30 October 2020

Earthdawn 4E: Anatomy of a Horror 13 - The Pritchman

This is the thirteenth 4E Anatomy of a Horror, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This was written up for FASA's Halloween social media in honor of Kyle Pritchard.

The general concept here plays with Kyle, who I've worked with for years now and much more so since 2018 with Elven Nations, more in 2019 with The Adept's Journey: Mystic Paths, and a lot partnering for getting Iopos: lair of Deceit out the door. Between the latter, Empty Thrones, his continued work on Legends of Barsaive, things behind the scenes, and life in general—this has been a very busy year. Without hyperbole, he is one of the nicest and most humble people you will have the pleasure to meet.

This Horror is designed to be less of a nebulous plot device than the previous two, The Babcock and J'osh the Vexing Son, and more of specific threat to a location. Given his dual nature, he's easily a recurring threat and can easily continue being a threat even if he doesn't see it that way. In contrast to the inspiration's pleasant demeanor, the Horror is more visceral and brutal. While still maintaining that same demeanor.


The Pritchman

Easily one of the most insidious Horrors due to the complete sincerity associated with his actions. Nethermancers and scholars who discuss the accounts that filter to them debate The Pritchman’s true nature—to what extent is it a ruse merely to capture prey and wring the most possible from them or is it the bizarre case of a Horror attempting to make friends of a sort and simply being entirely unaware of how this is supposed to work. Despite these ruminations, the end result is much the same: The Pritchman lures in even the most wary with friendly acts and an unassuming demeanor before cutting them to the core.

The Pritchman can take the form of any humanoid Namegiver, but prefers the appearance of an innocuous human man when appropriate. He’s helpful, jovial, friendly, and entirely morally bankrupt. It’s impossible to not enjoy his company with an easygoing demeanor and this Horror is the first to offer help to anyone in need. However, it should be known he may have orchestrated that need in the first place, as he makes subtle use of Corrupt Reality to shape his victims’ world, forcing them to increasingly rely upon him. He never asks anything in return and feeds from the feelings of guilt this instills in these friends.

While many powerful Horrors prefer to work through constructs and lesser Horrors under their sway, The Pritchman is very hands on. He delights in inflicting the final betrayal on his victims, forcing them under his sway when they are overwhelmed by the enormity of the betrayal. It’s possible The Pritchman doesn’t see it this way and instead sees it as the way they can be together forever, by exchanging body parts. Horrors don’t tend to come from a good home life, but there’s still no real excuse for this behavior (though some Nethermancers still find a way to blame the victims).

There is no beholding The Pritchman’s true form in the same way as other Horrors. His astral form perfectly reflects his material form, though flesh is just as malleable as feelings to his fingers. Given the dangers of Barsaive, there’s nothing suspicious of the knives he carries on his person, though they aren’t wholly necessary since he can form weapons from his body just as easily. However, he does use them to different effects.

Challenge: Warden (Eleventh Circle)
DEX: 15        Initiative:                    17       Unconsciousness:      131
STR: 12         Physical Defense:  17       Death Rating:               149
TOU: 18        Mystic Defense:      19       Wound Threshold:     27
PER: 17         Social Defense:       20       Knockdown:                 14
WIL: 14        Physical Armor:      13       Recovery Tests:            6
CHA: 19        Mystic Armor:         10       Karma:                            11 (44)
Movement: 12
Actions: 3; Knives: 30 (24), Unarmed: 32 (22)
Powers:
Awareness (38, Simple): As the talent, Player’s Guide, p. 129.
Corrupt Compromise (25, Standard)
Corrupt Reality (25, Standard)
Cursed Luck (27, Free)
Damage Shift (27, Simple): The Pritchman can transfer one Wound per success to the victim. He cannot also transfer damage if used in this fashion and must spend one Karma Point per Wound transferred.
Displace (Standard)
Dual Nature: The Pritchman has an astral and physical form. They are not independent, but both must be destroyed to kill the Horror. As long as one form survives, it can reform the other. Attacks that deal Mystic damage affect both forms simultaneously.
Feast of Suffering: The Pritchman gains +1 to Attack and Damage tests for each Wound the target has.
Flesh of Theseus (Sustained):
The Pritchman cuts off a piece of a marked victim and devours it, then cuts off the equivalent piece from his body and attaches it to the victim, which blends into the victim’s body shortly and gives them at least one Corruption Point (more may be appropriate for larger body parts at the gamemaster’s discretion). His body part quickly grows back and looks reminiscent of the victim’s body part. This functions like Horror Thread (Gamemaster’s Guide, p. 464), but there are no additional costs and it is always successful. However, The Pritchman can only control that affected piece of the victim’s body—this allows him to see out of their eye, listen from their ear, use their hand, etc. The Pritchman’s mark can never be removed or sequestered once this power is used.
Forge Construct (25, Standard):
The Pritchman prefers to create boneless and grotesques from victims who outlived their usefulness, but still have a little left to give.
Foundation of Lies is Still a Foundation: The Pritchman gains +5 to all Action tests against a victim for every Attitude level above Neutral they possess towards The Pritchman. If the victim suffers a complete betrayal from The Pritchman, this bonus is maintained at the previous level until sunrise.
Harvest Energy (30, Free):
If the harvested emotion is betrayal, guilt, or pain, The Pritchman gains an additional Karma Point, and gains a point even if the test fails.
Heart Knows What It Wants, The: The Pritchman can make close combat attacks against the target’s Mystic Defense (this can affect targets in astral space).
Horror Mark (25, Standard): 
The Pritchman can only use this power on targets who have at least a Friendly attitude towards him. In addition to the normal effects, the victims of The Pritchman’s Horror Mark find themselves increasingly relying on him, coming to trust him and gain a Corruption Point upon receiving the mark.
Karma Boost (Free)
Resist Pain (4)
Special Maneuvers:
Corrupted Wound (The Pritchman, Unarmed): The Pritchman may spend two additional successes on an Attack test to leave pieces of his corrupted essence behind when attacking with their natural blades. If the attack causes a Wound, it becomes corrupted and the next healing effect on the victim within 10 minutes causes damage instead; this includes potions, spells, talents, etc. If the effect has a duration, it causes damage for the duration of the effect.
Cutting Room Floor (The Pritchman, Knives): The Pritchman may spend two additional successes on an Attack test to ignore the target’s Physical Armor. If this inflicts more than one Wound, it may sever part of the victim’s body at the gamemaster’s discretion. The size of the body part should be proportional to the number of Wounds inflicted.
Fillet of Flesh (The Pritchman, Close Combat): The Pritchman cuts deeply into his opponent with his blade, easily separating flesh from bone by spending additional successes on their Attack test to reduce their opponent’s Wound Threshold by -2 for this attack. Each success spent in this fashion allows The Pritchman to inflict an additional Wound on the target based on the new Wound Threshold.
Hamstring (The Pritchman, Close Combat)

29 October 2020

Earthdawn 4E: Anatomy of a Thread Item 112 - Unquenchable Fire

This is the one-hundred and twelfth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a bracelet with a no Strain with Aggressive Attack combat option effect. Also to tie it in with a previous thread item—this one with a fire theme to complement the previous water theme. Much of the design was about contrasting and complementing the previous work. Connected, but still distinct and stands on its own.



