Showing posts with label Threads. Show all posts
Showing posts with label Threads. Show all posts

23 May 2014

Earthdawn: Anatomy of a Discipline 30 - Shaman Part 1, Spells

This is part one of the thirtieth Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

The heart of what a spellcaster brings to any Group is their spells. They determine most of the play style and focus for a given Discipline, but also can represent a significant task to wade through and weighing the various options. The goal of this post is to analyze the spell selections in the first five Circles and give some idea of how those options may inform the emphasis of the Discipline, play style, as well the relative use of a particular spell. The reason this will only address the first five Circles is that you get to pick spells at those Circles - starting at Sixth Circle, you are on your own and it is largely in your GM's hands.

Depending on the Optional Rules used in your game, how you address picking up new spells will change. If spells can be purchased and do not cost Legend Points, there is little reason to not learn everything you can get your fingers on. If they do cost Legend Points, you may want to be more selective of what you include in your grimoire.

Since the boilerplate text is all out of the way, this particular look is going to be a little different. All of these spells have come from another discipline; there are functionally no unique Shaman spells (Dispel Shamanism Magic does not count). I'm going to include all of the text which can be found with the original discipline and probably some commentary on the way. Here's a warning: I'm not a fan of this discipline in execution.

First Circle

Air Armor: An excellent support spell for a considerable period of time. With no Threads, +3 Physical Armor for the combatants in your Group will always be a welcome addition.

Assuring Touch: No Threads, a decent duration (in rounds) and a small bonus to resist fear effects. By no means amazing, but this is an entirely reasonable spell by any stretch of the imagination.

Bone Dance: A powerful control spell that can effectively remove a single target from combat, or at least make them an easier target. If their are environmental dangers, such as a cliff or Death's Sea, then there is significantly added danger.

Catseyes: You can give anyone low-light vision for a few minutes. This can be remarkably useful in the right situation.

Crunch Climb: There are going to be a lot of these spells; small, but useful bonuses to a specific task. They are all useful to have around. This one is for climbing and a First Circle spell that has some longevity to it.

Earth Blend: You can blend in with your surroundings (assuming you are standing on earth or stone, which is a reasonable assumption), but you cannot move. With no Threads, it can be useful for evading pursuit, but it's biggest strength is probably in setting up an ambush.

Earth Darts: While this is a poor combat spell by any stretch of the imagination (1 Thread for WIL+6/Physical damage and poor range?), it is going to be the best damage spell you get until Third Circle. I sincerely hope you didn't want to be doing direct damage as an Elementalist.

Insect Repellent: See Dry and Wet above. (If there is no cost associated with learning this spell, it's neat in ways that probably are not going to be useful outside of that one time it was awesome to have.)

Moonglow: It creates light for a few minutes. Not bad, also not exciting at all.

Plant Talk: For a First Circle spell, this has the potential to be incredibly useful. Anything that can gather information is almost always going to be a winner in the long run. There is little reason to not take this spell.

Purify Earth: This spell is more about making friends and making the world better. It is worth taking if you find it.

Purify Water: Actually more practical than Purify Earth - this can potentially solve issues with not having access to clean water. You just have to have access to the water in the first place. It may be gross, but when desperate, you can always recycle.

Quicken Pace: Make your entire Group (with enough castings) move faster for a day. It's hard to argue with that.

This is a third Circle Wizard spell. Why was it dropped two Circles?

Resist Cold: Unless you know about it in advance and keep this in a Matrix (it has a duration only in minutes), this spell isn't going to be very practical. 

I find it amusing Resist Cold is present without Resist Fire. The answer is probably because Shaman get access to water spells, but not fire spells.

This Circle isn't bad. For combat, it's pretty disappointing. Really disappointing. Only the Illusionist ranks in at more disappointing. There are some good miscellaneous spells, but nothing really stands out. It is mostly the Elementalist list supplemented with selections from all of the other lists, which defines pretty much every Circle. The problem is there are no stand out spells here. Bone Dance can be amazing, but it can be difficult to pull off reliably as well (and that thread is a killer at First Circle), but the real Elementalist winning for First Circle, Heat Food, isn't present. This list is best defined by mediocrity.

