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WIZARD SPELLS
Wizards are the most scholarly of all magicians, often primarily concerned
with the workings of magic. Their spells most often deal with magic and its
effects, but they do operate through the interaction of magic with a target,
most often living. Wizard spells often cover those areas that other types of
spellcasters are not able to affect.
Astral Sense |
Threads: 2 | Weaving Difficulty: 5/15 |
Range: 60 yards | Duration: 10 + Rank minutes |
Effect: Willforce + 6 |
Casting Difficulty: 6 (see text) |
This spell allows a wizard to sense presences in astral space. These can
include people, creatures, magic doors, magic items, and so on. The
Spellcasting Test is made against the Spell Defense of astral space, which is
normally 6 but can be higher in certain magically active areas. If the
Spellcasting Test is successful, the spell allows the wizard to detect other
presences in astral space. The wizard then makes an Effect Test. If the result
is equal to or higher than the Spell Defense of any target within range, the
wizard detects the target. The wizard can make an Effect Test once each round,
enabling him to discover one target each round. If more than one target is in
range, the wizard will detect the one with the lowest Spell Defense first. Once
detected, a target stays detected as long as he remains in range of a spell.
When casting this spell, wizards often take a minute or so to sense members of
their group to verify that an astral presence is not coming from a comrade.
Once all members are sensed, the wizard knows the next detection is not coming
from someone in his group.
Making an Effect Test does not prevent the wizard from taking another action
that round. A magician may attempt to cast spells on a target that he has
astrally sensed, even if he cannot otherwise see the target.
Wizards use this spell for many different reasons. They use it to determine if
an item or object has an astral presence, or to detect the presence of entities
or Horrors within astral space.
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Crushing Will |
Threads: 1 | Weaving Difficulty: 8/16 |
Range: 120 yards | Duration: 1 round |
Effect: Willforce + 5 |
Casting Difficulty: Targets Spell Defense |
The Crushing Will spell attacks the will of a single character
within range. If the Spellcasting Test is successful, the wizard rolls the
Effect dice for damage. Crushing Will is a mystic attack, so mystic armor will
reduce damage. Physical armor has no effect against Crushing Will.
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Dispel Magic |
Threads: 1 | Weaving Difficulty: 6/13 |
Range: 60 yards | Duration: 1 round |
Effect: Willforce |
Casting Difficulty: 2 |
Dispel Magic disrupts the pattern and threads of a spell. If the wizard
makes a successful Spellcasting Test, he then makes an Effect Test against a
Difficulty Number based on the spells Circle. Unless a spell description
says otherwise, consult the following Dispel Difficulty Table for the
Difficulty Numbers of the various spell circles.
If the result of the wizards Effect Test is equal to or higher than the
Dispel Difficulty, the spell effect is permanently dispelled. Dispel Magic can
also be used to dispel other magical effects, such as talents and creature
abilities. When using the table to dispel talents, substitute the talent rank
for the spell Circle. To dispel the powers of creatures, use the equivalent
spell Circle number given in each description.
DISPELLING TABLE |
Spell Circle | Dispel Difficulty | Spell Circle | Dispel Difficulty |
1 | 7 | 9 | 18 |
2 | 9 | 10 | 20 |
3 | 10 | 11 | 21 |
4 | 12 | 12 | 22 |
5 | 13 | 13 | 24 |
6 | 14 | 14 | 25 |
7 | 15 | 15 | 26 |
8 | 17 | | |
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Divine Aura |
Threads: 1 | Weaving Difficulty: 6/14 |
Range: 25 yards | Duration: 5 + Rank minutes |
Effect: Willforce + 5 |
Casting Difficulty: Targets Spell Defense |
This spell allows the wizard to divine changes in the aura of living
beings. If the Spellcasting Test is successful, the wizard chooses what change
in the aura of a living being he wishes to divine. This could be anything from
anger to damage or fatigue. He must make an Effect Test with a result equal to
or higher than the targets Spell Defense to determine whether he has
divined the targets aura.
