[Earthdawn Logo]
[Spell Magic]
[Go Back][Next Page][Table of Contents][Index][Search]


ELEMENTALIST SPELLS

Elementalists use their magic to manipulate the magical elements. Their spells most often affect one or more of the elements, but can also affect the weather and nature. Through their spells, they are able to speak with the elemental spirits that inhabit the world.

CIRCLE 1 SPELLS

Crunch Climb
Threads: 1Weaving Difficulty: 6/14
Range: Touch Duration: 5 + Rank minutes
Effect: +3 steps to Climbing Tests
Casting Difficulty: Target’s Spell Defense
This spell enhances the target’s climbing ability. The spellcaster weaves the thread, then casts the spell as the target starts to climb. Success gives the climber +3 steps to Climbing Tests.

Earth Blend
Threads: NoneWeaving Difficulty: NA/7
Range: Touch Duration: Rank + 5 minutes
Effect: Willforce + 7
Casting Difficulty: Target’s Spell Defense
This spell makes a character blend completely with his surroundings, making it more difficult for someone else to spot him. The elementalist throws a stone, rubs some dirt, or touches a pebble to the spell target. The elementalist and the target must both be standing on stone or earth for the spell to work.

If the Spellcasting Test is successful, the target rolls the Effect dice. The result is the Difficulty of someone else spotting the character using normal sight. If, however, a character moves while under the effects of Earth Blend, the spell is broken. Characters using magical sight or senses may make a test against the Spell Defense of the character to perceive him. Earth Blend provides no additional physical defense.

Earth Darts
Threads: 1Weaving Difficulty: 5/12
Range: 30 yardsDuration: 1 round
Effect: Willforce + 6
Casting Difficulty: Target’s Spell Defense
The elementalist flings dirt into the air while weaving the thread for the spell. The dirt then changes into crystalline darts that fly at the foe when the spell is cast. If the Spellcasting Test is successful, the magician rolls the Effect dice to determine damage. This powerful spell is not uncommon, and more knowledgeable foes can retreat out of range of the spell if they see the crystal darts forming. Physical armor provides protection against the Earth Dart spell.

Flameweapon
Threads: 2Weaving Difficulty: 5/14
Range: 10 yards Duration: 10 + Rank rounds
Effect: +1D4 to weapon’s Damage step
Casting Difficulty: Target weapon’s Spell Defense
The elementalist conjures a small flame as he weaves the first thread. This flame leaps to cover a weapon chosen by the elementalist, except where the wielder touches it. The weapon’s Spell Defense resists the spell; for most weapons this number is 2. The spell increases the weapon’s damage by 1D4, which is called the flame die. This increase affects all creatures that can be hurt by flames. Physical armor provides protection against Flameweapon attacks.

While the weapon is under the Flameweapon spell, its temperature is hot but bearable. Whenever the flame die result is more than 4, the wielder takes 1 point of damage from the high heat.

Heat Food
Threads: 1Weaving Difficulty: 5/7
Range: Touch Duration: 10 + Rank minutes
Effect: Heat rejuvenating food
Casting Difficulty: 2
This spell heats up food and infuses it with magic that will have a beneficial effect on the target. The elementalist breathes on his hands as if to warm them, and his hands begin to glow a gentle red. As the elementalist touches the food to be warmed, the glow transfers to the food. Within a minute, the food is steaming hot. Eating the food during the spell’s duration increases the effectiveness of Recovery Tests made while eating. Recovery Tests gain steps equal to the elementalist’s Spellcasting Rank. If an elementalist with Rank 3 Spellcasting talent casts the Heat Food spell, he increases the Recovery Tests of those who eat the food by +3 steps. Each use of the spell may heat a number of meals equal to the magician’s Spellcasting Talent rank.

