Here is Part One.
Everything contained here is the work of a fan and not associated with FASA Games.
This is the first draft of the Earthdawn Fourth Edition Shaman's spell list. There's a lot of new and different things going on in this list and it may very well undergo significant revision based on feedback, and see some expansion as it's missing a few spells to be "complete". Some of the designer descriptions may still be left.
First Circle
Alarm
Threads: 2
Weaving: 5/10
Casting: 6
Range: 50 yards
Duration: Rank hours
Area of Effect: 4-yard radius
Effect: Creates an intruder alert
This spell alerts to the presence of intruders. The magician points where they want to place the alarm, gives a small shriek, and make a Spellcasting (6) test. If successful, they compares their Spellcasting test result against the Mystic Defense of any living being passing within the area of effect. If successful, the alarm goes off and shouts out a loud warning for a full minute, alerting anyone within earshot. The magician determines the exact warning, which may not exceed a number of words equal to his Spellcasting Rank. The spell cannot be cast on living targets.
Success Levels: Increase Duration (+1 hour)
Extra Threads: Increase Duration (+1 hour), Increase Range (+10 yards), Increase Area (+2 yards)
Hunter’s Sense
Threads: 0
Weaving: 5/ 10
Casting: 6
Range: Touch
Duration: Rank + 5 minutes
Area of Effect: 20-yard radius
Effect: Sense nearby creatures
This spell senses nearby animals and their general species. The magician touches the target’s eyes, ears, and nose with water or dust, then makes a Spellcasting (6) test. If successful, the Spellcasting test result is used against the Mystic Defense of any creatures in range. They sense the type of animals and the general direction in which they lie if the Spellcasting result is equal to or greater than the creature’s Mystic Defense. The spell does not detect Namegivers, undead creatures, Horrors, or Horror constructs.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Area (+10 yards), Additional Targets (+Rank)
Imbue Hawk Dive
Threads: 0
Weaving: 5/10
Casting: 6
Range: Touch
Duration: 2 rounds
Effect: +2 to unarmed Attack test and causes Harried
Spirit. This spell summons a hawk spirit and imbues an ally with its power briefly to make an attack. The magician raises their arms, screams, and makes a Spellcasting (6) test against a willing target. If successful, the summoned spirit screams and dives into the target. The target immediately screams like the hawk and makes an unarmed attack with a +2 bonus to the Attack test against an opponent. If successful, the opponent is Harried until the end of the next round. Any increases in duration only affect the duration of the Harried condition. This spell may not have more than one target. This spell may be stored in the same spell matrix as Invoke Hawk Dive.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Range (+10 yards)
Invoke Hawk Dive
Threads: 0
Weaving: 5/10
Casting: TMD
Range: 10 yards
Duration: 2 rounds
Effect: WIL+2/Physical and causes Harried
Spirit. This spell summons a hawk spirit attack a target. The magician raises their arms, screams, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the summoned spirit screams and dives at the target, causing the Harried condition until the end of the next round. The magician’s Effect test determines how much damage is inflicted. This spell may be stored in the same spell matrix as Imbue Hawk Dive.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Range (+10 yards)
Imbue Panther Strike
Threads: 0
Weaving: 5/10
Casting: 6
Range: Touch
Duration: Instant
Effect: Improves unarmed attack, bonus against Harried/Blindsided
Spirit. This spell summons a panther spirit and imbues an ally with its power briefly to make an attack. The magician crouches, adjusts their posterior, and makes a Spellcasting (6) test against a willing target. If successful, the summoned spirit melds with the target and surrounds them with shifting shadows. The target immediately makes an unarmed attack against an opponent with a +2 bonus if the opponent is Harried or Blindsided. If the unarmed attack is successful, the Damage test gains a +2 bonus, with an additional +2 bonus if the target is Harried or Blindsided. This spell may not have more than one target. This spell may be stored in the same spell matrix as Invoke Panther Strike.
Success Levels: Increase Effect (+2 to Damage bonus)
Extra Threads: Increase Effect (+2 to Damage bonus), Increase Range (+10 yards)
Invoke Panther Strike
Threads: 0
Weaving: 5/10
Casting: TMD
Range: 10 yards
Duration: Instant
Effect: WIL+4/Physical and bonus against Harried or Blindsided opponents
Spirit. This spell summons a panther spirit cloaked in shadows to attack a target. The magician crouches, adjusts their posterior, and makes a Spellcasting test against the target’s Mystic Defense. If the target is Harried or Blindsided, the magician gains +2 to the Spellcasting test and +2 to the Effect test. If successful, the summoned spirit leaps at the target from an unexpected direction. The magician’s Effect test determines how much damage is inflicted. This spell may be stored in the same spell matrix as Imbue Panther Strike.
