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[Spell Magic]
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CIRCLE 5 SPELLS

Counterspell
Threads: NoneWeaving 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 magician’s Spell Defense is 2 against this spell when he is casting it upon himself.

Invigorate
Threads: 2Weaving Difficulty: 9/17
Range: Touch Duration: 1 + Rank hours
Effect: +5 steps to Recovery Tests
Casting Difficulty: Target’s 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.

Mage Armor
Threads: 1Weaving 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 target’s 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.

Makeshift Missile
Threads: 1Weaving 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.

Slow
Threads: 2Weaving Difficulty: 7/15
Range: Touch Duration: 5 + Rank rounds
Effect: –5 steps to Dexterity Tests
Casting Difficulty: Target’s Spell Defense
This spell reduces the target’s 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 character’s 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.

Solo Flight
Threads: 2Weaving Difficulty: 7/18
Range: Self Duration: 15 + Rank minutes
Effect: Grants power of flight
Casting Difficulty: Target’s 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).


CIRCLE 6 SPELLS

Doom Missile
Threads: 3Weaving 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.

Displace Self
Threads: 2Weaving Difficulty: 9/16
Range: Self Duration: 5 + Rank rounds
Effect: Willforce + 7
Casting Difficulty: Target’s 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 harm’s 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.

Karma Cancel
Threads: 2Weaving Difficulty: 11/18
Range: 100 yards Duration: 8 + Rank rounds
Effect: Prevents Karma use
Casting Difficulty: Target’s 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.

Makeshift Weapon
Threads: 1Weaving Difficulty: 10/15
Range: Touch Duration: 5 + Rank rounds
Effect: Willforce + 8
Casting Difficulty: Target’s 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: 2Weaving Difficulty: 11/19
Range: 100 yards Duration: 1 round
Effect: Willforce + 15
Casting Difficulty: Target’s 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 creature’s armor normally does not permit an Armor-Defeating Hit, an Extraordinary result will defeat the armor.

Sleep
Threads: 2Weaving Difficulty: 9/17
Range: Duration: 60 yards
Effect: Puts rank characters asleep
Casting Difficulty: Target’s Spell Defense (see text)
The wizard yawns widely, then casts the spell. Sleep can target a number of characters equal to the wizard’s 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.

CIRCLE 7 SPELLS

Blood Boil
Threads: 3Weaving Difficulty: 12/17
Range: 60 yards Duration: 4 rounds
Effect: Willforce + 9
Casting Difficulty: Target’s 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 spell’s duration, the wizard must make a Spellcasting Test against the target’s 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.

Confusing Weave
Threads: 1Weaving Difficulty: 13/20
Range: 60 yards Duration: 1 round
Effect: Willforce + 3
Casting Difficulty: Target’s Spell Defense (see text)
Confusing Weave targets up to a number of magician characters equal to the wizard’s 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.

Lightning Cloud
Threads: 4Weaving Difficulty: 12/18
Range: 120 yards Duration: 5 + Rank rounds
Effect: Willforce + 10
Casting Difficulty: Target’s 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 spell’s duration the wizard may gather a bolt of lightning and hurl it at an opponent. This counts as the wizard’s action for each Combat Round in which he gathers a bolt of magical lightning.

Move On Through
Threads: NoneWeaving Difficulty: NA/17
Range: 120 yards Duration: 1 round
Effect: Willforce + 4
Casting Difficulty: Target’s 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 target’s 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: 3Weaving Difficulty: 11/19
Range: 100 yards Duration: 8 + Rank rounds
Effect: –5 steps to all Spellcasting Tests
Casting Difficulty: Target’s 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.

CIRCLE 8 SPELLS

Cat’s Cradle
Threads: 4Weaving Difficulty: 12/20
Range: 25 yards Duration: Rank minutes
Effect: Shared spellcasting
Casting Difficulty: Target’s Spell Defense
This spell allows wizards to share the work of casting single spells. The wizard moves his hands as if weaving a cat’s 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 Cat’s 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: 3Weaving Difficulty: 15/22
Range: 75 yards Duration: 7 + Rank rounds
Effect: Willforce + 10
Casting Difficulty: Target’s 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.

Delay Blow
Threads: 2Weaving Difficulty: 14/20
Range: Touch Duration: 10 + Rank rounds (until used)
Effect: Willforce + 15
Casting Difficulty: Target’s 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 wizard’s 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.

Safe Opening
Threads: 2Weaving Difficulty: 12/19
Range: 5 yards Duration: 5 + Rank rounds
Effect: Willforce + 8
Casting Difficulty: Target’s 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.

Wound Mask
Threads: 3Weaving Difficulty: 13/15
Range: Touch Duration: 5 + Rank rounds
Effect: Willforce + 10
Casting Difficulty: Target’s Spell Defense
[Wound Mask] 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 target’s 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 Mask’s 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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