Plant Talk
Threads: NoneWeaving Difficulty: NA/7
Range: SelfDuration: 10 + Rank minutes
Effect: Converse with plant spirits
Casting Difficulty: 2
The elementalist puts his ear to a plant as he casts this spell. The Plant Talk spell enables him to converse with the spirits who often inhabit such plants rather than with the plants themselves. Plant spirits vary widely in intelligence, but they are a considerable step up from the plants they inhabit. Plant spirits vary in temperament as much as characters do. They may be very willing to talk, for example, or grumpy and taciturn or even sleepy from lying out in the sun so long. Plant spirits are usually aware of events that happen within one to five yards of their roots. Plant spirits only inhabit living plants; they must seek a new plant when their old host dies.

Purify Water
Threads: 1Weaving Difficulty: 5/13
Range: TouchDuration: 1 round
Effect: Willforce + 8 quarts
Casting Difficulty: 2 or more (see text)
The elementalist smears a drop of the water to be purified on his lips, then casts the spell. Water that is merely muddy has a Spell Defense of 2; disease-ridden water has a Spell Defense of 5 or higher. Water that has been poisoned resists with the Spell Defense of the poison, which usually starts at 6.

An elementalist may use this spell to try to purify a beverage that has a large water content, such as wine, juice, beer, or milk. The elementalist must beat the Spell Defense of the beverage by 5 in order to purify the drink. If he beats the Spell Defense by less than 5, the spell removes all those flavorful “impurities,” resulting in pure water.

Resist Cold
Threads: NoneWeaving Difficulty: NA/7
Range: TouchDuration: 6 + Rank minutes
Effect: +3 Armor Points against cold damage
Casting Difficulty: Target’s Spell Defense
The elementalist conjures frost on his palm. The frost melts away as he touches the target. The Resist Cold spell adds 3 points of armor against all cold-based attacks or damage.

A target may benefit from only one Resist Cold spell at a time.

Resist Fire
Threads: NoneWeaving Difficulty: NA/7
Range: Touch Duration: 6 + Rank minutes
Effect: +3 Armor Points against fire damage
Casting Difficulty: Target’s Spell Defense
The elementalist conjures a small flame on the tip of each index finger. She touches the target on the eyebrows (or ridge above the eyes approximating the position of the eyebrows). A bright flash singes the brows, but does no damage. The Resist Fire spell adds 3 Armor Points against all fire-based attacks or damage.

A recipient may benefit from only one Resist Fire spell at a time.

CIRCLE 2 SPELLS

Boil Water
Threads: 2Weaving Difficulty: 7/13
Range: TouchDuration: 3 + Rank minutes
Effect: Boils 1 quart of water
Casting Difficulty:
The elementalist touches a vessel containing water, tapping it very quickly as if the vessel were very hot. The enchanted vessel immediately begins to heat the water it contains, bringing a quart of water to boil each round. A gallon of water would take 4 rounds to reach the boiling point. Boil Water can only be cast on inanimate objects.

Though the spell was not originally designed for combat, each quart of boiling water can do 5 steps of damage, up to a maximum of 20 steps (for 4 quarts). A character must still throw the water at a victim, and must make a successful Dexterity or Throwing Weapons Test against the target’s Physical Defense.

Gill
Threads: 2Weaving Difficulty: 4/13
Range: Touch Duration: 10 + Rank minutes
Effect: Allows breathing underwater
Casting Difficulty: Target’s Spell Defense
The elementalist mimics the mouthings of a fish while weaving the threads, then touches the target of the spell. The spell allows a character to breathe comfortably underwater. The Gills spell does not prevent a character from breathing air.

Ice Spear
Threads: 1Weaving Difficulty: 7/14
Range: 120 yards Duration: 1 round
Effect: Willforce + 3
Casting Difficulty: Target’s Spell Defense
Frost forms on the fingers of the elementalist while he is weaving this spell. As the elementalist casts the spell at a target, Ice Spear forms a weapon that is five feet long. The spears trails frost as it arcs toward the target. If the Spellcasting Test is successful, the magician rolls the Effect dice for damage.

