Showing posts with label Illusionist. Show all posts
Showing posts with label Illusionist. Show all posts

20 January 2017

Earthdawn 4E: Companion Discipline Preview 08 - Illusionist

This is the eighth 4E Companion Discipline Preview, 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 week takes a look at another spellcasting Discipline: Illusionist! This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

Illusionist is a something of a strange Discipline, designed to approach problems subtly and laterally. Their primary tool is magic, but that rarely presents solutions in itself. Instead, they work best to enhance their social abilities, or provide unique support to other plans. The overall goal for high Circle Illusionists was to continue with this, offering them more social tools and ways to utilize and improve their illusions. How reality and illusion are more fluid to powerful Illusionists, much like the perception of truth and lies. These are important themes for Illusionists.

Both Discipline abilities for high Circle Illusionists are new: Hide Matrix has been replaced by Hide Spell, and Truth Interpreted has been replaced by Manipulate Reality. Hide Matrix is far too specific and simply may never come up - which is a bad place to be. However, the ability to cast a spell without being noticed is extremely useful, particularly for this Discipline and fits in perfectly with how they go about their business. This isn't to say Hide Matrix is bad, or there's no place for it, just not there.

Truth Interpreted is a little strange and in some ways feels more like a spell than a Discipline ability. However, the big problem is it's a little banal for this Discipline. It doesn't particularly play into their worldview or reveal anything about them, it's just a bigger illusion. The replacement is probably the single strangest ability and it is written knowing the application in a game is going to get weird. However, it perfectly represents how their understanding of magic, which is relatively unique - almost the other side of the Wizard coin. Reality and illusion is a difference of perception. The restriction is in place because Illusionists have to embrace both illusion and reality, and cannot just one. It requires understanding one to fully understand the other in their perspective.

The Warden and Master Discipline talents are almost entirely different, featuring two unique talents: Enthralling Visions and Truth Through Lies. The first enhances their illusions by making them so vivid as to be disorienting, while Truth Through Lies is a strange method of gathering information from a target by getting them to tell you lies you know are lies. It's definitely weird, but entirely fitting for them and their methods. As well, one of the few ways to gather good intelligence from an unwilling target. Infuse Memory is similar to Memorize Image, though with some key differences.

As to why the changes, two (Second Chance and Range Pattern) were moved to talent options because they aren't quite suited as Discipline talents. While Range Pattern is a good talent, it's not necessarily for everyone. Especially not as a Fifteenth Circle talent. Second Chance is available to every Discipline as a talent option, so that's just being consistent. The others (Detect Falsehood, Mind Wave, Multi-Tongue, and Thoughtful Expression) simply aren't talents anymore. 

Their talent options have numerous differences as well. Conceal Object and Hold Thread are both available at earlier Circles, Incite Mob is no longer a talent, and Chameleon is too banal. This does mean there are plenty of new talent options and they continue to suppor their overall themes, offering a variety of social talents, spellcasting support talents, and trickster talents.

In all, Illusionists continue to have some of the stranger abilities at their disposal, but also the most powerful if you go into a problem understanding the tools at your disposal. Some very weird tools. But it's less about turning a square peg into a round one, and more about realizing there is no peg or hole. Or something like that.

23 January 2015

Earthdawn 4E: Anatomy of a Discipline 19 - Illusionist Part 2, Talents

This is the nineteenth 4E Anatomy of a Discipline, 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 great deal of the flavor for a spellcaster comes from their spell selection and Illusionist is no exception. However, one of the goals for Earthdawn Fourth Edition (ED4) was to make talents more relevant to spellcasting disciplines. To do this, the discipline talents and talent options were evaluated for how appropriate they are and how useful they are.

Illusionists have two themes outside of their focus on spellcasting: social interaction and deception. A number of talents which fall into the deception category have had the illusion keyword added to them. This addition mirrors their descriptions and allows more things to interact with talents which affect illusions (e.g. False Sight and True Sight).


An important aspect of the Illusionist is how they go about solving problems (or creating them) - indirectly. Their talents and spells emphasize this and they have many interesting tools at their disposal. One of their strengths is the ability to go largely undetected as their abilities support a subtle approach. The distinct lack of physical defenses should also strongly encourage these adepts to avoid direct confrontation when possible.


The Illusionist is a great fit for anyone who would rather find ways around conflict, and prefers to be subtle over overt. If you want to out think your opponents, this may be for you.