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Flame Flash |
Threads: 1 | Weaving Difficulty: 7/15 |
Range: 25 yards | Duration: 1 round |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
The Flame Flash spell is a physical attack. The spell targets
one character only. While casting the spell, the magician makes wild, fanning
gestures and crackling, whooshing sounds. If the Spellcasting Test is
successful, the wizard rolls the Effect dice for damage. Physical armor
protects against the damage of Flame Flash.
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Ignite |
Threads: None | Weaving Difficulty: NA/11 |
Range: 5 yards | Duration: 1 round |
Effect: Ignites flammable objects |
Casting Difficulty: Targets Spell Defense |
The wizard snaps his fingers, and a jet of flame hovers over the target,
setting it afire. The Ignite spell may be used only on small inanimate objects,
such as torches, furniture, and, of course, clothing. If a character is holding
or wearing the object, make the Spellcasting Test against whichever Spell
Defense is higher, the characters or the objects. If the
Spellcasting Test is successful, the target object takes fire. If clothes
ignite, the fire does 1D6 damage the first round, and 1D4 1 damage
thereafter until extinguished. If more than one Ignite spell is cast on a
target, the damage will not increase beyond 1D6 for the first round. Mystic
armor protects against damage from Ignite.
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Iron Hand |
Threads: 1 | Weaving Difficulty: 5/13 |
Range: Touch | Duration: 10 + Rank rounds |
Effect: +3 steps Melee Weapons damage |
Casting Difficulty: Targets Spell Defense |
The wizard has the spells recipient strike another target with a
melee weapon while simultaneously mimicking that characters strike. If
the Spellcasting Test is successful, the Iron Hand spell increases the
recipients melee weapon damage by 3 steps. This effect applies to any
melee weapon used by the recipient. The recipient may benefit from only one
Iron Hand spell at any one time.
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Mind Dagger |
Threads: None | Weaving Difficulty: NA/7 |
Range: 40 yards | Duration: 1 round |
Effect: Willforce + 2 |
Casting Difficulty: Targets Spell Defense |
The spellcaster whips her arm as if throwing a dagger. If the Spellcasting
Test is successful, the wizard rolls the Effect dice for damage. Because Mind
Dagger is a mystic attack, mystic armor reduces damage from the spell. Physical
armor provides no protection.
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Wall Walker |
Threads: 1 | Weaving Difficulty: 6/14 |
Range: Touch | Duration: 10 + Rank in rounds |
Effect: Targets Willforce + 5 |
Casting Difficulty: Targets Spell Defense |
The caster crouches, walking on all fours to mimic a spider, touching the
target at the end of the spellcasting. If the Spellcasting Test is successful,
the spells recipient now has improved climbing ability. The Effect dice
are based on the targets Willforce (or Willpower) steps, not the
wizards. The target uses the Effect dice for any Climbing Tests while
under the influence of the spell.
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And His Money |
Threads: 1 | Weaving Difficulty: 7/16 |
Range: 10 yards | Duration: 3 + Rank in minutes |
Effect: 4 to targets Social Defense |
Casting Difficulty: Targets Spell Defense |
This spell reduces a targets Social Defense against Fencing or Haggling
talent. If the Spellcasting Test is successful, subtract 4 from the
targets Social Defense against those two talents. And His Money does not
reduce the effectiveness of the targets Social Defense against any other
talent or skill.
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Astral Shield |
Threads: None | Weaving Difficulty: NA/7 |
Range: Touch | Duration: 7 + Rank rounds |
Effect: +3 to Spell Defense |
Casting Difficulty: Targets Spell Defense |
The magician quickly pantomimes the outline of a shield, then touches
his target. If the Spellcasting Test is successful, the spell increases the
targets Spell Defense by 3. The wizard may cast this spell upon himself.
Astral Shield is not cumulative with any other spell that increases Spell
Defense.
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Clean |
Threads: 2 | Weaving Difficulty: 5/13 |
Range: Touch | Duration: 1 minute |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
The wizard makes wiping motions with his hand, then sprinkles a bit of
water on the object or objects to be cleaned. If the Spellcasting Test is
successful, the wizard rolls the Effect dice to determine the number of square
yards cleaned. Four yards does a human quite nicely, three is enough for a
dwarf, while six are needed for an obsidiman or a troll.
