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


CIRCLE 5 SPELLS

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.

CIRCLE 6 SPELLS

Drastic Temperature
Threads: 2Weaving Difficulty: 11/19
Range: 100 yards Duration: 3 + Rank minutes
Effect: Willforce + 3
Casting Difficulty: 2
The elementalist causes radical changes in temperature within a sphere 10 yards in diameter. The sphere cannot be moved once the spell is cast. If the Spellcasting Test is successful, the temperature inside the sphere instantly rises above the boiling point of water or drops below the freezing point of water, at the discretion of the elementalist. Water will freeze or boil on the third round of the spell. Each round a character is caught in, or passes through, the sphere, the magician rolls the Effect dice. The result is the damage taken by characters within the sphere. This spell is normally used to create barriers to discourage opponents from passing a given point.

Ease Passage
Threads: 1Weaving Difficulty: 11/17
Range: Touch Duration: 6 + Rank hours
Effect: Willforce + 10
Casting Difficulty: Target’s Spell Defense
The elementalist whispers words of praise to the elements, declaring the spell’s target to be a friend of the weather elements. These whispers are automatically translated into the elemental tongue, and the elemental forces yield to the spell’s recipient. The spell negates the adverse effects of terrain or vegetation. Loose sand magically compacts, bramble parts to ease passage. Any negative modifiers due to terrain are ignored. Make an Effect Test in place of any Dexterity, Strength, or Toughness Tests required by the terrain. The gamemaster determines the Difficulty of the test.

Flameshaw
Threads: 4Weaving Difficulty: 10/17
Range: 100 yards Duration: 1 + Rank hours
Effect: Willforce + 7
Casting Difficulty: 2 (see text)
With this spell, the elementalist conjures a hulking spirit, but he needs a roaring fire at least the size of a campfire to cast the spell. The lower half of the conjured spirit appears in the shape of a two-person rickshaw, which is pulled by the creature’s upper torso. Though the flameshaw has wheels, it does not actually touch the ground. The elementalist and one passenger may ride in the rickshaw unharmed by the flames, although the ride is a warm one.

The spirit responds to verbal commands from the elementalist. The flameshaw normally travels a few inches above the ground, but can rise as high as a thousand feet above the ground.

The elementalist may instruct the flameshaw to run over a character. If so, the magician makes a Spellcasting Test against the target’s Spell Defense to hit, and then rolls the Effect dice for damage. The elementalist make take this action in addition to any other he may wish to take.

The flameshaw has a Death Rating of 40, Physical Armor of 12, and Mystic Armor of 10. The riders do not benefit from this armor; only attacks against the flameshaw itself cause the flames to coalesce and toughen to form the armor. The flameshaw has Combat Movement of 75 yards and Full Movement of 150 yards.

Ricochet Attack
Threads: VariableWeaving Difficulty: 12/19
Range: 75 yards Duration: 1 round
Effect: Willforce + 12
Casting Difficulty: Target’s Spell Defense
The elementalist creates a ball of energy filled with glowing, glass-like shards. When the spell is successful, the ball will hit one target, then ricochet among multiple other targets. The magician must declare how many and which targets he intends to hit before each attack. He may make a number of attacks equal to the number of threads he weaves to the spell. The magician must declare how many threads he will attempt to weave before casting the spell. Each attack requires a Spellcasting Test. The ricocheting ball may attack a single character more than once in an attack.

If the test succeeds, so does the attack. The magician rolls the Effect dice for the damage done to each target.

Tossing Earth
Threads: 3Weaving Difficulty: 11/17
Range: 100 yards Duration: 1 + Rank hours
Effect: Willforce + 1
Casting Difficulty: 2
If the spellcasting is successful, this spell can toss a character wildly into the air. To cast the spell, the elementalist hurls pebbles, dirt, or stones toward the area he wishes to affect, making an explosive sound as he does so. The Tossing Earth spell can affect a 100-square-yard area.

Any round that a character touches the affected area, he must make a Willpower Test equal to the elementalist’s Spell Defense. Failure sends the character shooting 1D6 yards into the air. Roll the Effect dice for damage to a tossed character. Mystic armor protects against Tossing Earth.

