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Animate Spirit Object |
Threads: 3 | Weaving Difficulty: 10/19 |
Range: 25 yards | Duration: Rank x 10 minutes |
Effect: Willforce + 5 |
Casting Difficulty: Targets Spell Defense (9) |
This spell allows a nethermancer to summon a spirit to inhabit an inanimate
object. Such spirits are reasonably intelligent and can follow complex
commands. Although the spirits willingly obey their summoners, they are
mischievous. If they can possibly create some mischief while still obeying
their commands, they will usually do so.
When animating the objects, the spirits alter the form of the object to give
themselves limbs and sensory organs, although the object retains much of its
original shape.
If the nethermancer succeeds in his Spellcasting Test, he summons a spirit to
inhabit an inanimate object. The spirit provides the objects
intelligence, but the nethermancer rolls the Effect dice to determine the
physical Attributes, dividing up the dice roll result among Dexterity,
Strength, and Toughness step numbers. The gamemaster may intervene, deciding
which Attributes should have the most points. For example, he could rule that a
stone statue should have high Toughness and Strength but low Dexterity. The
gamemaster may also set a limit on the objects Attribute step numbers.
For example, he might limit small objects such as a brush, a comb, or dagger to
an Attribute Step of 3, but allow larger pieces of furniture Attribute Steps of
7.
Spirit Object
DEX: * | STR: * | TOU: * |
PER: 7 | WIL: 7 | CHA: 6 |
Initiative: Dexterity Step | Physical Defense: 8 |
Number of Attacks: 1 | Spell Defense: 9 |
Attack: Dexterity step | Social Defense: 8 |
Damage: STR +3 steps | Armor: 4** |
Number of Spells: NA | Mystic Armor: 5 |
Spellcasting: NA | Knockdown: Strength step |
Effect: NA | Recovery Tests: 1 |
|
Death Rating: 35** | Combat Movement: 30** |
Wound Threshold: 9 | Full Movement: 60** |
Unconsciousness Rating: 30 |
Legend Points: NA
Equipment: NA
Loot: NA
* Distribute the result of the Effect Test to get the Attribute
steps.
**Gamemaster may decrease or increase the values.
|
Astral Horror |
Threads: 3 | Weaving Difficulty: 9/19 |
Range: 120 yards | Duration: 1 + Rank minutes |
Effect: Willforce + 6 |
Casting Difficulty: Targets Spell Defense (12) |
This spell creates the illusion of an Astral Horror cast around a tiny bit of
true spiritual essence. Nethermancers are known for conjuring abominable things
from astral space or beyond, and this spell plays on that fact. The Astral
Horror appears as a Fog Ghost (see p. 176), but is far more lethal. The
illusion must stay within spell range of the nethermancer or else it is
dissipated. If the Spellcasting Test is successful, the nethermancer rolls the
Effect dice to generate the Disbelief Number (see p. 166) for the illusion. The
illusion obeys the mental commands of the nethermancer. The nethermancer may
perform other actions and still command the illusion.
Astral Horror
DEX: 7 | STR: 8 | TOU: 10 |
PER: 7 | WIL: 9 | CHA: 6 |
Initiative: 9 | Physical Defense: 12 |
Number of Attacks: 2 | Spell Defense: 12 |
Attack: 9 | Social Defense: 14 |
Damage: 11 | Armor: 0 |
Number of Spells: NA | Mystic Armor: 6 |
Spellcasting: NA | Knockdown: 6 |
Effect: NA | Recovery Tests: 3 |
|
Death Rating: 40 | Combat Movement: 60 |
Wound Threshold: 11 | Full Movement: 120 |
Unconsciousness Rating: 32 |
Legend Points: 200
Equipment: NA
Loot: NA
|
Circle of Astral Protection |
Threads: 3 | Weaving Difficulty: 11/19 |
Range: Touch | Duration: 1 + Rank minutes |
Effect: Willforce + 8 |
Casting Difficulty: Targets Spell Defense |
The nethermancer must walk the circle before casting the spell. If the
Spellcasting Test is successful, the spell creates a Circle of Astral
Protection with a radius of 5 yards. The circle is black with glowing yellow
lines. The nethermancer then rolls the Effect dice, using the result for the
Mystic Armor Rating of any character within the circle, as long as the
character was in the circle when the spell was cast.
|
Pass Ward |
Threads: 5(6,7) | Weaving Difficulty: 13/21 |
Range: Touch | Duration: Rank weeks (up to Rank years) |
Effect: Willforce + 12 |
Casting Difficulty: 2 |
The Pass Ward spell places a ward on a specific spot. If the Spellcasting Test
is successful, the ward has a Spellcasting step equal to that of the
nethermancer. Whenever someone comes within 10 feet of the ward, the ward makes
a Spellcasting Test against the Spell Defense of the approaching character. If
the test succeeds, the ward places a white star on the target character and
tells him or her to halt (or gives some other message chosen by the
nethermancer). Unless the character stops or backs away immediately, the ward
makes another Spellcasting Test. If the test is successful, the ward rolls the
Effect dice for damage to the intruder. The ward can target any number of
characters in the same round; if a character enters the warded area, he can be
zapped in the same round.