The Clean spell removes any visible stain, dirt, or foreign substance from the
target objects. If the substance is not visible, the spell will miss it.
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Dodge Boost |
Threads: None | Weaving Difficulty: NA/8 |
Range: Self | Duration: 5 + Rank rounds |
Effect: +3 steps to Avoid Blow |
Casting Difficulty: Targets Spell Defense |
Dodge Boost grants the target the ability to dodge attacks in combat.
If the Spellcasting Test is successful, the spell adds +3 steps to any Avoid
Blow Tests the target makes. If target does not have the Avoid Blow talent, he
uses his Dexterity step + 3 steps to dodge. The targets first action
after receiving Dodge Boost must be Avoid Blow. If the target takes any other
action, the spell immediately dissipates.
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Rope Ladder |
Threads: 2 | Weaving Difficulty: 6/14 |
Range: 50 yards | Duration: Rank minutes |
Effect: Create ladder from rope |
Casting Difficulty: 2 |
The wizard uncoils the rope as he casts the spell. If the Spellcasting
Test is successful, the rope moves at a rate of 20 feet per round to the
location of the wizards choosing. The rope can hold up to 600 pounds at a
time. The magician cannot control the rope precisely enough for it to tie
itself off on, say, the bars of a window; it basically goes straight from point
A to B. Climbers using the rope gain a magical boost of a +4 step bonus to
their Climbing Tests, however.
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Vines |
Threads: 1 | Weaving Difficulty: 6/15 |
Range: 50 yards | Duration: 3 + Rank rounds |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
Vines appear from undergrowth, grabbing at a single target character. If the
Spellcasting Test is successful, use the Effect step for the vines
Strength step number. The wizard rolls the Effect dice. The result is the Wound
Threshold of the vines. Characters are held fast until they escape. A character
may escape the vines in one of two ways. First, a character can try to make a
Strength Test equal to or higher than the Strength of the vines. Second, if the
character can inflict three Wounds on the vines, they will relax, releasing
their victim. The writhing vines have a Physical Defense and Spell Defense of 4
each.
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Wake-Up Call |
Threads: 4 | Weaving Difficulty: 6/15 |
Range: Touch | Duration: Up to 24 hours |
Effect: Sets alarm to go off at specified time |
Casting Difficulty: Targets Spell Defense |
The wizard imitates the clanging of a bell as he touches the recipient. If the
Spellcasting Test is successful, the wizard determines when the alarm will go
off. The wizard chooses whether the alarm noise (clanging bells) is audible to
all characters or only to the target character.
The success level determines how precise is the alarm. The better the success,
the closer to the stated time the alarm actually goes off:
Success Level | Accuracy of Alarm |
Average | +/15 minutes |
Good | +/ 5 minutes |
Excellent | +/ 1 minute |
Extraordinary | Exactly on time |
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Combat Fury |
Threads: 1 | Weaving Difficulty: 9/16 |
Range: Touch | Duration: 7 + Rank rounds |
Effect: +4 steps to Attack and Damage Tests |
Casting Difficulty: Targets Spell Defense |
The magician rants and gesticulates violently before touching the
target of the spell. If the Spellcasting Test is successful, the target adds 4
steps to all Attack and Damage Tests for the duration of the spell. The target
can make only melee weapon or unarmed combat attacks while under the effect of
Combat Fury. No missile weapon or throwing weapons attacks are allowed. A
character cannot benefit from more than one Combat Fury spell at a time.
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Leaps and Bounds |
Threads: None | Weaving Difficulty: NA/9 |
Range: Touch | Duration: 5 + Rank rounds |
Effect: Targets Willforce + 7 |
Casting Difficulty: Targets Spell Defense |
This spell gives the target greatly increased leaping movement. When
casting the spell, the magician has the target leap to him, then he touches the
character as he lands alongside. The magician may cast the spell on himself,
but may not lower his Spell Defense; leaping and casting absorb all the
spellcasters attention. If the Spellcasting Test is successful, the
target can now leap up 120 yards as a Running Movement, 60 yards as a Combat
Movement. The leaping character has a vertical leap of 10 yards, and can clear
25 yards in a single jump. A character may use the Leaps and Bounds spell to
avoid being hit, replacing an Avoid Blow Test with a Leaps and Bounds Test,
using the Effect step of the spell.