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards)
Insect Repellent
Threads: 1
Weaving: 5 / 10
Casting: 6
Range: Touch
Duration: Rank hours
Effect: Repels small insects
This spell repels insects. The magician makes a buzzing sound, then touches the target and makes a Spellcasting (6) test. If successful, any small arthropods (roughly a human fist or smaller) will not approach the target. The target receives a +3 bonus to any test involving discomfort, exhaustion, or similar effects where being swarmed by insects, spiders, and their ilk may come into play. This spell has no effect on Horrors, Horror constructs, or undead.
Success Levels: Increase Duration (+10 minutes)
Extra Threads: Increase Duration (+10 minutes), Increase Effect (+2), Increase Range (+10 yards), Additional Target (+Rank)
Fins
Threads: 1
Weaving: 5/10
Casting: 6
Range: Touch
Duration: Rank + 10 minutes
Effect: Improves swimming ability
Spirit. This spell enhances a character’s ability to swim. The magician stretches their arms, legs, fingers, and toes wide, and makes a Spellcasting (6) test against a willing target. If successful, the magician summons a carp spirit to imbue the target, and the target’s digits lengthen and grow webbing between them. If the digits are obstructed, for example the target is wearing gloves and shoes, the webbing grows on the gloves and shoes turn into flippers. While this spell is active, the target gains +4 to Swimming tests and increases their swimming Movement Rate by 2. The spell automatically ends if the target spends two rounds on land after exiting the water. Characters who cannot swim, such as obsidimen, do not benefit from this spell. This spell may be stored in the same spell matrix as Gills.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2), Increase Effect (+2 Movement Rate), Increase Range (+10 yards), Additional Target (+Rank)
Moonglow
Threads: 0
Weaving: 5 / 10
Casting: 6
Range: 10 yards
Duration: Rank x 10 minutes
Area of Effect: 10-yard radius sphere from center
Effect: Creates sphere of light
This spell creates a small sphere of light. The magician points where the spell is centered and makes a Spellcasting (6) test. If successful, a globe of softly glowing light fills a 10-yard (5-hex) radius sphere. The light is bright enough to see by at night or in complete darkness-equivalent to torchlight. It does not provide adequate illumination to read or execute precise work for an extended period. The light produced is extremely difficult to see at a distance.
Success Levels: Increase Duration (+10 minutes).
Extra Threads: Increase Duration (+10 minutes), Increase Area (+4-yard radius), Increase Range (+10 yards)
Pack Tactics
Threads: 0
Weaving: 5 /10
Casting: TMD
Range:10 yards
Area: 4-yard radius (special)
Duration: Rank rounds
Effect: Targets an opponent for a takedown
Spirit. This spell enables allies to work more effectively together against a single opponent. The magician points at a target within 10 yards and howls, making a Spellcasting test against the target’s Mystic Defense. If successful, the magician summons wolf spirits to imbue the magician and her allies within 4 yards. All affected gain +2 to Attack and Damage tests against the target (this does not affect spells). The magician cannot have multiple castings of this spell in effect at a time, but it can be ended by the magician as a Simple action.
Success Levels: Increase Effect (+1)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+1), Increase Area (+2 yards)
Prey Senses
Threads: 1
Weaving: 5/10
Casting: 6
Range: Touch
Duration: Rank minutes
Effect: +2 bonus to Awareness and Danger Sense
Spirit. This spell heightens the target’s senses. The magician draws her fingers down the target’s head, first, the face, then the sides, and along their palms, then makes a Spellcasting (6) test against a willing target. If successful, the magician summons an appropriate prey animal spirit to imbue the target, the target takes on small animal features, such as mobile, furred ears, a slightly black nose, bird-like eyes, etc., and gains +2 to any Awareness and Danger Sense tests for the duration of the spell.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1), Additional Targets (+Rank)
Weather Cloak
Threads: 1
Weaving: 5/10
Casting: 6
Range: Touch
Duration: Rank x 10 minutes
Effect: Provides protection against weather
This spell creates a cloak that provides protection against the elements. The magician holds his hands over his head, then makes a Spellcasting (6) test against a willing target. If successful, a shimmering blue-silver cloak is woven around the target, protecting him from the elements. The target gains a +3 bonus to any Action tests he makes to resist the effects of heat or cold caused by weather. The weather cloak also provides protection against the effects of supernatural weather, such as the Death Rain spell, p. 161, providing a +3 bonus to Action tests or Armor as appropriate .