Novice

First Circle
  • False Sight
  • First Impression
  • Illusionism
  • Patterncraft
  • Spellcasting
Abilities
  • Durability 3
Second Circle
  • True Sight
Third Circle
  • Conversation
Abilities
  • Karma: Interaction tests
Fourth Circle
  • Disguise Self
Journeyman

Fifth Circle
  • Power Mask
Abilities
  • Glamour: 2 Strain, create an illusionary [figment] to delight and entertain onlookers. Make an Illusionism test against the highest Social Defense in the crowd. If successful, gain a +2 bonus to Making an Impression tests for a number of hours equal to the successes.
  • Karma: +2 to the Effect Step of a spell.
Sixth Circle
  • Willforce
Seventh Circle
  • Hypnotize
Eighth Circle
  • Hold Thread
As discussed above, Illusionists have three different talent areas. The first, and largest, is the general spellcasting talents (Hold Thread, Illusionism, Patterncraft, Spellcasting, and Willforce). After this they have social talents (Conversation, First Impression, and Hypnotize) and their tricksy talents (Disguise Self, False Sight, Power Mask, and True Sight).

It is the third group which is probably the most interesting. They aren't common talents (along with Hypnotize) and have some neat interactions. False Sight, for example, not only improves illusions by making their sensing test more difficult, but it can also improve any talents with the illusion keyword. Conversely, True Sight makes any illusion easier to see through. These talents play up one of the key themes of the Illusionist: the truth through lies.
  • Arcane Mutterings - This is often something of a strange talent, though there are few Illusionists who can put this to good use. It is particularly useful for the ability to potentially head off combat before it starts, which is generally a good idea for this discipline.
  • Astral Sight - A perennial favorite for all spellcasters. If you don't already have it, you should probably consider taking it.
  • Awareness - Similar to Astral Sight, this talent is going to come. The question is if someone else can do the job and are there things you want more.
  • Dead Fall - Normally playing dead doesn't seem like a winning tactic. However, Illusionists can make better use of this talent than most (False Sight) and you never quite know what they will do with it.
  • Mimic Voice - A good pick for a few Illusionist spells and the perfect partner to Disguise Self if you want to actually impersonate someone.
  • Speak Language - If you are the primary social character for your group, which is a possibility, you may consider this talent. For everyone else, the skill will probably suffice unless you have an open option, in which case it never hurts.
  • Standard Matrix - I'm just going to assume everyone takes this talent because: more spells.
  • Stealthy Stride - This can be both very effective and very dangerous. Illusionists make great stealthy spellcasters because of their subtle effects. However, it can often take them away from their group and they are quite squishy.
  • Taunt - Illusionists who want more to do in combat should consider this talent as it gives them a solid way to contribute every round.
  • Winning Smile - Socially-inclined Illusionists will want this talent. Others may consider it, but there are probably more tempting talent options despite how well this compliments capabilities.
Outside of actually playing and figuring out which talents will best fit your character, play style, and the campaign you are a part, there are a few different generic "builds" which can help show off themes and different decisions. The builds I will be looking at are the dandy, enigma, swindler, and jack-of-all-trades.

The dandy is the primary social character for the group. This means they are going to miss out on some of the stranger things Illusionists can bring to the table, but they will have a wide variety of ways to contribute to most situations. These characters will want Standard Matrix, Taunt, Winning Smile, and either Awareness or Speak Language. This particular character may find a lot of value in the Troubadour discipline as well, as there is good mechanical and philosophical synergy to be found.

Enigmas are concerned with the mystic side of the discipline. The curious nature of how illusions work can make the direction of their studies baffling to outsiders. Their actual talents are a little banal in comparison with Arcane Mutterings, Astral Sight, Awareness, and Standard Matrix.

Swindlers are primarily concerned with deception and truth, exposing people to the former will lead them to the latter. Frequently they come off as spell-powered trickster Thieves, and there is something to be said for the combination. For talents, they will want Dead Fall, Mimic Voice, Standard Matrix, and Stealthy Stride. Of those, Dead Fall is clearly the odd one out, but there are interesting situations where it can be useful (such as dissuading someone from attacking you in combat) and it shouldn't be so quickly overlooked for this character.

The jack-of-all-trades wants to participate as much as possible, as usual. For this, Awareness, Astral Sight, Standard Matrix, and Stealthy Stride are going to be the best choices. They already have two good social talents as discipline talents and since this is about being pragmatic over interesting, those talents will be the most useful overall.
  • Conceal Object - If you are generally up to no good, this talent may appeal to you. It certainly has some synergy with some Illusionist spells.
  • Dispel Magic - Opposing spellcasters got you down? This is the answer.
  • Engaging Banter - For ever advanced trickery, this can be used with some other abilities to keep a group occupied for a very long time.
  • Enhanced Matrix - This is probably the first talent option anyone takes.
  • Fast Hand - If you have Conceal Object, you will probably want this to go along with it.
  • Frighten - A good debuff which can be used without starting a fight. 
  • Resist Taunt - Worth considering for any character, but socially inclined adepts will definitely want this.
  • Slough Blame - So much trouble will be caused by using this talent. So much.
  • Steel Thought - Similar to Resist Taunt, however this is going to be more useful in general (though less specifically for social characters).
  • Tenacious Weave - Opposing spellcasters with their Dispel Magic got you down? This is the answer.
Here the dandy starts to explore some new territory and become interested in keeping their group out of trouble preemptively. To help with this, they will want Engaging Banter, Enhanced Matrix, Frighten, and Resist Taunt. This can easily put them into something of a mastermind role as their talents and spells allow them to significantly manipulate the opposition and prevent problems from escalating too much.

