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Counterspell |
Threads: None | Weaving Difficulty: NA/11 |
Range: 15 yards | Duration: 10 + Rank rounds |
Effect: Willforce + 5 |
Casting Difficulty: |
This spell allows the wizard to increase the Spell Defense of his
companions. The Spellcasting Test is made against the highest Spell Defense of
all intended targets. If the Spellcasting Test is successful, the wizard rolls
the Effect dice. The result of that test becomes the new Spell Defense of all
targets; if lower, so be it. The caster may select which targets are to benefit
from the spell. He may choose to select all targets within range. As noted in
Lowering Your Spell Defense on
p. 152, a magicians Spell Defense is 2 against this spell when he
is casting it upon himself.
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Invigorate |
Threads: 2 | Weaving Difficulty: 9/17 |
Range: Touch | Duration: 1 + Rank hours |
Effect: +5 steps to Recovery Tests |
Casting Difficulty: Targets Spell Defense |
The wizard touches the character on the eyebrows (or the closest equivalent)
while casting the spell. If the Spellcasting Test is successful, the recipient
gains +5 steps to all Recovery Tests made under the effect of the Invigorate
spell. Only one Invigorate spell may affect a character at one time.
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Mage Armor |
Threads: 1 | Weaving Difficulty: 12/16 |
Range: Touch | Duration: 7 + Rank minutes |
Effect: +4 to Physical Armor Rating |
Casting Difficulty: |
The magician slams his hand into the armor to be enhanced, while uttering a
soft, thudding sound, as if an ineffectual blow had landed. The Spellcasting
Test is made against the Spell Defense of either the armor or its wearer,
whichever is higher. If the Spellcasting Test is successful, add +4 to the
targets Physical Armor Rating. The armor has a faint violet glow that is
noticeable in the dark or with astral sight. Only one piece of armor can
benefit from one Mage Armor spell at a time.
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Makeshift Missile |
Threads: 1 | Weaving Difficulty: 9/15 |
Range: Touch | Duration: 2 + Rank rounds |
Effect: Willforce + 6 |
Casting Difficulty: See text |
The wizard enchants any small object into a wickedly sharp throwing
weapon. The object weighs the same as it did before, so the wizard is advised
to keep the object small and throwable. The wizard makes a Spellcasting Test.
He may throw the weapon in the next round and may also pick up and convert
another item into a missile weapon as long as the Spell Defense of the new item
is less than or equal to the result of the Spellcasting Test. The wizard can
continue to create new missiles for the duration of the spell. The wizard uses
his Throwing Weapons or Dexterity steps to throw the Makeshift Missile. If the
missile hits its target, the wizard rolls the Effect dice for the damage.
Immediately after the missile hits, it reverts to its old form.
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Slow |
Threads: 2 | Weaving Difficulty: 7/15 |
Range: Touch | Duration: 5 + Rank rounds |
Effect: 5 steps to Dexterity Tests |
Casting Difficulty: Targets Spell Defense |
This spell reduces the targets movement by one-half. The magician
pantomimes casting a simple spell, taking far longer than normal to cast it. If
the Spellcasting Test is successful, the target characters Full and
Combat Movement speeds are halved. Any Dexterity-related tests, including
Initiative tests, suffer a 5 penaltyto the appropriate step. The minimum
Initiative step number possible is 1. A character can only suffer from one Slow
spell at a time.
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Solo Flight |
Threads: 2 | Weaving Difficulty: 7/18 |
Range: Self | Duration: 15 + Rank minutes |
Effect: Grants power of flight |
Casting Difficulty: Targets Spell Defense |
If the Spellcasting Test is successful, Solo Flight gives the wizard the
ability to fly. He can travel 150 yards per round, 75 yards for Combat
Movement. Solo Flight requires that the wizard be conscious to stay in the air.