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Levitate |
Threads: 1 | Weaving Difficulty: 8/18 |
Range: 100 yards | Duration: 5 + Wizards Rank minutes |
Effect: Levitate up to 2,000 pounds |
Casting Difficulty: Targets Spell Defense (see text) |
The wizard raises and lowers his hands while casting this spell that can
levitate a number of objects equal to the magicians Spellcasting talent.
The wizard makes his test against the highest Spell Defense of any character or
object to be levitated. If the Spellcasting Test is successful, the Levitate
spell forms a 10-by-10-foot area in which characters and objects can be lifted.
A single Levitate spell can lift up to 2,000 pounds. Levitate can only move the
objects up and down; side to side movement is not possible. The wizard may
choose to switch the levitation effect to different objects or characters, but
these must also be within the levitation area. Once placed, the levitation area
cannot be moved.
The wizard may bootstrap Levitate spells together. For example, he
may levitate himself to the top of the first Levitate spells range, then
cast another Levitate spell to continue to move up. As soon as any
lower-altitude Levitate spell ends or is dispelled, all higher Levitate spells
immediately fail.
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Quicken Pace |
Threads: 2 | Weaving Difficulty: 10/13 |
Range: Touch | Duration: 4 + Rank hours |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
The wizard walks quickly in circles, then touches the recipient. If the
Spellcasting Test is successful, the wizard makes an Effect Test against the
targets Dexterity step number. Depending on the success level of the
test, the characters walking speed increases for the duration of the
spell. An Average success increases speed by 1 mile per hour, Good by 2 miles
per hour, Excellent by 3 miles per hour, and Extraordinary by 4 miles per
hour.
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Notice Not |
Threads: 1 | Weaving Difficulty: 7/15 |
Range: Touch | Duration: 1 + Rank minutes |
Effect: +3 steps to tests for stealthy actions |
Casting Difficulty: Targets Spell Defense |
The spellcaster quietly touches the recipient of the spell. If the
Spellcasting Test is successful, the spell adds +3 steps to any tests
aimed at concealing the recipient. Silent Walk is one example. The spell
enhances the effectiveness of the action to make the character less
noticeable.
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Seeking Sight |
Threads: 1 | Weaving Difficulty: 7/15 |
Range: Touch | Duration: 1 + Rank minutes |
Effect: +3 steps to missile weapon attacks |
Casting Difficulty: Targets Spell Defense |
If the Spellcasting Test is successful, glowing circles appear on the target,
adding +3 steps to all attacks made using Missile Weapons. All characters
firing with the help of Seeking Sight receive the bonus to their Missile
Weapons Test. Only one Seeking Sight may affect a single target at one time.
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Shatter Lock |
Threads: 2 | Weaving Difficulty: 6/13 |
Range: 5 yards | Duration: 1 round |
Effect: Willforce + 8 |
Casting Difficulty: Targets Spell Defense |
The wizard makes a cracking sound and then gestures toward the door. To
shatter the lock, he makes a Spellcasting Test against the Spell Defense of the
lock. If the test is successful, the wizard rolls the Effect dice for damage to
the locking mechanism. Most ordinary locks have a Death Rating ranging from 8
to 12. A solid wood bar might have a Death Rating of 20 or more, depending on
the size. Metal bars start at 18.
Shatter Lock can be reversed. That is, the wizard can use the spell to repair
a broken lock. Casting the reverse of Shatter Lock requires weaving an extra
thread.
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Ball of String |
Threads: 3 | Weaving Difficulty: 10/15 |
Range: Variable | Duration: 3 + Rank hours |
Effect: Willforce + 6 |
Casting Difficulty: |
This spell allows the wizard to conjure a ball of string made of
mystical energy. The wizard ties a glowing knot to some object, marking the
return spot. If the Spellcasting Test is successful, the ball can then be
placed into a pouch or pocket. The wizard rolls the Effect dice once each hour.
