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ILLUSIONIST SPELLS
The illusionist works with deception, spells that create things that are not
what they seem. Sometimes he takes the unreal and gives it the appearance of
reality. Other times he uses real effects to deceive or throw opponents off
guard. Illusionist spells can be quite effective, but it is also possible for
opponents to see through or otherwise sense the deception. A character who
senses the true nature of an illusion unravels the spell. A character might
sense an illusion whenever he acts against or reacts to an illusion. In some
cases, a special Sensing Test is also indicated. Any test made against an
illusion is automatically a Sensing Test. That is, if the result is equal to or
greater than the Sensing Difficulty of the spell given in the Sensing Test
Table below, the character senses the illusion and it fades away.
The thief Vole is trying to pick the lock on an illusory
door. The illusion of the door is the equivalent of a Circle 2 illusion spell.
Vole rolls a 16 on his Lock Picking Test. His talent at lock picking gives Vole
the feeling something is wrong with the door. The door dissolves even as Vole
is thinking this thought.
Characters who are suspicious of an object, effect, or creature
may take an action to disbelieve it. The character makes a Willpower Test
against the Disbelief Number of the illusion. If the test is successful, the
illusion vanishes. Disbelieving an illusion always causes 1 point of Strain to
the disbelieving character, whether or not an illusion is present.
The effect of an illusion spell depends on the credulity of those the spell is
to deceive. For this reason, spells that are pure illusions cannot cause a
viewers death. A character may, however, be knocked into a coma-like
state by an illusion when his Current Damage equals his Death Rating. Damage
taken from pure illusions can never exceed a characters Death Rating.
SENSING TEST TABLE |
Spell Rank | Sensing Difficulty | Disbelief Number |
1 | 15 | 7 |
2 | 16 | 8 |
3 | 18 | 9 |
4 | 19 | 10 |
5 | 21 | 11 |
6 | 22 | 12 |
7 | 24 | 13 |
8 | 26 | 14 |
9 | 27 | 15 |
10 | 29 | 16 |
11 | 30 | 17 |
12 | 32 | 18 |
13 | 33 | 19 |
14 | 34 | 20 |
15 | 35 | 21 |
|
Assuring Touch |
Threads: None | Weaving Difficulty: NA/7 |
Range: Touch | Duration: 12 + Rank rounds |
Effect: +3 steps versus fear |
Casting Difficulty: Targets Spell Defense |
This spell increases the targets resistance to fear-causing
attacks. The illusionist thinks positive thoughts about any subject he chooses,
then gently touches the spells target on the arm, shoulder, or head. The
magician must murmur some bromide like everything is going to be all
right for the spell to take effect. The subject adds +3 steps to the
targets Spell Defense and Social Defense against fear-causing attacks.
The target also adds +3 steps to any Willpower Tests made to resist the effects
of fear.
|
Best Face |
Threads: 2 | Weaving Difficulty: 5/14 |
Range: Touch | Duration: 8 + Rank minutes |
Effect: Charisma + 5 |
Casting Difficulty: Targets Spell Defense |
This spell disguises the illusionists identity. While casting the
spell, he splashes water or cologne on his face. If the illusionist is copying
a specific face, he must have seen that individual. The illusionist may cast
this spell on himself or others. The spell adds +5 to a characters
Charisma step when he is trying to convince others of his false identity and
attempting to persuade them to act according to that misperception. For
example, a character wearing the face of a local militiaman adds the step bonus
when ordering a crowd to disperse or taking any other action appropriate to
militia.
This spell only affects the head and neck of the target, including hair and
ears. The rest of the spell targets body is unaffected. The maximum
possible difference in size between the recipients face and the face
mimicked is 100 percent in any dimension. This illusionist must find some other
way to disguise any obvious differences. This spell does not change the voice
of the target, so the character will have to try to speak with the intonation
and mannerisms of the character whose face he has borrowed.
Any Interaction Tests made against the target act as Sensing Tests.
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Disguise Metal |
Threads: 1 | Weaving Difficulty: 7/14 |
Range: Touch | Duration: Willforce Test + 7 minutes |
Effect: Changes appearance of metal |
Casting Difficulty: Targets Spell Defense |
The illusionist can cast this spell on metal to disguise as any other
metal of his choosing. The spell works on up to 100 pounds of metal. The spell
does not change the shape of the metal, only its appearance. Disguising a steel
sword as mercury , for example, would be useless because the blade would not
flow at room temperatures like mercury. Disguise Metal has a Spell Defense of 7
against magic that identifies metal.
