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[Disciplines]
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[Obsidiman Wizard]
Wizards are spellcasters well trained in the theoretical aspects of magic. Those who follow other spellcasting Disciplines sometimes disparage Wizards as “book magicians,” but very few have the guts to call a Wizard that to his or her face.

Important Attributes: Perception and Willpower

Racial Restrictions: None

Karma Ritual: To perform a Karma ritual, the Wizard draws a circle at least two yards in diameter, then inscribes a triangle within the circle. Making any corrections necessary for accuracy in drawing the circle, the Wizard then draws another circle inside the triangle. Then a triangle within that circle, and so on. Soon the Wizard will be forced to create figures smaller than hand and stylus can possibly draw. He must use the power of magic to continue to draw, even when the results become too small to be seen with the naked eye. The sequence ends with a triangle; the ritual is complete once the final triangle is drawn.

Artisan Skill: Robe Embroidery

FIRST CIRCLE

Talents
Karma Ritual
Read and Write Language
Read and Write Magic
SpellCasting
Spell Matrix
Spell Matrix
Thread Weaving (Wizardry)

SECOND CIRCLE

Talents
Durability
Evidence Analysis
Spell Matrix

Third Circle

Talents
Book Memory
Book Recall

FOURTH CIRCLE

Karma: The Wizard may spend a Karma Point on any action using Charisma only.
Talents
Arcane Mutterings
Astral Sight

FIFTH CIRCLE

Spell Defense: Increase the Wizard’s Spell Defense by 1.
Talents
Lip Reading
Willforce

SIXTH CIRCLE

Social Defense: Increase the Wizard’s Social Defense by 1.
Talents
Enhanced Matrix
Speak Language

SEVENTH CIRCLE

Karma: The Wizard may spend a Karma Point on actions using Willforce and Willpower only.
Talents
Hold Thread
Melee Weapons

EIGHTH CIRCLE

Recovery Test: The Wizard gains an additional Recovery Test per day.
Talents
Enhanced Matrix
Resist Taunt


OBSIDIMAN WIZARD

Adepts may be very good at what they do, but they do not understand what they do. They act and react based on instinct and intuition, but their lack of knowledge forever denies them true power.

Only those who understand how and why things work can truly comprehend the world. Understanding, then, is the province of the Wizard. And only through learning and discipline does that understanding come. Yet gladly does a Wizard endure, for understanding is the purpose of his life.

Attributes
Dexterity (11): 5/D8
Strength (21): 8/2D6
Toughness (16): 7/D12
Perception (17): 7/D12
Willpower (13): 6/D10
Charisma (10): 5/D8

Talents
Karma Ritual (1)
Read and Write Language (1) 8/2D6
Read and Write Magic (1) 8/2D6
Spellcasting (2): 9/D8 + D6
Spell Matrix (1)
Spell Matrix (1)
Wizardry [Thread Weaving] (1) 8/2D6

Movement
Full: 43
Combat: 22

Skills
Artisan/Embroidery (1): 6/D10
Knowledge/Creature Lore (1): 8/2D6
Knowledge/Magical Lore (1): 8/2D6

Initiative
Dice: D8

Karma
Dice: D4
Points: 5

Combat
Physical Defense: 7
Spell Defense: 9
Social Defense: 6
Armor: 3
Mystic Armor: 1

Damage
Death Rating: 39
Wound Threshold: 14
Unconsciousness Rating: 31
Recovery Dice: D12
Recovery Tests per Day: 3

Equipment
Adventurer’s kit
2 Daggers
Embroidery kit
Grimoire
Mace
1 week worth of trail rations
Troll sling
Wealthy traveler’s garb
4 Copper pieces
3 Silver pieces

Spells
Astral Sense
Crushing Will
Dispel Magic
Divine Aura
Ignite
Iron Hand
Mind Dagger

Note: The obsidiman Wizard possesses the racial abilities of Increased Wound Threshold (+3) and Natural Armor (3). Both abilities are reflected in the statistics above.

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