Icy Surface
Threads: NoneWeaving Difficulty: NA/8
Range: Touch Duration: 3 + Rank minutes
Effect: Creates a slippery, icy surface
Casting Difficulty: 2
The elementalist blows on the surface she wishes to ice, and the spell immediately covers a 100-square-yard area with ice. The spot the elementalist blows on is one edge of the area. The elementalist can choose the shape of the icy surface as long as no dimension exceeds 20 yards.

If the Spellcasting Test is successful, the elementalist rolls the Effect dice. The result is the Difficulty of crossing the ice without slipping. Characters use Dexterity steps or other applicable talents. Creatures use their Knockdown step. A successful result means the character can move at only one-half his Combat Movement across the icy surface. Failure means the character falls. The effects of falling are the same as a Knockdown in Combat (see Make Knockdown Test).

Path Home
Threads: 2Weaving Difficulty: 7/14
Range: 60 yards Duration: 20 + Rank minutes
Effect: Shows a path home
Casting Difficulty: 5
The spellcaster closes his eyes, envisioning the last place where he slept. If the Spellcasting Test is successful, the spell summons a pair of shimmering wings, translucent and sparkling green or gold. The wings have the same movement speed as the caster, and they begin to fly toward the last place the elementalist slept. Always remaining within 60 yards of the spellcaster, the wings will slow down or speed up on command. They have a Physical Defense and a Spell Defense of 10 each, and are destroyed as soon as they take 1 or more points of damage.

Slow Metal Weapon
Threads: 1Weaving Difficulty: 9/13
Range: 60 yards Duration: 8 + Rank rounds
Effect: –3 steps to damage
Casting Difficulty: Target’s Spell Defense (see text)
The elementalist mimes a slow-moving attack, targeting any weapon designed to attack with a metal edge or point for attacking that is within range. The Difficulty Number is the Spell Defense of the wielder or the weapon, whichever is higher. A successful Spellcasting Test makes the weapon slow down just before it hits a target, reducing its damage by 3 steps for the duration of the spell.

Only one Slow Metal Weapon spell may affect any one weapon at a time.

Sterilize Object
Threads: 1Weaving Difficulty: 5/14
Range: 10 yards Duration: 1 round
Effect: Willforce + 7
Casting Difficulty: 2
The spellcaster rubs his wrists together, sending a white spark from his wrist to the object to be sterilized. If the Spellcasting Test is successful, the magician makes an Effect Test. If the result is higher than the resistance of any disease or poison, the object is cleansed of the disease or poison. The spell is effective only against inanimate objects. If used against food, the food becomes thoroughly overcooked, losing flavor and texture. In order to bring himself to eat sterilized food, a character must make a Willpower Test with a result of at least 4.

Stick Together
Threads: 1Weaving Difficulty: 5/13
Range: 25 yardsDuration: 3 + Rank minutes
Effect: Willforce + 7
Casting Difficulty: Target’s Spell Defense (see text)
This spell bonds two targets tightly together. The elementalist mimes putting his hands together and then trying to pull them apart. He points both hands, still stuck together, at two targets. The Spellcasting Test succeeds if the result is equal to or higher than the higher Spell Defense of the two targets. As soon as the two targets touch, they bond together. The elementalist can also choose to bond two targets already in contact, such as a character and the floor. The two targets must be within ten feet of each other for the spell to be effective. If the Spellcasting Test is successful, the magician rolls the Effect dice. The result is the strength of the bond. Breaking the bond requires the target to make a Strength Test equal to or greater than the bond strength. Breaking the bond dispels this spell.

Stick Together produces a bond strong enough to support 2,150 pounds of weight. The elementalist may break the bond by making a Spellcasting Test equal to or higher than the higher Spell Defense of the two targets.

CIRCLE 3 SPELLS

Behind Eye
Threads: 2Weaving Difficulty: 6/16
Range: TouchDuration: 30 + Rank minutes
Effect: D6 Perception to rear
Casting Difficulty: Target’s Spell Defense
The elementalist chants softly while holding a burning candle, torch, or other source of flame, then casts the spell by touching the flame to the back of the target’s head.

