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[Disciplines]
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[Illusionist] Illusionists cast spells that work through deception. Some Illusionist spells have real effects, however, because Illusionists learned long ago that if everything they did was an illusion, people caught on. Now they balance real magic, illusions, and sheer trickery or sleight of hand.

Important Attributes: Perception and Willpower

Racial Restrictions: None

Karma Ritual: Illusionists do not use the same Karma ritual every time. Instead, their ritual simply requires them to incorporate certain elements every time: a lot of flashy, showy spells; tricks or snappy patter; and an assistant. The Illusionist must do his or her best to convince the assistant that the ritual is deadly serious and must conform to a precise formula. The ritual is complete at the end of half an hour.

Artisan Skill: Robe Embroidery

[Human Illusionist]

FIRST CIRCLE

Talents
Karma Ritual
Read and Write Language
Read and Write Magic
Spellcasting
Spell Matrix
Spell Matrix
Thread Weaving (Illusion)

SECOND CIRCLE

Talents
Disguise Self
Durability
Spell Matrix

THIRD CIRCLE

Talents
Dead Fall
Speak Language

FOURTH CIRCLE

Glamour: For the cost of 1 Strain Point, the Illusionist can create simple illusions. The illusions cannot be larger than human-sized, and cannot appear or move further than ten feet from the Illusionist. The number of illusions the Illusionist can create and control equals his rank in Illusion. The illusions are for show only; they have no effect on their surroundings, and viewers may disbelieve any illusion on a Willpower Test with a result of 4 or better.
Talents
False Sight
Spell Matrix

FIFTH CIRCLE

Spell Defense: Increase the Illusionist’s Spell Defense by 1.
Talents
Anticipate Blow
Willforce

SIXTH CIRCLE

Social Defense: Increase the Illusionist’s Social Defense by 1.
Talents
Enhanced Matrix
Fast Hand

SEVENTH CIRCLE

Karma: The Illusionist may spend a Karma Point on any action using Dexterity only.
Talents
Engaging Banter
Enhanced Matrix

EIGHTH CIRCLE

Physical Defense: Increase the Illusionist’s Physical Defense by 1.
Talents
Mind Wave
True Sight


HUMAN ILLUSIONIST

What you see is rarely what truly is, as mystery and guise embrace all aspects of life. We all wear masks to hide and protect our true selves, and we tell our friends half-truths for their own good. We change things to what they are not, so that we may live comfortably with them.

Why deny this? I do not. Trickery is my trade. Deception and guile are my friends, illusion my life’s work. Yes, illusions entertain, but they serve other purposes as well. They hide and reveal, change and maintain, obscure and enlighten.

Attributes
Dexterity (11): 5/D8
Strength (12): 5/D8
Toughness (13): 6/D10
Perception (18): 7/D12
Willpower (15): 6/D10
Charisma (13): 6/D10

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

Movement
Full: 54
Combat: 27

Skills
Artisan/Embroidery (1): 7/D12
Knowledge/Alchemy and Potions (1): 8/2D6
Knowledge/Magical Lore (1): 8/2D6

Initiative
Dice: D8

Karma
Dice: D8
Points: 10

Combat
Physical Defense: 7
Spell Defense: 10
Social Defense: 7
Armor: 3
Mystic Armor: 2

Damage
Death Rating: 35
Wound Threshold: 9
Unconsciousness Rating: 27
Recovery Dice: D10
Recovery Tests per Day: 2

Equipment
Adventurer’s kit
Booster potion
Embroidered robe
Embroidery kit
Grimoire
Leather armor
Quarterstaff
5-foot rope
Throwing dagger
1 week worth of trail rations
Traveler’s garb
1 Silver piece

Spells
Assuring Touch
Best Face
Disguise Metal
Displace Image
Light
Rope Guide
Unseen Voices

Note: The human Illusionist possesses the racial ability of Versatility.

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