Second Circle

Gadfly: One Thread and you can render a target Harried. This is particularly effective in encounters with small numbers of powerful opponents.

Gills: Breathe underwater? Yeah, this is going to be useful at some point.

Hunter's Sense: There is going to be some quest, at some point, when you are looking for a particular creature. You are going to want this spell for that. Otherwise, it is unlikely to come up.

Icy Surface: In contrast, this spell can create a nice control effect to make an escape, enact a trap, or simply pummel foes with attacks. Windlings and Archers love this spell to death.

Path Home: You will always be able to find your way back to camp, which can be useful when exploring strange (and often horrifying) new places. If you're going to the Servos and your GM is a little nasty, this may be good back-up to prevent getting too terribly lost.

Small Slayer: Only useful if you can get access to someone that you fully intend on assassinating in a moment of vulnerability and don't want to directly do the deed yourself. 

Vines: Probably the most useful spell at this Circle, particularly against single targets that are more threatening (getting the Harried is always a bonus).

Weather Cloak: There is nothing particularly special about this spell. It's not terrible, but also not terribly interesting.

Again, it is a similar story. There are some decent support spells here, but it's hard to get excited about the selection. As an aside, it's also interesting to note how generous I was in the past for some of these spells. Small Slayer is... not very good as written. 

Third Circle

Astral Sense: This marks an awkward first entry on this list because how this spell is going to function may differ heavily from game to game. It is very similar to the Astral Sight talent (which is a Second Circle discipline talent for Shaman, making this even more difficult to distinguish) with some subtle differences. The primary functional differences seem to be cost (this spell has no Strain), time (once cast, the spell lasts in minutes and is a Simple action to use) and information (the spell provides significantly less, but there will also be less interference). My suggestion is to talk with your GM about the functionality of this spell. Which is incredibly helpful, I know.

And this is a First Circle Wizard spell. Were Quicken Pace and Astral Sense switched?

Behind Eye: Useful if you can prepare for a fight and know that being Blindsided is going to be an issue. The 2 Threads make actually employing it once combat has begun a less tempting proposition. While there is nothing wrong here, there isn't a whole lot to recommend this niche spell.

Yet, here is a fire spell.

Catwalk: Another spell that helps with climbing. That is three for three, so far. This one also gives bonuses to resisting Knockdown. It might be good (however, the Thread requirement and duration make it of dubious value in combat), but it's hard to get excited about this spell.

Crunch Climb and Catwalk? Protip: When you're rifling through other discipline's spell lists, go for variety.

Death Trance: This is a spell infinitely more likely to be used by an NPC than a PC.

Dispel Shamanism Magic: Similar to Detect Elemetalism Magic above, but likely to see significantly more use. Definitely a useful spell to have in your arsenal, but not the must have for this Circle.

I'm leaving the reference to Detect Elementalism Magic as a note that Shaman do not get an equivalent Detect Shamanism Magic spell.

Fog of Fear: Very similar to Death's Head above, this has two Threads and affects everyone (including allies) in the area immediately. It is great for clearing the vicinity, but lacks that critical "control" element which makes these kind of control effects so useful. While it has its uses, there are significantly better options.

This is the only reference to Shaman being scary. They don't even get the Frighten talent. As a hint, in 4E, this spell won't actually do anything in the edition change.

Ice Mace and Chain: Here is the best damaging combat spell in the Elementalist's list. 0 Threads and WIL+5/Physical damage (which is actually pretty decent). The big selling point, however, is that a target struck is Harried unless one of the damage dice explodes. This is very good, since you either get a good damage roll, or inflict a status that the rest of your Group can take advantage of (there is no downside here). 

Mind Fog: Yeah, this spell is just fun. Seriously fun. It is worth taking and putting in an Enhanced Matrix when you get one of those. A million and one uses. Easily one of the best spells in the game.

Here is a strange pick for a Shaman. Also, this steps on the Illusionist schtick quite a bit and is really one of their signature spells in my mind.

Ork Stoke: Whoever created this spell is probably an enormous jerk. However, there can be some good uses for this spell if you want to make an ork ruin everything. Political themed games will probably get the most from this.

It's worth noting I detest this spell. The fact it was written at all is deeply troubling. A setting excuse could be given to explain why it is out there, but someone still had to think this was a good idea for it to exist in the first place. Why does a Shaman have this spell?