An unconscious wizard drops very nicely, indeed, taking falling damage (see
Adventuring in Earthdawn, p. 206).
|
Doom Missile |
Threads: 3 | Weaving Difficulty: 10/21 |
Range: 100 yards | Duration: Rank rounds |
Effect: Willforce + 5 |
Casting Difficulty: |
The wizard casts Doom Missile on one opponent. If the Spellcasting Test is
successful, the wizard rolls the Effect dice for damage the round the missile
hits, and in every round thereafter for the duration of the spell. Mystic armor
reduces damage from this spell. An Armor-Defeating Hit with Doom Missile can be
a very ugly death.
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Displace Self |
Threads: 2 | Weaving Difficulty: 9/16 |
Range: Self | Duration: 5 + Rank rounds |
Effect: Willforce + 7 |
Casting Difficulty: Targets Spell Defense |
The wizard hops frantically while casting this spell. If the Spellcasting Test
is successful, Displace Self senses incoming physical attacks and moves the
wizard out of harms way. The wizard moves 1D4 feet in a direction of his
choice. If that is not enough to evade an attack (for example, a collapsing
ceiling), the wizard must defend normally.
The Effect step becomes the Initiative step for the target of Displace Self
for the duration of the spell. Displace Self can only avoid blows coming from
characters acting with lower Initiative.
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Karma Cancel |
Threads: 2 | Weaving Difficulty: 11/18 |
Range: 100 yards | Duration: 8 + Rank rounds |
Effect: Prevents Karma use |
Casting Difficulty: Targets Spell Defense |
Karma Cancel is cast on a single character. If the Spellcasting Test is
successful, the wizard can cancel any attempt by the target to use Karma by
spending 1 of his own Karma Points to do so. Neither character gets to roll
Karma dice for the cancelled points. The afflicted character can dispel the
effect of Karma Cancel by rolling a 14 or greater in a Willpower or Dispel
Magic Test.
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Makeshift Weapon |
Threads: 1 | Weaving Difficulty: 10/15 |
Range: Touch | Duration: 5 + Rank rounds |
Effect: Willforce + 8 |
Casting Difficulty: Targets Spell Defense |
The wizard enchants any small object into a slim, extremely keen melee weapon.
The object weighs the same as it did before. If the Spellcasting Test is
successful, the wizard uses the Effect step number for the damage of the
weapon. The wizard may cast Makeshift Weapon, then hand it to another
character, but that character uses his own Willpower or Willforce to determine
the Damage step. When the duration expires, the item reverts to its old form.
|
Razor Orb |
Threads: 2 | Weaving Difficulty: 11/19 |
Range: 100 yards | Duration: 1 round |
Effect: Willforce + 15 |
Casting Difficulty: Targets Spell Defense |
Razor Orb is a gleaming, spinning, powerful weapon of green light and force.
The wizard casts Razor Orb against one character. If the Spellcasting Test is
successful, the wizard rolls the Effect dice for damage. Razor Orb is designed
to deliver one devastating Armor-Defeating Hit against a tough opponent. Razor
Orb can produce an Armor-Defeating Hit at a success level one lower than
normal. An Armor-Defeating Hit will only require a Good success on a
Spellcasting Test rather than the usual Excellent needed. If a creatures
armor normally does not permit an Armor-Defeating Hit, an Extraordinary result
will defeat the armor.
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Sleep |
Threads: 2 | Weaving Difficulty: 9/17 |
Range: | Duration: 60 yards |
Effect: Puts rank characters asleep |
Casting Difficulty: Targets Spell Defense (see text) |
The wizard yawns widely, then casts the spell. Sleep can target a
number of characters equal to the wizards Spellcasting talent. The
highest Spell Defense is the Difficulty Number for resisting the spell. If the
Spellcasting Test is successful, the target characters are put to sleep.
Sleeping characters are entitled to Willpower Tests once each round they are
asleep. Targets wake when:
- They take damage.
- The spell expires or is dispelled.
- A sleeping character rolls a 14 or greater in a Willpower Test.
Sleeping characters may roll once per round to recover from sleep.