Success Levels: Increase Duration (+10 minutes)
Extra Threads: Increase Duration (+10 minutes), Increase Effect (+2), Additional Target (+Rank)
Second Circle
Ferocity
Threads: 0
Weaving: 6 /11
Casting: 6
Range: Touch
Duration: Rank rounds
Effect: +3 to unarmed Attack and Damage tests
This spell increases the target’s aggression, improving their combat capabilities. The magician quickly claws the air or a surface and makes a Spellcasting (6) test against a willing target. If successful, the target’s natural weapons become more dangerous, their muscles taut, and they gain +3 to unarmed Attack and Damage tests during the spell’s duration.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+1), Additional Target (+Rank)
Hero’s Feast
Threads: Special
Weaving: 6/11
Casting: 6
Range: Touch
Duration: 1 hour
Effect: Improves healing during a meal between comrades
This spell enchants a meal shared between allies after a conflict to improve healing. The magician prepares a meal for each target (even if this is just passing it out), weaves a thread for each target, and makes a Spellcasting (6) test. If successful, each target shares stories about their recent and past battles and escapades, particularly regarding past allies no longer with them. Each target may make a Recovery Test each hour during this spell. Recovery Tests made during this spell gain a +2 bonus for each target of the spell. The spell targets up to Shaman Circle characters loyal to each other, but does not have to include the magician. This spell may only be cast once per day. Note: Increasing the Effect affects the total healed, not increasing the contribution per character.
Success Levels: Increase Effect (+2)
Extra Threads: Increase Effect (+2), Increase Duration (1 hour)
Mark of the Boar
Threads: 0
Weaving: 6/11
Casting: TMD
Range: 10 yards
Duration: Rank rounds
Effect: Turn Wound penalties into bonuses and improve Aggressive Attack.
Binding. This spell summons a boar spirit to temporarily bind to a willing target. The magician drops to the ground and paws at it with her hands, then makes a Spellcasting (6) test against a willing target. If successful, a violent boar spirit charges into the target, squealing threateningly. The target immediately changes to a threatening posture, adopts an aggressive stance and gains the following benefits: Wound penalties are instead bonuses of the equivalent value to close combat Attack tests, +2 to unarmed Attack and Damage tests, the Aggressive Attack combat option provides +4 to close combat Attack and Damage tests, and the Aggressive Attack combat option does not cost Strain. The target must use the Aggressive Attack combat option every round, can only move towards the enemy, and must either be engaged with an opponent or actively moving towards one. Failure to perform any of these will cause the spell to immediately end. If this spell prematurely ends for any reason, they are Harried until they have had time to rest for at least 5 minutes. This spell may only have one active casting at a time; additional targets from a single casting are explicitly allowed.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+1 to Aggressive Attack bonuses), Increase Range (+10 yards), Additional Target (+1)
Mountain Goat Leap
Threads: 0
Weaving: 6/11
Casting: 6
Range: Touch
Duration: Rank+5 rounds
Effect: +4 bonus to Great Leap
Spirit. This spell imbues a character with increased leaping ability. The magician calls the target to leap toward him, making the sound of a mountain goat, then touches him as he lands alongside and makes a Spellcasting (6) test. If successful, the magician summons a mountain goat spirit to imbue the target, and the target gains an incredible bounding ability when moving. The target gains a +4 bonus to Great Leap and can use the Great Leap talent even if they do not possess it.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 bonus), Increase Range (+10 yards), Additional Target (+Rank)
Soothe the Savage Beast
Threads: 1
Weaving: 6/11
Casting: TMD
Range: 10 yards
Duration: Rank minutes (see text)
Effect: Hypnotizes animal into passivity
This spell hypnotizes an animal into passivity. The magician stretches out their hands, causing softly glowing tendrils of blue light to move in an intricate pattern between them, then makes a Spellcasting test against the target animal’s Mystic Defense. If successful, the target becomes completely passive—it will not attack for any reason, including hunger or aggression. With four successes, the spell creates a weak rapport between magician and target, as the animal finds the spell’s effect pleasurable. The target follows the magician around for a number of hours equal to their Spellcasting Rank, purring or making appropriately happy animal sounds. If the target is attacked or disoriented, the spell ends.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Range (+10 yards), Additional Target (+Rank)
Third Circle
Catwalk
Threads: 1
Weaving: 7/12
Casting: 6
Range: Touch
Duration: Rank minutes
Effect: +2 bonus to Action tests involving climbing, balancing, and sneaking
Spirit. This spell improves balance. The magician mutters “meow” several times, then lightly strokes the target’s head and makes a Spellcasting (6) test. If successful, the magician summons a cat spirit to imbue the target. The target’s sense of balance and coordination is markedly improved, and they gains a +2 bonus to Action tests involving climbing, balance, and sneaking, including Climbing, Knockdown, and Stealthy Stride tests.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Increase Range (+10 yards), Additional Target (+Rank)
Mark of the Wolf
Threads: 1
Weaving: 7/12
Casting: TMD
Range: Self
Area: 2-yard radius
Duration: Rank rounds
Effect: Grants bonuses when attacking the same target.