On the other hand, enigmas continue to some very tried and true talents. Dispel Magic, Enhanced Matrix, Steel Thought, and Tenacious Weave give them a lot of tools to deploy against opposing spellcasters. It isn't as interesting as other builds, but it will be effective.

Swindlers have moved further in the direction of deception, being able to go from subtle and stealthy to maximum entropy. To aid them in their endeavors, they will want Conceal Object, Enhanced Matrix, Fast Hand, and Slough Blame. They can cause so much trouble like this. So very much trouble.

There aren't any proactive talents for the jack-of-all-trades here, but there are still good talents. Specifically, Enhanced Matrix, Resist Taunt, Slough Blame, and Steel Thought should all be on their list. These three are good defensive talents which will serve well in numerous situations.

For a discussion over the general themes of the Illusionist how they can function in game, see the Third Edition Anatomy of an Illusionist.

16 January 2015

Earthdawn 4E: Anatomy of a Discipline 19 - Illusionist Part 1, Spells

This is the nineteenth 4E Anatomy of a Discipline, 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.

The spell selection for Illusionists is a little eclectic. They have a smattering of buff, damage, and debuff spells for combat - many of which have above normal numbers, but also have the downside of being an illusion. However, their biggest area of expertise is outside of combat operating in social situations and through trickery, particularly illusions and mind magic. The nature of their illusion magic also means they have access to some spells which find loopholes in reality as we know it, generally through spatial manipulation.


During development of Earthdawn Fourth Edition, one thing was very clear: the mechanics for illusions needed help. A complete listing of the problems is a fool's errand, because they are endemic to every aspect of the mechanics. To resolve this, it was burned to the ground and entirely rebuilt.

The first part, perhaps the most important, was looking at how illusions functioned within the setting and the various roles they play. It became clear quite a bit of confusion could be prevented from putting the effects previously known as illusions into three different categories.

Mind-affecting spells are the first category. They are no longer associated with illusions and these kinds of spells are available to multiple spellcasting disciplines; Illusionists just happen to get the lion's share. These are typified by a static effect step and have a rather specific effect. The distinction between these spells and illusions can be subtle, but these spells do not adapt to a situation and the target is likely going to know what happened when the duration wears off.

Figments are the second category and are a subset of illusions, though not really referred to as such. They are designed to fool the senses temporarily, but nothing more. While these can be convincing, but interaction with them will immediately reveal them to be fake. They are nothing more than images and sound; quite realistic, but clearly just figments. This is what most Illusionists want you to think is the extent of their powers. There are no special mechanics around these effects.

True illusions are where things get complicated and developing the metaphysics became important. These effects don't create images, scents, and sounds like a figment, instead they compel the observer to believe these things exist. The illusion uses the observers' feedback to actively adapt and continue compelling them to believe. In many ways, true illusions break the laws of magic as Wizards understand them. Illusionists, however, have learned to exploit this flexibility to create spatial distortions, among other stranger effects. While they utilize this magic, it is poorly understood.

The strength of a true illusions comes from the fact the observer can interact with it, which leads to its credibility. However, it's ability to adapt to intense scrutiny is limited and an observer can penetrate the illusion. This is the sensing test, which was carried forward from previous editions. The scope of sensing tests was expanded and is left largely to GM discretion since there is no point in trying to plan for every way a player may interact with an illusion.

Disbelief tests were done away with for most illusions (more on this later). At best, they make the process more complicated, but generally just serve as a source of frustration - there is something strange about having to make a roll and pay Strain to see if you can disbelieve something. This was to discourage people from disbelieving everything, since it was an easier test, but also part of why the system didn't work. There is also a cumulative bonus to sensing tests if others have passed and are trying to help so you are not left with a situation where everyone has left the illusionary box except for one character who has gone unconscious from failed disbelief tests.

Illusions which cause damage are a little different. Since the interplay of the true/false spells was part of the fun for many players, this was maintained. To keep the theme of simplifying the mechanics, these spells can be disbelieved. The system is simple: do you disbelieve the spell? If yes, you are successful, no test. If it's an illusion, nothing happens to you - hooray! However, if the spell is real, it's bad news. As an aside: you cannot disbelieve a spell an ally is casting on you which you know to be real just to artificially lower your Mystic Defense and get extra successes - your character knows it is real.

The goal was to create some simple, unified systems which are easy to use and adjudicate in play. Along these lines, the difficulties for sensing tests are no longer based on a table, unless they are dictated by the effect test of the spell. Instead, they are just based on a table - all illusions of the same circle have the same sensing difficulty. Which, if you are curious, is Circle+15. This is similar to streamlining dispel difficulties (Circle+10), thread weaving difficulties (Circle+4), and reattuning-on-the-fly difficulties (Circle+9).

