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[Spell Magic]
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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.

CIRCLE 1 SPELLS

Astral Sense
Threads: 2Weaving 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.

Crushing Will
Threads: 1Weaving Difficulty: 8/16
Range: 120 yards Duration: 1 round
Effect: Willforce + 5
Casting Difficulty: Target’s 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.

Dispel Magic
Threads: 1Weaving 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 spell’s 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 wizard’s 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
17918
291020
3101121
4121222
5131324
6141425
7151526
817  

Divine Aura
Threads: 1Weaving Difficulty: 6/14
Range: 25 yards Duration: 5 + Rank minutes
Effect: Willforce + 5
Casting Difficulty: Target’s 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 target’s Spell Defense to determine whether he has divined the target’s aura.

Flame Flash
Threads: 1Weaving Difficulty: 7/15
Range: 25 yards Duration: 1 round
Effect: Willforce + 4
Casting Difficulty: Target’s 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.

Ignite
Threads: NoneWeaving Difficulty: NA/11
Range: 5 yards Duration: 1 round
Effect: Ignites flammable objects
Casting Difficulty: Target’s Spell Defense
[Ignite] 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 character’s or the object’s. 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.

Iron Hand
Threads: 1Weaving Difficulty: 5/13
Range: Touch Duration: 10 + Rank rounds
Effect: +3 steps Melee Weapons damage
Casting Difficulty: Target’s Spell Defense
The wizard has the spell’s recipient strike another target with a melee weapon while simultaneously mimicking that character’s strike. If the Spellcasting Test is successful, the Iron Hand spell increases the recipient’s 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.

Mind Dagger
Threads: NoneWeaving Difficulty: NA/7
Range: 40 yards Duration: 1 round
Effect: Willforce + 2
Casting Difficulty: Target’s 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.

Wall Walker
Threads: 1Weaving Difficulty: 6/14
Range: Touch Duration: 10 + Rank in rounds
Effect: Target’s Willforce + 5
Casting Difficulty: Target’s 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 spell’s recipient now has improved climbing ability. The Effect dice are based on the target’s Willforce (or Willpower) steps, not the wizard’s. The target uses the Effect dice for any Climbing Tests while under the influence of the spell.

CIRCLE 2 SPELLS

And His Money
Threads: 1Weaving Difficulty: 7/16
Range: 10 yards Duration: 3 + Rank in minutes
Effect: –4 to target’s Social Defense
Casting Difficulty: Target’s Spell Defense
This spell reduces a target’s Social Defense against Fencing or Haggling talent. If the Spellcasting Test is successful, subtract –4 from the target’s Social Defense against those two talents. And His Money does not reduce the effectiveness of the target’s Social Defense against any other talent or skill.

Astral Shield
Threads: NoneWeaving Difficulty: NA/7
Range: Touch Duration: 7 + Rank rounds
Effect: +3 to Spell Defense
Casting Difficulty: Target’s 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 target’s 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.

Clean
Threads: 2Weaving Difficulty: 5/13
Range: Touch Duration: 1 minute
Effect: Willforce + 4
Casting Difficulty: Target’s 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.

Dodge Boost
Threads: NoneWeaving Difficulty: NA/8
Range: Self Duration: 5 + Rank rounds
Effect: +3 steps to Avoid Blow
Casting Difficulty: Target’s 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 target’s first action after receiving Dodge Boost must be Avoid Blow. If the target takes any other action, the spell immediately dissipates.

Rope Ladder
Threads: 2Weaving 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 wizard’s 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.

Vines
Threads: 1Weaving Difficulty: 6/15
Range: 50 yards Duration: 3 + Rank rounds
Effect: Willforce + 4
Casting Difficulty: Target’s Spell Defense
Vines appear from undergrowth, grabbing at a single target character. If the Spellcasting Test is successful, use the Effect step for the vine’s 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.

Wake-Up Call
Threads: 4Weaving Difficulty: 6/15
Range: Touch Duration: Up to 24 hours
Effect: Sets alarm to go off at specified time
Casting Difficulty: Target’s 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 LevelAccuracy of Alarm
Average+/–15 minutes
Good+/– 5 minutes
Excellent+/– 1 minute
ExtraordinaryExactly on time

CIRCLE 3 SPELLS

Combat Fury
Threads: 1Weaving Difficulty: 9/16
Range: Touch Duration: 7 + Rank rounds
Effect: +4 steps to Attack and Damage Tests
Casting Difficulty: Target’s 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.

Leaps and Bounds
Threads: NoneWeaving Difficulty: NA/9
Range: Touch Duration: 5 + Rank rounds
Effect: Target’s Willforce + 7
Casting Difficulty: Target’s 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 spellcaster’s 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.

Levitate
Threads: 1Weaving Difficulty: 8/18
Range: 100 yards Duration: 5 + Wizard’s Rank minutes
Effect: Levitate up to 2,000 pounds
Casting Difficulty: Target’s 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 magician’s 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 spell’s 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.

Quicken Pace
Threads: 2Weaving Difficulty: 10/13
Range: Touch Duration: 4 + Rank hours
Effect: Willforce + 4
Casting Difficulty: Target’s 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 target’s Dexterity step number. Depending on the success level of the test, the character’s 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.

Notice Not
Threads: 1Weaving Difficulty: 7/15
Range: Touch Duration: 1 + Rank minutes
Effect: +3 steps to tests for stealthy actions
Casting Difficulty: Target’s 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.

Seeking Sight
Threads: 1Weaving Difficulty: 7/15
Range: Touch Duration: 1 + Rank minutes
Effect: +3 steps to missile weapon attacks
Casting Difficulty: Target’s 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.

Shatter Lock
Threads: 2Weaving Difficulty: 6/13
Range: 5 yards Duration: 1 round
Effect: Willforce + 8
Casting Difficulty: Target’s 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.

CIRCLE 4 SPELLS

Ball of String
Threads: 3Weaving 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.

Dust Devil
Threads: 2Weaving Difficulty: 9/13
Range: 80 yards Duration: 5 + Rank rounds
Effect: –2 steps to actions requiring sight, hearing, or smell
Casting Difficulty: Target’s Spell Defense
If the Spellcasting Test is successful, a whirling dust storm emanates from the wizard’s fingertips, billowing 80 yards in every direction. The spell can affect a number of targets equal to the wizard’s 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 target’s Stength step. The wizard does not suffer any penalty.

Inventory
Threads: 4Weaving Difficulty: 9/18
Range: 25 yards Duration: 1 minute
Effect: Willforce + 8
Casting Difficulty: Target’s 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.”

Relax
Threads: 3Weaving Difficulty: 9/13
Range: Touch Duration: 1 round
Effect: Willforce + 2
Casting Difficulty: Target’s Spell Defense
This spell reduces the amount of time the spell’s 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.

Thorny Retreat
Threads: 1Weaving 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 wizard’s 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.

Trust
Threads: 1Weaving Difficulty: 13/17
Range: 50 yards Duration: Rank minutes
Effect: Willforce + 3
Casting Difficulty: Target’s 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 target’s 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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