Binding. This spell summons a pack wolf spirits to temporarily bind to willing targets. The magician throws her head back and howls and makes a Spellcasting (6) test against willing targets in the area. If successful, an eerie howl returns the call and a pack of ghostly wolves manifest, leaping into their intended targets. Each of the targets howls once the spirit has bound with them. The magician chooses an opponent as a Free action. A new opponent may only be chosen when the previous opponent is no longer a threat (GM’s discretion). All targets gain +2 to Attack and Damage tests against the opponent, and any Knockdown difficulties for the opponent from effects created by the targets are increased by +2. These bonuses increase to +4 for unarmed attacks. If any affected character retreats or makes an attack which does not include the opponent, this spell immediately ends. If this spell prematurely ends for any reason, they are Harried until they have had time to rest for at least 5 minutes. This spell may only have one active casting at a time; additional targets from a single casting are explicitly allowed.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+1 to Attack and Damage tests), Increase Area (+2-yards)
Polecat Resilience
Threads: 2
Weaving: 7 / 12
Casting: TMD
Range: Touch
Duration: Rank hours
Effect: +3 Toughness test bonus vs. disease and poison
Spirit. This spell enhances a character’s resistance to disease and poison. The magician spreads a bit of filth around the target’s eyes and makes a Spellcasting (6) test. If successful, the magician summons a polecat spirit to imbue the target. The filth darkens to give the appearance of a mask, and the target gains a +3 bonus to their Toughness tests against the effects of disease and poison for the spell’s duration.
Success Levels: Increase Duration (+1 hour)
Extra Threads: Increase Duration (+1 hour), Increase Effect (+1), Additional Target (+Rank)
Sunlight
Threads: 1
Weaving: 7/ 12
Casting: 6
Range: Self
Duration: Rank + 5 minutes
Area of Effect: 10-yard radius
Effect: Creates daylight
This spell creates sunlight. The magician moves their arms in a circle and makes a Spellcasting (6) test. If successful, natural sunlight emanates from him, filling the area of effect, even if cast at night or indoors. Creatures affected by sunlight are affected by this spell. The light created does not provide any protection from Horrors or any other creatures unaffected by sunlight, and is virtually impossible to miss at a distance. Illusions also fail to conceal the target, granting any onlookers a +20 bonus to Sensing tests.
Success Levels: Increase Duration (+5 minutes)
Extra Threads: Increase Duration (+5 minutes), Increase Area (+4-yard radius)
Fourth Circle
Ferret Reflex
Threads: 0
Weaving: 8/13
Casting: 6
Range: Touch
Duration: Rank rounds
Effect: +3 to Initiative and Physical Defense
Spirit. This spell increases a target’s agility and reaction speed. The magician moves quickly in almost impossibly contortions and makes a Spellcasting (6) test against a target. If successful, a ferret spirit races from nowhere, falling over itself, and winds up the target’s leg, imbuing the target. The target becomes twitchy and extremely flexible, gaining +3 to Initiative and +3 to Physical Defense.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+1), Additional Target (+Rank)
Gills
Threads: 2
Weaving: 8/13
Casting: TMD
Range: Touch
Duration: Rank + 10 minutes
Effect: Allows target to breathe underwater
Spirit. This spell allows a character to breathe underwater. The magician makes fishlike mouthing gestures, then touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, the magician summons a carp spirit to imbue the target, and small gills appear behind the target’s ears (or neck, if the target has no external ears, such as obsidimen). While still able to breathe air normally, the target can also breathe underwater for the spell’s duration.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Additional Target (+Rank)
Imbue Shark Rend
Threads: 0
Weaving: 8/13
Casting: 6
Range: Touch
Duration: 4 rounds
Effect: Improves unarmed attack, bonus against Wounded
Spirit. This spell summons a shark spirit and imbues an ally with its power briefly to make an attack. The magician gnashes and rends, and makes a Spellcasting (6) test against a willing target. If successful, the summoned spirit swims swiftly toward the target from the shadows, air parting as water, and melds with them causing their teeth and claws (if present) to lengthen. The target immediately makes an unarmed attack against an opponent. If the opponent is Wounded, the target gains +2 to Attack and Damage tests against the opponent. If the opponent suffers a Wound from the attack, it is a bleeding wound that causes Shaman Circle damage at the beginning of each following round for the duration of the spell. If the opponent heals any damage, the bleeding wound is closed. This spell may not have more than one target. This spell may be stored in the same spell matrix as Invoke Shark Rend.
Success Levels: Increase Effect (+2 Damage Step to unarmed attack)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Damage Step to unarmed attack), Increase Range (+10 yards), Additional Opponent (+1)
Invoke Shark Rend
Threads: 0
Weaving: 8/13
Casting: TMD
Range: 10 yards
Duration: 4 rounds
Effect: WIL+3/Physical and bonus Wounded Opponents
Spirit. This spell summons a dagger shark spirit to savagely attack a target. The magician gnashes and rends, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the summoned spirit swims swiftly toward the target from the shadows, air parting as water. The magician’s Effect test determines how much damage is inflicted. If the target is Wounded, the magician gains +2 to Spellcasting and Effect tests against the target. If the target suffers a Wound from the attack, it is a bleeding wound that causes Shaman Circle damage at the beginning of each following round for the duration of the spell. If the target heals any damage, the bleeding wound is closed. This spell may be stored in the same spell matrix as Imbue Shark Rend.
