Prerequisite(s): Pact of Blood feature, poison spray cantrip When you take damage from a creature within 5 feet of you, you can use your reaction to cast poison spray targeting that creature.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Undead Link

SourceSPCM

Prerequisite(s): 5th level or Pact of the Skull feature

All undead with Intelligence scores of 5 or lower perceive you as an undead creature and do not attack you unless you attack them first or they are directly commanded to attack you personally. You have advantage on Charisma checks made to influence ghouls and undead creatures.

Additionally, the first time you make a saving throw against a spell or other effect from a given undead source, you have advantage on your saving throw. This feature doesn’t give you advantage on any other saving throw against that undead until you finish a long rest.

Undersea Horror

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: 7th level

Your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed. You add your proficiency bonus to Strength (Athletics) checks made to swim. Gills extend out of your neck when you are underwater, allowing you to breathe water as well as air. You can cast water breathing once using a warlock spell slot. You can’t do so again until you finish a long rest.

Unearthly Awareness

SourceSPCM

Slot

You can cast detect evil and good at will, without expending a spell slot or requiring any components.

Unencumbered by Power

SourceAoM:HP (3pp)

You gain the ability to cast spells in armor that is heavier than armor you are proficient with. This invocation doesn’t grant you proficiency in that armor, just the ability to cast spells in it.

Unleash the Beast Within

Source: SLPG

Prerequisite(s): 7th level

You can cast moonlight curse* once using a warlock spell slot. You can’t do so again until you finish a long rest.

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.


Cryptographic Sequencer
Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Gaining entrance to restricted lockers, unlocking hidden features in machinery, bending borgs to your will.
Strategy: Use this to unlock special properties of some machinery.
Description
Also called an Emag (electromagnetic card), it allows you to open certain things (and break them in the process) and can alter many many things on the station.
Also has several special functions, as it can hack cyborgs to serve you, cause multiple electronic devices to malfunction and become deadly, and can really ruin an engineer's day.

You can use it on Robots, to make them generally malicious to the station, they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM's computer to order spec ops crates, and is just overall brilliant for QMs, allowing them to unlock crates. Emagging something is different from Hacking something.

  • 1Things it can be used on

Things it can be used on

NOT Airlocks

Since April 2020 emag doesn't work on airlocks (or most windoors). Instead you need an Airlock Authentication Override Card.

Cyborg

Unlocks the panel if it's closed.

Rewrites cyborg's laws to obey you if opened, and unlocks some special modules depending on the cyborg type.

Doing so will cause the interface to 'look damaged...' for anyone who opens/closes the panel afterwards, making the emagging evident. Cyborgs slaved to a malfunctionalAI can not be emagged.

Cleanbot

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will spray slippery acid foam.

ED-209 and secbots

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will attack everyone in sight with lasers.

Floorbot

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will deconstruct floors into open space.

Medbot

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will inject 5u chloral hydrate and damage you based on what they would have healed (brute if you don't need treatment) per step.

Honkbot

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will play disturbing noises and HONK people. If attacked, it will HONK the offender into oblivion.

Hygienebot

Cleans people with fire instead of water.

Mulebot

Unlocks controls.

Supply computer

Unlocks buying/selling contraband as well as 1 new item:
The 'Spec Ops' crate with a box of EMP grenades, 3 smoke bombs, a sleepypen and an incendiary grenade, costing 2000 credits.

Express supply console

Lets supply pods crash on a random part of the station instead of cargo bay.

Cloning pod

Ejects the cloned person regardless of condition.

Chem Dispenser

Adds Carptoxin, Toxin, Morphine, Space Drugs and Miner's Salve to the reagent list.

Soda Dispenser

Adds Thirteen Loko, Whiskey Cola, Mindbreaker Toxin and Tirizene to the reagent list.

Booze Dispenser

Adds ethanol, iron, mint toxin and Atomic Bomb to the reagent list.

Mutagen Dispenser (From the podpeople lavaland ruin)

Adds liquid plasma to the reagent list.

The Orion Trail

Unlocks 'Realism Mode' - if you die in the game, you die in real life. If you win, you get a kickass toy spaceship that explodes like a minibomb.

Arcade

Turns a regular arcade machine into Outbomb Cuban Pete, which is harder than the standard game. If a player wins, he gets a bomb and a hat. If the player fails, he is gibbed. Un-emags after a victory or if the machine is screwdrivered.

