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CIRCLE 5 SPELLS

Flying Carpet
Threads: 3Weaving Difficulty: 10/18
Range: Touch Duration: 1 + Rank hours
Effect: Willforce + 5
Casting Difficulty: 7
This spell is not an illusion. It enchants a carpet or other piece of cloth to become a flying platform. If the illusionist makes a successful Spellcasting Test, he may command the carpet with verbal instructions. The illusionist may also turn over command of the carpet to another character, but he can only do so once during the spell’s duration. The carpet is not very intelligent and can be easily confused. The Strength Attribute Value of the flying carpet is determined by rolling the Effect dice. The Carrying Capacity of the carpet is the maximum weight it can carry and still fly. The distance the carpet can travel is 120 yards per round, with a Combat Movement of 60 yards per round. The Flying Carpet spell gives the cloth a Death Rating of 30, and an Armor Rating of 4. The Physical Defense and Spell Defense Ratings of the carpet are those of the carpet’s operator. The carpet reverts to its normal form when the spell’s duration expires or after it has taken 30 points of damage.

A magician can use blood magic to extend the duration of the spell. At a cost of 2 points of damage to the illusionist, the carpet will remain animated for a year and a day. The damage can only be healed after the spell expires.

[Flying Carpet]
Improve Karma
Threads: 3Weaving Difficulty: 8/18
Range: Touch Duration: 6 + Rank rounds
Effect: +5 steps to Karma dice
Casting Difficulty: Target’s Spell Defense
This spell is not an illusion, and cannot be dispelled. The illusionist must spend a Karma Point to cast this spell, and he rolls his Karma dice for the Spellcasting Test. The illusionist may cast Improve Karma on any character, including himself.

If the Spellcasting Test is successful, every time the spell’s recipient spends a Karma Point, he adds 5 steps to his Karma step as a result of Improve Karma.

Noble Manner
Threads: NoneWeaving Difficulty: NA/10
Range: Touch Duration: 3 + Rank minutes
Effect: +5 steps to Charisma Tests
Casting Difficulty: Target’s Spell Defense
The illusionist adopts a haughty expression, which slowly softens to a smile while casting Noble Manner. If the Spellcasting Test is successful, the recipient gains +5 steps to all Charisma Tests as long as he acts as if he were from a superior social station. The recipient may be arrogant, gracious, friendly, condescending, or whatever, but he must behave as if he is from a social class a cut above the listener’s station.

Pleasant Visions
Threads: 1Weaving Difficulty: 9/18
Range: 60 yards Duration: 3 + Rank minutes
Effect: Pleasant visions prevent action
Casting Difficulty: Target’s Spell Defense (see text)
This spell prevents characters from taking actions because they are distracted by pleasant thoughts and fantasies. While weaving the thread, the illusionist remembers a pleasant scene or experience. Pleasant Visions may be cast upon a number of characters equal to the caster’s rank in Illusion. A successful Spellcasting Test fills the targets’ heads with pleasant thoughts and sensations. They will not take any action until the pleasant visions are either dispelled or they suffer harm. A character who suffers harm adds a number equal to any damage taken to the result of an automatic Willpower Test to disbelieve. The character also takes another point of Strain for the Disbelief Test.

Wall of Unfire
Threads: 3Weaving Difficulty: 7/15
Range: 60 yards Duration: 3 + Rank minutes
Effect: Willforce + 8
Casting Difficulty: 2 (see text)
This spell creates a wall of illusory fire. While casting the spell, the illusionist makes crackling, hissing noises like a roaring fire. A result of 2 or greater on the Spellcasting Test will create a wall of unfire. The illusionist records the Spellcasting Test result. The Wall of Unfire is 10 feet by 10 feet by 1 foot thick. Any character passing through the wall takes damage unless his Spell Defense is higher than the Spellcasting result. The illusionist rolls the Effect dice for damage.

CIRCLE 6 SPELLS

Bouncing Blaster
Threads: 4Weaving Difficulty: 9/20
Range: Touch Duration: 3 + Rank days
Effect: Willforce + 8
Casting Difficulty: Target’s Spell Defense (see text)
An illusionist seeds the earth with the Bouncing Blaster spell. All of the blasters must be placed within a 100 by 100 foot square. The illusionist plants a number of blasters equal to his rank in Spellcasting. An illusionist with Rank 8 Spellcasting, for example, would plant eight blasters. The illusionist makes a Spellcasting Test against any character who walks within 5 feet of a blaster. Trailing fierce orange sparks, the blaster shoots 10 feet into the air, then explodes. Roll the Effect dice for damage to all characters who are within 20 feet of the blaster’s launch point. Mystic armor protects from the damage of Bouncing Blaster.

Chosen Path
Threads: 3Weaving Difficulty: 10/18
Range: 60 yards Duration: 3 + Rank hours
Effect: Willforce + 8
Casting Difficulty: 2
This spell forces characters to follow a path of the illusionist’s choosing. As he casts the spell, the illusionist selects a path (a set of doors, a branch in the road), then indicates his choice. When other characters are faced with the same choice, the illusionist makes an Effect Test against their Spell Defense. A successful test forces the targets to make the indicated choice. They may believe they have chosen otherwise, but in reality they have selected the path previously determined by the illusionist. The deception will become apparent once they are out of the spell’s range or the spell’s duration ends.