Unquenchable Fire

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

A bracelet that seems to be cut from gleaming red crystal. The facets sparkle too much and in ways they shouldn’t when light shines on it, which belies its true nature. Once a thread is attached, the bracelet glows and blazes in time with the wearer’s heartbeat and disposition. The True fire never goes out, merely moving from a simmer to conflagration around the wearer’s arm. As the wearer’s understanding of the bracelet increases, and their control over themselves improves, so does their control of the bracelet’s flame.

Strange runes reveal themselves to the owner within the bracelet as the thread rank increases. These runes shift and change; they seem to tell a story that reveals slowly, but it is incomplete.

Thread Rank One
Key Knowledge: The owner must learn the bracelet’s Name.
Effect: The fire’s burning reflects in the wearer, making them warm and affable as required. The wearer gains a +1 bonus to Interaction tests.

Thread Rank Two
Effect: The fire wraps around their limbs, a reminder of how it both brings life and warmth, but is terrible in anger. The wearer gains a +1 bonus to close combat Attack tests.

Thread Rank Three
Key Knowledge: The owner must learn the locations of where the True fire was harvested.
Effect: Uncontrolled fire runs rampant without regard, but when harnessed and focused, it is a tool. The wearer does not take Strain for the Aggressive Attack combat option.

Thread Rank Four
Effect: Fire consumes what is in its path. It is hungry and relentless. The wearer gains a +1 bonus to close combat Damage tests.

Thread Rank Five
Key Knowledge: The owner must begin to unravel the mysteries of the runes in the bracelet.
Deed: The owner must travel to the locations where the True fire was harvested and entreat with a fire spirit dwelling there.
Effect: Fire is defined not by how long it burns, but how bright and how hot. For 1 Strain, the wearer gains an additional +1 to Attack and Damage tests when using the Aggressive Attack combat option.

Thread Rank Six
Effect: Time is the unquenchable fire in which we burn. Once per round for 2 Strain, the wearer may spend an additional Karma Point on a direct, violent Action test.

27 October 2020

Earthdawn 4E: Anatomy of a Thread Item 111 - Mistish Farad

This is the one-hundred and eleventh 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a nordaltres. The first bonus needs to include the basic effect of the magic item if one is further enchanted. After that, I wanted to build on the general Woodsman themes. In this case, that includes general wilderness-y things and builds into stalking quarry.



Mistish Farad

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This dark green nordaltres features an embroidered stag as the symbol for the nordal. Like all nordaltres, it repels dirt and stains, always looking clean and new.

Thread Rank One
Key Knowledge: The owner must learn the nordaltres’s Name.
Effect: The wearer gains +3 to resistance tests against gases.

Thread Rank Two
Effect: The wearer gains +1 rank to Tracking.

Thread Rank Three
Key Knowledge: The owner must learn which nordal it symbolizes.
Effect: The wearer gains +1 rank to Wilderness Survival.

Thread Rank Four
Effect: The wearer gains +1 rank to Awareness.

Thread Rank Five
Key Knowledge: The owner must learn the fate of the nordal.
Effect: The wearer gains the Mistish Farad ability. After succeeding on a Tracking test, the wearer can declare a hunt and take 1 Blood Magic Damage to make the target they are tracking their quarry. This sharpens the wearer’s senses and focuses them on their quarry. The wearer gains +2 to Awareness tests against their quarry and Danger Sense tests if the quarry is included in the opposing group. They also do not suffer penalties from sensory deprivation against their quarry. For example, the wearer doesn’t suffer Blindness penalties to attacks against their quarry.

The wearer can end their hunt at any time and heal the damage as normal. Once the hunt ends, the wearer must find their trail and succeed at a Tracking test to declare a hunt against the target. The wearer can only have one hunt declared at a time.

Thread Rank Six
Effect: The wearer’s predatory instincts are honed against their quarry while a hunt is declared with Mistish Farad. The wearer gains +2 to Attack and Damage tests against their quarry as long as the Blood Magic Damage is committed.

26 October 2020

Earthdawn 4E: Anatomy of a Thread Item 110 - Belt of Clan Goronich

This is the one-hundred and tenth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written in collaboration with a player. They wanted a spell matrix, Durability, and a bonus to Toughness. That's a pretty clear theme. Improving to an Enhanced Matrix is entirely reasonable. Improvements to Iron Constitution and a bonus Recovery Test support this theme along with general "dwarfiness."


Belt of Clan Goronich

Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden

This finely crafted wide leather strap manages to be both thick and supple. So wide it’s nearly a girdle. The dark stain contrasts with the brilliant oversized brass buckle. Two glyphs adorn the buckle, carved into the surface in severe angles. Once a thread is woven, the wearer appears much larger than they are at first glance. Though any scrutiny reveals the truth and it’s merely a passing impression.

Thread Rank One
Key Knowledge: The owner must learn the belt’s Name.
Effect: The belt contains a Standard Matrix with rank equal to the Thread Rank.

Thread Rank Two
Effect: The wearer gains +1 rank to Iron Constitution.

Thread Rank Three
Key Knowledge: The owner must learn who enchanted the belt.
Effect: The wearer gains +1 Circle to a Discipline of their choice for the purpose of determining Durability.

Thread Rank Four
Effect: The wearer gains +2 ranks to Iron Constitution.

Thread Rank Five
Key Knowledge: The owner must learn what legendary figure served as the inspiration for the belt.
Effect: The wearer gains +2 to their Toughness Value.

Thread Rank Six
Effect: The wearer gains +1 Recovery Test per day.

Thread Rank Seven
Key Knowledge: The owner must learn the location of the Clan Goronich ancestral hall.
Deed: The owner must take the belt to the Clan Goronich ancestral hall and throw a proper party.
Effect: The wearer gains +3 Circles to a Discipline of their choice for the purpose of determining Durability.

Thread Rank Eight
Effect: The Standard Matrix is now an Enhanced Matrix.

23 October 2020

Earthdawn 4E: Anatomy of a Thread Item 109 - Urdr

This is the one-hundred and ninth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written in collaboration with a player. They wanted bonuses to Second Weapon (this is intended as an off-hand weapon) and an ability to reduce opponents' damage based around parrying. I believe a large jitte was something along the lines of their inspiration. All together, this was pretty straight foward; a damage boost, special maneuver, and talent rank to enable the special maneuver for the wielder rounded it out.