Plant Feast: Never worry about rations again as long as there is some flora alive in your area. This is worth taking, if nothing else than to remove the need for that bookkeeping ever again.

Puddle Deep: The requirement of a puddle limits the usefulness of this spell. The Effect Test is also rough until you get Willforce. This really works best when setting a trap rather than on the fly, since you can create your own puddle.

Soothe the Savage Beast: A good spell, and certainly worth learning if the opportunity presents itself. The most fun comes from an Extraordinary Result, so make sure to spend Karma on the Spellcasting Test.

Sunlight: Natural sunlight is created emanating from the Elementalist. Off the top of my head, I cannot think of anything in Earthdawn that is negatively impacted by sunlight. 

Thrive: If you are patient, you can do some pretty impressive things with this spell. Not terribly powerful, but it can be fun and potentially earn some goodwill through your travels.

Water Wings: If you have a windling in your Group, they will appreciate not having to worry about their wings getting wet again. If you don't, maybe you will meet one?

Winds of Deflection: Similar to Throne of Air, though with a worse duration and one less Thread (also a slightly worse Effect Step). It doesn't cost Strain, however. With an Enhanced Matrix, this is really quite useful to have around since it can be thrown up immediately.

This is the best Circle for the Shaman by far. There are a lot of solid spells to choose from, but this Circle also lacks for direction more than the others (there may be a connection here). The nature and spirit themes are by far the most tenuous. They do get the best Elementalist damage spell here, Ice Mace and Chain. 

Fourth Circle

Air Blast: Another example of the control an Elementalist can bring to combat. This presents a difficult Knockdown Test and can grant some significant advantages to the rest of your Group if deployed before melee combat begins.

Blizzard Sphere: More an area denial spell more than an overtly offensive spell. If you can trap opponents inside, it is brutal, but with 2 Threads a little on the time consuming side. Not a bad selection, but definitely better used to deny a small piece territory on the battlefield than create an elaborate trap to deal a bunch of damage.

Buoyancy: Another spell that grants a small bonus to a specific task. This time, it's swimming. With a Thread, it's hard to cast this at a moment's notice, though the duration is in hours, which is a nice change for these spells. Decent, though nothing to be excited over.

Circle of Well Being: A healing effect for Illusionists. Probably the most fiddly, but definitely worth taking.

This is the first healing spell this Circle.

Conceal Tracks: An anti-tracking spell. It's pretty specific in application, but you never know when it might come in handy.

Dust Devil: The strong indication is that this spell will affect your Group (except for you), making it of dubious use (two Threads is an awful lot for something like that). If you can convince your GM that it only affects those that you want it to, then you should probably take this spell.

Falcon's Cloak: Somewhere between useful and dangerous is this spell. You are a bird and can cast spells, but only those that don't require speaking or moving. That may be a more limited list than you think (or a larger list than you think - where I'm going with this is I don't actually know what you're thinking). 

Fatal Food: Most useful for NPCs, there is still some value in intrigue games where the PCs are not terribly nice people. 

Why?

Friend or Foe: This peculiar spell is most useful when you want to stop everyone involved from fighting, unless they don't care much who they are killing, so long as they are killing. The narrow application of this spell makes it unlikely to see any use.

Another pick I don't fully comprehend the reasoning.

Great Sticky Vines: If you find yourself with a need to incapacitate your foes, then this is a superb option. Possibly one of the best available.

First Vines, and now Great Sticky Vines!

Hair Frenzy: Much better than Dust Devil: no Threads and it Harries a single target. While it isn't going to be your first pick for the Circle, try and get this one eventually.

Another pick which is a strange one. 

Karmic Connection: It's hard to really get the most out of this spell since it has a Thread (and also hard to justify using a precious Enhanced Matrix early on). That being said, the Karma cost isn't that high (5 points) and it can be a game changer in combat. This can bring a heavy hitter from the brink back into the swing of things in a big way.

Here is the second. This is also the only Karma related spell they get. In the middle of all the healing spells, they needed this one too, opening a theme which is never touched again. I can only assume the theme is: Give Shaman all of the Fourth Circle healing spells. EVERY ONE!

