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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: 1 | Weaving Difficulty: 6/14 |
Range: Touch | Duration: 5 + Rank minutes |
Effect: +3 steps to Climbing Tests |
Casting Difficulty: Targets Spell Defense |
This spell enhances the targets 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: None | Weaving Difficulty: NA/7 |
Range: Touch | Duration: Rank + 5 minutes |
Effect: Willforce + 7 |
Casting Difficulty: Targets 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.
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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: 1 | Weaving Difficulty: 5/12 |
Range: 30 yards | Duration: 1 round |
Effect: Willforce + 6 |
Casting Difficulty: Targets 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: 2 | Weaving Difficulty: 5/14 |
Range: 10 yards | Duration: 10 + Rank rounds |
Effect: +1D4 to weapons Damage step |
Casting Difficulty: Target weapons 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 weapons Spell Defense resists the spell; for most
weapons this number is 2. The spell increases the weapons 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: 1 | Weaving 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 spells duration increases the
effectiveness of Recovery Tests made while eating. Recovery Tests gain steps
equal to the elementalists 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 magicians Spellcasting Talent rank.
|
Plant Talk |
Threads: None | Weaving Difficulty: NA/7 |
Range: Self | Duration: 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: 1 | Weaving Difficulty: 5/13 |
Range: Touch | Duration: 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: None | Weaving Difficulty: NA/7 |
Range: Touch | Duration: 6 + Rank minutes |
Effect: +3 Armor Points against cold damage |
Casting Difficulty: Targets 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: None | Weaving Difficulty: NA/7 |
Range: Touch | Duration: 6 + Rank minutes |
Effect: +3 Armor Points against fire damage |
Casting Difficulty: Targets 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.
|
Boil Water |
Threads: 2 | Weaving Difficulty: 7/13 |
Range: Touch | Duration: 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 targets Physical
Defense.
|
Gill |
Threads: 2 | Weaving Difficulty: 4/13 |
Range: Touch | Duration: 10 + Rank minutes |
Effect: Allows breathing underwater |
Casting Difficulty: Targets 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: 1 | Weaving Difficulty: 7/14 |
Range: 120 yards | Duration: 1 round |
Effect: Willforce + 3 |
Casting Difficulty: Targets 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: None | Weaving 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: 2 | Weaving 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: 1 | Weaving Difficulty: 9/13 |
Range: 60 yards | Duration: 8 + Rank rounds |
Effect: 3 steps to damage |
Casting Difficulty: Targets 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: 1 | Weaving 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: 1 | Weaving Difficulty: 5/13 |
Range: 25 yards | Duration: 3 + Rank minutes |
Effect: Willforce + 7 |
Casting Difficulty: Targets 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.
|
Behind Eye |
Threads: 2 | Weaving Difficulty: 6/16 |
Range: Touch | Duration: 30 + Rank minutes |
Effect: D6 Perception to rear |
Casting Difficulty: Targets 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
targets head.
A successful Spellcasting Test produces a single flaming eye in the back of
the target characters head. This eye sees with a Perception of 7 (Step
4), and the spells 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: None | Weaving Difficulty: NA/15 |
Range: 40 yards | Duration: 2 rounds |
Effect: Willforce + 5 |
Casting Difficulty: Targets Spell Defense |
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: 3 | Weaving 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 spells duration.
Food not eaten vanishes the instant the spell expires.
|
Porter |
Threads: 2 | Weaving 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
porters Strength step. The porter must remain within 15 yards of the
caster or the spell is broken. The porters statistics are listed below.
Porter
DEX:4 | STR: Effect dice | TOU: 12 |
PER: 2 | WIL: 2 | CHA: 3 |
Initiative: 4 | Physical Defense: 7 |
Number of Attacks: None | Spell Defense: 8 |
Attack: NA | Social Defense: 15 |
Damage: NA | Armor: 3 |
Number of Spells: None | Mystic Armor: 0 |
Spellcasting: NA | Knockdown: Strength step |
Effect: NA | Recovery Tests: 4 |
Death Rating: 70 | Combat Movement: 40 |
Wound Threshold: 15 | Full Movement: 80 |
Unconsciousness Rating: NA |
Legend Points: NA
Equipment: NA
Loot: NA
|
Puddle Deep |
Threads: 1 | Weaving 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
puddles depth increases by a number of feet equal to the result.
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
elementalists 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: 1 | Weaving 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: 3 | Weaving 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 spells 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: 2 | Weaving 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 magicians Spellcasting Rank.
|
Air Blast |
Threads: 1 | Weaving 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: 2 | Weaving Difficulty: 10/17 |
Range: 100 yards | Duration: 3 + Rank rounds |
Effect: Willforce + 8 |
Casting Difficulty: Targets 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
magicians test result is equal to or higher than a characters 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
elementalists concentration.
|
Lighten Load |
Threads: 1 | Weaving Difficulty: 9/16 |
Range: 10 yards | Duration: 7 + Rank hours |
Effect: Willforce + 3 |
Casting Difficulty: Targets 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: None | Weaving Difficulty: NA/16 |
Range: Touch | Duration: 7 + Rank rounds |
Effect: Willforce + 3 |
Casting Difficulty: Targets Spell Defense (see text) |
The elementalist snaps his fingers to create a spark of electricity,
which leaps to the targets 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: 2 | Weaving Difficulty: 9/18 |
Range: 25 yards | Duration: Willforce rounds |
Effect: Suffocates and blinds target |
Casting Difficulty: Targets 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 victims
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 persons 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: 1 | Weaving Difficulty: 11/18 |
Range: 25 yards | Duration: 4 + Rank rounds |
Effect: Penalty to enemy character actions |
Casting Difficulty: Targets 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: Targets 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 weapons 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: 1 | Weaving 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: 1 | Weaving Difficulty: 12/20 |
Range: 100 yards | Duration: 1 round |
Effect: Willforce + 8 |
Casting Difficulty: Targets 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: 1 | Weaving Difficulty: 11/17 |
Range: 100 yards | Duration: 1 + Rank rounds |
Effect: Willforce + 5 |
Casting Difficulty: Targets 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 characters 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: 2 | Weaving Difficulty: 8/18 |
Range: Touch | Duration: 20 + Rank minutes |
Effect: Flight, +5 steps to lifting Strength |
Casting Difficulty: Targets 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
targets 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: 1 | Weaving Difficulty: 11/19 |
Range: 60 yards | Duration: 10 + Rank rounds |
Effect: Willforce + 5 |
Casting Difficulty: Targets 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.
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Earthdawn� is a registered trademark of FASA Corporation.
Copyright � 1997 FASA Corporation. All rights reserved.
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