An illusionist stands at a three-way intersection. He chooses left, then casts the spell. A few hours later a group of merchants walks by. They try to take a right turn, but the spell makes them turn left, even though they all believe they have taken the right-hand turn. Once they are 60 yards from the intersection, they notice that they are not heading in their intended direction.

Dancing Disks
Threads: 3Weaving Difficulty: 7/19
Range: 75 yards Duration: 7 + Rank rounds
Effect: Willforce + 6
Casting Difficulty: Target’s Spell Defense (see text)
This spell creates dancing disks under the feet of the spell’s targets. When casting the spell, the magician finishes by spinning in tight circles. If successful, the illusion can target a number of characters up to the illusionist’s rank in Spellcasting. The illusionist makes a Spellcasting Test and compares the result to the Spell Defense of each target. If the test is successful, glowing violet or green disks appear under the feet of the targets. The illusionist rolls the Effect dice, and records the result. Any time the result of any test made by the target is less than the Effect dice result, the disks spin the target 180 degrees. Dancing disks can give unaffected characters wonderful opportunities for blindside attacks.

Illusory Missiles
Threads: 2Weaving Difficulty: 12/15
Range: 120 yards Duration: 1 round
Effect: Willforce + 11
Casting Difficulty: Target’s Spell Defense
The illusionist releases a barrage of illusory missiles, saturating a circle with a radius of 10 feet. The illusionist makes the Spellcasting Test against any character caught in the barrage. If the Spellcasting Test is successful, he rolls the Effect dice for the damage to the target. Knockdown, Avoid Blow, or other defensive tests can be used as Sensing Tests and the character may realize the attack is an illusion (see Multi-Missile, p. 170).

Spotlight
Threads: 2Weaving Difficulty: 11/20
Range: 100 yards Duration: 7 + Rank rounds
Effect: Willforce + 8
Casting Difficulty: Target’s Spell Defense (see text)
With this spell, the illusionist can cast a spotlight over an area with a radius of 20 feet. The illusionist makes a Spellcasting Test against the highest Spell Defense of any character within the circle. If the Spellcasting Test is successful, the spell creates spotlights, one for each character in the circle, up to a number of spotlights equal to the magician’s rank in Spellcasting. If there are more characters than spotlights, the characters with lower Spell Defense Ratings are illuminated. The spotlight sits a few feet above a character’s head, brightly illuminating him. If the character tries to evade or use stealth, the illusionist makes an Effect Test and the target makes a Willpower Test to see if the spotlight stays with the target. If the magician’s test result is equal to or higher than the target’s, the spotlight stays with the target.

CIRCLE 7 SPELLS

False Enchantment
Threads: 5Weaving Difficulty: 8/20
Range: Touch Duration: 7 + Rank days
Effect: +D8 Sensing Difficulty
Casting Difficulty: 2 (see text)
The False Enchantment spell imbues an item with an illusory magical power. The illusionist cannot activate this power, but other magicians can detect it and be deceived. While casting the spell, the illusionist imagines the fabulous properties he wishes the object to have. He may choose a “Spell Defense” for the item, up to his result for the Spellcasting Test. This Spell Defense determines the difficulty of magically obtaining information about the item.

Magaja casts False Enchantment on a sword. She gets an 11 on her Spellcasting Test. She chooses to give the sword a “Spell Defense” of 8. If a Weaponsmith were to use Weapon History Talent on the sword, he would need an 8 to gain the false information about the sword.
If magical investigation succeeds against the item’s “Spell Defense,” then the investigator obtains the false information planted by the illusionist. False Enchantment also increases the Sensing Difficulty of the spell by D8. The Sensing Difficulty, “Spell Defense,” and bogus information about the weapon should be recorded.

An illusionist can use blood magic to extend the duration of this spell to a year and a day by taking 2 points of permanent damage.

Rebel Limb
Threads: 1Weaving Difficulty: 16/18
Range: 60 yards Duration: 10 + Rank rounds
Effect: Willforce + 4
Casting Difficulty: Target’s Spell Defense
This spell permits the magician to gain control over one limb of a target. While casting the spell, the illusionist grabs one of his own limbs, shaking it randomly, then points it at the target character. If he makes a successful Spellcasting Test, the illusionist takes over one of the target’s limbs, choosing which limb it will be. The illusionist controls the movement of the limb as long as the target is within range. The limb acts with any applicable physical talents or skills, i.e., a sword-arm attack, with the talent of its owner.

Once the illusionist has the target’s limb under control, the magician rolls the Effect dice, recording the result. The target character may try to regain control by making a Willpower Test against the result of the illusionist’s Effect dice roll. If the limb is attacking its owner, the owner gains +3 to his Willpower step; he is also penalized –3 on any Disbelief Tests. He knows darn well that his arm is actually beating him up.

