25 June 2021

Earthdawn 4E: Rules Variant 25 - Updates Part 5: Wizard Spells

This is the twenty-fifth 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.

This is part of a significant update to better align things with lessons learned and best practices. The primary focus is updating various effects to static Difficulty Numbers, but this is not where it stops and it includes abilities outside that scope which require some attention.

These updates rely on previous updates to Combat Options and Stances and Social Abilities.

This series of rules variants entirely replaces and is incompatible with Chain Casting and Lowering Mystic Defense optional rules. This includes talents which include the text regarding always generating at least one success. Updates for those abilities omit that text.

As I discussed in my Renewable Spells variant, Chain Casting was new as a formalized concept to Earthdawn finding the right balance was tricky. This incorporates the concepts in that rules variant directly into the spells. Lowering Mystic Defense was a kludge to fix an oversight. Static Difficulty Numbers are a more consistent way to achieve the same effect while still allowing for the chance of failure, however small.

As a general rule, if someone is casting a spell to effectively replicate the effects of a Continuous extra thread or chain casting, they should be paying Strain at each casting. This is poor form on their part.

 Spellcasting doesn't have a Strain cost for mechanical reasons (though I considered it for a while) because it's unnecessarily punitive to spellcasters. However, this doesn't give them free reign to cast spells all day long. Harnessing magic in that fashion is tiring even if the mechanics don't reflect that. Treating it as though it's not a big deal is silly and a bad faith argument. Even as closely tied as system and setting are in Earthdawn, it's still a game and cannot accurately reflect every aspect of the latter. Which is where the people playing are expected to fill in the gaps. 

Wizard Spells


Continuous: Allows the spell to be maintained on the targets as long as the spell remains in the spell matrix it was cast from and the targets start the scene with the spellcaster. Only one continuous instance of a given spell can be maintained at a time. Continuous spells never generate additional successes from Spellcasting. The spell must have a minutes or greater duration to be affected by this extra thread. If a spell has “Increase Duration (Minutes),” this must be woven as an extra thread as the spell is being cast.

Continuous spells cannot benefit from improved spell knacks or Karma abilities.


First Circle


Astral Sense

Threads: 1

Weaving: 5/10

Casting: 6

Range: Self

Duration: Rank minutes

Area of Effect: 20-yard radius

Effect: Enhance astral sensing

Keywords: Astral. Mobile. Willing.

This spell allows for a different use of the Astral Sight talent. The Wizard rolls their eyes upward and makes a Spellcasting (6) Action test. If successful, they sense patterns within the area, but cannot distinguish what they are without focusing and astrally sensing them. The Wizard may use their Astral Sight talent without taking Strain. They continue sensing astrally sensed targets within the area even if they are not in line of sight (e.g. behind cover) for the duration.

This doesn’t allow the Wizard to make additional Astral Sight Action tests per round or astrally sense targets through objects. Characters without the Astral Sight talent use it as a default ability. Wizards often take time after casting the spell to sweep the area and astrally sense their allies, allowing them to distinguish and track their allies. They can cast spells on astrally sensed targets, even if they cannot otherwise see the target and the spell allows it (e.g. Mystic Shock). 

Note: Astrally sensing a target requires a successful Astral Sight Action test against their Mystic Defense and any modifiers for the local astral conditions and they don’t suffer penalties from non-magical darkness or concealment when they astrally sensed the target, but physical obstructions (e.g. cover) still provide penalties.

Success Levels: Increase Duration (+2)

Extra Threads: Continuous, Increase Area (+4)


Bedazzling Display of Logical Analysis

Threads: 0

Weaving: 5/10

Casting: 6

Range: Self

Duration: Rank minutes

Effect: Grants presumptuous 2

Keywords: Boon. Condition. Willing.

This spell reinforces the integrity of arguments or debates. The Wizard draws up to their full height and makes a Spellcasting (6) Action test. If successful, the target gains the presumptuous 2 boon condition.