Last Chance: Let's face it, this is the best spell this Circle, if not one of the best spells period. You are going to want this, and you are going to use this.

And the third.

Lighten Load: A utility spell that could be pretty useful in the right circumstances and worth picking up if the opportunity arises. 

Relax: Another solid healing ability, this increases the effectiveness of Recovery Tests and reduces the time required to use them. One more good spell for this Circle.

Finally, number four. That is right, Shaman get four healing spells at Fourth Circle. This is rather ridiculous, actually.

Root Trap: Similar to Great Stick Vines, though with no Threads, worse range and a worse Effect Step. It also requires a nearby tree. In all, it isn't quite as good (mostly because of the requirement of a tree nearby). No Threads can be awfully tempting at times.

Thorny Retreat: So... this spell. It seems like a great idea. It can come in handy and I wouldn't be surprised if there are stories of how this spell saved someone's bacon. In general, I would consider those the exception rather than the rule. To make it work: You need to either be at peace with raw casting or have it in a Spell Matrix. This means you have to be planning a "hasty" retreat at all times. From my experience, not how most Earthdawn Groups roll. Then you need to Weave a Thread. This is cutting down on the running time. When encountered, anyone trying to get through will most likely fail the Test, but there isn't a guarantee on this one. Particularly considering how frequent the ability to spend Karma on a dexterity-only test is available. Also, the damage it does is utterly laughable; to be fair, stopping pursuit is the main goal here. End result: it's hard to make this spell work for you and there are a lot of good spells.

Uneven Ground: The use of this spell is going to depend entirely on how your GM wants to interpret it. The Effect lists it as "enemy character", while the description says "any character". The latter reading makes more sense from the context, but... you never know. If it is the former, this is pretty amazing and well worth having. If they latter, you should just pass on it. There are better things to do with your actions.

This Circle is a little strange. First off: So. Many. Healing. Spells. Followed by that, it's a collection of strange spells from across the various disciplines which showcase how much of an afterthought the Shaman spell list actually is. There is no concept of what mechanics should be prevalent, how to emphasize their themes, what are they missing, what can be built on, etc. It is just a bunch of spells which vaguely (and I really do mean vaguely) seem like they would fit.

Fifth Circle

Bond of Silence: Tragically, the duration is rather short, but that may be all the time you need to make use of this spell. At the same time, it has three Threads, so it's not exactly perfect to use on a target that is running away from you.

I'm uncertain how this fits into the overall themes. While it hasn't been mentioned every time, this is something of a recurring theme for me while reading this list, "What is this even doing here?"

Ironwood: While not incredibly useful for improving armor and weapons (it seems), it is great for impromptu fortifications. Odds are good that will be useful at some point. 

Nutritious Earth: This isn't likely to be a game changer (though could be very important to any Questors of Jaspree or Garlen), but it has some fun flavor and can likely earn some serious good will from Namegivers around Barsaive. I like this spell a lot, but you will probably know if it will be useful for you or not. Also, consider using it with Thrive.

Resist Poison: Always good to have up when exploring the wilderness or kaers. Additional protection against poison with a duration in hours is always welcome to an adept.

Sanctuary: This is a pretty serious "buy some time" spell. It will seal off and reinforce and entire building for minutes. Three Threads is steep, however.

So it seals off a building. When the description of a Shaman is rather tribal in nature.

Spiritual Guidance: Fun, but be prepared for a trip. It is also worth noting that not all GM's like to be put on the spot and may respond best when this is used in-between games.

Wither Limb: This is a very powerful spell and approaching permanently debilitating if it causes a Wound (which is rather likely given the WIL+8 Effect Test). When any side starts to deploy this spell, things have gotten ugly and were probably already personal. If they weren't before, they are now. Don't expect this to end well.

This is one of those definitive Nethermancer spells which doesn't make me very happy to see here. I'm also uncertain what it is doing other than filling in space and adding some power to the otherwise unimpressive list. This Circle is pretty sad. It's worth noting Shaman have the measure, but not the countermeasure for Wither Limb.

My primary complaints for the Shaman spell lists are it is pretty dull and haphazard. It seems most like someone went down the spell lists and picked all of the spells which vaguely fit, then shoved some more in to fill it out. Much of it just seems like an afterthought, from the spell list to the spell fetish idea. Really, if they deserve to be a discipline, they deserve better than this. If this is all they will ever get, I would rather see them tucked away in a closet than continuing to not really fit in with the other disciplines. 