Urdr

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This finely crafted troll sword has an oddly shaped crossguard that sweeps up and runs parallel with the blade’s ricasso. A skilled wielder can use this unusual feature in such a large weapon to trap weapons and leverage that size to damage them. Its defensive design makes it better-suited as an off-hand weapon, while the True elements infused in the blade enhance the wielder’s ability to wield it.

Thread Rank One
Key Knowledge: The owner must learn the sword’s Name.
Effect: The wielder gains +1 rank to Second Weapon.

Thread Rank Two
Effect: The sword is Damage Step 7.

Thread Rank Three
Key Knowledge: The owner must learn who crafted the sword.
Effect: The wielder gains +2 ranks to Second Weapon.

Thread Rank Four
Effect: The wielder gains +1 rank to Avoid Blow.

Thread Rank Five
Key Knowledge: The owner must learn where the sword was crafted.
Effect: The wielder gains the Fires of Fate ability. As a Simple action for 1 Strain, the sword’s fuller glows bright red and flames engulf it until the end of the next round. The wielder gains a +2 bonus to Damage tests with the sword and adds the Fire keyword.

Thread Rank Six
Effect: While the wielder is using Fires of Fate, they can use the Grip of Fate special maneuver.

Grip of Fate (Wielder, Avoid Blow): For 1 Strain per success, the wielder can spend additional successes on a successful Avoid Blow test against a close combat attack to reduce the Damage Step of the attack used by 1 per success spent this way until the end of the next round.

22 October 2020

Earthdawn 4E: Anatomy of a Thread Item 108 - Death Flies on Sparkly Wings

This is the one-hundred and eighth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of crystal plate. Since the intended recipient is a windling Cavalryman, that changes some of the assumptions on how the character operates and what benefits them the most. For whatever reason, I wanted to encourage movement. however keeping the armor viable for more than just a Cavalryman means fiddling a bit with how Movement Rate can be affected.


Death Flies on Sparkly Wings

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This set of crystal plate armor is cut with facets to maximize how much it sparkles when light touches it. The back is shaped to allow ease and comfort for any windling wearing it, while still providing sufficient protection for a non-windling owner should they choose to wear armor clearly not made for them. Runes are carved along the spine, shoulders, and shoulder blades suggestive of stylized wings.

While the armor appears sized for a windling, it reluctantly automatically resizes to fit the wearer.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 8.

Thread Rank Two
Effect: The armor is Mystic Armor 8.

Thread Rank Three
Key Knowledge: The owner must learn the meaning of the runes.
Effect: The wearer gains the Death Flies on Sparkly Wings ability. As a Simple action for 1 Strain, glowing, sparkly dragonfly wings emerge from the wearer’s back. If the wearer already has wings, they glow and sparkle, becoming more impressive. The wearer can increase or decrease their Movement Rate by up to 4 until the end of the round. This also affects their mount, if applicable. These wings are just decorative for Namegivers unfortunate enough to be born without them.

Thread Rank Four
Effect: The armor sparkles and leaves shimmering contrails behind the wearer as they move when using Death Flies on Sparkly Wings. The wearer can use the Aggressive Attack combat option (Player’s Guide, p. 382) without spending Strain.

Thread Rank Five
Key Knowledge: The wearer must learn about the first owner.
Effect: The wearer’s wings now feature shifting images of sparkly death and violence when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on a Damage test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.

Thread Rank Six
Effect: Each facet of the armor features a different sparkling scene of macabre violence against the wearer’s opponents when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on an Attack test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.

21 October 2020

Earthdawn 4E: Anatomy of a Thread Item 107 - First Wall of Anthax

This is the one-hundred and seventh 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a body shield and an increase to Dexterity Value. I often like to include benefits to adjacent allies when designing a body shield, since that's the image they always evoke for me. This is especially true for more mystic bonuses to juxtapose with the exclusively physical nature of the base item.


First Wall of Anthax

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This rectangular, semi-cylindrical body shield has metal edges and a prominent metal boss. The shield’s body is layered wood covered with leather and canvas. A red and yellow field is split diagonally on the body with a boar and crown painted in the opposing corners.

Thread Rank One
Key Knowledge: The owner must learn the shield’s Name.
Effect: The shield is Physical Defense +4.

Thread Rank Two
Effect: The wearer gains +1 rank to Avoid Blow.

Thread Rank Three
Key Knowledge: The owner must learn what nation’s military the shield is from.
Effect: The wearer gains the First Wall of Anthax ability. As a Simple action for 1 Strain, a mystic field unwraps from the boss and surrounds the wearer, giving them +2 to Mystic Armor until the end of the next round.

Thread Rank Four
Effect: The bonus to Mystic Armor from First Wall of Anthax is +3.

Thread Rank Five
Key Knowledge: The owner must learn the military unit the shield is from.
Effect: When the wearer uses First Wall of Anthax, they can spend an additional 1 Strain to extend the field to include an ally. The wearer can include up to Thread Rank allies. Affected allies gain this benefit as long as they are adjacent to the wearer.

Thread Rank Six
Effect: The wearer gains +2 to their Dexterity Value

20 October 2020

Earthdawn 4E: Anatomy of a Thread Item 106 - Crystalline Depths

This is the one-hundred and sixth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written in collaboration with a player. They wanted crystal plate armor with Initiative Penalty reduction and a bonus to escape grappling. Some basic armor enhancements are appropriate and a small bonus to Jump Up fit with the overall theme. The description was provided by the player and I cleaned it up a bit.


Crytalline Depths

Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

This crystal plate armor dark blue espagra scale as the inner liner, creating an effect similar to looking into deep water. Runes are inlaid with orichalcum are carved across the armor and it is infused with True water. This not only reduces the grating noise to a tolerable level, but allows the wearer considerable grace when moving..

The armor automatically resizes to fit the wearer once a thread is attached.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Initiative Penalty 4.

Thread Rank Two
Effect: The armor is Physical Armor 8.

Thread Rank Three
Key Knowledge: The owner must learn who crafted the armor.
Effect: The armor is Initiative Penalty 3.

Thread Rank Four
Effect: The armor is Mystic Armor 8.

Thread Rank Five
Key Knowledge: The owner must learn where the crystal was harvested.
Effect: The wearer gains the Crystalline Depths ability. As a Free action for 1 Strain, veins of deep blue appear throughout the armor as the True water infusing it leaks to the surface, lubricating it. The wearer gains +3 to their next test to break free from an entangling or grappling effect until the end of the round.

