09 July 2014

Earthdawn 4E: Example Character 27 - Windling Illusionist

This is the twenty-seventh Example Character in an ongoing series about Earthdawn. Introduction and Index.

While there may not be an iconic race for Illusionists, windlings are probably as close as it gets. They are a excellent fit mechanically and thematically for the discipline. All of their downsides don't matter when you are casting spells and the other bonuses they bring are incredibly useful. Particularly for this social magician and this character is built to take advantage of this.

Each Circle saw this character improve one attribute (as noted after each Attribute Step) and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Illusionist
Race: Windling

DEX: 14 (6) [+0]   STR: 2 (2) [+0]   TOU: 10 (5) [+1]
PER: 19 (8) [+2]   WIL: 18 (7) [+2]   CHA: 18 (7) [+2]

Initiative: 7
Physical Defense: 10
Mystic Defense: 14
Social Defense: 11

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 6 (Recommended: Fernweave, Forged +0 [3])

Damage: 12 (Recommended: Ephemeral Bolt); 21 (with Willforce); 9 (Recommended: True Ephemeral Bolt); 18 (with Willforce)

Unconsciousness: 44
Death: 57
Wound Threshold: 7

Recovery Tests: 2
Knockdown: 2
Karma: 48
Karma: Interaction, +2 to Effect Step of a spell.

False Sight: 9 (17)
First Impression: 9 (116)
Illusionism: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Standard Matrix: 5
Astral Sight: 8 (16) [Cannot spend Karma]
True Sight: 8
Taunt: 8 (15)
Conversation: 9 (16)
Winning Smile: 8 (15)
Disguise Self: 8 (16)
Stealthy Stride: 8 (15)
Power Mask: 8 (15)
Enhanced Matrix: 5
Willforce: 9 (16)
Slough Blame: 8 (15)
Hypnotize: 8 (15)
Resist Taunt: 8 (15)
Hold Thread: 8 (16)
Steel Thought: 8 (15)

Spell Matrices: 
Standard Matrix: Ephemeral Bolt/True Ephemeral Bolt
Standard Matrix: Great Weapon
Enhanced Matrix: Rebel Limb
Enhanced Matrix: Mind Fog

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: battlefield control.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. This is the area, more than any other magician, where the Illusionist can easily turn the game on its head. In the interest of expediency, all of those options will not be discussed. 

The emphasis here is on social interaction with a dash of being sneaky. This is playing to both the windling and Illusionist's strengths, though it serves to emphasize their weakness: combat. 

Their primary offensive suit is the classic Ephemeral Bolt/True Ephemeral Bolt pairing, which can be quite effective together. Which is to say, True Ephemeral Bolt penalizes Sensing tests and Ephemeral Bolt makes control style spells more effective. Great Weapon is a good boost for allies and Rebel Limb is like a recruiting drive at their opponent's expense. Mind Fog can help either get out of a bad situation, or temporarily remove a combatant from the fray.

As mentioned above, the Illusionist isn't really a combat ready discipline. Their defense is simply sub-par and while their offense can be effective, it can also be shut down by a prepared opponent. They are at their best when they can control the flow of a conflict, or even better: avoid it entirely. The difficulty is in offering a generic spell list when they benefit more than normal from a tailored spell selection.

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