Pass Ward is an extremely difficult enchantment to cast. The nethermancer must
weave all threads in 7 rounds or less. If he fails, the spell fails. The
minimum number of threads woven for the spell to succeed is 5. If the magician
weaves 6 threads, the duration is a number of months equal to the
magicians rank in Spellcasting. If he weaves 7 threads, the duration is
his rank in years. If the spell fails, the nethermancer takes 5 points of
Strain.
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Target Portal |
Threads: 4 | Weaving Difficulty: 10/19 |
Range: 1,000 yards | Duration: Rank minutes |
Effect: Willforce + 7 |
Casting Difficulty: Targets Spell Defense |
With this spell, the nethermancer creates a gap in astral space, a pathway
between himself and the target character. The portal allows him to cast spells
at the target. For the purposes of spellcasting, the target must remain within
1,000 yards of the caster to be in line-of-sight. The nethermancer may cast any
spell with a range greater than Touch through this portal. If the Spellcasting
Test is successful, the nethermancer rolls the Effect dice. The target makes a
Willpower Test against that number to see if he can dispel Target Portal.
|
Wither Limb |
Threads: 3 | Weaving Difficulty: 8/19 |
Range: 60 yards | Duration: 1 round |
Effect: Willforce + 8 |
Casting Difficulty: Targets Spell Defense |
The nethermancer points at the victims limb and whispers
wither. If the Spellcasting Test is successful, the nethermancer
rolls the Effect dice for damage. Mystic armor protects against Wither Limb. If
the victim suffers a Wound from the damage, his limb shrivels and shrinks to a
useless vestige. The character must seek powerful healing magic, such as
Reverse Withering, to regain use of the limb. The injury stays with the
character until the limb is restored.
|
Blessed Light |
Threads: 1 | Weaving Difficulty: 8/18 |
Range: 15 yards | Duration: 15 + Rank minutes |
Effect: Willforce + 4 |
Casting Difficulty: 3 |
With this spell, the nethermancer pierces astral space to gather pure light.
The Spellcasting Difficulty is only 3. If the test is successful, the globe
hovers about 2 or 3 feet above the nethermancer, but no higher. The light
illuminates 15 yards to either side. The nethermancer rolls the Effect dice,
and the result becomes the Difficulty Number to dispel Blessed Light. Any
entity, including undead, who wishes to enter the lit area must either dispel
the spell or make a successful Willpower Test against the same Difficulty
Number. If the test fails, the entity cannot enter the area. A successful test
extinguishes the Blessed Light spell.
|
Bone Shatter |
Threads: 2 | Weaving Difficulty: 12/20 |
Range: 60 yards | Duration: 1 round |
Effect: Willforce + 8 |
Casting Difficulty: Targets Spell Defense |
The nethermancer makes cracking sounds while weaving the threads for this
spell. If the Spellcasting Test is successful, the nethermancer gets a number
of effects equal to his Spellcasting Rank, and he may target up to three
against a single character. A character with Rank 7 Spellcasting, for example,
could cast 1 Bone Shatter effect against 7 different characters, or 3 effects
against 1 character and 1 each against 4 more characters. The nethermancer
makes only one Spellcasting Test. Compare the result to the highest Spell
Defense of any target. If the Spellcasting Test is successful, the nethermancer
rolls the Effect dice for damage for each Bone Shatter effect.
Mystic armor provides protection against each effect of Bone Shatter.
Characters who take Wounds from Bone Shatter make their Knockdown Tests with a
penalty of 3 steps.
|
Foul Vapors |
Threads: 1 | Weaving Difficulty: 11/19 |
Range: 25 yards | Duration: 6 + Rank rounds |
Effect: Willforce + 5 |
Casting Difficulty: 2 |
The nethermancer taps the uglier regions of astral space, drawing the foul
vapors to the physical plane. If the Spellcasting Test is successful, the
vapors completely fill a sphere within a radius of 25 yards from the
nethermancer. Foul Vapors do not move once conjured. The nethermancer is immune
to the Foul Vapors. She may extend this immunity to other characters, up to a
number equal to her rank in Spellcasting. Those considered immune must be
declared at the time of the casting. Characters take damage for every round
they are caught in the vapors. They do not have to breathe the vapors to take
damage; only contact is necessary. The nethermancer rolls the Effect dice for
the damage each round. Mystic armor protects against Foul Vapors.
|
Friendly Darkness |
Threads: 3 | Weaving Difficulty: 9/20 |
Range: 15 yards | Duration: 1 round |
Effect: +4 steps to rank characters |
Casting Difficulty: 2 |
The nethermancer draws on a bit of darkness from another dimension, then
commands it to billow and expand. If the Spellcasting Test is successful, the
darkness fills an area with a radius of 15 yards from the target character or
object. Characters who are not willing recipients of Friendly Darkness increase
their Spell Defense by +5.