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Displace Image |
Threads: 1 | Weaving Difficulty: 7/15 |
Range: Touch | Duration: 7 + Rank in rounds |
Effect: Projects image 3 yards away |
Casting Difficulty: Targets Spell Defense |
The illusionist traces the outline of the target, then touches first
the shoulder of the outline and then the shoulder of the spell
target. The outline figure is shrouded in a shimmering blur that drifts 3 yards
away, then reforms into the image of the spell target. The recipient is no
longer visible in his actual location, the illusion having displaced his image.
Other senses, such as smell and hearing, are not affected by this illusion.
Attacks on the image have no effect, but if the recipient does not mimic the
effect of a blow against him, the attacker is entitled to an immediate
Disbelief Test. A result of 15 or more on an Attack Test also counts as a
Sensing Test, and dispels the illusion.
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Light |
Threads: 1 | Weaving Difficulty: 6/14 |
Range: 10 yards | Duration: Willpower Test + 5 minutes |
Effect: Summons light |
Casting Difficulty: 2 (see text) |
Light is a real spell, not an illusion. The illusionist briefly taps
into the astral plane to release some energy for the light. The Light spell
forms a floating, glowing sphere about the size of an orange, illuminating
everything within 30 feet. The illusionist controls the movement of the light,
but this requires concentration, preventing him from casting any other spell.
He may place the light on a character or object if the outcome of the Illusion
Test is equal to or higher than the targets Spell Defense. The
illusionist can no longer move the light once he has placed it on a character
or object.
An illusionist can blind a character by casting light on his or her eyes. This
is more difficult than simply placing the light on the character: when making
the Spellcasting Test to blind a target, increase the targets Spell
Defense by +5. If the character is blinded by light, reduce any test to take an
action requiring sight by 3 steps.
The magician can use blood magic to extend the duration of a Light spell. By
sacrificing 1 point of permanent damage he can extend the duration of the spell
to a year and a day.
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Paupers Purse |
Threads: None | Weaving Difficulty: NA/7 |
Range: Touch | Duration: 1 + Rank minutes |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
This spell makes the target appear to have less money than he actually
does. The illusionist touches the target purse, cash box, or other container
holding money. If the container is on a person, such as a belt-pouch, cast the
spell against whichever has the higher Spell Defense Rating, the wearer or the
container. If the container is unattended, use the containers Spell
Defense. If the Spellcasting Test is successful, the magician rolls the Effect
dice. Each point of effect moves ten coins into an extradimensional pocket that
is invisible to those without astral perception. The coins are inaccessible
until the spell expires or is dispelled.
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Rope Guide |
Threads: None | Weaving Difficulty: NA/7 |
Range: 25 yards | Duration: 3 + Rank rounds |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense (usually 2) |
This spell is real, not an illusion. The illusionist casts the spell on a rope
of up to 25 yards in length. By concentrating, the illusionist can direct the
rope to move at a rate of 10 yards per round. If the rope must make a Dexterity
Test (to tie itself off or tie up an opponent in combat), the illusionist makes
an Effect Test against a Difficulty Number determined by the gamemaster.
The rope cannot carry any weight while the illusionist is directing it. He
could use Rope Guide to tie the rope around the bars of a window, but
characters would still have to do the climbing themselves. Use the result of
the Effect dice roll as the ropes Strength Value to determine how much
weight the rope can hold when using this spell.
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Unseen Voices |
Threads: None | Weaving Difficulty: NA/7 |
Range: 40 yards | Duration: 15 + Rank rounds |
Effect: Creates a number of illusory voices equal to Spellcasting
rank |
Casting Difficulty: Targets Spell Defense |
This spell creates the illusion of unseen voices to distract a target. The
illusionist casts the spell while quietly muttering to himself. By
concentrating, the caster can control what each voice says. The illusionist
need not use the wide range of voices the spell gives him. The voices do not
sound like the illusionists unless he so desires. If the illusionist
loses concentration, the voices will repeat whatever they said in the last
round.