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Duration (+2 Rounds), Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Mark of the Bear
Threads: 1
Weaving: 8/13
Casting: 6
Range: 10 yards
Duration: Rank rounds
Effect: Bonus to unarmed attacks.
Binding. This spell summons a bear spirit to temporarily bind to a willing target. The magician leans back and bellows, then makes a Spellcasting (6) test against a willing target. If successful, a ghostly bear spirit ambles into the target. The target bellows and gains the following benefits: +4 to unarmed Attack and Damage tests and if any opponent attempts to disengage from the target, the target may immediately make an unarmed attack against the opponent. If successful, the opponent’s Movement Rate drops to 0 for the round; this attack inflicts no damage on the target. The target must choose an ally to protect when this spell is cast. If the target ends their turn more than 2 yards from the chosen ally, the spell to immediately end. If this spell prematurely ends for any reason, they are Harried until they have had time to rest for at least 5 minutes. This spell may only have one active casting at a time; additional targets from a single casting are explicitly allowed.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Range (+10 yards), Additional Target (+1)
Repel Animal
Threads: 2
Weaving: 8 / 13
Casting: 6
Range: 10 yards
Duration: Rank hours
Area of Effect: 2-yard radius
Effect: Create a circle to keep out animals
This spell creates a glowing white magical circle to keep out animals. The magician draws a circle on the ground, then touches the center and makes a Spellcasting (6) test. If successful, the Spellcasting result is compared to the Mystic Defense of any animal attempting to enter the circle. If successful, the animal is gently pushed away from the circle. If failed, the animal enters unhindered. Only animals are affected by this spell—undead, Horrors, Horror constructs, or sentient beings can enter the circle freely.
Success Levels: Increase Duration (+1 hour)
Extra Threads: Increase Duration (+1 hour), Increase Range (+10 yards), Increase Area (+2 yards)
Fifth Circle
Falcon’s Cloak
Threads: 2
Weaving: 9 / 14
Casting: 6
Range: Self
Duration: Rank hours
Effect: Turns caster into a raptor
This spell transforms the magician into a falcon, an eagle, or a similar raptor. It requires a falcon’s or eagle’s tail or wing feather, which the magician waves from side to side, then touches to their forehead and makes a Spellcasting (6) test. If successful, they transform into a raptor, with all of the bird’s normal physical abilities, but their own mental abilities. The magician can fly at the bird’s normal Movement Rate and uses its senses and methods of attack. Any equipment they are carrying, along with his weapons, armor, and clothing, disappears when the spell is cast and reappears when it ends. While in avian form, the magician can only cast spells that do not require speech or gestures. The magician may dispel the transformation anytime they wish as a Standard action.
Success Levels: Increase Duration (+2 hours)
Extra Threads: Increase Duration (+2 hours), Increase Effect (Awareness Step +2), Increase Effect (Movement Rate +2)
Gathering of Souls
Threads: Special
Weaving: 9/14
Casting: 6
Range: Touch
Duration: Special
Effect: Enchants a meal shared between comrades before a conflict.
Fate. This spell enchants a meal shared between allies before a conflict, binding their fates together. The magician prepares a meal for each target (even if this is just passing it out), weaves a thread for each target, and makes a Spellcasting (6) test. If successful, each target affirms their relationship with the other targets and gets pumped up for the upcoming battle. Each target must spend a Recovery Test and chooses one of the following benefits:
- Active defenses (e.g. Avoid Blow).
- Attack tests (does not include spells)
- Damage tests (does not include spells)
- Initiative
- Wound Threshold
Success Levels: Increase Effect (treat as an additional character taking part, subject to Circle limitation)
Extra Threads: Increase Effect (treat as an additional character taking part, subject to Circle limitation), Increase Duration (+1 conflict)
Imbue Unicorn Charge
Threads: 1
Weaving: 9/14
Casting: 6
Range: Touch
Duration: 1 round
Effect: Move 10 yards, +4 to unarmed damage, and a Wound
Spirit. This spell summons a unicorn spirit and imbues an ally with its power briefly to make an attack. The magician lowers their head, stamps the ground, and makes a Spellcasting (6) test against a willing target. If successful, the summoned spirit charges into the target and surrounds her with a bloody red glow. The target immediately moves up to 10 yards (no less than 6 yards) and makes an unarmed attack against an opponent. If the unarmed attack is successful, the damage increases by +4 and the target automatically takes a Wound. This spell may not have more than one target. This spell may be stored in the same spell matrix as Invoke Unicorn Charge.
Success Levels: Increase Effect (+2 unarmed damage)
Extra Threads: Increase Effect (+2 unarmed damage), Increase Range (+10 yards)
Invoke Unicorn Charge
Threads: 1
Weaving: 9/14
Casting: TMD
Range: 10 yards
Duration: 1 round
Effect: WIL+6/Physical and Wound
Spirit. This spell summons a unicorn spirit glowing with malevolent energy to attack a target. The magician lowers their head, stamps the ground, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the summoned spirit charges the target and materializes just before impact. The magician’s Effect test determines how much damage is inflicted and the target automatically takes a Wound. This spell may be stored in the same spell matrix as Imbue Unicorn Charge.