One request which was made clear by fans and shared by the developers was to have more Illusionist spells which were copies of the effects of other disciplines. Not all spells are suitable for this conversion, but there were a number of spells brought over towards this end.

First Circle

Assuring Touch: A nice buff against fear effects, giving a bonus to pretty much everything required to resist them. With 0 threads it can be cast in combat if necessary, and the ability to extend the duration into minutes makes this something most Illusionists should keep in their back pocket. <>

Best Face: If you or your group intend on engaging in impersonation shenanigans, this is pretty much a must. <>

Cloak: The odds are reasonable your group will include someone with Stealthy Stride (it could even be you!). If so, this is a solid boost to said character(s) with a default duration in minutes and the ability to extend it to multiple targets. It seems strange this is actually the new first circle spell, but here it is. 

Disaster: The magical equivalent to "your shoe is untied". Best used to either get the jump on some opponents, or to make a getaway. Since it has 0 threads, this is a solid choice for always inhabiting a Standard Matrix since you never know when it is going to be useful. <>

Encrypt: Not necessarily for every spellcaster, but definitely for anyone involved with intrigue; the ability to make text gibberish can vary from invaluable to useless depending on the campaign. <>

Ephemeral Bolt: One half of the basic attack spell for Illusionists. You are going to want this along with its true counterpart. The good news is both of these 0 thread spells fit into the same spell matrix. The even better news is if a target is affected by this spell they get penalties to Willpower tests until the end of the next round, making them even more susceptible to your tricksy ways. <>

Fun With Doors: For the Wile E. Coyote effects alone, this spell feels like a must. The two threads means you are going to need to plan your usage in advance. This spell plays very well into the themes of the Illusionist and how they effectively use their magic. <>

Monstrous Mantle: A 0 thread buff spell which improves attack, damage, and defense. It can be extended to additional targets for a thread, but cannot have the duration extended into minutes. This spell is powerful, but is also an illusion and is susceptible to a variety of sensing tests. <>

Send Message: Again, characters involved with intrigue or any sensitive social interactions will consider this a must. While it does allow for secret communication, if you are expecting a fight there are better choices. <>

True Ephemeral Bolt: The other half of the Illusionist's basic combat spell. This has lower damage than its illusory counterpart, but targets get penalties to sensing tests. <>

Trust: The ultimate fast-talking spell - Illusionists should not leave home without it. Keep in mind you do not want to use this spell on someone you will be dealing with again in the future: targets are aware something was done to them and don't particularly appreciate it. <>

Unseen Voices: Like Fun With Doors, this spell plays into the strengths of an Illusionist. This is less a case of "Will it come up?" and more of "How can I make this useful?". <>

Second Circle

Blindness: It has 1 thread, which can limit its use in combat (except against solo enemies), but with a duration in minutes it has significantly more applications outside of combat, particularly since they are likely to be making less sensing tests outside of combat. <>

Displace Image: For 1 thread, this spell makes the target effectively immune non-area attacks as long as the caster concentrates. And the attackers fail their sensing tests. Stopping concentration means attackers gain cumulative bonuses to their sensing tests, so the effects won't last a whole lot longer. This is a potent spell when used in the right situations, though probably isn't for every situation. <>

Innocent Activity: This particular spell lets the target get away with all of those things you want to do with people around but the GM looks at you incredulously when proposed. This is a spell every Illusionist should at least consider (and probably have). The odds are good this will come up and the ability stretch the duration into minutes increases the versatility. <>

Mind Fog: And if things ever go wrong, this is the spell which can help. It has some use in combat, but the thread and cumulative bonus to the Willpower test limit this usefulness. It is great for bypassing obstacles in the form of people. Another spell every Illusionist should consider. <>

Phantom Flame: One of the few damaging spells available to Illusionists, this replicates a Wizard spell which does damage over two rounds (or more with additional threads). It has one thread, but benefits even more from any additional extra threads because of the duration. The downside is the sensing test which can negate the additional rounds. Particularly combat focused Illusionists will probably want this spell for some added versatility. <>

See the Unseen: It is hard to argue with a bonus to finding hidden things. The default duration for this spell is in minutes and is a contender for a spell which the Illusionist always has active. <>

Third Circle

And Then I Woke Up: A bonus against illusions. If you encounter them, this is may be worth considering. However, if you are the only spellcasting slinging sensing tests, this may not be worth it. <>

Blinding Glare: This can be a great way to significantly hinder a large number of opponents who are menacing you. This can also be a great way to make your friends rather angry. On the whole, this has the most value when used outside of combat to dazzle obstacles and make a getaway. <>

Fog of Jeer: A debilitating area of effect spell. This is particularly effective when used against the support section of the opposition. They tend to be bunched up, away from your allies, and have little to gain from adopting an aggressive attack stance. <>