Thread Rank Six
Effect: The True water from Crystalline Depths also provides increased flexibility to the armor and wearer, giving +2 to Jump Up tests when the ability is used.

19 October 2020

Earthdawn 4E: Anatomy of a Thread Item 105 - Spaid's Noir Crystal

This is the one-hundred and fifth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of crystalweave armor with a bonus to Toughness. After that, it quickly turned into a pun. Just puns on puns.

I offer no apologies.


Spaid's Noir Crystal

Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

This crystalweave armor is made from ivy with variegated leaves, going from almost black to lighter green. The living crystal is clear to smoky gray with intricate runes carved along it.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 4.

Thread Rank Two
Effect: The wearer gains +1 rank to Tracking

Thread Rank Three
Key Knowledge: The owner must learn about the bound spirit, including its Name and specific spirit type (more specific than “wood spirit,” but what kind of wood spirit). [Marlowe, a bannion wood spirit]
Effect: The ivy in the armor becomes slightly animated, shifting and moving to draw the wearer’s attention. The wearer gains +1 rank to Awareness.

Thread Rank Four
Effect: The ivy reaches up to scratch the wearer’s chin, helping them see beyond the obfuscations of weather. The wearer’s Tracking tests are unaffected by weather conditions.

Thread Rank Five
Key Knowledge: The owner must learn what kind of ivy was used to create the armor and where it can be found. [Noir ivy, Glenwood Deep]
Effect: The ivy shifts, creating noise that sounds like whispers, aiding the wearer to focus and see beyond the passage of time. Increased Tracking Difficulty Numbers due to passing time are reduced by 3.

Thread Rank Six
Effect: The wearer's skin becomes like hard, boiled leather and gains +2 to their Toughness Value.

16 October 2020

Earthdawn 4E: Anatomy of a Thread Item 104 - Golden Rule

This is the one-hundred and fourth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a neck chain with a bonus to Willforce. That turned into a whole Willpower thing and I included a spirit bound to the item for unusual reasons. Along with a choice with an interesting outcome depending on how the owner wants to go. What started with a rather staid request (which is fine, that gives me a lot of room to play), I'm pretty happy where it ended and the story it tells.


Golden Rule

Maximum Threads: 1
Mystic Defense: 14
Legend Point Cost: Warden

The thick links of this chain are made of gold with bold runes carved into the exterior. A clasp indicates it’s to be worn around the neck, though without a thread attached it is extremely heavy. However, once a thread is attached, the runes have an iridescent gleam and the True air infused in it counters the True earth.

This chain automatically resizes to the wearer when a thread is attached, but is always thick for them.

Thread Rank One
Key Knowledge: The owner must learn the necklace’s Name.
Effect: The wearer gains +1 to Mystic Armor.

Thread Rank Two
Effect: The wearer gains +1 rank to Willforce.

Thread Rank Three
Key Knowledge: The owner must learn where the chain was created.
Effect: The wearer gains +2 to Mystic Armor.

Thread Rank Four
Effect: The wearer gains +2 ranks to Willforce.

Thread Rank Five
Key Knowledge: The owner must learn about the bound spirit. [A spirit of tyranny bound to the chain as a prison. It’s Name translates roughly as “I Rule.”]
Effect: The wearer gains the Golden Rule ability. For 1 Strain as a Simple action, the wearer has greater insight into those around them. The wearer gains +2 ranks to Empathic Sense for Thread Rank rounds.

Thread Rank Six
Effect: The wearer gains +2 to their Willpower Value.

Thread Rank Seven
Deed: The owner must travel to where the chain was created and either defeat the spirit in a contest of wills or forge a pact with it.
Effect: If the wearer defeats the spirit in a contest of wills, the chain shines with golden light when Golden Rule is used. The wearer gains +2 to one Action test per round when attempting to aid a target with their fears.

If the wearer forms a pact with the spirit, the chain shines with dark light when Golden Rule is used. The wearer gains +2 to one Action test per round when attempting to capitalize on a target’s fears.

Thread Rank Eight
Effect: The bonuses from Golden Rule are now +3 and the wearer can spend 1 Strain to spend an additional Karma Point on an affected Action test.

15 October 2020

Earthdawn 4E: Anatomy of a Thread Item 103 - Jet Mantle

This is the one-hundred and third 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of an espagra scale cloak in the form of a coat with increased Physical Armor. The requested ability is pretty simple, even expected. So I decided to spruce it up a bit by giving bonus Initiative and some damage that keys off of the Initiative. The form is one I quite like and have done that very thing before in games. The end result is a fun little package suitable for all occasions and looks awesome. At least, I think it does. But I spent my formative years in the 90s.


Jet Mantle

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This long coat is fashioned from black espagra scales. The scales shine brilliantly, giving the appearance of an oil slick of color where the light hits. White trim completes the high collar, long sleeves, and hem that goes to the wearer’s shins. This style of coat was popular in Shosara long ago.

Without a thread, it functions as an espagra scale cloak. Once a thread is attached, the dimensions are perfectly fitted to the wearer and silvery runes appear along the trim.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 4.

Thread Rank Two
Effect: The armor is Mystic Armor 2.

Thread Rank Three
Key Knowledge: The owner must learn where the espagra hide was harvested for the armor.
Effect: The armor is Physical Armor 5.

Thread Rank Four
Effect: The armor is Mystic Armor 3.

Thread Rank Five
Key Knowledge: The owner must learn who created the armor.
Effect: The wearer gains the Jet Mantle ability. As a Free action for 1 Strain, the runes glow brightly and the wearer is outlined in sharp, silver light until the end of the round. They gain +2 to their Initiative test. This must be used before Initiative is determined.

Thread Rank Six
Effect: When the wearer uses Jet Mantle, blackness stains the wearer’s hands and seeps out of them. They gain a bonus Step 3/D4 to their next Damage test against an opponent with lower Initiative as darkness envelopes their weapon. The wearer must be using a weapon.

14 October 2020

Earthdawn 4E: Anatomy of a Thread Item 102 - Blood-Drenched Sun

This is the one-hundred and second 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of blood pebble armor. I like to tie in "blood" themes with blood charm adjacent thread items and the character this was designed for is a Sun Herald. Tying these things together yielded a support-themed armor with blood magic featuring prominently.


Blood-Drenched Sun

Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

This set of blood pebble armor isn’t made with the traditional stones, but orichalcum kernels surrounded by living crystal. Any light hitting these crystals causes them to shine brightly as a small sun. Once implanted, veins of blood run through the crystal from the wearer.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 6.

Thread Rank Two
Effect: The armor is Mystic Armor 4.