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards)
Mark of the Badger
Threads: 1
Weaving: 9/14
Casting: 6
Range: 10 yards
Duration: Rank rounds
Effect: Bind a badger spirit to improve defensive characteristics.
Binding. This spell summons a badger spirit to temporarily bind to a willing target. The magician bears their teeth and snarls menacingly, then makes a Spellcasting (6) test against a willing target. If successful, a gloomy badger spirit trundles from the ground and into the target. The target then snarls as well, adopts a defensive posture, and gains the following benefits: +2 to Physical and Mystic Armor, +2 to Knockdown tests, +2 to unarmed Attack and Damage tests, ignore Wound penalties, and penalties from Defensive Stance are reduced to -1. If the affected character acts in a manner other than “cautious” (subject to GM approval and warning), this spell immediately ends. If this spell prematurely ends for any reason, they are Harried until they have had time to rest for at least 5 minutes. This spell may only have one active casting at a time; additional targets from a single casting are explicitly allowed.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+1 to Physical and Mystic Armor), Additional Target (+1)
Path Home
Threads: 2
Weaving: 9 /14
Casting: 10
Range: 60 yards
Duration: Rank + 20 minutes
Effect: Summons spirit wings to guide the caster home
This spell summons a pair of spirit wings to guide the magician to a familiar place. The magician closes their eyes and envisions where they last slept, then makes a Spellcasting (10) test, modified by the astral corruption (Player's Guide, p. 209). If successful, a pair of shimmering wings appears, translucent and sparkling green or gold, which fly no faster than Movement Rate of 8 toward the last place the magician slept. The wings slow down or speed up on verbal command, but never stray beyond spell range of the magician.
Success Level: Increase Duration (+5 minutes)
Extra Threads: Increase Duration (+5 minutes), Increase Effect (+2 Movement Rate of wings and everyone following)
Sixth Circle
Life Patterns
Threads: 2
Weaving: 10 /15
Casting: 6
Range: Touch
Duration: 1 round (Special)
Effect: Answer questions about a Namegiver’s past, present, and future.
Fate. This ritual spell allows the past, present, and future of one Namegiver to be read in cryptic visions. It requires a suitable divination tool, such as a deck of elven path cards, bones, dice, reading the stars, etc. Weaving each spell thread requires one hour of meditation, which requires the magician to concentrate on the True Name of the Namegiver. This spell only functions on Namegivers and the magician must know the True Name. The spell has no effect on dragons. Once all of the spell threads have been woven, the magician speaks the True Name, makes a Spellcasting (6) test, and pays five karma (these are not added to the Spellcasting test). If successful, the number of successes determines the number of days in the future and past the magician can foresee. The magician may ask one question regarding the Namegiver and their associated actions; it cannot be about beliefs, feelings, intentions, plans, etc. This spell will not reveal any unknown True Names, but if the answer has relevant True Names the magician knows, they will be revealed. For example, Hessia poses the question, “Who did Jascen associated with in the past three days?”, the anyone whose True Name Hessia knows has their identity revealed, and anyone whose True Name she does not know is described as seen in that period, but their identity is not revealed. The vision provided focuses on the relevant information intended by the magician, and does not dwell on irrelevant interactions - these are unimportant to the Namegiver’s pattern. The magician may only cast this spell once per moon cycle (tracking from full moon to full moon) per True Name, each additional casting within the moon cycle requires a cumulative additional success with no additional benefit.
Success Levels: Increase Duration (+1 day)
Extra Threads: Increase Duration (+1 day), Increase Effect (+1 question)
Mark of the Snake
Threads: 1
Weaving: 10/15
Casting: 6
Range: 10 yards
Duration: Rank rounds
Effect: Improves unarmed attacks, speed, and defense.
Binding. This spell summons a snake spirit and temporarily binds it to a willing target. The magician writhes sinuously and makes a Spellcasting (6) test against a willing target. If successful, a hypnotically slithers into the target, hissing menacingly. The target becomes loose and flexible, gaining the following benefits: +2 to unarmed Attack and Damage tests, +2 to Initiative, and +2 to Physical Defense. Before initiative is rolled each round, the target may choose a number up to the spellcaster’s Shaman Circle. The target gains this number as a bonus to Initiative and all unarmed Attack tests for the round. They also subtract this from their Physical and Mystic Defense for the round. The target may not use the Aggressive Attack or Defensive Stance combat options. They also may not move away from their target after making an attack if they are still a combatant. Failure to perform any of these will cause the spell to immediately end. If this spell prematurely ends for any reason, they are Harried until they have had time to rest for at least 5 minutes. This spell may only have one active casting at a time; additional targets from a single casting are explicitly allowed.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 to Initiative), Increase Effect (+2 to Physical Defense), Increase Range (+10 yards), Additional Target (+1)
Pangolin Armor
Threads: 0
Weaving: 10 /15
Casting: 6
Range: Touch
Duration: Rank rounds
Effect: Gives thick scales that protects, but also hinder movement.