Nobody Here: Stationary invisibility. Great for getting up to no good and particularly effective for setting up an ambush. This spell is similar to Innocent Activity, but comes with its own advantages and disadvantages. The primary disadvantage is it doesn't play as well with others interacting with the illusion and the targets interacting with the environment. The benefits are a longer duration by default, more targets, and no one knows the targets are even present. <>

Phantom Warrior: This is an interesting buff spell. It provides a bonus to Physical Defense and a penalty to opponent's active defenses (Avoid Blow and Riposte). The bonuses are good (3), even for 1 thread, but it becomes significantly better when an extra thread is woven to affect likely all of your allies. The penalties to sensing tests (the active defenses) give this better than average longevity. <>

Fourth Circle

Clarion Call: With three threads, this isn't likely to be used during an action scene. However, in the right (or wrong, depending on where you sit) hands, this can be a very useful tool. Like many of the spells in an Illusionists toolkit, this is best when used to bypass problems, or find interesting solutions. <>

Great Weapon: No threads and it causes opponents of the target to become Harried. This is effective against solo opponents as well as hordes. As with all of their buff spells, this is an illusion and affected by sensing tests. A downside is additional threads only include one additional target. <>

Notice Not: Similar to Nobody Here, this spell provides effective invisibility to a target. The upside is it allows the target to move freely and interact with the world, however it only affects one target as a default. <>

Phantom Lightning: Another illusory version of a different discipline's combat spell. Very similar to an Elementalist's Lightning Bolt, this is worth considering for Illusionists who want more variety in their damaging spells. Since it is competing with Phantom Flame for a spot, both are 1 thread spells with comparable damage. Phantom Lightning wins out in target rich environments, while Phantom Flame is more useful against tougher opposition. <>

Stop Right There: This is a great spell if you want to capture someone alive or prevent them from giving chase. It has a single thread, so it may require a little advance planning, but it can also be extended to more than one target. It isn't as great for use in combat to beat someone up, but sometimes one turn is all you really need. <>

Suffocation: It has three threads, which is a lot. However, it is also a long range area of effect spell which deals Mystic damage, inflicts harried, and halves movement. This is one of the few area control spells in an Illusionist's arsenal, but it is a potent one. <>

Unmask: If you are involved in a game with a significant amount of intrigue and subterfuge (possibly other Illusionists), this may be pretty useful for a Scooby-Doo style reveal. For more exploration oriented games, it isn't likely to come up. <>

Fifth Circle

Bond of Silence: Like many of the Illusionist spells, this is about finding the right opportunity - failing that, making one. Preventing someone from talking about a particular topic is powerful in that right situation. Situations like taking someone captive, forcing them to lead you to their base of operations, and preventing them from revealing they have been captured. Not that this has specifically come up, or anything. <>

Eye of Truth: If you have And Then I Woke Up, you should consider this spell as it works on your allies as well. As you well know, Illusionists can be really obnoxious to deal with. <>

Illusion: Every Illusionist should probably have this spell simply because of the versatility it offers. <>

Phantom Fireball: A new entry into the "Phantom" series. This one comes from the Elementalist and is a area effect ranged attack which also inflicts blindness. At one thread, this is in the same category as the other two spells. It has the lowest base damage, but will likely affect the most targets.

Presto!: You know the trick with a stage magician and their hat? It's like that - reach into your hat and your hand comes out some other opening. The variety of uses for this is wide... well, okay, mostly planting or stealing things. Just don't let anyone see or it can end prematurely. <>

Switch: Just the kind of shenanigans in which an Illusionist specializes - switching appearances with someone else. This tends to accompany some kind of caper, or is the herald for events descending into chaos. Regardless, it rarely goes well for the other end of the equation. <>

Sixth Circle

Astral Shadow: As you get to be higher Circle, more and more opponents will have access to astral detection, which can foul up standard sneaky techniques. This spells helps with the problem by concealing the target. While it won't protect you if you have been noticed, it is generally good to go unnoticed by anything lurking in astral space. <>

Chosen Path: When someone is given a choice in which way to go, this spell makes the choice an illusion by having only one option. The most obvious use is to prevent someone from following you, but it can also be useful in a caper to divert people either away from somewhere or towards somewhere. <>

Flying Carpet: It's a flying carpet and does pretty much what is advertised. Which is why every Illusionist should have this spell. <>

Illusory Missiles: An area effect damage spell with good damage (WIL+8), good range (40 yards), and a good area (6-yard radius). It does have 2 threads to go along with all of that and this illusion can be in the same spell matrix as its real counterpart. <>

Memory Scribe: You get to change someone's memory - one fact per success. Unless you are only doing hardcore kaer crawling (in which case, why are you playing an Illusionist?), odds are going you will want this spell. And probably abuse it. The downside is you have to touch the target. <>

True Missiles: The real counterpart to Illusory Missiles. It does less damage (WIL+4), but also gives a penalty to the next sensing test. <>