CIRCLE 7 SPELLS

Calm Water
Threads: 4Weaving Difficulty: 8/19
Range: 500 yards Duration: 1 + Rank hours
Effect: Willforce + 9
Casting Difficulty: 6 (or more, see text)
With this spell, the elementalist can calm the water during a storm, natural or magical. Calm water reduces the severity of the waves. The elementalist must cast the Calm Water spell from the highest point of the ship. He shouts at the water while weaving the threads. Against natural storms the spell requires a Spellcasting Test of 6 or better; particularly severe storms may have a resistance of 9 or more. Magically or elementally caused storms resist with the Spell Defense of the storm’s creator.

If the Spellcasting Test is successful, the magician rolls the Effect dice to determine the number of feet by which the waves are reduced. If the elementalist faces 25-foot waves, and rolls 13, the ship still faces 12-foot waves. The Calm Water spell may be cast more than once on the same portion of water.

Cloud Summon
Threads: 3Weaving Difficulty: 12/20
Range: 1 mile Duration: 1 + Rank hours
Effect: Willforce dice + 7
Casting Difficulty: 8 (or more, see text)
An elementalist may cast the Cloud Summon spell in order to cast the Death Rain spell (see below), or simply to achieve impressive weather effects. While weaving the threads, the elementalist makes gestures mimicking the swirling pattern of rapidly moving clouds. Then he tosses some water into the air. If the spellcasting is successful, the water instantly billows into a wispy bit of cloud, rising rapidly toward the sky. Summoning clouds with this spell requires a result of 8 on a Spellcasting Test. Stormy weather requires a 13, while gale-force storms require a result of 20.

If the Spellcasting Test succeeds, the magician rolls the Effect dice to determine how long it takes for the clouds to arrive. Clouds normally take 60 minutes to arrive from a summoning, but this is reduced by a number of minutes equal to the result of the Effect dice roll.

The Cloud Summon spell may be cast more than once on the same clouds, hastening their arrival. The effect of the spell centers on the elementalist’s position at the time of casting. The effect does not move with the elementalist. The range of 1 mile refers to the radius of the ground area that will fall under cloud cover. The spell can summon any type of natural clouds the elementalist has seen.

Death Rain
Threads: 1Weaving Difficulty: 15/18
Range: 75 yards Duration: 12 + Rank rounds
Effect: Willforce + 5 steps (see text)
Casting Difficulty: Target’s Spell Defense (see text)
The elementalist needs cloudy skies to cast the Death Rain spell. While casting, he must shout the names of all allies in order to protect them from the damaging effects of Death Rain. The spell will attack all unnamed characters, taking them to be enemies. The elementalist makes a Spellcasting Test and compares the result to the Spell Defense of all enemy characters within range. If the test succeeds, all characters within the area of effect suffer damage from the rain. The spell effect extends 75 yards in all directions from the spot of the casting. Should the elementalist move, the spell effect stays put. There is still rain 75 yards above the point of the casting, but the rain no longer does damage to enemy characters.

For each round an enemy character is in the area of the death rain, he takes Step 5 damage. Mystic armor protects against the Death Rain spell. If the elementalist decides to concentrate on the spell, he adds his Willforce step to the Damage Test during each round he concentrates. Once the elementalist breaks concentration, he cannot regain it without recasting the spell.

Storm Manacles
Threads: 2Weaving Difficulty: 12/18
Range: 60 yards Duration: 12 + Rank rounds
Effect: Willforce + 5
Casting Difficulty: Target’s Spell Defense
The elementalist takes a drop of water, working it into a wisp of cloud. If he successfully casts Storm Manacles on a target character, the wisp darkens and grows to become manacles that shackle two of the target’s arms or legs. Characters in storm shackles are considered Harried, suffering a –2 modifier to any Attack Tests. More important, if the shackled character attempts any hostile action toward the elementalist or his allies, the manacles zap the shackled character with lightning. The magician rolls the Effect dice for the damage. The manacles can do damage for each round of the spell’s duration without the elementalist’s concentration. Mystic armor protects a character against this spell’s damage.