This spell does not give the illusionist any special ability to hear what is
being said at the source of the voices. He must be in a position to hear what
is being said if he wants to mimic a conversation.
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Crafty Thought |
Threads: 1 | Weaving Difficulty: 6/14 |
Range: 2 yards | Duration: Rank minutes |
Effect: Willforce + 5 |
Casting Difficulty: Targets Spell Defense |
This spell can be used to distract or confuse an opponent. The illusionist
must be talking to the target while casting this spell, which will plant a
thought created by the illusionist in the targets mind. The spell also
incorporates the effect of small gestures that might be used to emphasize
speech. The thought must be simple and visual. The image cannot be more than
ten seconds worth of action, and the area of the image seen
no larger than a tavern common room, with no more than four characters acting
in the image. The target does not have to act on the thought, but the idea has
been planted.
Each round after the first, the illusionist can make the thought recur simply
by deciding to do so. He can also modify the thought by making an Effect Test
against the targets Spell Defense. Success means the illusionist can
modify the thought, but the setting must remain the same. Any of the four (or
fewer) principal characters in the thought can change their actions. If any
Effect Test result is less than the targets Spell Defense, the spell
fails.
If the illusionist fails either to weave the thread or to cast the spell, the
target is entitled to make a Sensing Test. The target uses any applicable
talent or skill (or Perception if he lacks such talent). If the Sensing Test is
successful, the target knows the illusionist was trying to cast a spell upon
him.
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Ephemeral Bolt |
Threads: None | Weaving Difficulty: NA/9 |
Range: 60 yards | Duration: 1 round |
Effect: Willforce + 7 |
Casting Difficulty: Targets Spell Defense |
The Ephemeral Bolt spell creates a wriggling, glowing green bolt. If the
Spellcasting Test is successful, the illusionist rolls the Effect dice for
Damage. Physical armor protects against the spell. If the target takes a Wound,
his Knockdown Test is the Sensing Test.
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Innocent Activity |
Threads: 1 | Weaving Difficulty: 6/14 |
Range: Touch | Duration: 12 + Rank rounds |
Effect: Covers up true activity |
Casting Difficulty: Targets Spell Defense |
This spell creates a flowing wave of color over the target. The wave
coalesces into an image of that character performing an innocent-seeming
activity. In order to avoid suspicion and possible disbelief, the illusionist
must choose an activity appropriate to the setting. If the recipient of the
illusion moves from the spot, the illusion is broken. The subject may perform
any action, even an attack, while under the spell of Innocent Activity. Any
inexplicable phenomena, such as voices, spells, or attacks, grants any other
character an immediate Sensing Test, using his Perception. If a character
senses the illusion, it is broken. If not, the target character concocts some
other explanation for what happened.
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Monstrous Mantle |
Threads: 2 | Weaving Difficulty: 8/13 |
Range: Touch | Duration: Willforce Test + 5 rounds |
Effect: Increases combat prowess |
Casting Difficulty: Targets Spell Defense |
This spell increases the combat prowess of the spell target. While
casting the spell, the illusionist makes snarling and growling sounds, and
mimics the attack of a violent monster. He then touches the target. Two helices
of light form around the character, rotating to spin out the form of the
monster. The illusion is most effective if the illusionist has fought and
suffered damage in a melee with the creature depicted. If the illusionist has
never taken damage from the claws of this type of beast, add +3 steps to all
Sensing and Disbelief Tests. If the illusionist has never fought the creature
at all, the Sensing Test gains an additional +3 step bonus. These sensing
bonuses are cumulative. If the illusionist has never even seen the creature,
for example, any Sensing Tests make against the illusion would get the full
bonus of +6 steps.
The illusion adds +3 steps to the spell targets Attack Test and Damage
Test, and +3 to his Physical Defense Rating. The recipient also gains 12 extra
Damage Points. The first 12 points of damage done to the character come from
this pool, and do not count as Current Damage for the character.
The illusion does not give the recipient any of the creatures special
attack forms or special abilities. If, for example, the illusionist places the
illusion of a crakbill onto a Swordmaster, the Swordmaster does not get the
breath attack, nor can he make the running attack of a crakbill. The illusion
of the breath attack appears, but the only way the Swordmaster can
actually do damage is to successfully strike the target with his sword. The
breath attack does no damage.