Twisted Tongues
Threads: 1Weaving Difficulty: 14/18
Range: 60 yards Duration: 3 + Rank minutes
Effect: Jumbles speech
Casting Difficulty: Target’s Spell Defense (see text)
This spell so jumbles a target’s speech that no one can understand what he’s saying. While weaving the thread the illusionist mutters nonsense syllables. Twisted Tongues may affect a number of characters up to the caster’s rank in Illusion. The illusionist casts Twisted Tongues against the highest Spell Defense of any target character.

If the Spellcasting is successful, Twisted Tongues reduces the targets’ words to nonsense utterances, so that “Kill them all!” translates to “Slig covo bebop buttery!” No one can understand what the character or characters are saying until the illusion is dispelled or the spell expires.

Vertigo
Threads: 3Weaving Difficulty: 12/16
Range: 75 yards Duration: 7 + Rank rounds
Effect: Cancels up to D10 Action dice
Casting Difficulty: Target’s Spell Defense
This spell totally disorients a target. While weaving the threads, the illusionist spins in a tight circle, making himself slightly dizzy. He then casts Vertigo on a single character. If the Spellcasting Test is successful, the target can no longer tell which way is up or down, becoming severely disoriented. The character loses his biggest Action die for any action, up to a D10. If the highest Action die is a D12 or D20, reduce the Action dice by 6 steps.

Walk Through
Threads: 1Weaving Difficulty: 13/17
Range: Touch Duration: 6 + Rank rounds
Effect: Creates temporary pathway
Casting Difficulty: Target’s Spell Defense
This is a real spell mastered by illusionists during their experiments with unreality. The spell is cast upon a wall, gate, or other obstacle to create a temporary pathway. The Spellcasting Test is made against the obstacle’s Spell Defense. The success level determines how big an opening is created. The opening is not very stable; it writhes, expands, and contracts at random moments. On an Average success, one character can try to struggle through each round; a result of 7 or better on a Dexterity Test will permit the character to wriggle through. A Good success allows one character to move through each round. An Excellent success or better allows a number of characters equal to the illusionist’s rank in Spellcasting through each round.


CIRCLE 8 SPELLS

Astral Nightmare
Threads: 4Weaving Difficulty: 12/21
Range: 25 yards Duration: 3 + Rank minutes
Effect:
Casting Difficulty: Target’s Spell Defense
This spell deceives the target into believing he has been transported to astral space. While weaving the spell, the illusionist conjures up memories or imaginings of astral space. Astral Nightmare is cast upon a single character. If the Spellcasting Test is successful, the character believes he has been transported to astral space. The illusionist is in control of the illusion, but the control requires concentration. If the illusionist ceases concentrating, the illusion fades in a single round. Any effects or creatures that the illusionist conjures up act using the Effect step of Astral Nightmare. The illusionist may reduce the Effect step to simulate smaller effects or creatures.

Form Exchange
Threads: 4Weaving Difficulty: 11/21
Range: 25 yards Duration: 7 + Rank minutes
Effect: Willforce + 10
Casting Difficulty: Target’s Spell Defense
Form Exchange swaps the location and the appearance of the illusionist and the target character. If the illusionist’s Spellcasting Test succeeds, he then makes an Effect Test against the highest Attribute step number of the target character or creature. A successful test begins the Form Exchange. The illusionist, looking like the target character, now stands where the target character originally stood. The target character now occupies the illusionist’s position and looks like him.

Leaping Lizards
Threads: 3Weaving Difficulty: 9/21
Range: 150 yards Duration: Rank minutes
Effect: Willforce + 7
Casting Difficulty: 2
Leaping Lizards creates illusory monsters, up to a number equal to the illusionist’s rank in Spellcasting . The spell can create monsters other than lizards. The creature’s Attribute step numbers are equal to the Effect step number, though the illusionist may choose to reduce some Attributes for the sake of realism. The illusionist must stay within range of the creatures or else they are instantly dispelled. The monsters are controlled by the illusionist. Any tests made against the monsters are considered Sensing Tests and may dispel the illusion.

Massive Missiles
Threads: 4Weaving Difficulty: 12/21
Range: 250 yards Duration: 3 + Rank rounds
Effect:
Casting Difficulty: Target’s Spell Defense
The illusionist must hold an arrow or a sling bolt from each character who is to benefit from Massive Missiles. A single spell can work on a number of characters equal to the magician’s rank in Spellcasting. If the illusionist makes a successful Spellcasting Test, roll the Effect dice for damage from the missile attack. If the characters are within spell range of the illusionist, they use his Willforce for the Effect step. If they are out of range, they use their own Willpower or Willforce.

Other Place
Threads: 3Weaving Difficulty: 9/21
Range: 1 mile Duration: 3 + Rank hours
Effect: Links two doorways
Casting Difficulty: Target’s Spell Defense
Other Place joins two entrances that are no more than 1 mile apart. This spell must be cast twice within 2 hours, first on the destination portal and then on the departure portal. The portals are linked by a warping of space. The warping is real, but this spell takes a number of illusory “shortcuts” that can be broken to disrupt the link. Sensing or Disbelief destroys the links, and dispels both spells.

If the illusionist succeeds at both Spellcasting Tests, characters pass through the entrances, instantly crossing the distance between them.

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