Thread Rank Three
Key Knowledge: The wearer must learn who created the armor.
Effect: The wearer gains the Blood-Drenched Sun ability. The wearer may request up to Thread Rank Loyal allies to take part in the wearer’s Karma Ritual each day. The wearer takes 1 Blood Magic Damage per affected ally when the wearer places their personal glyph in blood on the affected allies’ foreheads. The blood can be cleaned off, but the effects last until sunrise the next day.

As a Simple action for 1 Strain, the living crystal implants shine bright gold, then become awash with blood, glowing a grisly red. The wearer’s glyph placed on their allies flares to life in golden light. All allies affected by Blood-Drenched Sun within Thread Rank ×10 yards gain +1 to their Physical Armor until the end of the next round.

Thread Rank Four
Effect: A corona of gold surrounds the aura of Blood-Drenched Sun and affected allies also gain +1 to their Mystic Armor.

Thread Rank Five
Key Knowledge: The wearer must learn who was the first owner.
Effect: The wearer’s eyes glow with an eerie golden light and allies affected by Blood-Drenched Sun now gain +2 to their Physical Armor.

Thread Rank Six
Effect: The wearer’s personal glyph becomes visible above them in the glow, golden characters on a blood red field. The wearer can take a Strain cost paid by each ally affected by Blood-Drenched Sun once per round. This Strain cost cannot be reduced in any way.

13 October 2020

Earthdawn 4E: Anatomy of a Thread Item 101 - Fashion Entanglement

This is the one-hundred and first 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a cloak with enhancements to Cast Net. This is rather tricky because writing specifically for a knack means the item isn't self-contained; it requires a knack. Which is more complicated than a previous example which requires a Path and has a good solution.

The effects here don't specifically interact with Cast Net, but do enhance the general things Cast Net requires or does: Second Weapon and entangling. 


Fashion Entanglement

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This heavy leather cloak is stained dark and always looks slick and wet. Despite this, the leather is supple from the infused True water and a slender chain in the hem makes it easier to control when draped over the wearer’s arm. Runes are tooled into the edges of the cloak, while a t’skrang capturing a river dragon with a net features prominently on the back.

The cloak automatically resizes to the wearer when a thread is attached.

Thread Rank One
Key Knowledge: The owner must learn the cloak’s Name.
Effect: The wearer gains +1 to Social Defense.

Thread Rank Two
Effect: The wearer gains +1 rank to Second Weapon.

Thread Rank Three
Key Knowledge: The owner must learn what leather was used to make the cloak.
Effect: The wearer gains +2 to Social Defense.

Thread Rank Four
Effect: The wearer gains +2 ranks to Second Weapon.

Thread Rank Five
Key Knowledge: The owner must learn who created the cloak.
Effect: The wearer gains the Fashion Entanglement ability. For 1 Strain as a Simple action, the cloak becomes animated and wraps around the wearer’s opponent, gripping them tightly. The Difficulty to escape from an entangling or grappling ability the wearer is controlling increases by +2 until the end of the next round.

Thread Rank Six
Effect: When the wearer uses Fashion Entanglement and has a target entangled or grappled, the cloak emphasizes the wearer’s position of control and gives them +2 to their first Action test against the target’s Social Defense each round while the ability is used.

12 October 2020

Earthdawn 4E: Rules Variant 12 - Simplified Duration

This is the twelfth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Tracking spell durations isn't for everyone or even most people. Outside of combat it's more of a narrative procedure and even in combat it doesn't take long for the typical duration to extend for the entirety of the encounter. This moves many abilities to a more narrative or practical duration to simplify what needs to be tracked.

A caveat to this is the system wasn't balanced around this premise. Some abilities—spells in particular—may not be included when it seems like they should. This is typically because the duration having an end may be important because there is no other way given to resist it. Alternatively, I missed it. Other abilities may end up being more powerful than originally intended, which means gamemasters may need to keep an eye on effects (this is especially true for long scenes).

Chain casting can only affect spells with a Scene length duration. An encounter length spell ends at the beginning of an encounter, unless the characters have specific knowledge of the impending encounter and time to prepare. Casting encounter length spells at the beginning of every scene on the chance there's going to be an encounter is poor form. Don't abuse the system just because it seems like a loophole, that actively makes things worse for everyone.

There's a few different types of durations listed which align to different kinds of framing devices.

Scenes are the most common and what everyone should be familiar with in concept. Ideally, a scene has a purpose and doesn't meander just for the sake of existing. This is explicitly not to say there shouldn't be time for characterization, but scenes without that kind of specific purpose are Downtime. These are often measured roughly in minutes, though can extend into hours. If a longer scene is the case, scene length abilities may fail during the scene if it doesn't benefit from some ability to be extended (e.g. chain casting or Renewable spells). This should be used to raise dramatic tension, not for punitive reasons.

Encounters can be a scene unto themselves, or part of a larger scene. They are always comparatively short and action-oriented events. Usually combat, but not always. However, time should always be of the essence in an encounter. A scene with multiple encounters could include exploring an infested kaer, wandering through the Servos Jungle, or delving into an invae hive.

Downtime can come in three varieties: a rest, overnight, or extended. A rest is no more than an hour—enough time to change out spells in matrices, make one Recovery test, have a meal, etc. Overnight is generally at least 10 hours—probably more like 12—and includes all the time needed between retiring for the day and getting ready the next day. Extended downtime is measured in days.

Hopefully all these are straight forward and easy to understand.

Some spells where the duration was improved through additional successes have that changed, though not all. Scene length and greater spells allow for the ability to recast however many times to get the desired result, which means there's significant potential to unbalance them if there is an effect-related benefit to additional successes. Some spells include a benefit where a similar spell doesn't. There's reasons for that, maybe part to test things out or because the other effect has some nuances that don't apply. I don't have the time to list every explanation nor respond to every question about every change.

When a spell lists additional targets for additional successes, the additional targets must have a Mystic Defense equal to or lower than the original target. 