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Blood Boil |
Threads: 3 | Weaving Difficulty: 12/17 |
Range: 60 yards | Duration: 4 rounds |
Effect: Willforce + 9 |
Casting Difficulty: Targets Spell Defense |
The caster hurls this spell onto a single opponent, making sounds as if
she were pouring boiling oil onto the target. If the Spellcasting Test is
successful, the wizard rolls the Effect dice for damage. Mystic armor reduces
damage from Blood Boil. For the next three rounds of the spells duration,
the wizard must make a Spellcasting Test against the targets Spell
Defense; if successful, Blood Boil again damages the target. The spell may not
be switched to another target.
The spell cannot take effect if the target is more than 60 yards from the
wizard. Blood Boil only works against living targets who have blood. It does
not work against undead, living plants, stone statues, or other such
creatures.
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Confusing Weave |
Threads: 1 | Weaving Difficulty: 13/20 |
Range: 60 yards | Duration: 1 round |
Effect: Willforce + 3 |
Casting Difficulty: Targets Spell Defense (see text) |
Confusing Weave targets up to a number of magician characters equal to the
wizards Spellcasting talent. The Difficulty Number for resisting the
spell is the highest Spell Defense of any target character. If the Spellcasting
Test is successful, the wizard makes an Effect Test against the highest Thread
Weaving step number of any target character. Success makes the target
characters flub their efforts to weave threads into their own spells. Target
characters lose all threads they are currently weaving or have woven into their
spells.
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Lightning Cloud |
Threads: 4 | Weaving Difficulty: 12/18 |
Range: 120 yards | Duration: 5 + Rank rounds |
Effect: Willforce + 10 |
Casting Difficulty: Targets Spell Defense (see text) |
The wizard conjures a swirling black and purple cloud above his head. The
cloud begins to form with the second thread, and is completed when the last
thread is woven. The wizard draws lightning from the cloud, and hurls it at an
opponent as the spell is cast. If the Spellcasting Test is successful, the
wizard rolls the Effect dice for the damage of the lightning strike. Each
Combat Round of the spells duration the wizard may gather a bolt of
lightning and hurl it at an opponent. This counts as the wizards action
for each Combat Round in which he gathers a bolt of magical lightning.
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Move On Through |
Threads: None | Weaving Difficulty: NA/17 |
Range: 120 yards | Duration: 1 round |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
The wizard nods his head at a moving target and makes a mocking bow. If the
Spellcasting Test is successful, the wizard rolls his Effect dice against the
targets Strength step. Success means the target must continue his current
movement the next round in the same direction and at the same speed.
|
Spell Cage |
Threads: 3 | Weaving Difficulty: 11/19 |
Range: 100 yards | Duration: 8 + Rank rounds |
Effect: 5 steps to all Spellcasting Tests |
Casting Difficulty: Targets Spell Defense |
While weaving the threads of this spell, the wizard makes a descending
whooshing sound, followed by a clang! as he casts the spell. The
wizard makes a Spellcasting Test against the Spell Defense of the character to
be caged. If the test is successful, the spell forms a cage 10 by 10 by 10 feet
around the target. If the target character is longer than 10 feet in any
dimension, the spell fails. The cage cannot be moved once conjured, and has no
door. The cage has a Death Rating of 40 points and a Physical Armor Rating of
7. Any character caught inside suffers a 5 penalty to the appropriate
step for all Spellcasting and Thread Weaving Tests, including Dispel Magic.
Spells entering the cage suffer no penalty.
