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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.
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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.
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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.
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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.
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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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Drastic Temperature |
Threads: 2 | Weaving 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.
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Ease Passage |
Threads: 1 | Weaving Difficulty: 11/17 |
Range: Touch | Duration: 6 + Rank hours |
Effect: Willforce + 10 |
Casting Difficulty: Targets Spell Defense |
The elementalist whispers words of praise to the elements, declaring
the spells 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 spells 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.
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Flameshaw |
Threads: 4 | Weaving 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 creatures 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 targets 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.
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Ricochet Attack |
Threads: Variable | Weaving Difficulty: 12/19 |
Range: 75 yards | Duration: 1 round |
Effect: Willforce + 12 |
Casting Difficulty: Targets 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.
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Tossing Earth |
Threads: 3 | Weaving 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 elementalists 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.
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Calm Water |
Threads: 4 | Weaving 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 storms 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.
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Cloud Summon |
Threads: 3 | Weaving 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
elementalists 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.
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Death Rain |
Threads: 1 | Weaving Difficulty: 15/18 |
Range: 75 yards | Duration: 12 + Rank rounds |
Effect: Willforce + 5 steps (see text) |
Casting Difficulty: Targets 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.
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Storm Manacles |
Threads: 2 | Weaving Difficulty: 12/18 |
Range: 60 yards | Duration: 12 + Rank rounds |
Effect: Willforce + 5 |
Casting Difficulty: Targets 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 targets 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 spells
duration without the elementalists concentration. Mystic armor protects a
character against this spells damage.
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Whirlwind |
Threads: 2 | Weaving Difficulty: 12/18 |
Range: 60 yards | Duration: 6 + Rank rounds |
Effect: Willforce + 9 |
Casting Difficulty: 2/Targets Spell Defense (see text) |
The elementalist makes whirling motions with his fingers. The whirlwind
spins from the elementalists 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.
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Blade Fury |
Threads: 2 | Weaving Difficulty: 13/20 |
Range: Touch | Duration: 3 + Rank rounds |
Effect: Willforce + 10 |
Casting Difficulty: Targets Spell Defense |
The elementalist shouts a battle cry and touches the target of the
Blade Fury spell. If the Spellcasting Test is successful, the targets
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 elementalists Effect step of Willforce + 10, for the damage.
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Earth Wall |
Threads: 3 | Weaving 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 elementalists 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.
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Perimeter Alarm |
Threads: 3 | Weaving 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 trespassers 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.
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Silence Metal |
Threads: 3 | Weaving 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 objects 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.
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Silver Shadow |
Threads: 3 | Weaving Difficulty: 12/19 |
Range: 100 yards | Duration: 1 + Rank hours |
Effect: Willforce + 3 |
Casting Difficulty: Targets Spell Defense |
Silver Shadow makes all the targets metal objects become gauzy
and insubstantial. If the spellcasting is successful, the characters
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.
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Copyright � 1997 FASA Corporation. All rights reserved.
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