Whirlwind
Threads: 2Weaving Difficulty: 12/18
Range: 60 yards Duration: 6 + Rank rounds
Effect: Willforce + 9
Casting Difficulty: 2/Target’s Spell Defense (see text)
The elementalist makes whirling motions with his fingers. The whirlwind spins from the elementalist’s hands as the spell is cast, which requires a result of 2 to be successful. The next round and each round thereafter, the elementalist may move the whirlwind to strike any and all characters within a radius of 10 feet. The elementalist makes a Spellcasting Test as the Attack Test and compares the result against the Spell Defense of each of his targets. The elementalist makes one Spellcasting Test, but each target is attacked separately. The magician rolls the Effect dice for damage taken by characters hit by the Whirlwind spell. This spell requires the elementalist to concentrate or else it will dissipate.

CIRCLE 8 SPELLS

Blade Fury
Threads: 2Weaving Difficulty: 13/20
Range: Touch Duration: 3 + Rank rounds
Effect: Willforce + 10
Casting Difficulty: Target’s Spell Defense
The elementalist shouts a battle cry and touches the target of the Blade Fury spell. If the Spellcasting Test is successful, the target’s melee weapon gleams red, and a pale-red double of the weapon hovers not more than 3 inches away. Whenever the spell recipient hits with his weapon, the double-blade also does damage. The wielder of the weapon rolls the Effect dice, using the elementalist’s Effect step of Willforce + 10, for the damage.

Earth Wall
Threads: 3Weaving Difficulty: 12/20
Range: 50 yards Duration: 1 + Rank hours
Effect: Willforce + 12
Casting Difficulty: 2
With this spell, the magician summons an earth wall that he may place along the ground wherever he chooses. The wall is composed of 10-by-10 foot sections of enchanted earth, each section 1 foot thick. The magician must be standing on the ground to cast this spell, which will summon a number of sections equal to the elementalist’s rank in Spellcasting. The wall may not be placed on a living being; doing so immediately destroys the section of wall. Each wall section has the following characteristics:

Physical Defense: 8    Spell Defense: 10
Armor: 12    Mystic Armor: 10
Death Rating: 70

A character who fails an Attack Test against the Earth Wall spell has still struck the wall, but the blow has absolutely no effect on the wall. Only an Extraordinary success can defeat the armor of an Earth Wall.

The wall may be toppled, however. The magician rolls the Effect dice to get the Difficulty Number for knocking the wall down. If an attacking character makes a successful Strength Test against that number, he topples the wall.

Perimeter Alarm
Threads: 3Weaving Difficulty: 10/20
Range: Rank yards Duration: 4 + Rank hours
Effect: Willforce + 12
Casting Difficulty: 2
Perimeter Alarm creates an alarm that will detect any creature crossing into a perimeter defined by the spell. The elementalist walks the perimeter, then stands in the center to cast the spell. If the casting succeeds, use the Effect step of the spell as the Perception step of the perimeter. Whenever a creature or character crosses the line, the magician makes an Effect Test against the trespasser’s Spell Defense. A successful result means the spell detects the trespasser. The elementalist may set the alarm to ignore creatures under a specified size. The alarm is audible within the perimeter to every person who was within the area when the spell was cast. Any others present will not hear it.

Silence Metal
Threads: 3Weaving Difficulty: 13/20
Range: Touch Duration: 1 + Rank hours
Effect: Willforce + 7
Casting Difficulty: Target ‘s Spell Defense
This spell silences all noise made by any metal weapons, armor, or other tools the spell target is carrying. To cast the spell, the elementalist takes a dagger or other metal tool from the recipient. He puts the dagger to his lips, makes a shushing noise, then hands the dagger back. The Difficulty Number for casting the spell is the object’s Spell Defense of the object or target, whichever is higher. If the Spellcasting Test succeeds, the magician then makes an Effect Test against the Spell Defense of any observers or potential observers. A success means the metal makes no noise. Failure means the metal makes its normal amount of noise.

Silver Shadow
Threads: 3Weaving Difficulty: 12/19
Range: 100 yards Duration: 1 + Rank hours
Effect: Willforce + 3
Casting Difficulty: Target’s Spell Defense
Silver Shadow makes all the target’s metal objects become gauzy and insubstantial. If the spellcasting is successful, the character’s metal weapons, armor, coins, and tools are also affected. Normal tools are automatically rendered ineffective. The magician makes an Effect Test against the steps of the weapon or the Armor Rating of the armor. If the test succeeds, the item becomes a useless, silvery shadow for the duration of the spell.

[Go Back][Next Page]

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