Spirit. This spell increases the target’s armor at the cost of mobility. The magician briefly touches key locations on a willing target and makes a Spellcasting (6) test. If successful, a pangolin spirit rolls to the target and imbues them with power. The target grows thick scales from the touched locations that bond with their existing armor, providing +3 Physical and Mystic Armor. The target’s Movement Rate is also halved during this time and they cannot run.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+1), Additional Target (+Rank)
Predator Senses
Threads: 0
Weaving: 10/15
Casting: 6
Range: Touch
Duration: Rank rounds
Effect: Improves hearing, scent, or sight.
Spirit. This spell is three different spells, each of which improves one of three senses. The magician closes their eyes, touches either their ear, eyes, or nose (as appropriate), then makes a Spellcasting (6) test. If successful, magician summons an appropriate spirit to the target, the target’s ears, eyes, or nose (as appropriate) become more animalistic, and they gain +2 to Awareness tests related to the affected sense. Additionally, they can use either hearing or scent for combat purposes and ignore all penalties related to sight. Strong stimuli related to their new sense can cause equivalent penalties. If sight is affected, the target can see in complete darkness, but blindness effects work as normal. A target affected by Enhanced Senses gains a +2 to Attack tests against any opponent that may be detected by the affected sense. These spells may share the same spell matrix.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+2 to Awareness tests), Additional Targets (+Rank), Additional Sense (if spell is known)
Storm Wolf Call
Threads: 2
Weaving: 10 /15
Casting: 6
Range: Self
Duration: 2 rounds
Area of Effect: 6-yard radius
Effect: Summon a pack of storm wolf spirts
Spirit. This spell summons a group of storm wolf spirits to heal and frighten. The magician howls at the sky and makes a Spellcasting (6) test. If successful, the magician's howl gets a response, and a pack of storm wolf spirits rush through the area, howling eerily, passing through the spellcaster and their allies, and harassing their opponents. All allies may make a Recovery Test, if they have one. The Spellcasting test result is applied to all opponents’ Social Defense, those affected are Harried for the duration of the spell.
Success Levels: Increase Effect (+1 to Recovery Test)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 to Recovery Test), Increase Area (+2-yards)
Seventh Circle
Beastform
Threads: 2
Weaving: 11 / 16
Casting: TMD
Range: Self
Duration: Rank hours
Effect: Transforms caster into an animal
This spell allows the magician to assume the form of a non-magical animal and requires a small part of the desired animal (a tuft of hair, a feather, and so on). The magician focuses on the animal’s shape and characteristics, then makes a Spellcasting (6) test. If successful, they transform into the desired animal, gaining its physical Attributes and abilities, but retaining their own mental Attributes and talents. The magician’s clothing and equipment disappears when they assume animal form and reappear again when the spell ends. None of their equipment functions while the magician is in animal form, but any threads woven to magical or pattern items remain effective. While in beast form, the magician can be affected by talents or spells that affect animals. They can only cast spells with gestures the animal is capable of performing—this limitation usually excludes any spells requiring speech. The magician may dispel the transformation anytime they wish as a Standard Action. When extra threads are applied to “Increase Effect”, any trait that can be improved by Animal Bond or Animal Training may be affected (subject to gamemaster’s approval).
Success Levels: Increase Duration (+1 hour)
Extra Threads: Increase Duration (+1 hour), Increase Effect (+2 to animal trait)<
Earth Q’wril
Threads: 2
Weaving: 11 / 16
Casting: 6
Range: Self
Duration: Rank + 10 minutes
Effect: Move through earth
Spirit. This spell allows the magician to move through the earth in a similar manner to the earth q’wril, a burrowing creature. The magician digs at the ground with their hands or a tool, then makes a Spellcasting (6) test. If successful, the magician summons an earth q’wril spirit to imbue them with power and may move freely through the earth at Movement Rate 6. Care should be taken to avoid getting stuck underground when the spell ends.
Success Levels: Increase Duration (+5 minutes)
Extra Threads: Increase Duration (+5 minutes), Increase Movement Rate (+2)
Premonition of Victory
Threads: 2 (ritual; see text)
Weaving: 10/15
Casting: 6
Range: Self
Duration: 1 round
Effect: Grants bonuses towards a specific goal
Fate. This ritual spell allows the future to be read in cryptic visions. It requires a suitable divination tool, such as a deck of elven path cards, bones, dice, reading the stars, etc. Weaving each spell thread requires one hour of meditation, which requires the magician’s concentration. Once all of the spell threads have been woven, the magician names a specific goal makes a Spellcasting (6) test and pays five karma (these are not added to the Spellcasting test). If successful, the number of successes determines the number of days in the future the magician can foresee. The magician outlines a plan to accomplish this goal - it does not have to have to be exhaustively detailed, but it cannot be vague or general - this is magician’s vision of the future. Immediately after this, the magician may share the vision with a number of targets up to their Spellcasting rank. All targets must be able to understand the magician in some fashion. The target’s gain +2 to one action tests per round that acts in accordance with the vision. Each deviation from the vision reduces this bonus by 1, as the eddies of fate cause the vision to become less accurate. All target’s may only be affected by one casting of this spell at a time and the magician may only cast this spell once per moon cycle (tracking from full moon to full moon).