Discipline Abilities
  • Thief, Shadowcloak: One scene. [Player’s Guide, p. 109]

Talents
  • Air Speaking: One encounter.  [Player’s Guide, p. 125]
  • Alley Cat Approach: Until sunrise.  [Companion, p. 46]
  • Animal Leadership: One scene per success, or until sunrise.  [Companion, p. 46]
  • Animal Possession: One scene.  [Player’s Guide, p. 126]
  • Animal Talk: One scene.  [Player’s Guide, p. 127]
  • Animal Training: Downtime action.   [Player’s Guide, p. 127]
  • Arcane Mutterings: One encounter.  [Player’s Guide, p. 128]
  • Armor Mount: One encounter.  [Player’s Guide, p. 128]
  • Astral Domain: One scene.  [Companion, p. 46]
  • Astral Interference: One encounter.  [Player’s Guide, p. 129]
  • Aura Armor: One encounter.  [Companion, p. 47]
  • Book Memory: Downtime action; memorization rate only applicable if being performed under stress.  [Player’s Guide, p. 132]
  • Borrow Sense: One scene.  [Player’s Guide, p. 132]
  • Cold Purify: Downtime action.  [Player’s Guide, p. 135]
  • Concentrated Assault: One encounter.  [Companion, p. 50]
  • Confront Horror: One encounter.  [Companion, p. 51]
  • Dead Fall: One scene.  [Player’s Guide, p. 137]
  • Disarming Smile: One scene.  [Companion, p. 52]
  • Disguise Self: Until sunrise.  [Player’s Guide, p. 139]
  • Dominate Beast: One scene.  [Player’s Guide, p. 140]
  • Earth Skin: Until sunrise.  [Player’s Guide, p. 140]
  • Earth Walk: One scene.  [The Adept’s Journey: Mystic Paths, p. 196]
  • Elemental Hold: One encounter.  [Player’s Guide, p. 141]
  • Engaging Banter: One scene.  [Player’s Guide, p. 143]
  • Enhance Animal Companion: Downtime action. [Player’s Guide, p. 143]
  • Fearsome Charge: One encounter. [Player’s Guide, p. 146]
  • Fire Heal: Downtime action. [Player’s Guide, p. 147]
  • Forge Armor: Downtime action.  [Player’s Guide, p. 148]
  • Forge Flesh: One scene.  [Companion, p. 56]
  • Forge Weapon: Downtime action.  [Player’s Guide, p. 148]
  • Frighten: One encounter.  [Player’s Guide, p. 149]
  • Glyph of Shielding: One encounter.  [Companion, p. 57]
  • Heartening Laugh: One encounter.  [Player’s Guide, p. 152]
  • Hypnotize: Until sunrise.  [Player’s Guide, p. 153]
  • Impressive Display: Until sunrise.  [Player’s Guide, p. 154]
  • Inspire Others: One encounter.  [Player’s Guide, p. 154]
  • Item History: Downtime action.  [Player’s Guide, p. 155]
  • Leadership: One scene, until sunrise, rank days.  [Player’s Guide, p. 156]
  • Living Weapon: One scene.  [Companion, p. 59]
  • Mimic Voice: Until sunrise.  [Player’s Guide, p. 158]
  • Missile Lock: One scene.  [Companion, p. 60]
  • Morphism: One scene.  [The Adept’s Journey: Mystic Paths, p. 201]
  • Nethersoul: Until sunrise.  [Companion, p. 62]
  • Orbiting Spy: Until sunrise.  [Player’s Guide, p. 160]
  • Plant Talk: One scene.  [Companion, p. 63]
  • Power Mask: Until sunrise.  [Player’s Guide, p. 162]
  • Sense Captive: One scene.  [The Adept’s Journey: Mystic Paths, p. 205]
  • Sense Horrorspawn: One encounter.  [The Adept’s Journey: Mystic Paths, p. 205]
  • Song of Battle: One encounter.  [Companion, p. 66]
  • Song of Deflection: One encounter.  [Companion, p. 66]
  • Soul Aegis: One encounter.  [Companion, p. 67]
  • Spirit Hold: One encounter.  [Player’s Guide, p. 168]
  • Spirit Talk: One scene.  [Player’s Guide, p. 169]
  • Spot Armor Flaw: One encounter.  [Player’s Guide, p. 169]
  • Steely Stare: One scene.  [Player’s Guide, p. 171]
  • Stopping Aim: One encounter.  [Player’s Guide, p. 171]
  • Storm Shield: One encounter.  [Companion, p. 68]
  • Summon: Downtime action.  [Player’s Guide, p. 171]
  • Suppress Curse: One encounter.  [Player’s Guide, p. 171]
  • Temper Flesh: Until sunrise.  [Player’s Guide, p. 173]
  • Thought Link: One scene.  [Player’s Guide, p. 173]
  • Tracking: Until sunrise.  [Player’s Guide, p. 175]
  • Undermine: One scene.  [Companion, p. 70]
  • Wilderness Survival: Downtime action.  [Player’s Guide, p. 179]
  • Wood Skin: Until sunrise. When Wood Skin ends, it no longer heals damage. This isn't necessary since the much longer duration means "Oops, I'm dead" situations are a thing of the past. Unless you go to sleep with that much Current Damage. So, don't do that.  [Player’s Guide, p. 180]
Knacks
  • (Awareness) Clear View: One scene.  [The Adept’s Journey: Mystic Paths, p. 216]
  • (Awareness) Lip Reading: One scene.  [Companion, p. 83]
  • (Lock Picking) False Shackles: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 255]
  • (Melee Weapons) Mind Blade: One scene.  [Companion, p. 100]
  • (Missile Weapons) Wind Bow: One scene.  [Companion, p. 101]
  • (Morphism) Metamorphosis: One scene.  [The Adept’s Journey: Mystic Paths, p. 260]
  • (Read and Write Language) Decipher Message: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 269]
  • (Sense Captive) Sense Chattel: One scene.  [The Adept’s Journey: Mystic Paths, p. 276]
  • (Speak Language) Doublespeak: One scene.  [The Adept’s Journey: Mystic Paths, p. 279]
  • (Stealthy Stride) Traceless Stride: One encounter.  [Companion, p. 110]
  • (Thread Weaving) Mind Armor: One scene.  [Companion, p. 113]
  • (Wood Walk) Forest Knows My Feet, The: One scene.  [The Adept’s Journey: Mystic Paths, p. 296]
  • (Wood Walk) Forest Knows My Friends, The: One scene.  [The Adept’s Journey: Mystic Paths, p. 296]
Skills
  • Alchemy: Downtime action.  [Player’s Guide, p. 191]
  • Craft Armor: Downtime action.  [Player’s Guide, p. 194]
  • Craft Weapon: Downtime action.  [Player’s Guide, p. 195]
  • Craftsman: Downtime action.  [Player’s Guide, p. 195]
  • Disguise: Downtime action.  [Player’s Guide, p. 196]
  • Forgery: Downtime action.  [Player’s Guide, p. 197]
  • Mapmaking: Downtime action.  [Player’s Guide, p. 197]
  • Physician: Downtime action.  [Player’s Guide, p. 198]