When opponents attack the recipient of a Monstrous Mantle spell, their Attack
Tests are also Sensing Tests.
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Tailor |
Threads: 2 | Weaving Difficulty: 6/7 |
Range: Touch | Duration: Rank x 10 minutes |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
When casting this spell, the illusionist clenches his teeth as if
biting a thread, then touches his target. The spell alters the style, cut, and
color of the targets clothes, either improving or worsening his or her
appearance. If the Spellcasting Test is successful, the illusionist makes an
Effect Test against the Social Defense of any characters who view the newly
tailored character. A successful test moves the attitude of viewing characters
one degree in the direction chosen by the illusionist (see Gamemaster
Characters
in Gamemastering Earthdawn).
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True Ephemeral Bolt |
Threads: None | Weaving Difficulty: NA/8 |
Range: 60 yards | Duration: 1 round |
Effect: Willforce + 3 |
Casting Difficulty: Targets Spell Defense |
This spell is not an illusion. It looks and acts exactly like the
Ephemeral Bolt spell. True Ephemeral Bolt packs less punch than its
ersatz twin, however. Illusionists find the spell useful against characters who
are busy disbelieving every spell the illusionist casts.
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Weather Cloak |
Threads: 1 | Weaving Difficulty: 6/9 |
Range: Touch | Duration: Rank x 10 minutes |
Effect: Willforce + 3 |
Casting Difficulty: Targets Spell Defense |
The Weather Cloak spell is not an illusion. If successful, the spell creates a
shimmering-weave cloak of blue and silver around the target, protecting him or
her from the elements and adding +3 steps to any tests to resist heat or cold
from the weather. The cloaked character may also successfully resist
supernatural weather effects, such as death rain (see p. 164) by making a
successful Effect Test against the Spell Defense of the creator. The Effect
Test is available in addition to any other action the character takes.
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Alarm |
Threads: 1 | Weaving Difficulty: 8/17 |
Range: 50 yards | Duration: 6 + Rank minutes |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
The illusionist gives a slight shriek as he attempts to cast the Alarm spell
on an object or a place. If the Spellcasting Test is successful, the
illusionist rolls the Effect dice and records the result. Compare that result
to the Spell Defense of any living or sentient being that comes within 10 feet
of the alarm. If the trespassers Spell Defense is the same or lower than
the result of the Effect dice roll, the alarm goes off. It will continue to
shout a warning in a loud voice for a full minute. The illusionist determines
the warning, which may consist of as many words as his rank in Spellcasting.
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Dampen Karma |
Threads: 1 | Weaving Difficulty: 8/17 |
Range: 60 yards | Duration: 6 + Rank rounds |
Effect: 4 to targets Karma dice |
Casting Difficulty: Targets Spell Defense |
This spell reduces the targets ability to use Karma. The illusionist
must spend 1 Karma Point to cast this spell. He may add Karma dice to the
Thread Weaving or the Spellcasting Test of the spell. Dampen Karma is cast on
one character. A successful test reduces the effect of Karma Points spent by
the target character. He must reduce the result of his Karma die roll by 4. If
the character gets a bonus Karma die, he must subtract 4 from the total Karma
die roll. The Karma die result cannot be lowered to less than 0.
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False Floor |
Threads: 2 | Weaving Difficulty: 7/17 |
Range: Touch | Duration: 1 + Rank hours |
Effect: Willforce + 3 |
Casting Difficulty: 2 |
This spell creates the illusion of a false floor or other trap in a normal
section of floor (up to 20 by 20 feet). While casting, the illusionist imagines
some manner of trap concealed by the floor. If the Spellcasting Test is
successful, the illusionist rolls the Effect dice, adding the result to the
Sensing Difficulty. This number is the Difficulty Number for Perception Tests
by characters who confront the False Floor illusion.
If a character rolls a result lower than Difficulty Number, he still believes
that something is wrong with the floor. The gamemaster gives information
hinting that a trap might be triggered if the character were to cross the
section of floor, with disastrous results. If a character crosses anyway, no
trap is triggered.
False floor may also be cast on sections of wall or a ceiling. The spell is
not limited only to the floor.