Success Levels: Increase Duration (+2)

Extra Threads: Continuous, Increase Effect (+2)


Cat’s Eyes

Threads: 0

Weaving: 5/10

Casting: 6

Range: Touch

Duration: Rank minutes

Effect: Target gains low-light vision

Keywords: Willing.

This spell grants the ability to see in near-darkness. The Wizard blinks several times, touches the target lightly on their eyelids, and makes a Spellcasting (6) Action test. If successful, the target gains low-light vision; their pupils become vertical slits, like those of a cat, reflecting incoming light and appearing to glow in the dark. Characters with low-light vision double the distance they can see in a lower light conditions.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous


Iron Hand

Threads: 0

Weaving: 5/10

Casting: 6

Range: 10 yards

Duration: Rank rounds

Effect: +4 close combat Damage

Keywords: Willing.

This spell enhances the target’s ability to inflict damage. The Wizard mimics striking someone, and makes a Spellcasting (6) Action test. If successful, the target’s skin turns matte grey and gains +4 to close combat Damage tests.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Increase Effect (+2), Increase Range (+10)


Mage Armor

Threads: 0

Weaving: 5/10

Casting: 6

Range: 10 yards

Duration: Rank minutes

Effect: +2 Physical Armor

Keywords: Willing.

This spell creates a ghostly violet layer above the target. The Wizard punches at the target, uttering a soft “thudding” sound, as if an ineffectual blow landed, and makes a Spellcasting (6) Action test. If successful, the target gains a  faint violet glow and +2 Physical Armor.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous, Increase Effect (+2), Increase Range (+10)


Quicken Pace

Threads: 1

Weaving: 5/10

Casting: 6

Range: Touch

Duration: Rank minutes

Effect: +4 Movement Rate

Keywords: Willing.

This spell increases walking speed. The Wizard walks briskly in a circle around the target, touches them, and makes a Spellcasting (6) Action test. If successful, the target gains +4 Movement Rate.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous, Increase Effect (+2)


Speed Reading

Threads: 1

Weaving: 5/10

Casting: 6

Range: Self

Duration: Rank minutes

Effect: Improved Research

Keywords: Willing.

This spell allows an adept to read at an incredible speed and provides perfect recall of that information. The Wizard closes their eyes, exhales slowly, and makes a Spellcasting (6) Action test. If successful, an intense concentration comes over the target, and they can read one page a second and can recall all of that information without error during the duration of this spell. They gain +2 Research and can increase the frequency of Research Action tests (gamemaster discretion).

Success Levels: Increase Duration (+2)

Extra Threads: Continuous, Increase Effect (+2)


Wall Walker

Threads: 0

Weaving: 5/10

Casting: 6

Range: 10 yards

Duration: Rank minutes

Effect: +2 Climbing

Keywords: Willing.

This spell improves a character’s climbing ability. The Wizard crouches on all fours, points at the target, and makes a Spellcasting (6) Action test. If successful, the target gains +2 Climbing.

Success Levels: Increase Duration (+2)

Extra Threads: Additional target (+Circle), Continuous, Increase Effect (+2)


Second Circle


Astral Shield

Threads: 0

Weaving: 6/11

Casting: 6

Range: 10 yards

Duration: Rank minutes

Effect: +2 Mystic Defense

Keywords: Willing.

This spell enhances the target’s resistance to magic. The Wizard makes a warding glyph with their hand, pointing at the target, and makes a Spellcasting (6) Action test. If successful, the target gains +2 Mystic Defense.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous, Increase Effect (+2), Increase Range (+10)


Baseline Subtraction

Threads: 0

Weaving: 6/11

Casting: 10

Range: 10 yards

Duration: Rank rounds

Effect: Eliminate the penalties of Astral Interference

Keywords: Astral. Willing.

This spell eliminates the penalties caused by Astral Interference by isolating the “noise” and reducing it based on the rest of astral space in the area. The Wizard holds both hands at waist level and sweeps one up in a steep motion, bringing it back down to their other hand, and makes a Spellcasting (10) Action test. If successful, the penalties caused by current and future instances of Astral Interference are eliminated for the target.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Increase Range (+10)


Dodge Boost

Threads: 0

Weaving: 6/11

Casting: 6

Range: 10 yards

Duration: Rank minutes

Effect: +2 Avoid Blow

Keywords: Willing.