Elementalist Spells
  • Air Armor: One encounter. Extra thread for one scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 271]
  • Blizzard Sphere: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 281]
  • Cloud Summon: Until sunrise.  [Player’s Guide, p. 288]
  • Crunch Climb: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 271]
  • Death Rain: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 289]
  • Drastic Temperature: One scene. Additional successes increase Effect Step.  [Player’s Guide, p. 286]
  • Earth Staff: One scene.  [Player’s Guide, p. 283]
  • Earth Surfing: One scene.  [Player’s Guide, p. 289]
  • Earth Wall: Until sunrise. Additional successes add sections.  [Player’s Guide, p. 291]
  • Fingers of Wind: One scene.  [Player’s Guide, p. 276]
  • Fireweave: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 286]
  • Flameweapon: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 272]
  • Grove Renewal: One encounter. Additional successes add an additional, willing target. Does not function outside of combat.  [Player’s Guide, p. 282]
  • Heat Food: One scene.  [Player’s Guide, p. 273]
  • Icy Surface: One encounter.  [Player’s Guide, p. 277]
  • Ironskin: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 292]
  • Lightning Step: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 282]
  • Mantle of the Blood Elf: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 290]
  • Mantle of the Fire Marauder: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 287]
  • Mantle of the Lightning Vanguard: One scene. Additional successes increase Movement Rate.  [Player’s Guide, p. 292]
  • Mantle of the Reflecting Pool: One scene.  [Player’s Guide, p. 279]
  • Mantle of the Woodland Hunter: One scene. Additional successes increase Effect (Movement Rate).  [Player’s Guide, p. 277]
  • Metal Wings: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 287]
  • Resist Elements: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 274]
  • Shield Willow: One scene.  [Player’s Guide, p. 277]
  • Slow Weapon: One encounter.  [Player’s Guide, p. 278]
  • Stone Rain: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 288]
  • Tossing Earth: Until sunrise. Additional successes increase area.  [Player’s Guide, p. 288]
  • Uneven Ground: One encounter.  [Player’s Guide, p. 282]
  • Venomous Fury: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 293]
  • Waterproof: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 275]
  • Whirlwind: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 291]
  • Winds of Deflection: One encounter.  [Player’s Guide, p. 280]
Improved Elementalist Spell Knacks
  • (Resist Element) Extended Resist Earth: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 303]
  • (Resist Element) Extended Resist Wood: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 303]

Illusionist Spells
  • And Then I Woke Up: One encounter. Extra thread for one scene.  [Player’s Guide, p. 302]
  • Assuring Touch: One encounter. Extra thread for one scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 294]
  • Astral Shadow: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 309]
  • Best Face: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 295]
  • Blindness: One scene.  [Player’s Guide, p. 300]
  • Bond of Silence: One scene.  [Player’s Guide, p. 307]
  • Break It Up: One encounter.  [Iopos: Lair of Deceit, p. 220]
  • Chosen Path: Until sunrise.  [Player’s Guide, p. 310]
  • Clarion Call: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 305]
  • Cloak: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 295]
  • Dancing Dragon: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 312]
  • Displace Image: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 300]
  • Encrypt: Until sunrise.  [Player’s Guide, p. 296]
  • Eye of Truth: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 307]
  • Face Lift: One encounter.  [Player’s Guide, p. 315]
  • Flying Carpet: Until sunrise.  [Player’s Guide, p. 310]
  • Fog of Jeer: One encounter.  [Player’s Guide, p. 303]
  • Form Exchange: One scene.  [Player’s Guide, p. 315]
  • Great Weapon: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 305]
  • Illusion: One scene.  [Player’s Guide, p. 308]
  • Innocent Activity: One encounter. Extra thread for one scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 300]
  • Memory Scribe: Until sunrise.  [Player’s Guide, p. 311]
  • Mind Fog: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 301]
  • Monstrous Mantle: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 297]
  • Nobody Here: One scene.  [Player’s Guide, p. 303]
  • Notice Not: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 305]
  • Other Place: Until sunrise.  [Player’s Guide, p. 315]
  • Phantom Warrior: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 304]
  • Pilferous Paper: One scene.  [Travar: The Merchant City, p. 133]
  • Presto!: One encounter.  [Player’s Guide, p. 309]
  • Rebel Limb: One encounter.  [Player’s Guide, p. 316]
  • See the Unseen: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 301]
  • Send Message: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 298]
  • Shadow Spell: One encounter.  [Player’s Guide, p. 316]
  • Silent Stampede: Until sunrise.  [Player’s Guide, p. 313]
  • Stampede: One encounter.  [Player’s Guide, p. 313]
  • Stench: One encounter.  [Player’s Guide, p. 317]
  • Switch: One scene.  [Player’s Guide, p. 309]
  • Trust: One scene.  [Player’s Guide, p. 299]
  • Twisted Tongues: One scene.  [Player’s Guide, p. 314]
  • Unmask: One encounter. Extra thread for one scene.  [Player’s Guide, p. 307]
  • Unseen Voices: One encounter. Extra thread for one scene.  [Player’s Guide, p. 299]
Improved Illusionist Spell Knacks
  • (Best Face) Unassuming Face: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 307]
  • (Bond of Silence) Hours of Silence: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 310]
  • (Cloak) Part of the Crowd: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 308]

Nethermancer Spells
  • Aspect of the Astral Savant: One encounter. Additional successes increase Effect.  [Player’s Guide, p. 339]
  • Aspect of the Bone Spirit: One encounter.  [Player’s Guide, p. 326]
  • Aspect of the Casual Murderer: One encounter. Additional successes increase Effect.  [Player’s Guide, p. 336]
  • Aspect of the Cowardly Skulk: One scene. Additional successes increase Effect.  [Player’s Guide, p. 326]
  • Aspect of the Cruel Physician: One encounter. Additional successes increase Effect.  [Player’s Guide, p. 331]
  • Aspect of the Fog Ghost: One encounter. Additional successes increase Effect.  [Player’s Guide, p. 322]
  • Aspect of the Menacing Tyrant: One scene. Additional successes increase Effect.  [Player’s Guide, p. 328]
  • Astral Maw: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 334]
  • Blind: One encounter.  [Player’s Guide, p. 331]
  • Bone Pudding: One encounter.  [Player’s Guide, p. 337]
  • Chilling Circle: One scene.  [Player’s Guide, p. 323]
  • Circle of Astral Protection: One scene.  [Player’s Guide, p. 332]
  • Constrict Heart: One encounter.  [Player’s Guide, p. 338]
  • Dark Messenger: Until sunrise.  [Player’s Guide, p. 318]
  • Dark Spy: One scene.  [Player’s Guide, p. 329]
  • Death’s Head: One encounter.  [Player’s Guide, p. 323]
  • Debilitating Gloom: One encounter.  [Player’s Guide, p. 335]
  • Ethereal Darkness: One encounter.  [Player’s Guide, p. 319]
  • Evil Eye: One encounter.  [Player’s Guide, p. 329]
  • Fog of Fear: One encounter.  [Player’s Guide, p. 327]
  • Foul Vapors: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 338]
  • Friendly Darkness: One encounter.  [Player’s Guide, p. 335]
  • Horror Call: Until sunset. Additional successes increase Effect.  [Player’s Guide, p. 339]
  • Life Circle of One: One scene. The magician can have up to Nethermancer Circle active versions of this spell at one time.  [Player’s Guide, p. 320]
  • Netherblade: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 340]
  • Night’s Edge: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 324]
  • Nightflyer’s Cloak: One scene.  [Player’s Guide, p. 330]
  • Restrain Entity: One scene. Additional successes increase Effect Step.  [Player’s Guide, p. 339]
  • Shadow Meld: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 321]
  • Shadow Tether: One encounter.  [Player’s Guide, p. 340]
  • Shadow’s Whisper: One scene.  [Player’s Guide, p. 324]
  • Shield Mist: One encounter.  [Player’s Guide, p. 324]
  • Soul Armor: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 321]
  • Soulless Eyes: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 321]
  • Spirit Portal: One scene.  [Player’s Guide, p. 341]
  • Step Through Shadow: One encounter. Additional successes increase range.  [Player’s Guide, p. 336]
  • Summon Bone Spirit: One encounter.  [Player’s Guide, p. 328]
  • Summon Fog Ghost: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 325]
  • Viewpoint: One scene.  [Player’s Guide, p. 330]