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Impossible Lock |
Threads: 2 | Weaving Difficulty: 7/15 |
Range: Touch | Duration: 1 + Rank hours |
Effect: +D6 to Sensing Difficulty |
Casting Difficulty: 2 |
While casting this spell, the illusionist pantomimes failing to open the lock
he is touching. If the Spellcasting Test is successful, the illusionist rolls
the Effect dice, adding the result to the Sensing Difficulty; record the final
result.
A character attempting to pick the lock must make a Lockpicking Test with a
result equal to or higher than the Sensing Difficulty. Failure means the lock
will not open. A success makes the impossible lock fade as soon as it is
picked.
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Mind Fog |
Threads: 1 | Weaving Difficulty: 8/15 |
Range: 60 yards | Duration: Rank rounds |
Effect: Willforce + 6 |
Casting Difficulty: Targets Spell Defense |
This spell makes the target forget what he or she was about to do. While
casting the spell, the illusionist scratches her temple as if trying to
remember something. Mind fog is cast on a single character. If the Spellcasting
Test is successful, the target character cannot take any action except dodging,
until he remembers what he wanted to do. The illusionist rolls the
Effect dice and records the result. The target remembers by making
a Willpower Test against that number. If the result of the Willpower Test is
least equal to the result of the illusionists Effect dice roll, the
character breaks the Mind Fog spell.
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Nobody Here |
Threads: 1 | Weaving Difficulty: 10/18 |
Range: 10 yards | Duration: 8 + Rank minutes |
Effect: Willforce + 8 |
Casting Difficulty: Targets Spell Defense (see text) |
This spell hides normally visible characters from another character. The
illusionist concentrates intensely on the thought of nobody here
while weaving the thread. He casts the spell against the highest Spell Defense
of any character within range. The spell centers on the spot where the
illusionist casts it, radiating out ten yards. The effect does not move.
Characters who exit the circle lose the benefit of the spell, regaining the
benefit only by moving back inside the circle. Once the Nobody Here spell is
cast, no additional characters may be affected by it. If the Spellcasting Test
is successful, the illusionist rolls the Effect dice, adding the result to the
Sensing Difficulty; record the final result.
A character who walks into the area of the illusion makes a Perception Test.
If the result is less than the modified Sensing Difficulty, the
characters sensory feedback is suppressed. His senses detect any normally
visible characters, but the knowledge is suppressed by the Nobody Here spell.
The character adds +3 steps to his Perception step if any of the characters
concealed by the spell manipulate the environment in ways that require
explanation, i. e., moving books in plain sight, opening and shutting doors. A
target character earns a +5 step bonus if a concealed character makes physical
contact with the target. Nobody Here is dispelled as soon as a concealed
character causes damage to the target. Once the spell is sensed, disbelieved,
or the duration expired, the bamboozled character suddenly realizes what he had
seen a few minutes earlier. Illusionists often use this spell to tell off an
overbearing employer, escaping before the realization hits their boss.
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Suffocation |
Threads: 3 | Weaving Difficulty: 7/18 |
Range: 120 yards | Duration: 3 + Rank rounds |
Effect: Willforce + 8 |
Casting Difficulty: Targets Spell Defense (see text) |
This spell suffocates its targets. The illusionist must hold his breath while
casting this spell. Once cast, the spell targets everyone within a ten-foot
radius. Compare the result of the Spellcasting Test to the Spell Defense of
each character (other than the illusionist) within the radius. Each character
is affected separately. If the Spellcasting Test is successful, the spell
begins to suffocate the targets. The illusionist rolls the Effect dice for
damage. Mystic armor can reduce this. Once targeted, the spell works until
disbelieved, the duration expires, or the victim moves out of range. Beginning
with the spells second round, victims can only move at half-speed, and
suffer a 2 penalty to all tests except Disbelief Tests.
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Circle of Well Being |
Threads: 3 | Weaving Difficulty: 8/17 |
Range: Touch | Duration: Rank x 10 minutes |
Effect: Willforce |
Casting Difficulty: 2 |
The Circle of Well Being is not an illusion. The illusionist walks a circle 10
feet in diameter, then casts the spell. If successful, the spell makes the area
within the circle glisten like ice on a lake. The air is cool to the touch, but
not uncomfortable. If the illusionist makes a successful Spellcasting Test,
characters who make Recovery Tests within the circle add the result of a
Willpower or Willforce Test to their Recovery Test result.