12 July 2013

Earthdawn: Anatomy of a Discipline 27 - Elementalist Part 1, Spells

This is part one of the twenty-seventh Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

The heart of what a spellcaster brings to any Group is their spells. They determine most of the play style and focus for a given Discipline, but also can represent a significant task to wade through and weighing the various options. The goal of this post is to analyze the spell selections in the first five Circles and give some idea of how those options may inform the emphasis of the Discipline, play style, as well the relative use of a particular spell. The reason this will only address the first five Circles is that you get to pick spells at those Circles - starting at Sixth Circle, you are on your own and it is largely in your GM's hands.

Depending on the Optional Rules used in your game, how you address picking up new spells will change. If spells can be purchased and do not cost Legend Points, there is little reason to not learn everything you can get your fingers on. If they do cost Legend Points, you may want to be more selective of what you include in your grimoire.

First Circle

Air Armor: An excellent support spell for a considerable period of time. With no Threads, +3 Physical Armor for the combatants in your Group will always be a welcome addition,

Crunch Climb: There are going to be a lot of these spells; small, but useful bonuses to a specific task. They are all useful to have around. This one is for climbing and a First Circle spell that has some longevity to it.

Earth Blend: You can blend in with your surroundings (assuming you are standing on earth or stone, which is a reasonable assumption), but you cannot move. With no Threads, it can be useful for evading pursuit, but it's biggest strength is probably in setting up an ambush.

Earth Darts: While this is a poor combat spell by any stretch of the imagination (1 Thread for WIL+6/Physical damage and poor range?), it is going to be the best damage spell you get until Third Circle. I sincerely hope you didn't want to be doing direct damage as an Elementalist.

Flameweapon: 2 Threads is a lot, but +d6 damage for the (effective) duration of the combat can be a big deal. This is a strategic choice, particularly since it means three characters can have Air Armor in the same time. I wouldn't be concerned about the Strain from exploding dice; it's worth it. The setup time on this may be tricky, however.

Heat Food: Take. This. Spell. It boosts the effectiveness of Recovery Tests and you will wonder how you would have survived without it. Elementalists can commit many sins of poor decisions with spell selection, but as long as you have this spell, your Group will probably forgive you. 

Moonglow: It creates light for a few minutes. Not bad, also not exciting at all.

Plant Talk: For a First Circle spell, this has the potential to be incredibly useful. Anything that can gather information is almost always going to be a winner in the long run. There is little reason to not take this spell.

Purify Earth: This spell is more about making friends and making the world better. It is worth taking if you find it.

Purify Water: Actually more practical than Purify Earth - this can potentially solve issues with not having access to clean water. You just have to have access to the water in the first place. It may be gross, but when desperate, you can always recycle. 

Resist Cold: Unless you know about it in advance and keep this in a Matrix (it has a duration only in minutes), this spell isn't going to be very practical. 

Resist Fire: The same as Resist Cold.

Second Circle

Air Mattress: +2 to your first Recovery Test in the morning? While not quite as incredible as Heat Food, every Group is going to want this spell.

Billowing Cloak: If your Group engages in social interaction on any basis, this spell is a must have. It is probably my favorite from this Circle - it is really that good.

Boil Water: It boils water. Quickly. There are certainly uses for this, but I have no idea why this is a Second Circle spell. While it can be used in combat, it is a six round investment to get the maximum damage; five to get even something reasonable out of it.

Detect Elementalism Magic: Wizards are able to just Detect Magic and this spell rarely sees much play. Since Astral Sight is a popular (even vital) Talent Option for Elementalists, when Detect Elementalism Magic is applicable and Astral Sight is not is something of a grey to non-existent area.

Flame Strike: Just like Earth Darts with two differences: 0 Threads and you have to have access to an open flame. It is probably worth picking up if you get a chance (and don't have to spend Legend Points), but I wouldn't hang my hat on this one over the buff and control spells Elementalists have access to.

Gills: Breathe underwater? Yeah, this is going to be useful at some point.