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Cats Cradle |
Threads: 4 | Weaving Difficulty: 12/20 |
Range: 25 yards | Duration: Rank minutes |
Effect: Shared spellcasting |
Casting Difficulty: Targets Spell Defense |
This spell allows wizards to share the work of casting single spells. The
wizard moves his hands as if weaving a cats cradle pattern from a loop of
string, and then passes the imaginary pattern to the target character while
casting the spell. This spell can only be used with other wizards. If the
Spellcasting Test is successful, both characters in the cradle (the wizard and
the target) add +3 steps to their Thread Weaving, Spellcasting, and Willforce
talents. The wizards now work together to cast the same spell. They must cast
spells together while under the effect of Cats Cradle. Both may weave
threads or else one may weave the threads and the other make the Spellcasting
Test, permitting a spell to be cast in the same round as threads were woven.
Both characters may roll the Effect dice for a spell, using whichever result is
higher.
|
Compression Bubble |
Threads: 3 | Weaving Difficulty: 15/22 |
Range: 75 yards | Duration: 7 + Rank rounds |
Effect: Willforce + 10 |
Casting Difficulty: Targets Spell Defense |
The wizard places his hands as if holding an invisible ball to form a
compression bubble around one character. If the Spellcasting Test is
successful, the wizard rolls the Effect dice. Use the result as the damage the
bubble does in squeezing the character. The wizard must concentrate to do
damage each round. Alternately, he may just move away and leave the character
trapped in the bubble until the spell expires. The bubble may be broken from
the outside by anyone who can do 10 points of damage to it in a single blow.
The bubble has a Physical Defense of 7 and a Physical Armor Rating of 10. The
only way to break the bubble from the inside is if the character rolls a 17 or
better on a Strength Test. Weapon strikes have no effect against the interior
of the bubble.
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Delay Blow |
Threads: 2 | Weaving Difficulty: 14/20 |
Range: Touch | Duration: 10 + Rank rounds (until used) |
Effect: Willforce + 15 |
Casting Difficulty: Targets Spell Defense (see text) |
The wizard enchants a melee weapon with this spell. He makes the Spellcasting
Test against the Spell Defense of the weapon or its wielder, whichever is
higher. If the Spellcasting Test is successful, the effect of Delay Blow when
it hits is equivalent to a second blow being struck at the same time. The
wizard rolls the Effect dice for the damage of the second blow. Delay Blow
always uses the wizards Willforce for the Effect dice. Once Delay Blow
takes effect, the spell dissipates. A weapon may have more than one Delay Blow
spell active on it at one time.
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Safe Opening |
Threads: 2 | Weaving Difficulty: 12/19 |
Range: 5 yards | Duration: 5 + Rank rounds |
Effect: Willforce + 8 |
Casting Difficulty: Targets Spell Defense |
The wizard mimics opening the door, chest, or whatever it is he wishes to
open. He makes a Spellcasting Test against the Spell Defense of the object. If
the test is successful, the object opens. The wizard then makes an Effect Test
against any the Difficulty of any traps or wards guarding the opening. A
successful result freezes their actions for the duration of the spell. The
wards and traps are not disarmed, merely inactive for the duration.
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Wound Mask |
Threads: 3 | Weaving Difficulty: 13/15 |
Range: Touch | Duration: 5 + Rank rounds |
Effect: Willforce + 10 |
Casting Difficulty: Targets Spell Defense |
The spell target holds his face perfectly still while the wizard pushes and
prods as if fitting something onto the face. If the Spellcasting Test is
successful, a thin copper mask completely covers the targets face.
Although there are no eye, nose, or mouth holes in the mask, the recipient has
no trouble seeing, breathing, or speaking. The wizard then rolls the Effect
dice and records the result. Use this as the Difficulty Number for any Attack
Tests against the spell target. If the result of the Attack Test is less than
this number, the blows hit the mask instead of the wearer.
The mask has a Death Rating of 25 and an Armor Rating of 10. The armor of a
Wound Mask can only be defeated by an Extraordinary success. At the end of each
Combat Round in which the mask has survived, the mask fully recovers from any
damage taken. Whenever the damage taken in a single Combat Round is equal to or
higher than the Wound Masks Death Rating, it is destroyed. The recipient
is spared any damage until the next attack that hits; the destruction of the
mask always completely absorbs the blow that shatters it.
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