True Switch: You actually change locations with someone and they don't have to be willing. It can be used with an ally as a shortcut into hard to reach places - make them do all of the hard work, swap places, then have them do it all over again - or to put your captor in the prison, or your rival on the wrong side of the lava. <>

Seventh Circle

Dancing Dragon: Summon an inky black illusory dragon! It has the advantage of looking an awful lot like a Nethermancer spell and is pretty dangerous, attacking with your Spellcasting Step and doing Illusionist Circle + 8 damage. With four threads it is pretty intensive, but it is likely to occupy a lot of attention after its arrival. <>

Silent Stampede: Improved sneaking for your entire group and even for those characters who are stereotypically terrible at it (e.g. obsidiman Warrior or troll Sky Raider). This spell actually can affect a large number of people, which makes it perfect for rescuing hostages and prisoners. <>

Stampede: This is a good crowd control spell for two threads. It has a decent range (40 yards) and causes Rank targets to become harried. One of the biggest advantages is it can be cast in the same space as your allies, since it isn't a general area effect. <>

Twisted Tongues: If there is someone you want to embarrass horribly in a social setting, this is one of the best options available. The ability to reduce someone to uttering only gibberish for a few minutes is very useful in the right situation. It's use outside of a social/intrigue style game is limited, but that goes for many of the Illusionist spells. <>

Vertigo: This single thread spell is great for lockdown on a single (or few with extra threads) target. The initial effect isn't terribly strong, -2 to all action tests, but it scales with successes and can give some large penalties with a good roll. Of particular note is the penalty doesn't have an associated type (blindness, harried, etc.) or any resistance on subsequent rounds, which means it can stack easily. <>

Walk Through: Another example of the spatial manipulation of which Illusionists are capable. The ability to go directly through a wall is almost certainly going to be useful at some point. <>

Eighth Circle

Face Lift: For two threads, this is a fairly crippling spell which is useful in a number of different situations, from combat to social. The price is a little steep for a combat debuff, as it only inflicts full darkness penalties (which is still good), but this can also neutralize a Troubadour and their social talents. <>

Form Exchange: I consider this to be the final spell in the Switch and True Switch line as this combines both of the spells. You trade places and appearances with the target, which makes for a seamless deception. The amount of trouble this spell can and has caused is likely immeasurable. <>

Other Place: Want to know how to sneak an army into a keep, or empty the entire treasury? This is the spell. There is a lot of setup required to make good use of this spell. It connects two places and must be cast at each of them, which means the Illusionist has to be present at both locations within two hours. Still, this is amazing for the right situation. <>

Rebel Limb: Have you ever wondered about the answer to the age old question, "Why are you hitting yourself?" This spell may hold the answers. For one thread, you can take control of a target's limb. You have it do pretty much whatever you want. Why wouldn't you want this spell? <>

Shadow Spell: If you deal with spellcasting opponents frequently, this may be a spell for you. At two threads it takes a while to setup, but it can cripple an opposing spellcaster, particularly if they rely on damaging spells quite a bit. It doesn't do much against spellcasters who traffic primarily in buffs for their allies, however. <>

Stench: One of the best lockdown spells available. For two threads, this effectively shuts down everyone in a four-yard radius until they can pass a sensing test. Be careful, however, as the spell is indiscriminate and will affect your allies as well. Given the secondary effects, they aren't likely to be terribly happy about needing to bathe immediately. Not recommended for areas with nice rugs. <>

09 July 2014

Earthdawn 4E: Example Character 27 - Windling Illusionist

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

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


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

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

Discipline: Illusionist
Race: Windling

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

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

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

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

Unconsciousness: 44
Death: 57
Wound Threshold: 7

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

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

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

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

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

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

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

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

08 July 2014

Earthdawn 4E: Example Character 26 - Dwarf Illusionist

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

There isn't particularly an iconic race for the Illusionist discipline. Though dwarfs have a natural aptitude for spellcasting, the are unlikely to be the first pick for this social magician. This particular Illusionist is designed to be more interested in pure magic, rather than a performer. Finding hidden truths and exploring the curiosities of true illusions are their motivations.

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

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

Discipline: Illusionist
Race: Dwarf

Attributes:
DEX: 13 (6) [+1]   STR: 8 (4) [+0]   TOU: 16 (7) [+1]
PER: 19 (8) [+2]   WIL: 19 (8) [+2]   CHA: 13 (6) [+1]

Characteristics:
Initiative: 7
Physical Defense: 8
Mystic Defense: 14
Social Defense: 8

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

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

Unconsciousness: 56
Death: 71
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 4
Karma: 32
Karma: Interaction, +2 to Effect Step of a spell.