A successful Spellcasting Test produces a single flaming eye in the back of the target character’s head. This eye sees with a Perception of 7 (Step 4), and the spell’s target can see what the eye sees. The eye can see any obviously visible image. In combat, Behind Eye prevents a character from being blindsided (see Combat, p. 202). An attacker can counter by using a skill or talent that makes him harder to see; if the eye fails a Perception Test against the talent, the attacker may blindside the target of the spell.

Ice Mace and Chain
Threads: NoneWeaving Difficulty: NA/15
Range: 40 yards Duration: 2 rounds
Effect: Willforce + 5
Casting Difficulty: Target’s Spell Defense
[Ice Mace and Chain] The elementalist hurls two pebbles, coins, or other small objects at the target character. If the Spellcasting Test is successful, the two objects become spiked mace-heads joined by an icy chain. The chain and mace-heads wrap around the target, often shattering when they hit. The magician rolls the Effect Test for damage. If he rolls any Bonus dice for the Damage Test, the mace and chain shatter. If the mace and chain survive the hit, the target character is considered Harried (see Combat section, p. 202) for the next Combat Round, suffering –2 to his Attack Tests.

Plant Feast
Threads: 3Weaving Difficulty: 6/16
Range: 25 yards Duration: 1 + Rank hours
Effect: Willforce + 8
Casting Difficulty: 2
The elementalist needs three plants, no matter how scrawny, for this spell, which converts that meager material into a feast. If the Spellcasting Test is successful, the magician rolls the Effect dice. The result is the number of meals the spell produces. Each meal has the following parts: appetizer, soup, salad, bread, entree, vegetable, and dessert. All meals are identical. The elementalist can only create items he has tasted within the last year, a good excuse for the elementalist to eat excessively on occasion while in cities.

The food created by this spell must be eaten during the spell’s duration. Food not eaten vanishes the instant the spell expires.

Porter
Threads: 2Weaving Difficulty: 9/15
Range: 15 yards Duration: Rank days
Effect: Willforce
Casting Difficulty: 2
This spell creates a semi-sentient being who will carry equipment for the elementalist. The magician first makes an earthen mound, molding it into a humanoid shape roughly his own size. A successful Spellcasting Test animates the mound. The porter travels with its feet still attached to the ground, which ripples under the porter to let it pass. Once the porter is animated, the magician rolls the Effect dice. The result of the test determines the porter’s Strength step. The porter must remain within 15 yards of the caster or the spell is broken. The porter’s statistics are listed below.

Porter
DEX:4STR: Effect diceTOU: 12
PER: 2WIL: 2CHA: 3

Initiative: 4Physical Defense: 7
Number of Attacks: NoneSpell Defense: 8
Attack: NASocial Defense: 15
Damage: NAArmor: 3
Number of Spells: NoneMystic Armor: 0
Spellcasting: NAKnockdown: Strength step
Effect: NARecovery Tests: 4
Death Rating: 70Combat Movement: 40
Wound Threshold: 15Full Movement: 80
Unconsciousness Rating: NA

Legend Points: NA
Equipment: NA
Loot: NA

Puddle Deep
Threads: 1Weaving Difficulty: 7/15
Range: 15 yards Duration: 3 + Rank minutes
Effect: Willforce
Casting Difficulty: 2
While casting this spell, the elementalist must touch a shallow puddle. The spell increases the depth of the puddle within 15 yards of the caster. If the Spellcasting Test is successful, the magician rolls the Effect dice. The puddle’s depth increases by a number of feet equal to the result.

[Puddle Deep] Characters whose Spell Defense is greater than the Effect dice roll result either do not fall into the puddle or manage to stay to one side of it. Characters who fall in must climb out. The Difficulty of climbing out is the elementalist’s Spellcasting Rank + the Armor Rating of the armor (plus shield) worn by the character. Climbing requires a Dexterity or Climbing Test; creatures make an Attack Test for climbing.