Hunter's Sense: There is going to be some quest, at some point, when you are looking for a particular creature. You are going to want this spell for that. Otherwise, it is unlikely to come up.

Ice Spear: While it has a longer range than Earth Darts, this spell is terrible.

Icy Surface: In contrast, this spell can create a nice control effect to make an escape, enact a trap, or simply pummel foes with attacks. Windlings and Archers love this spell to death.

Path Home: You will always be able to find your way back to camp, which can be useful when exploring strange (and often horrifying) new places. If you're going to the Servos and your GM is a little nasty, this may be good back-up to prevent getting too terribly lost.

Shield Willow: If there is someone in your Group with a shield, this is another good spell to have around to help them. If you have a moment to prepare, this will improve their defenses a little. Every little bit counts. It seems like it should require a wooden shield to work, but doesn't say anything. 

Slow Metal Weapon: A reasonable way to reduce damage from a single threatening opponent with a metal weapon. Think of this as a "boss fight" spell; it isn't likely to see regular use, which cuts down its overall value. For a combat spell to really earn its keep, it should be sitting in a Matrix for that moment when you absolutely need it.

Small Slayer: Only useful if you can get access to someone that you fully intend on assassinating in a moment of vulnerability and don't want to directly do the deed yourself. 

Sterilize Object: It is like the Purify Earth and Water spells from First Circle, but for objects. Overall, probably less useful - right up until your GM has some object you absolutely must interact with that is covered in poison. Still, not likely to come up often (or at all). 

Stick Together: Awesome for "detaining persons of interest". There are likely other uses for it as well, but that is generally how it gets used. Oh, that and sticking someone to the floor and then finishing them off from range. It's not pretty, but effective. 

Third Circle

Behind Eye: Useful if you can prepare for a fight and know that being Blindsided is going to be an issue. The 2 Threads make actually employing it once combat has begun a less tempting proposition. While there is nothing wrong here, there isn't a whole lot to recommend this niche spell.

Dispel Elementalism Magic: Similar to Detect Elemetalism Magic above, but likely to see significantly more use. Definitely a useful spell to have in your arsenal, but not the must have for this Circle.

Fingers of Wind: I like this spell. It is almost certainly going to be useful (possibly even for the most hardcore kaer-crawling Group in Parlainth) at some point. If you get the chance, pick it up. It may not be your first pick for this Circle, but it should easily make your list.

Fuel Flame: The implications provided for this spell are in combat (making a fire more damaging), but I have seen this spell most commonly used for its utility of making a fire burn hotter and faster. It makes setting homes on fire significantly more efficient.

Grounding: Very specific in application - you really have to know that you will be fighting something with electricity based attacks ahead of time, or that causes a lot of Knockdown (also, this spell ends if you are Knocked Down - you have been warned). With 2 Threads, it is most useful ahead of time (it has a duration in minutes), but not so much once combat has been engaged. 

Ice Mace and Chain: Here is the best damaging combat spell in the Elementalist's list. 0 Threads and WIL+5/Physical damage (which is actually pretty decent). The big selling point, however, is that a target struck is Harried unless one of the damage dice explodes. This is very good, since you either get a good damage roll, or inflict a status that the rest of your Group can take advantage of (there is no downside here). 

Lightning Bolt: The implication from this spell is that metal armor doesn't protect against it, but it doesn't come right out and say that. If that is the case, this is a reasonable upgrade to Earth Darts (1 less damage, but the opportunity to ignore armor). Though I still prefer Ice Mace and Chain.

Plant Feast: Never worry about rations again as long as there is some flora alive in your area. This is worth taking, if nothing else than to remove the need for that bookkeeping ever again.

Porter: Semi-sentient humanoid piles of dirt to carry your stuff with a duration in days. This will probably be useful at some point, though this Circle has some better spells if access is an issue.

Puddle Deep: The requirement of a puddle limits the usefulness of this spell. The Effect Test is also rough until you get Willforce. This really works best when setting a trap rather than on the fly, since you can create your own puddle.

Repair: Given that the effect isn't permanent, this is useful, just not incredibly useful. It will fix broken things for a few months.