Talents: 
False Sight: 9 (17)
First Impression: 8 (14)
Illusionism: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Standard Matrix: 5
True Sight: 8
Astral Sight: 8 (16)
Conversation: 8 (14)
Awareness: 8 (16)
Disguise Self: 8 (16)
Taunt: 8 (14)
Power Mask: 9 (17)
Enhanced Matrix: 5
Willforce: 9 (17)
Frighten: 8 (16)
Hypnotize: 8 (14)
Dispel Magic: 8 (16)
Hold Thread: 8 (16)
Steel Thought: 8 (16)

Spell Matrices: 
Standard Matrix: Ephemeral Bolt/True Ephemeral Bolt
Standard Matrix: Monstrous Mantle
Enhanced Matrix: Displace Image
Enhanced Matrix: Phantom Warrior

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: straight forward (for an Illusionist) combat support.

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

The emphasis here is on magical talents, over bolstering social abilities or being sneaky. As well, they are on the combat ready side of things, though this is not an Illusionist's strong suit. Their primary offensive suit is the classic Ephemeral Bolt/True Ephemeral Bolt pairing, which can be quite effective together. Displace Image gives them some much needed defensive capabilities while, Monstrous Mantle and Phantom Warrior serve to aid their allies offensively.

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

18 February 2014

Earthdawn: Part 32 - Comparison of 1E and 3E Part 6: Illusionist Spells

This is the thirty-second part in an ongoing series about Earthdawn. Introduction and Index.

Below is a list of all the Illusionist Spells found in 1E (Core book, Arcane Mysteries of Barsaive and Magic: A Manual of Mystic Secrets) and the 3E Player's Guide.

Right now it is just a list, though if there is a desire for it (which means leave a comment to that effect) I can add some commentary and thoughts on the changes between editions.

Some of the changes were almost certainly made to accommodate the move to a battle map and hexes with a 2-yard standard size. Which means that, depending on how you count spaces, some of the areas of effect may not have changed. Regardless, the most significant changes are that the minimum casting difficulty is now a 6 instead of 2 and ranges have been drastically reduced across the board.

First Circle

Assuring Touch: No changes.

Bellow of the Thundras: Reference to "Make an Impression" added.

Best Face: No changes.

Blazing Fists of Rage: No changes.

Catseyes: No changes.

Disguise Metal: Duration now uses rank instead of Willforce test; now has an Effect test that determines the weight affected, instead of a static amount; Spell Defense against detection is now 6 instead of 7.

Displace Image: Distance increased by 1 yard; a fixed Difficulty is no longer given.

Fun With Doors: Distances adjusted to fix in 2-yard hexes

Light: Casting Difficulty: +4; Duration now uses rank instead of Willpower test; Difficulty to blind a target now requires a Good result, instead of +5; increasing the duration now costs Blood Magic Damage instead of Permanent Damage.

Pauper's Purse: No changes.

Rope Guide: Casting Difficulty: +4; Range: no limit; no longer a limit on rope length.

Unseen Voices: 

True Blazing Fists of Rage: Full text added instead of a reference to the illusion.

Second Circle

Blindness: Range: -15 yards; Sensing tests clarified.

Crafty Thought: Now explicitly allows for recasting if it fails or ends; failure now prevents using the spell on the same target for a day.

Disaster: Difficulty increases after the first target; increase to engaged targets is now a Good success, instead of a static +4.

Encrypt: Range: -20 yards.

Ephemeral Bolt: Range: -36 yards.

Impossible Knot: Casting Difficulty: +2.

Innocent Activity: No changes.

Monstrous Mantle: Duration: Rank instead of Willforce.

Remove Shadow: No changes.

Send Message: (Couldn't be found in the three 1E reference texts.)

Tailor: No changes.

True Ephemeral Bolt: Range: -36 yards.

Weather Cloak: Effect test against magical weather is now explicitly every round.

You Got Me: No changes.

Third Circle

Alarm: No changes.

And Then I Woke Up: Now affects tests in the same round as well.

Blinding Glare: Range: -18 yards; Area: +2 feet.

Dampen Karma: Range: -36 yards; Effect: Now -3 steps, instead of a -4 penalty to the Karma die result. 

Detect Illusionism Magic: Range: -30 yards.

Dispel Illusionism Magic: Casting Difficulty: +2; Range: -30 yards.

False Floor: Effect: WIL+6; Area: 6-yard radius instead of 20 x 20 feet.

Impossible Lock: Casting Difficulty: Now TSD; Effect: Now WIL+7.

Mind Fog: Range: -36 yards; now more explicit in function.

Nobody Here: Area: -6 yards.

Phantom Warrior: Range: -6 yards.

See the Unseen: Clarification on use with other abilities added.

Soothe the Savage Beast: Range: -6 yards; Extraordinary success effect now in hours instead of days.

Suffocation: Range: -72 yards; Area: +2 feet; now causes Harried instead of -2 to Action tests.

Fourth Circle

Aura: Range: -6 yards.

Bleeding Edge: No changes.

Circle of Well Being: Casting Difficulty: +4; Area: +2 feet; now requires a successful Effect test against the target's Spell Defense before it will generate any benefit.