If the result is 10 or higher, the ball of string reels out more string and
remains untangled. Failure snaps the string, ending the spell.
Whenever the character wishes to head back to the return spot, he pulls the
string out. As he starts winding the ball, a narrow beam of light
10 feet long appears from the ball. Following the thread leads the
character back to the return spot.
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Dust Devil |
Threads: 2 | Weaving Difficulty: 9/13 |
Range: 80 yards | Duration: 5 + Rank rounds |
Effect: 2 steps to actions requiring sight, hearing, or
smell |
Casting Difficulty: Targets Spell Defense |
If the Spellcasting Test is successful, a whirling dust storm emanates
from the wizards fingertips, billowing 80 yards in every direction. The
spell can affect a number of targets equal to the wizards rank in
Spellcasting. When making any action using sight, hearing, or smell, the target
suffers a -2 penalty to the appropriate step. All Knockdown Tests also suffer a
2 penalty to the targets Stength step. The wizard does not suffer
any penalty.
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Inventory |
Threads: 4 | Weaving Difficulty: 9/18 |
Range: 25 yards | Duration: 1 minute |
Effect: Willforce + 8 |
Casting Difficulty: Targets Spell Defense |
The wizard needs a piece of parchment to cast the Inventory spell.
Inventory is cast on one room. The wizard must be able to see into the room.
The wizard makes a Spellcasting Test, detecting all items whose Spell Defense
is lower than the result of the test. Glowing yellow or orange writing appears
on the parchment, listing those items among the contents of the room detected
by the Spellcasting Test. The inventory is often in alphabetical order,
and will not list insignificant items such as dust, bins, and crates that have
no real value in themselves. The inventory takes one full minute to create, no
matter how many items are in the room.
The wizard then makes an Effect Test against the Spell Defense of any items he
may have missed. If successful, the last note on the manifest will be
inventory incomplete.
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Relax |
Threads: 3 | Weaving Difficulty: 9/13 |
Range: Touch | Duration: 1 round |
Effect: Willforce + 2 |
Casting Difficulty: Targets Spell Defense |
This spell reduces the amount of time the spells target must wait
before making his next Recovery Test. The wizard sits down to cast this spell.
The recipient must also sit or lie down. If the Spellcasting Test is
successful, the wizard rolls the Effect dice. Multiply each point of the result
by 5 minutes to reduce the amount of time until the target may make his next
Recovery Test. A result of 12 or better earns the recipient an immediate
Recovery Test if he still has a test available. Add +4 steps to the Recovery
Test from the effects of the Relax spell.
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Thorny Retreat |
Threads: 1 | Weaving Difficulty: 11/13 |
Range: Touch | Duration: 7 + Rank rounds |
Effect: Willforce + 2 |
Casting Difficulty: 2 |
This spell conjures up a barrier of magical thorns. The wizard pricks
his hand with a dagger or other sharp object. If the Spellcasting Test is
successful, the thorny barrier appears, vibrating and humming. The wizard then
rolls the Effect dice, recording the result. The thorns cover up to 10 sections
of ground, each 10 feet by 10 feet. Passing through each section of thorns
requires a character to make a Dexterity Test against the result of the
wizards Effect dice roll. Success lets a character through unscathed.
Failure halts the character, and he takes 1D6 damage. Physical armor reduces
the damage.
The wizard may move through the thorns without hindrance. The thorns roll
around him like seaweed in water.
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Trust |
Threads: 1 | Weaving Difficulty: 13/17 |
Range: 50 yards | Duration: Rank minutes |
Effect: Willforce + 3 |
Casting Difficulty: Targets Spell Defense |
This spell inspires trust in the target. The wizard smiles slightly and
nods toward the target character. If the Spellcasting Test is successful, the
wizard makes an Effect Test against the targets Social Defense. The
target will not deceive or harm the wizard (or others with the wizard) as long
as the wizard (and others with the wizard) do not deceive or harm him.
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