Shaman Spells
  • Alarm: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 314]
  • Beastform: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 330]
  • Catwalk: One scene. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 320]
  • Earth Q’wril: One scene.  [The Adept’s Journey: Mystic Paths, p. 331]
  • Falcon’s Cloak: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 325]
  • Ferocity: One encounter. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 318]
  • Ferret Reflex: One encounter. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 322]
  • Gills: One scene. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 323]
  • Hero’s Feast: Downtime action. Each extra thread for duration allows each target to use another Recovery Test.  [The Adept’s Journey: Mystic Paths, p. 319]
  • Hunter’s Sense: One scene. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 314]
  • Insect Repellent: One scene. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 315]
  • Lifesense: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 334]
  • Mark of the Badger: One encounter.  [The Adept’s Journey: Mystic Paths, p. 327]
  • Mark of the Bear: One encounter.  [The Adept’s Journey: Mystic Paths, p. 324]
  • Mark of the Boar: One encounter.  [The Adept’s Journey: Mystic Paths, p. 319]
  • Mark of the Eagle: One scene.  [The Adept’s Journey: Mystic Paths, p. 335]
  • Mark of the Snake: One encounter.  [The Adept’s Journey: Mystic Paths, p. 328]
  • Mark of the Wolf: One encounter.  [The Adept’s Journey: Mystic Paths, p. 321]
  • Moonglow: One scene.  [The Adept’s Journey: Mystic Paths, p. 316]
  • Mountain Goat Leap: One encounter. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 320]
  • Otter Swim: One scene.  [The Adept’s Journey: Mystic Paths, p. 316]
  • Pack Tactics: One encounter.  [The Adept’s Journey: Mystic Paths, p. 317]
  • Pangolin Armor: One encounter. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 329]
  • Path Home: One scene.  [The Adept’s Journey: Mystic Paths, p. 327]
  • Polecat Resistance: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 322]
  • Predator Senses: One encounter. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 329]
  • Prey Senses: One scene. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 317]
  • Repel Animal: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 324]
  • Salamander Regeneration: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 335]
  • Soothe the Savage Beast: One scene.  [The Adept’s Journey: Mystic Paths, p. 320]
  • Sunlight: One scene.  [The Adept’s Journey: Mystic Paths, p. 322]
  • Weather Cloak: One scene. Additional successes add an additional, willing target.  [The Adept’s Journey: Mystic Paths, p. 318]
  • Wolf Run: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 333]

Wizard Spells
  • Astral Sense: One scene.  [Player’s Guide, p. 342]
  • Astral Shield: One encounter. Extra thread for one scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 346]
  • Ball of String: Until sunrise.  [Player’s Guide, p. 351]
  • Baseline Subtraction: One encounter.  [Player’s Guide, p. 347]
  • Bedazzling Display of Logical Analysis: One scene.  [Player’s Guide, p. 343]
  • Binding Threads: One encounter.  [Player’s Guide, p. 351]
  • Catseyes: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 343]
  • Combat Fury: One encounter.  [Player’s Guide, p. 349]
  • Displace Self: One encounter.  [Player’s Guide, p. 356]
  • Dodge Boost: One encounter. Extra thread for one scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 347]
  • Energy Shield: One encounter. Extra thread for one scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 356]
  • Evolved Consciousness: One scene.  [Player’s Guide, p. 353]
  • Flight: One scene.  [Player’s Guide, p. 353]
  • Giant Size: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 353]
  • Iron Hand: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 344]
  • Juggler’s Touch: One encounter. Additional successes increase Effect Step.  [Player’s Guide, p. 352]
  • Karma Cancel: One encounter.  [Player’s Guide, p. 362]
  • Levitate: One scene.  [Player’s Guide, p. 350]
  • Lighten Load: Until sunrise.  [Player’s Guide, p. 352]
  • Loan Spell: One encounter.  [Player’s Guide, p. 357]
  • Mage Armor: One encounter. Extra thread for one scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 344]
  • Mystic Net: One encounter.  [Player’s Guide, p. 360]
  • Quicken Pace: Until sunrise. Additional successes add an additional, willing target.  [Player’s Guide, p. 345]
  • Rampage: One encounter.  [Player’s Guide, p. 357]
  • Rope Ladder: One scene.  [Player’s Guide, p. 348]
  • Seeking Sight: One encounter. Additional successes add an additional, willing target.  [Player’s Guide, p. 348]
  • Slow: One encounter.  [Player’s Guide, p. 355]
  • Smudged Fingers: Until sunrise.  [Travar: The Merchant City, p. 132]
  • Speed Reading: Until sunrise.  [Player’s Guide, p. 345]
  • Spell Cage: One encounter.  [Player’s Guide, p. 362]
  • Spellstore: Until sunrise.  [Player’s Guide, p. 360]
  • Wall Walker: One scene.  [Player’s Guide, p. 346]
  • Wizard Mark: Until sunrise. Additional successes add an additional, willing target.  [Player’s Guide, p. 350]
  • Wizard’s Cloak: One scene. Additional successes add an additional, willing target.  [Player’s Guide, p. 353]
Improved Wizard Spell Knacks
  • (Divine Aura) Monitor Emotions: One scene.  [The Adept’s Journey: Mystic Paths, p. 313]
  • (Evolved Consciousness) Uplifted Cognizance: Until sunrise.  [The Adept’s Journey: Mystic Paths, p. 313]