This spell improves the target’s ability to dodge attacks. The Wizard sways sideways, then makes a Spellcasting (6) Action test. If successful, the target gains +2 Avoid Blow.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous, Increase Effect (+2)


Seeking Sight

Threads: 0

Weaving: 6/11

Casting: 6

Range: Touch

Duration: Rank rounds

Effect: +4 to ranged Attack tests

Keywords: Willing.

This spell heightens a target’s vision and focus, optimizing them for ranged combat. The Wizard runs their fingers down the target’s head, across their eyes, and makes a Spellcasting (6) Action test. If successful, the target’s eyes take on an unnatural appearance (unique to the caster). The target gains +4 to ranged Attack tests.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Increase Effect (+2)


Third Circle


Astral Targeting

Threads: 1

Weaving: 7/12

Casting: 10

Range: Self

Duration: Rank rounds

Effect: +2 to Spellcasting and Effect tests

Keywords: Astral. Willing.

This spell allows the Wizard to improve their spells against a target they astrally sensed. The Wizard opens their eyes wide, glowing red light emitting from them, and makes a Spellcasting (10) Action test. If successful, glowing red runes float in front of their eyes and they gain +2 to Spellcasting and Effect tests against targets they astrally sensed.

Success Levels: Increase Duration (+2)

Extra Threads: Continuous, Increase Duration (Minutes)


Combat Fury

Threads: 0

Weaving: 7/12

Casting: 6

Range: 10 yards

Duration: Rank rounds

Effect: +2 to close combat Attack and Damage tests

Keywords: Willing.

This spell creates a state of battle fury in a target, energizing them into a frenzy in combat. The Wizard rants and gesticulates violently, points at the target, and makes a Spellcasting (6) Action test. If successful, the target gains a +2 bonus to close combat Attack and Damage tests.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Increase Effect (+1), Increase Range (+10)


Wizard Mark

Threads: 2

Weaving: 7/12

Casting: See text

Range: Touch

Duration: Rank minutes

Effect: Places an astral mark on the target

Keywords: Astral.

This spell places a symbol or mark on the target’s astral pattern. The Wizard makes a Spellcasting Action test against the target’s Mystic Defense or 6 if they are willing. If successful, a mark is placed on the target’s astral imprint, visible to anyone using astral sight and which can serve to brand the target for a crime or other offense. The mark also serves as a link between the Wizard and the target. As such, it allows the Wizard to cast spells on the target while they’re within the Wizard’s line of sight, as if the Wizard was touching the subject. The mark’s design is personal to the Wizard.

Rumors suggest a Horror taught Namegivers this spell, so its use is often regarded with suspicion.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous, Increase Range (+10)


Fourth Circle


Evolved Consciousness

Threads: 2

Weaving: 8/13

Casting: 6

Range: Self

Duration: Rank minutes

Effect: +2 to Knowledge and Patterncraft, and brusque 2

Keywords: Condition. Impairment. Ritual. Willing.

This spell improves the target’s ability to recall and process information. Each thread takes 1 minute to weave. The Wizard centers on themselves with a ritual unique to each caster, but does not appear to be casting a spell. When finished, the Wizard makes a Spellcasting (10) Action test. If successful, they gain clarity in their thoughts and a brusque attitude with those who haven’t achieved this level of enlightenment. They gain +2 to Knowledge and Patterncraft tests and the brusque 2 impairment condition.

Success Levels: Increase Duration (+2)

Extra Threads: Continuous, Increase Effect (+1)


Lighten Load

Threads: 1

Weaving: 8/13

Casting: 10

Range: 10 yards

Duration: Rank minutes

Area of Effect: 2-yard radius

Effect: Reduces weight of objects

Keywords: Mobile. Willing.