Anything still in the puddle when the spell expires finds itself in the original puddle, with its the original depth. The rest of the water disappears. The water created with Puddle Deep cannot be used to quench thirst and cannot be stored for later use.

Repair
Threads: 1Weaving Difficulty: 9/16
Range: Touch Duration: 3 + Rank months
Effect: Willforce + 5
Casting Difficulty: 2
Repair uses elemental force to mend damage to inanimate objects. The elementalist takes the object or its pieces, and imagines them whole again. If the Spellcasting Test is successful, the magician rolls the Effect dice. The result is the Strength of the bond holding the object together. The spell can rearrange the mass of the object to make up for any missing pieces, but this has limits. The elementalist must have at least 80 percent of the original object to successfully use this spell.

Sky Lattice
Threads: 3Weaving Difficulty: 8/17
Range: 120 yards Duration: 10 + Rank minutes
Effect: Willforce + 3
Casting Difficulty: 2
The Sky Lattice spell creates a shimmering web of air energy that can support up to 4,000 pounds. The lattice is attached to air and appears within reach of the elementalist; it need not touch the ground. A sky lattice is always one yard wide. The elementalist can vary the length of the lattice, from one yard up to the spell’s full 120 yards.

It is also possible to climb the lattice, whose force helps grip a climber to it. If the Spellcasting Test is successful, the magician rolls the Effect dice, using the result as the Strength of the grip. The grip only secures the climber; it does not hinder his movement in any way.

An elementalist can use blood magic to extend the duration of Sky Lattice to a year and a day by taking 1 Damage Point. The Damage Point is recovered when the spell expires. Sky Raiders often use Sky Lattice to support bases hidden in the midst of clouds.

Throne of Air
Threads: 2Weaving Difficulty: 8/17
Range: Self Duration: 10 + Rank minutes
Effect: Willforce + 7
Casting Difficulty: 2
The elementalist casts this spell by taking a sitting position. If the Spellcasting Test is successful, the Throne of Air forms as a wavery, turbulent image underneath the magician. The elementalist can move in the throne: Full Movement is 150 yards per round, Combat Movement is 75 yards. The throne is very agile. Use the Effect step as for the Avoid Blow talent, p. 98.

The Throne of Air spell has limited vertical movement. It can move above the ground a number of yards equal to the magician’s Spellcasting Rank.

CIRCLE 4 SPELLS

Air Blast
Threads: 1Weaving Difficulty: 10/16
Range: 60 yards Duration: 1 round
Effect: Willforce + 9
Casting Difficulty: 2
This spell creates a howling wind to blast a path starting directly in front of the spellcaster. The elementalist weaves the thread, placing both hands to his lips when finished. Then he casts the spell by blowing hard and flinging his arms wide. A successful Spellcasting Test creates an air blast path extending five yards to the left, right, up, and down (if possible) from the caster.

All characters caught in the blast must make a Strength or Knockdown Test against the effect of Air Blast. Failure means the character is knocked down (Make Knockdown Test, p. 195 of Combat).

Blizzard Sphere
Threads: 2Weaving Difficulty: 10/17
Range: 100 yards Duration: 3 + Rank rounds
Effect: Willforce + 8
Casting Difficulty: Target’s Spell Defense
The elementalist conjures a small blizzard to strike his foes. The blizzard fills a sphere 10 yards across. The elementalist targets the sphere wherever he wants, within spell range. Compare the result of the Spellcasting Test to the Spell Defense of all characters caught within the sphere. If the magician’s test result is equal to or higher than a character’s Spell Defense, the character takes damage from the spell. Make an Effect Test for the damage from this spell.

The elementalist makes a new Spellcasting Test every round to see who takes damage within the sphere. Once the sphere is successfully cast, it remains stationary. Maintaining the effects of Blizzard Sphere requires the elementalist’s concentration.