Communications console

Reroutes it, allowing you to send a message to the Syndicate. This sends a message to game admins. Can be restored.

Holodeck computer

Disables safety protocols, allowing you to run the Wildlife Simulation (Spawns several hostile Holocarp), the Burn Simulation (Fills the entire deck with plasma before igniting - Spills out of the holodeck quickly) or the Bees Simulation (Fills the holodeck with bees that inject random toxins, some of which are very dangerous).

Message monitor

Prints out the password and temporary disables the console.

Emergency shuttle console

Shortens launch to 10 seconds.

Deployable Barrier

First use: Removes access restrictions

Second use: Breaks the ID scanner, leaving the barrier permanently left in the state it's currently in

Turret

Makes it shoot everyone and boosts fire rate.

Turret Control console

Disables access restrictions, letting anyone mess with controls.

Crusher/Recycler

Allows it to grind people and corpses.

Shield generator

Makes parts of shield slowly dissipate.

Telecomms server monitoring console

Removes access restrictions.

Traffic control console

Removes access restrictions.

Power Flow Console

Disables precise logging and allows you to clear logs.

Computer

Lets you download two new programs. One runs DDoS attacks against other consoles, the other destroys the console.

Vending machines

Removes access restrictions.

Exosuit Fabricator

Removes access restrictions. Does nothing.

Mech fabricator

Removes access restrictions.

Light replacer

Fills replaced lights with plasma.

Note: they will explode immediately if turned on.

Lockbox

Breaks open.

Secure briefcase and safe

Breaks open.

Locker

Breaks open.

Locked crate

Breaks open.

Library computer

Lets you print random fake cultist items. You can't use them, but it's still fun to fool Security with.

Labor/Mining shuttle console

Allows anyone to pass.

APC

Permanently unlocks interface. Locks the AI out. Turns the APC blue, making it look as if a Malfunctioning AI had hacked it.

Sleeper

Scrambles the chemical buttons, remapping each button to another chemical. (NOTE: Sleepers have been removed from all /tg/ maps and replaced with Stasis Beds.)

Emitter

Unlocks interface if locked.

R&D console

Removes access restrictions. Currently pointless.

R&D server

Removes access restrictions. Currently pointless.

Megaphone

Makes text larger and red.

Toolset Implant

Adds a combat knife. Emag the implant by using the emag in the hand with the implant.

Limb Grower

Adds the synthetic arm blade.

Equipment Reclaimer Station

Removes access restrictions.

Security Gas Mask

Changes activation phrase.

Fire Alarm

Prevents the fire alarm from detecting fires.

Bar Sign

Changes image.

Automated Announcement System

Changes the announcement messages and prevents interaction until fixed.

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Point Claim Console

Allows prisoners to move the labor shuttle. Does not announce returns to security.

Meteor Shield Satellite

Disables the shield and doubles the chances of meteors.
Anyone can check the status by using a multitool on it - DEBUG_MODE means that it's emagged.

Button

Removes access restrictions.

Slot Machine

Causes the slot machine to throw coins instead of dropping them, injuring or even killing the winner loser.

Firing Pin

Removes authorization checks.

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Portable Generator

Removes upper limit for power output.

E-Cigarette

Creates a large smoke cloud when worn, but also has a small chance of making a small explosion.

Geiger Counter

Allows the Geiger counter to irradiate people it scans. The Geiger counter automatically charges up to 20 rads and can store up to 25 rads if it is irradiated by another source. Irradiating someone will remove stored rads. The Geiger counter's normal functionality can be restored with a screwdriver.

Organ Harvester

Disables the safety system and lets you harvest organs from living people.

Lipid Extractor

Removes the access restrictions and lowers the automatic ejection hunger threshold.

Space Suits

Increases the possible temperature range. See hardsuits.

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Tablet

Unlocks Syndicate programs for download, such as Fission360 which can track nuke disk and nukes.

Disposal Outlet

Sets ejection speed to 6.

Notes and Known Bugs

  • Sometimes you must be on hostile intent while using the emag in order for it to work on containers (like lockers or crates), otherwise you will just smack the container with the emag. This will quite often produce a message saying you 'hit the locker with the Cryptographic Sequencer', so be very sure you're using the right intent.
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