This spell temporarily reduces the weight of objects within the area. The Wizard bends and grimaces as if lifting something heavy, stands upright, and makes a Spellcasting (10) Action test. If successful, the Wizard reduces the weight of all the objects by -10%. Objects cannot be reduced below 20% of their weight.

The target objects must be stationary when the spell is cast. This does not affect Hindrance.

Success Levels: Increase Duration (+2)

Extra Threads: Continuous. Increase Area (+2), Increase Effect (-10%), Increase Range (+10)


Wizard’s Cloak

Threads: 1

Weaving: 8/13

Casting: 6

Range: Touch

Duration: Rank minutes

Effect: Increases Mystic Defense against attempts to detect the target astrally

Keywords: Astral.

This spell creates a magical cloak that masks the target’s presence. The Wizard pantomimes placing a cloak over their shoulders and drawing the hood, touches the target, and makes a Spellcasting (6) Action test. If successful, a faintly shimmering cloak of mystical energy appears and vanishes into the target’s body. The target gains +6 Mystic Defense against effects that astrally detect their presence or gain information about them.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous, Increase Effect (+2)


Fifth Circle


Flight

Threads: 1

Weaving: 9/14

Casting: 10

Range: Self

Duration: Rank rounds

Effect: Flight at Movement Rate 12

Keywords: Willing.

This spell grants the power of flight. The Wizard flaps their arms up and down and makes a Spellcasting (10) Action test. If successful, they can fly at Movement Rate 12. This spell is unsuitable for overland travel.

Note: If the target suffers a Wound while flying, they make a Wound Balance Resistance test as normal. If they fail, they fall.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2)


Giant Size

Threads: 1

Weaving: 9/14

Casting: 10

Range: 10 yards

Duration: Rank rounds

Effect: +4 to Strength and Toughness tests

Keywords: Willing.

This spell causes the target to grow larger. The Wizard stands on tip toes or puffs out their clothing, looking bigger, and makes a Spellcasting (10) Action test. If successful, the target immediately grows 50% larger, gaining +4 to Strength and Toughness related tests (including Damage tests, but not healing, e.g. Fireblood or Recovery tests). The target’s clothing and armor also change size, returning to normal when the spell ends. However, weapons and other equipment do not change size.

Care should be made when using this spell in confined spaces, such as kaers or tunnels.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Increase Effect (+2), Increase Range (+10)


Weapon Back

Threads: 2

Weaving: 9/14

Casting: 10

Range: Touch

Duration: A year and a day

Area of Effect: 100-yard radius

Effect: WIL

Keywords: Ritual. Persistent.

This ritual creates a link between a weapon and a character, allowing the weapon to find its way back should it somehow be lost. At dawn each day for a week, the Wizard spends 30 minutes inscribing a small design on the weapon, using a drop of the character’s blood. They weave the first spell thread at the end of the week. The Wizard repeats this process, except inscribing a scar of the same design on the character to be linked to the weapon. This process costs the character 2 Blood Magic Damage, which may be healed once the spell expires. They weave the last spell thread at the end of the second week.

Once the ritual is complete, the Wizard makes a Spellcasting (10) Action test. If successful, the designs glow brightly and then fade to their normal state. A sympathetic link is created between the character and the weapon. The death of a character or destruction of a weapon destroys the link between them, causing both scar-design and weapon-inscription to fade away without a trace. Anytime the weapon is lost to the character, the character may use a Standard action to call the weapon. If the weapon is within the spell’s area, it moves toward the character at a Movement Rate 6. Line of sight isn’t required to retrieve the weapon. The weapon takes the most direct route to the character and can slide along the floor, but cannot fly.

If the weapon is restrained or requires agility to navigate a course back to the character, it makes Effect tests in place of the appropriate test. This uses the character’s WIL Step.

Success Levels: Increase Effect (+2)

Extra Threads: Increase Area (+10), Increase Effect (+2)


Sixth Circle


Displace Self

Threads: 1

Weaving: 10/15

Casting: 10

Range: Self

Duration: Rank rounds

Effect: Enhanced Avoid Blow

Keywords: Willing.

