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Flying Carpet |
Threads: 3 | Weaving 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 spells 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 carpets operator. The carpet reverts to its normal form when
the spells 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.
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Improve Karma |
Threads: 3 | Weaving Difficulty: 8/18 |
Range: Touch | Duration: 6 + Rank rounds |
Effect: +5 steps to Karma dice |
Casting Difficulty: Targets 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 spells recipient
spends a Karma Point, he adds 5 steps to his Karma step as a result of Improve
Karma.
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Noble Manner |
Threads: None | Weaving Difficulty: NA/10 |
Range: Touch | Duration: 3 + Rank minutes |
Effect: +5 steps to Charisma Tests |
Casting Difficulty: Targets 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 listeners station.
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Pleasant Visions |
Threads: 1 | Weaving Difficulty: 9/18 |
Range: 60 yards | Duration: 3 + Rank minutes |
Effect: Pleasant visions prevent action |
Casting Difficulty: Targets 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 casters 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.
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Wall of Unfire |
Threads: 3 | Weaving 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.
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Bouncing Blaster |
Threads: 4 | Weaving Difficulty: 9/20 |
Range: Touch | Duration: 3 + Rank days |
Effect: Willforce + 8 |
Casting Difficulty: Targets 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 blasters launch point. Mystic armor protects from
the damage of Bouncing Blaster.
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Chosen Path |
Threads: 3 | Weaving 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 illusionists
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 spells range or the spells
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.
blockquote>
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Dancing Disks |
Threads: 3 | Weaving Difficulty: 7/19 |
Range: 75 yards | Duration: 7 + Rank rounds |
Effect: Willforce + 6 |
Casting Difficulty: Targets Spell Defense (see text) |
This spell creates dancing disks under the feet of the spells 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
illusionists 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.
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Illusory Missiles |
Threads: 2 | Weaving Difficulty: 12/15 |
Range: 120 yards | Duration: 1 round |
Effect: Willforce + 11 |
Casting Difficulty: Targets 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).
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Spotlight |
Threads: 2 | Weaving Difficulty: 11/20 |
Range: 100 yards | Duration: 7 + Rank rounds |
Effect: Willforce + 8 |
Casting Difficulty: Targets 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 magicians 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 characters 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 magicians test result is equal to or higher than the targets,
the spotlight stays with the target.
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False Enchantment |
Threads: 5 | Weaving 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 items
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.
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Rebel Limb |
Threads: 1 | Weaving Difficulty: 16/18 |
Range: 60 yards | Duration: 10 + Rank rounds |
Effect: Willforce + 4 |
Casting Difficulty: Targets 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 targets 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 targets 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
illusionists 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.
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Twisted Tongues |
Threads: 1 | Weaving Difficulty: 14/18 |
Range: 60 yards | Duration: 3 + Rank minutes |
Effect: Jumbles speech |
Casting Difficulty: Targets Spell Defense (see text) |
This spell so jumbles a targets speech that no one can understand what
hes saying. While weaving the thread the illusionist mutters nonsense
syllables. Twisted Tongues may affect a number of characters up to the
casters 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.
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Vertigo |
Threads: 3 | Weaving Difficulty: 12/16 |
Range: 75 yards | Duration: 7 + Rank rounds |
Effect: Cancels up to D10 Action dice |
Casting Difficulty: Targets 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.
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Walk Through |
Threads: 1 | Weaving Difficulty: 13/17 |
Range: Touch | Duration: 6 + Rank rounds |
Effect: Creates temporary pathway |
Casting Difficulty: Targets 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 obstacles
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 illusionists rank in Spellcasting through each round.
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Astral Nightmare |
Threads: 4 | Weaving Difficulty: 12/21 |
Range: 25 yards | Duration: 3 + Rank minutes |
Effect: |
Casting Difficulty: Targets 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.
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Form Exchange |
Threads: 4 | Weaving Difficulty: 11/21 |
Range: 25 yards | Duration: 7 + Rank minutes |
Effect: Willforce + 10 |
Casting Difficulty: Targets Spell Defense |
Form Exchange swaps the location and the appearance of the illusionist and the
target character. If the illusionists 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
illusionists position and looks like him.
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Leaping Lizards |
Threads: 3 | Weaving 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
illusionists rank in Spellcasting . The spell can create monsters other
than lizards. The creatures 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.
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Massive Missiles |
Threads: 4 | Weaving Difficulty: 12/21 |
Range: 250 yards | Duration: 3 + Rank rounds |
Effect: |
Casting Difficulty: Targets 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 magicians 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.
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Other Place |
Threads: 3 | Weaving Difficulty: 9/21 |
Range: 1 mile | Duration: 3 + Rank hours |
Effect: Links two doorways |
Casting Difficulty: Targets 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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