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Clarion Call |
Threads: 1 | Weaving Difficulty: 8/17 |
Range: 100 yards | Duration: 12 + Rank rounds |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense (see text) |
This spell creates an illusory voice that can persuade characters to do the
speakers will. The illusionist speaks quietly while weaving the thread
for Clarion Call. The illusionist casts the spell against the highest Spell
Defense of any character he intends to fool. A successful Spellcasting Test
allows the illusionist to place the effect at any spot within range. Clarion
Call creates one illusory voice, a voice with considerable authority that
automatically translates the illusionists words into a language
appropriate for most of his listeners. To determine the success of the
illusion, the illusionist makes an Effect Test against the Social Defense of
the targets. Success means the characters act according to the voices
suggestions, as long as the action is not obviously harmful.
If the illusionist rolls an Excellent success against a target, that target is
fooled into taking the suggested course of action even if it is obviously
harmful. The target makes a Disbelief Test just before any harm is done. If the
test is successful, it destroys the suggestion.
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Eyes Have It |
Threads: 3 | Weaving Difficulty: 7/17 |
Range: 60 yards | Duration: 1 + Rank minutes |
Effect: Willforce + 4 |
Casting Difficulty: 2 |
This spell can be used to temporarily blind an opponent. The illusionist
touches his eyelids with his fingers, then touches his fingers to his clothes.
Stylized, mirror-like eyes appear on his clothing. The number of pairs of eyes
is equal to the illusionists rank in Spellcasting. If the Spellcasting
Test is successful, the illusionist may target individual opponents by making
an Effect Test against each targets Spell Defense. A success transforms a
pair of mirror eyes into a duplicate of the targets eyes. The
targets eyes become a glazed, opaque white. He or she is blinded,
suffering a 5 step penalty to any action requiring sight.
|
Improved Alarm |
Threads: 3 | Weaving Difficulty: 8/19 |
Range: 120 yards | Duration: 1 + Rank hours |
Effect: Willforce + 5 |
Casting Difficulty: Targets Spell Defense |
The illusionist mimics a whisper to place the Improved Alarm spell on an
object or a place. If the Spellcasting Test is successful, the illusionist
rolls the Effect dice. Any living or sentient being that comes within 10 feet
of the alarm may trigger it. If the trespassers Spell Defense is the same
or lower than the result of the Effect dice roll, the spell is triggered. If
the illusionist is within the spells range, the alarm quietly notifies
him that something is amiss. The illusionist then instructs the alarm to shout
its warning or to remain silent. The illusionist determines the warning, which
may consist of as many words as his rank in Spellcasting.
|
Multi-Missile |
Threads: 2 | Weaving Difficulty: 8/17 |
Range: Touch | Duration: Rank rounds (1 missile) |
Effect: +4 missiles |
Casting Difficulty: Targets Spell Defense (see text) |
This spell adds missiles to any single missile weapon. The illusionist casts
this spell on a missile, such as an arrow or sling bullet. He makes the
Spellcasting Test against the Spell Defense of the wielder of the missile
weapon, or the missile itself, whichever is higher. The wielder can lower his
Spell Defense, then fire the missile next round.
If successful, Multi-Missile adds +4 missiles to the one shot by the wielder.
If the real missile hits, so do all the illusory missiles. If the real missile
misses, so do all the duplicates. Each duplicate missile does Step 4 damage.
Illusory damage is applied after the real damage.
This spell has an unfortunate (for the illusionist) quirk. The defender can,
of course, sense the illusion through the use of Avoid Blow or other defensive
ability. A result of 19 or more on such Sensing Test dispels the illusion.
|
Stop Right There |
Threads: None | Weaving Difficulty: NA/9 |
Range: 60 yards | Duration: Rank rounds |
Effect: Willforce + 3 |
Casting Difficulty: Targets Spell Defense |
This spell can immobilize a target. When casting the spell, the illusionist
holds up a hand, shouting Stop! as loudly as possible. The
illusionist casts Stop Right There against a single target. If successful, the
target cannot move. The illusionist rolls the Effect dice and records the
result. The target character regains movement when the spell expires or when he
makes a successful Willpower Test against the result of the casters
Effect dice roll. A character who takes damage while under the effect of Stop
Right There adds +5 steps to any subsequent Willpower Tests.
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