This spell moves the Wizard away from harm. The Wizard hops frantically up and down and makes a Spellcasting (10) Action test. If successful, they’re imbued with a magical “sixth sense” which detects attacks targeted directly or indirectly at them and automatically moves them out of harm’s way. This includes attacks which Avoid Blow would normally be denied, such as when blindsided or surprised, but does not include those which Avoid Blow is never allowed, such as most spells.

Each time they’re attacked, the Wizard may make an Avoid Blow test against the Attack test. If successful, they move 2 yards away in the Wizard’s choice of direction. If there are any intervening obstacles, they move as far as possible. If the distance moved is insufficient to evade the attack, they’re still affected.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2 Avoid Blow)


Energy Shield

Threads: 0

Weaving: 10/15

Casting: 6

Range: 10 yards

Duration: Rank rounds

Effect: Creates a shield of energy to deflect incoming attacks

Keywords: Willing.

This spell creates a shield which can parry physical attacks and spells. The Wizard extends their hand, clenches it into a fist, and makes a Spellcasting (6) Action test. If successful, their offhand is surrounded with glowing blue energy which can be extended into a shield just in front of their hand. When in use, this shield gives +2 Avoid Blow and Steel Thought and the target may use either as a default skill. The bonus to Steel Thought only applies to spells which have a visible component (e.g. Earth Darts). This doesn’t occupy the off-hand and is compatible with requirements for the hand to be empty; e.g. off-hand weapons, shields, spellcasting, and two-handed weapons.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Increase Effect (+2), Increase Range (+10 yards)


Loan Spell

Threads: 1

Weaving: 10/15

Casting: 6

Range: Touch

Duration: Rank ronds

Effect: Loans a spell matrix to the target

Keywords: Willing.

This spell gives a character temporary access to a spell matrix. The Wizard designates which of their current spell matrices is being loaned, tosses the target a small object, such as a coin or token, and makes a Spellcasting (6) Action test. If successful, the target can cast the spell attuned to the “loaned” matrix. The target uses their Spellcasting talent and appropriate Thread Weaving talents to cast the loaned spell. They must be capable of weaving necessary threads for the loaned spell or they’re already woven, as in the case of a “loaned” Enhanced Matrix.

While the spell matrix is on loan, the Wizard cannot use it to cast or reattune the spell stored in it.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+1 spell matrix loaned)


Rampage

Threads: 1

Weaving: 10/15

Casting: 10

Range: 10 yards

Duration: Rank rounds

Area of Effect: 4-yard radius

Effect: +3 to close combat Attack and Damage

Keywords: Willing

This spell releases the repressed aggression of the targets. The Wizard points at each target in turn, releases a bloodcurdling scream, and makes a Spellcasting (10) Action test. If successful the affected targets gain +3 to close combat Attack and Damage tests. They must use the Aggressive stance each round (it still costs Strain).

Success Levels: Increase Duration (+2)

Extra Threads: Increase Area (+2), Increase Effect (+2), Increase Range (+10)


Seventh Circle


Spellstore

Threads: 2

Weaving: 11/16

Casting: See text

Range: Touch

Duration: One day

Effect: Temporarily store a spell within an object

Keywords: NA

This spell places a spell pattern within an object, allowing the spell to be cast at a later time. The object can be anything and does not require any special enchanting. The Wizard touches the object and makes a Spellcasting Action test against the Dispel Difficulty of the spell to be stored. If successful, the spell is placed within the object.

Anyone holding the object can cast the spell with their Spellcasting talent as if from a spell matrix. If the spell requires threads, the caster must know the appropriate Thread Weaving talent. Once the stored spell is cast, or the Spellstore spell ends, the spell pattern vanishes from the item.

This spell costs 1 Karma Point per Circle of spell stored. It costs an additional Karma Point or 1 Strain after the first time it is cast in a day. The Wizard may only have one active casting at a time.

Success Levels: NA

Extra Threads: NA


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