Rust: This can be a powerful debuff, though is most useful in protracted combats against few, powerful opponents with metal equipment. Which may be a somewhat uncommon setup for most some games. The Thread requirement limits how much of an impact it can have and the math will often come up with a different option working out best. Overall, Slow Metal Weapon is a better choice to reduce damage.

Sky Lattice: Without a doubt, this is a neat spell. It may never come up, or it may absolutely save your bacon. Hard to say, but you may as well if you can get access to it. Truly a utility spell.

Smoke Cloud: Very similar to the Nethermancer spell, Ethereal Darkness, with all of the attendant problems. Though, it requires a source of fire at least the size of a torch. This one can be safely skipped.

Snuff: Neat, but nothing to write home about. It is useful to putting out fires, but with two Threads, it isn't as effective at this as you may hope.

Sunlight: Natural sunlight is created emanating from the Elementalist. Off the top of my head, I cannot think of anything in Earthdawn that is negatively impacted by sunlight. 

Thrive: If you are patient, you can do some pretty impressive things with this spell. Not terribly powerful, but it can be fun and potentially earn some goodwill through your travels. 

Throne of Air: If you can prepare for combat, you will probably want to cast this on yourself. It gives you a very good Avoid Blow effect and limited flight. There is a lot to like here. 

Winds of Deflection: Similar to Throne of Air, though with a worse duration and one less Thread (also a slightly worse Effect Step). It doesn't cost Strain, however. With an Enhanced Matrix, this is really quite useful to have around since it can be thrown up immediately.

Fourth Circle

Air Blast: Another example of the control an Elementalist can bring to combat. This presents a difficult Knockdown Test and can grant some significant advantages to the rest of your Group if deployed before melee combat begins.

Blizzard Sphere: More an area denial spell more than an overtly offensive spell. If you can trap opponents inside, it is brutal, but with 2 Threads a little on the time consuming side. Not a bad selection, but definitely better used to deny a small piece territory on the battlefield than create an elaborate trap to deal a bunch of damage.

[Element] Spear: This is better than Earth Darts in every way, but not much better. Twice the range, one more damage. If you are still using Earth Darts, this might be worth it. When you get an Enhanced Matrix, it becomes much better, but still not a great combat spell for Fourth Circle. Also, get Air Spear. Beyond aesthetics, there is absolutely no reason to get anything else. I am inclined to treat this as one spell, not five, because there is no difference between them.

Falcon's Cloak: Somewhere between useful and dangerous is this spell. You are a bird and can cast spells, but only those that don't require speaking or moving. That may be a more limited list than you think (or a larger list than you think - where I'm going with this is I don't actually know what you're thinking). 

Fire Whip: Even with a three yard reach, this spell just isn't very good. If you can make melee attacks, you probably have access to something better than this. If you can't, there is absolutely nothing to get from this spell. 

Great Sticky Vines: If you find yourself with a need to incapacitate your foes, then this is a superb option. Possibly one of the best available.

Lighten Load: A utility spell that could be pretty useful in the right circumstances and worth picking up if the opportunity arises. 

Lightning Shield: Is there a character in your Group that uses a shield? If so, do them a huge favor and get this spell. This is a great buff for anyone with a shield (especially Sky Raiders).

Lightning Step: The requirements for this spell are steep and the Weaving Difficulty is pretty high. It seems neat, but this is not going to be easy to make effective use of. 

Liquid Arrow: Here is something even better than [Element] Spear for damage output with the same Threads, though you must have access to handfuls of water. That can be a thing. The Weaving Difficulty isn't a walk in the park at 10, so putting this in an Enhanced Matrix is advised not just so it can be cast every round. The water requirement may significantly cut down on the value.

Lodestone's Touch: Something of a mixed bag with insane an Insane Weaving Difficulty (13!) and 2 Threads. The range is very short as well, making the bonuses from missile weapons difficult to really take advantage of. Honestly, there isn't much here to like.

Root Trap: Similar to Great Stick Vines, though with no Threads, worse range and a worse Effect Step. It also requires a nearby tree. In all, it isn't quite as good (mostly because of the requirement of a tree nearby). No Threads can be awfully tempting at times.

Shield of Warping: This spell only works against wooden weapons, which limits it right into the realm of not terribly useful. It's so specific (though does include spears and pole-arms) that it is hard to come up with a reason to have this on hand all the time, which is really what you need your combat spells to be. 