The darkness inhibits enemy actions in the same way as Ethereal Darkness (see
p. 176) in that all characters suffer a 5 step penalty to all actions
requiring sight. In addition, the nethermancer and a number of characters equal
to his rank in Spellcasting gain a +4 step bonus to their actions. The
nethermancer can only grant the bonus to one type of action, such as Attack
Tests, Spellcasting Tests, Recovery Tests, and so on. All characters benefiting
from Friendly Darkness receive the 4 steps for the same type of action.
|
Recover |
Threads: 3 | Weaving Difficulty: 9/20 |
Range: Touch | Duration: 1 round |
Effect: Willforce + 15 |
Casting Difficulty: Targets Spell Defense |
The nethermancer gives a fierce boost to the life force of the spells
target. If the Spellcasting Test is successful, the target makes a Recovery
Test using the Recovery Spells Effect step rather than his own Recovery
step. The recipient must still use 1 Recovery Test to benefit from the spell.
|
Soul Armor |
Threads: 1 | Weaving Difficulty: 7/17 |
Range: Touch | Duration: 15 + rank minutes |
Effect: +D8 to Mystic Armor |
Casting Difficulty: Targets Spell Defense |
The nethermancer touches the target of the Soul Armor spell. If the
Spellcasting Test is successful, a glimmering set of blue chain mail seems to
cover the recipient and then sink into his or her body. Soul Armor adds 1D8 to
the recipients Mystic Armor Rating for the duration of the spell.
|
Constrict Heart |
Threads: None | Weaving Difficulty: NA/18 |
Range: 25 yards | Duration: 3 + Rank rounds |
Effect: Willforce + 6 |
Casting Difficulty: Targets Spell Defense |
While weaving the spell threads, the nethermancer extends his hand in a
grasping motion, facing the victim. If the Spellcasting Test is successful,
Constrict Heart surrounds the victims heart with a squeezing layer of
astral force. The nethermancer rolls the Effect dice for damage. The
nethermancer must concentrate when rolling the Effect dice each round after the
first. The victim is immobilized unless the spell breaks or he is able to make
a successful Willpower Test against a Difficulty Number of 15 to dispel
Constrict Heart.
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Restrain Entity |
Threads: 2 | Weaving Difficulty: 14/20 |
Range: 25 yards | Duration: 3 + Rank minutes |
Effect: Willforce + 12 |
Casting Difficulty: : Targets Spell Defense |
The nethermancer casts Restrain Entity on a single creature. This spell works
on undead, Horrors, or Horror constructs. If the Spellcasting Test is
successful, a brilliant circle of red light, limned with gold writing,
encircles the creature. The circle is rooted to the spot. Neither it nor the
entity can be moved. The undead can still communicate if the nethermancer
wishes to talk to such a foul creature.
The creature may attempt to free itself through a Willpower or Dispel Magic
Test. Each time the creature makes an attempt, the nethermancer rolls the
Effect dice. The creature must roll a number equal to or higher than the
magicians test result to get free.
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Reverse Withering |
Threads: 3 | Weaving Difficulty: 11/18 |
Range: Touch | Duration: 3 + |
Effect: Willforce + 7 |
Casting Difficulty: 2 |
The nethermancer touches a limb that has been injured by the Wither Limb spell
while infusing it with energy from another plane. If the Spellcasting Test is
successful, the nethermancer must then make an Effect Test against a Difficulty
Number of 13 to cure the withering. If the Effect Test fails, the nethermancer
may maintain the spell through concentration, making Effect Tests each round of
the spells duration until successful.
The withered limb is not instantly restored to full health. The character
suffers a 3 step penalty when using the limb. Once the wound associated
with the withering is healed, the limb is back to full strength.
|
Spirit Portal |
Threads: 4 | Weaving Difficulty: 14/19 |
Range: Touch | Duration: Rank x 10 minutes |
Effect: Willforce + 10 |
Casting Difficulty: 2 |
Spirit Portal must be cast within a Bone Circle built by the
nethermancer. The magician punctures a small hole in astral space, continuing
to widen the opening until the spell is complete. If the Spellcasting Test is
successful, the nethermancer has created a doorway into astral space through
which spirits may enter the physical plane or characters enter astral space.