Lighten Load
Threads: 1Weaving Difficulty: 9/16
Range: 10 yards Duration: 7 + Rank hours
Effect: Willforce + 3
Casting Difficulty: Target’s Spell Defense
This spell can lighten the load of an object. A character or group of characters must be lifting the target object or objects. The elementalist braces and grimaces as if lifting a heavy object, then straightens and smiles as the spell is cast. If the Spellcasting Test is successful, the magician rolls the Effect dice. Each point of the test result reduces the weight of the object by 50 pounds, down to a minimum of 10 pounds.

Lightning Shield
Threads: NoneWeaving Difficulty: NA/16
Range: Touch Duration: 7 + Rank rounds
Effect: Willforce + 3
Casting Difficulty: Target’s Spell Defense (see text)
The elementalist snaps his fingers to create a spark of electricity, which leaps to the target’s shield. To be successful, the Spellcasting Test result must be equal to or higher than the Spell Defense of the shield or its wielder, whichever is higher.

Unless an attacker gets a Good success on an Attack Test, he will hit the shield every time he attacks the wielder. Whenever an attacker striks the Lightning Shield, he takes a jolt of lightning in return. The shield wielder rolls the Effect dice for the damage to the attacker. Mystic armor protects against the damage.

Suffocating Paste
Threads: 2Weaving Difficulty: 9/18
Range: 25 yards Duration: Willforce rounds
Effect: Suffocates and blinds target
Casting Difficulty: Target’s Spell Defense
The elementalist creates a blob of greenish-yellow paste and throws it at the target. A successful Spellcasting Test lets him hit the victim’s head or anywhere else the creature breathes. The paste coats the target, blinding the target and causing 1D6 suffocation damage each round. Physical armor and mystic armor do not absorb any damage from Suffocating Paste. If the paste hits a person’s head, he is blinded as well as suffocated.

If someone wipes the paste off, it merely flies back to the victim or re-forms. Rolling a 15 on a Dispel Magic or Willpower Test is the only way to dispel the paste. The elementalist may dispel the paste anytime he wishes, as long as he is within range.

Uneven Ground
Threads: 1Weaving Difficulty: 11/18
Range: 25 yards Duration: 4 + Rank rounds
Effect: Penalty to enemy character actions
Casting Difficulty: Target’s Spell Defense (see text)
This spell makes the ground shake and move violently in a radius of 25 yards around the spellcaster. The elementalist wobbles as he weaves the thread for this spell. During this time all friendly characters should touch the elementalist to avoid being affected by the spell; the touch can be brief and does not prevent the character from taking another action that round. The magician touches the ground with her hands to cast the spell.

The Spellcasting Test is made against the highest Spell Defense Rating of any character who did not touch the elementalist. Because characters are being flung about by the movement of the ground, all characters who have not touched the elementalist suffer –4 to all tests to take an action.

Weapon Back
Threads: Weaving Difficulty: 2
Range: 40 yards Duration: 3 + Rank rounds
Effect: Willforce + 6
Casting Difficulty: Target’s Spell Defense (see text)
The spellcaster must first prepare a weapon for Weapon Back to work on it. At dawn each day for a week, the magician places a drop of his blood on the weapon. At the end of the week, he carves a small scar-design on the target (either himself or another character) with the weapon. He then inscribes the same design on the weapon, creating a link between the target and the weapon. An elementalist may prepare a number of weapons equal to his Spellcasting Rank. Destroying a weapon destroys the link.

To cast Weapon Back, the target touches his scar-design. The link between the target and weapon allows the elementalist to cast the spell even if he cannot see the weapon. The Casting Difficulty is the Spell Defense of either the weapon or the target, whichever is higher. A successful result moves the weapon toward the character at the rate of 15 yards per round. The weapon travels along the ground, scraping lightly. Whenever the weapon would have to make an Attribute Test, i. e., for the weapon’s Strength to break out of a cabinet or for its Dexterity to slide along a narrow window sill, the character rolls the Effect dice.

Weapon Back can be targeted on characters other than the elementalist. In that case the scar-design is placed on the target character, not the elementalist. When casting the spell, the elementalist must touch the scar-design on the other character.