Success Levels: Increase Duration (1 day)
Extra Threads: Increase Duration (+1 day), Increase Effect (+1), Additional Targets (+Rank)
Viper Fangs
Threads: 1
Weaving: 11 /16
Casting: 6
Range: Touch
Duration: Rank rounds
Effect: Produces poison Step Circle+4 [Onset: 1 round, Interval: 2/1 round]
Spirit. This spell allows an unarmed combatant to produce poison, or poisons weapons. The magician flicks their tongue and makes a Spellcasting (6) test against a willing target. If successful, a viper spirit slithers down the magician’s arm and leaps into the target, imbuing it with a colored glow appropriate to a poisonous snake. When applied to a living target, the target has the option of adding the poison effect to any unarmed attack (this includes natural weapons) that successfully causes damage to an opponent for the duration of the spell. When applied to an object, it may only poison Rank attacks within the duration. The poison is Step Circle+4 [Onset: 1 round, Interval: 2/1 round]
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds/minutes), Increase Effect (+1 Step), Additional Target (+Rank)
Eighth Circle
Lifesense
Threads: 1
Weaving: 12/17
Casting: 6
Range: Self
Duration: Rank+10 minutes
Area of Effect: 30-yard radius
Effect: Enhances Lifesight talent
This spell allows the magician to use the Lifesight talent in an area, and enhances its effects. The magician closes their eyes and casts their arms down, then out, and up, opens their eyes, and makes a Spellcasting (6) test. If successful, a spray of soft light emanates from them and they immediately make a Lifesight test without paying Strain. The Lifesight test result is compared against all applicable targets within the area, as if Lifesight had been used on them. The test result is automatically applied to and living targets moving into the area. Spells with the binding or spirit keywords gain the following benefits: the magician is considered to meet the range requirements if the target has been detected by Lifesight and is within the area of effect, and the magician gains an additional success on any successful Spellcasting tests.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Area (+10 yards)
Salamander Regeneration
Threads: 3
Weaving: 12/17
Casting: 6
Range: Self
Duration: 4 hours
Effect: Heal 2 damage immediately after taking it.
Spirit. This spell grants the caster impressive regenerative powers. The magician holds out one hand and bends their thumb so only the proximal phlange is showing, then covers their proximal phlange on their second hand with their index finger, now they move their second hand along their first, appearing as though their thumb has been separated, wowing onlookers, and makes a Spellcasting (6) test. If successful, the magician summons a salamander spirit to imbue the target with power, the target spends a Recovery test, which does not provide any healing, and any superficial injuries close instantly. The target’s skin becomes moist and mottled on top, and extremely pale underneath. Additionally, whenever the target takes damage (this does not include Blood Magic Damage or Strain), they immediately heal up to 2 points of damage. If they suffer less damage than what they would heal, they only heal the damage taken.
Success Levels: Increase Duration (+1 hour)
Extra Threads: Increase Duration (+1 hour), Increase Effect (+1 damage healed)
War Party
Threads: Special
Weaving: 12/17
Casting: 10
Range: Self
Duration: 1 day
Area of Effect: 4-yard radius
Effect: Grant a group bonuses for a day
Spirit. This spell summons a group of beast spirits to imbue a hunt with their power. The Shaman performs a ritual (all targets must be present) to summon the spirits, each thread takes 10 minutes to weave, and a thread must be woven for each target. Each ritual is unique to the spellcaster and is influenced by generations of Shaman before them, but is tailored to the particular group of spirits they wish to summon. After completing the ritual, the Shaman makes a Spellcasting (10) test. If successful, the Shaman pays one karma for each participant, and each participant pays one karma. The Shaman may pay the participant’s karma if they are unable. The Shaman then chooses one of the following virtues:
- Aggression: +2 to Attack and Damage tests.
- Courage: +2 to Initiative, Social Defense, and tests to resist fear effects.
- Mysticism: +2 to Mystic Armor and Mystic Defense.
- Protection: +2 to Knockdown tests, Physical Armor, and Wound Threshold.
- Spirituality: +2 to Spellcasting, Thread Weaving, and Effect tests.
- Swiftness: +2 to Initiative, Movement Rate, and Physical Defense.
Success Levels: Increase Effect (+1)
Extra Threads: Increase Effect (+1), Increase Area (+2-yards), Additional Targets (+Spellcasting)
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