Clarion Call: Range: -60 yards; now specifies a Disbelief Difficulty; affected targets will now explicitly not harm themselves.

Conceal Tracks: Difficulty now increases per target; now includes Effect test to determine Sensing Difficulty.

Eyes Have It: Casting Difficulty: +4; Range: -36 yards; now a Spellcasting test to taget individuals; now allows the target a Willpower test against the Effect test to end the effect against them.

Great Weapon: Now causes Harried instead of -2 to all Attack tests.

Hunger: Can now cause Wounds.

Improved Alarm: No changes.

Memory Blank: Range: +1 yard; extending the duration now costs 3 Blood Magic Damage, instead of 2 Permanent Damage.

Multi-Missile: Duration: Now 1 round.

Nightmare of Foreboding: Now reduces Wound Threshold by 6, not 8.

Stop Right There: Range: -36 yards; now explicitly allows the target to act normally, besides the whole not moving around thing; target is now Harried.

Unmask: Range: -12 yards.


Fifth Circle

Awaken: Now includes provision for non-magical effects; now heals target to regain consciousness instead of granting a Recovery Test.

Bond of Silence: Now includes specific instruction regarding success or failure to speak.

Clothing Gone: Range: -36 yards; now Harries target instead of a -4 penalty to Action tests; no long allows Willpower test to Dispel.

Enter and Exit: Now requires Spellcasting test to find hidden passages.

Eye of Truth: No changes.

Flesh Eater: Threads: -1; now causes Harried instead of -2 to all Action tests.

Flying Carpet: Maximum ceiling and climb speeds are now specified; full attribute write-up given (not all are the same).

Illusion: Casting Difficulty: +4; Range: -18 yards; Area: was 100 ft^2, now 10-yard radius; now allows for Spellcasting rank duration extensions.

Improve Karma: Weaving Difficulty: -1/-3; Effect: +4 (instead of +5) Karma Steps; now can be dispelled.

Noble Manner: Now specifies Interaction tests.

Phantom Fireball: Range: -60 yards; Area: -6 yards.

Pleasant Visions: Range: -36 yards.

Switch: Range: -6 yards; target no longer must be willing; 

Wall of Unfire: Casting Difficulty: +4; dimensions now 4-yards high, 2-yards wide, 2-yards deep; Spellcasting tests are now made for each attempt to pass through the wall; Knockdown tests from Wounds are now considered Sensing tests.

Sixth Circle

Astral Shadow: No changes.

Bouncing Blaster: Casting Difficulty: Now 6 in addition to TSD; Area: Now 12-yard radius; Area: targets within 2-yards (not 20 feet) are affected; within 2 yards (not 5 feet) sets blaster off; distance into air no longer specified.

Chosen Path: Casting Difficulty: +4.

Dancing Disks: Range: -45 yards; Difficulty now increases for each target.

Foreseeing: Clarifies how many days into the future can be viewed. Removes references to divination.

Illusory Missiles: Range: -72 yards; Area: +2 feet.

Memory Scribe: Range: -1 yard; extending the duration is now Blood Magic Damage, not Permanent Damage.

Spotlight: Range: -60 yards; Area: -14 feet; resistance is now an Action test, not a Willpower test.

Stench: Range: -24 yards; Area: +2 feet, in a sphere, not a square; Willpower test success and failure clarified; Knock Down added for failure.

Seventh Circle

Dream Sight: Now requires an item of the target.

Drunken Stagger: No changes.

False Enchantment: Casting Difficulty: +4; Disbelief (not Sensing) Difficulty is increased by 5 (not D8).

Rebel Limb: Range: -36 yards; now an illusion; resistance is now a Disbelief tests against the Effect tests; target granted a bonus on Disbelief tests. 

Reversal of Passion: No changes.

Silent Stampede: (Couldn't be found in the three 1E reference texts.)

Stampede: Difficulty now increases for each additional target; now causes Harried instead of -2 to all Action tests; now limits targets to Spellcasting rank.


Time Flies: Casting Difficulty: +4; Range: -36 yards.

Twisted Tongues: Range: -36 yards; Difficulty increases for each target; Speak Language tests are now considered Sensing tests.

Vertigo: Range: -45 yards; now just gives a -6 penalty on Action tests.

Walk Through: Dexterity test results somewhat clarified.

Eighth Circle

Astral Nightmare: Range: -15 yards; damage inflicted now allows a Perception test as a Sensing test.

Dreamsend: Now requires an item of the target.

Form Exchange: Range: -15 yards.

Illusory Spell: This has been removed in 3E.

Leaping Lizards: Casting Difficulty: +4; Range: -90 yards; Knockdown tests caused by Wounds now count as Sensing tests.

Massive Missiles: Range: -150 yards; Difficulty increases for additional targets; targets now always make the Effect test.

Other Place: No changes.

Shadow Spell: Range: -36 yards.