Earth Staff
Threads: 1Weaving Difficulty: 11/18
Range: Touch Duration: 5 + Rank minutes
Effect: Strength + 10 steps
Casting Difficulty: 2
The elementalist needs a pinch of dirt or a small pebble to cast this spell. The Spell Defense of an ordinary bit of dirt or a pebble is 2. If the Spellcasting Test is successful, the dirt expands to a five-foot-long staff that the elementalist can use in melee combat. Each time the elementalist hits his target with an earth staff, it does Strength + 10 steps of damage. Only an elementalist can use an earth staff, though any elementalist may have created the staff.

Fireball
Threads: 1Weaving Difficulty: 12/20
Range: 100 yards Duration: 1 round
Effect: Willforce + 8
Casting Difficulty: Target’s Spell Defense (see text)
The elementalist needs a source of flame to cast the Fireball spell. As he weaves the thread, he places one of his hands to the side of the flame, then moves it over the top in a circular motion. When cast, the fireball expands to the size of a beach ball. As the fireball reaches the point of impact, the elementalist makes a Spellcasting Test against the highest Spell Defense of any character within 10 yards of the point of impact. A successful Spellcasting Test explodes the fireball. The magician then rolls the Effect dice. All characters within 10 yards take damage equal to the result of the Effect dice roll. Mystic armor protects against fireballs.

Metal Scream
Threads: 1Weaving Difficulty: 11/17
Range: 100 yards Duration: 1 + Rank rounds
Effect: Willforce + 5
Casting Difficulty: Target’s Spell Defense (see text)
The elementalist grimaces and mouths horrible screams while weaving the thread to this spell. He may cast the spell upon a number of characters equal to his Spellcasting Rank. The Difficulty Number is the highest Spell Defense among the target characters.

The spell makes every piece of metal on a character’s body scream with an eerie, shrieking wail. If successful, the magician rolls the Effect dice. Everyone within earshot (excepting the spellcaster ) must make a Willpower Test against a Difficulty Number 3. Characters specifically targeted by the spell must make Willpower Tests against the result of the Effect dice roll. Characters who fail their Willpower Tests must flee out of range of the caster (at least 100 yards) or suffer a –5 penalty to their Willpower step due to fear.

Metal Wings
Threads: 2Weaving Difficulty: 8/18
Range: Touch Duration: 20 + Rank minutes
Effect: Flight, +5 steps to lifting Strength
Casting Difficulty: Target’s Spell Defense
The elementalist first touches the shoulder blades of the target. While casting, he then spreads his arms to represent the unfolding of wings. If the Spellcasting Test is successful, gleaming silver metal wings appear on the target’s back. The wings allow him or her to fly at a speed of 100 yards per round, 50 yards per round for Combat Movement. When the winged recipient must make a Strength Test to lift objects, the metal wings add 5 steps to his Strength step. The metal wings have a 9-foot wingspan. No being weighing more than 400 pounds (including equipment carried) can use Metal Wings for flight.

Stone Cage
Threads: 1Weaving Difficulty: 11/19
Range: 60 yards Duration: 10 + Rank rounds
Effect: Willforce + 5
Casting Difficulty: Target’s Spell Defense
The elementalist creates a stone cage around another character by casting the spell with his fingers locked together to represent bars closing. Stone Cage may be cast on only one character. The character may not be taller, wider, or longer than 10 feet. If the character exceeds 10 feet in one of these dimensions, the spell automatically fails.

The Stone Cage has a Death Rating of 50; 50 points of damage destroys the cage. The cage has an Armor Rating of 7; no Armor-Defeating Hits are possible against a Stone Cage. The magician rolls the Effect dice to get the Difficulty Number for any attempts to dispel the spell. The entrapped character may make a Willpower Test to try to disrupt the magic of the cage. If the Willpower Test result is equal to or higher than the result of the Effect dice roll, the cage immediately shatters.

[Go Back][Next Page]

[FASA Corporation] Earthdawn� is a registered trademark of FASA Corporation.
Copyright � 1997 FASA Corporation. All rights reserved.