The nethermancer has some control over who uses the Spirit Portal, but he must
be within sight of the portal to contest entry. To prevent a being from
crossing the portal, the magician rolls the Effect dice, comparing the result
to the outcome of the beings Willpower Test. If the nethermancers
test fails, the being can pass through. An Average success is enough to stop
the being, but it will cost the nethermancer 1 point of Strain. A Good success
or better will stop the being without causing the magician any damage.
|
Wit Friend |
Threads: 2 | Weaving Difficulty: 8/19 |
Range: Touch | Duration: 10 + Rank minutes |
Effect: Willforce + 5 |
Casting Difficulty: Targets Spell Defense |
The nethermancer summons a spirit, tapping the recipients head as the
spirit slowly glides into the targets mind. Anytime the recipient of this
spell fails a mental Skill or Talent Test (except for Spellcasting, Willforce,
or Thread Weaving), the Wit Friend spell gives him a second chance that same
round. Use the Effect step as the target number for the second chance at the
action.
|
Control Being |
Threads: 3 | Weaving Difficulty: 14/20 |
Range: 25 yards | Duration: 10 + Rank minutes |
Effect: Willforce + 6 |
Casting Difficulty: Targets Spell Defense |
The nethermancer holds his body perfectly still, eyes closed, while weaving
the threads for this spell. He casts the spell by opening his eyes and flinging
his arms out. If the Spellcasting Test is successful, the spell allows the
nethermancer to control the movements of the targets body. The target is
still in control of his thoughts and his speech, but the nethermancer dictates
all movement. The nethermancer must concentrate to make the enchanted target
move, but failing to concentrate does not automatically break the spell.
If the victim wishes to break free from control, he makes a Willpower Test
against the result of an Effect dice roll by the magician. Success breaks the
spell.
|
Horror Call |
Threads: 6 | Weaving Difficulty: 13/22 |
Range: 10 yards | Duration: Rank hours |
Effect: Willforce + 16 |
Casting Difficulty: Targets Spell Defense |
The nethermancer must first learn the Name of a Horror he wishes to call. He
then inscribes a circle 10 feet in diameter, painting it white and gold. Horror
Call is blood magic, costing the magician a permanent loss of 1 point of
damage. In addition, the nethermancer must permanently lose another point of
damage each time he fails to weave a thread for Horror Call. If the
nethermancer breaks off the spell before completing it, the magical backlash
immediately delivers Step 25 damage.
If the Spellcasting Test is successful, the Horror is summoned into the
protective circle. The nethermancer then rolls the Effect dice, recording the
result. The Horror remains in the protective circle until it can make a
successful Willpower Test against that number. Many Horrors will bargain with a
nethermancer, offering great treasure in return for release into this world.
They have been known to offer more than 100,000 Legend Points in treasure. They
often pay as promised, but they will usually return to take back the treasure
at a later date.
Few nethermancers teach this spell. A character should wonder about the
motives of one who does, because Horrors often make teaching the Horror Call
spell to others part of any deal they make with a nethermancer.
|
Restrain Horror |
Threads: 1 | Weaving Difficulty: 13/19 |
Range: 25 yards | Duration: Rank rounds |
Effect: Willforce + 16 |
Casting Difficulty: Targets Spell Defense |
This is a quicker, more powerful version of Restrain Entity.
Restrain Horror only works against a Horror, not one of its constructs. If the
nethermancer makes a successful Spellcasting Test, the spell will restrain the
Horror. The nethermancer then rolls the Effect dice, recording the result.
Restrain Horror has a short duration, so the nethermancer will also need a
backup plan. The Horror may attempt to break free or dispel Restrain Horror. In
either case the Difficulty Number is the result of the nethermancers
Effect dice roll.
|
Shadow Tether |
Threads: 2 | Weaving Difficulty: 16/19 |
Range: 50 yards | Duration: 10 + Rank minutes |
Effect: Willforce + 7 |
Casting Difficulty: Targets Spell Defense |
To cast this spell, the nethermancer must be able to see the targets and their
shadows. A nethermancer may target a number of characters equal to his
Spellcasting Rank. If the Spellcasting test is successful, the Shadow Tether
spell fixes the targets shadows to the ground, and holds the characters
to their shadows. The nethermancer rolls the Effect dice and records the
result. To break free, the targets must make a successful Strength Test against
this number.
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Translator Spirit |
Threads: 4 | Weaving Difficulty: 11/19 |
Range: 10 yards | Duration: Rank x 10 minutes |
Effect: Willforce + 5 |
Casting Difficulty: 2 |
The nethermancer summons a quavery spirit. If the Spellcasting Test is
successful, use the Effect step as the spirits Speak Language talent step
number. The spirit automatically can speak any language the nethermancer
wants.
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Copyright � 1997 FASA Corporation. All rights reserved.
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