Spirits of Death's Sea: If any of your Group have an exceptional Toughness (or are willing to take Step 4 damage), this can be a good way to boost their resistance to fear effects. 

Suffocating Paste: Even at 2 Threads, this is a pretty effective way to remove a target from combat for a time. From there, they can easily be captured or finished off as they deal with the penalties and damage. 

Uneven Ground: The use of this spell is going to depend entirely on how your GM wants to interpret it. The Effect lists it as "enemy character", while the description says "any character". The latter reading makes more sense from the context, but... you never know. If it is the former, this is pretty amazing and well worth having. If they latter, you should just pass on it. There are better things to do with your actions.

Weapon Back: For whatever reason, this spell is one of those defining moments between an adept and their weapon. When they realize that it is more than just a tool. I like those moments a lot. It's also useful, so that's a plus.

Fifth Circle

Balloons of Mist: A utility spell that is just asking for creative uses from players. If you get access to this spell, you will probably want to select it. Though it is unlikely to be the first choice from this Circle. 

Earth Staff: Neat, but unless you have a very good Melee Weapons Talent, this is ultimately useless. If you do have the investment, this may be useful for you - particularly if you fear having your gear taken away.

Fireball: By far the classic magical damage spell and easily one of the most efficient of that type for the Elementalist at 1 Thread (which means you can lob one every round with an Enhanced Matrix) for WIL+8/Physical damage with a fine range. However, the area of effect is significant and your friends may take offense, also it requires a source of fire to be present. This may be an issue. It will be pretty valuable in any conflict that has large waves of enemies engaging over time, otherwise it is going to be rather difficult to pull of successfully. While in other games it may be the gold standard, here it may not be worth your time. 

Inflame Self: I... just don't. This is not a good spell. It's not even a bad spell. It is a terrible spell. Unless there is some critical element I am missing, there is no reason for any Elementalist to ever know this spell, let alone pass it along as anything other than a cruel joke. Though a Journeyman Elementalist really should know better. 

Ironwood: While not incredibly useful for improving armor and weapons (it seems), it is great for impromptu fortifications. Odds are good that will be useful at some point. 

Metal Scream: An effective control spell by any measure, particularly since it seems to work against only your opponents (which always makes any area effect spell better). There do have to be carrying metal objects, so this may be of dubious value against non-Namegivers. Though the effect? It makes me cringe just thinking about it. Like running a fork down sheet metal. Terrible.

Metal Wings: This spell is just bad ass. Giant metal wings that let you fly? Yes please! The duration isn't spectacular (Rank+20 minutes), but you can cast it on other people. They will thank you for that, because they will have freaking awesome metal wings to fly around on.

Nutritious Earth: This isn't likely to be a game changer (though could be very important to any Questors of Jaspree or Garlen), but it has some fun flavor and can likely earn some serious good will from Namegivers around Barsaive. I like this spell a lot, but you will probably know if it will be useful for you or not. Also, consider using it with Thrive.

Resist Poison: Always good to have up when exploring the wilderness or kaers. Additional protection against poison with a duration in hours is always welcome to an adept.

Shattering Stone: Essentially an area of effect Earth Darts, though you need to have fist-sized rocks lying around. Not bad, but there are better options to be had.

Stone Cage: Honestly? I prefer Stick Together, which seems to be more versatile and lasts longer. There may be uses for this spell that Stick Together cannot do, but I can't think of any right now (Stone Cage has a longer range). 

18 May 2013

Earthdawn: Part 24 - Tangled Threads - Dealing with Powerful NPCs in Game

This is the twenty-fourth part in an ongoing series about Earthdawn. Introduction and Index.

Powerful NPC allies are a problem in any setting. Their very presence can distort the game in various ways. Common threads when they appear are: why aren't they handling this problem? They may dispense with information, but why be coy? If they do help, why are the PCs even present? The easiest way to solve this is to simply remove them from the game - they don't exist, so the PCs are the movers and shakers in the raw power area.

In some settings, such as Earthdawn, this just isn't an option. Verisimilitude, and even the basic mechanics in Earthdawn's case, requires that the presence of more powerful NPCs in the world for a host of reasons. The most fundamental reason is training. For most of their careers, the PCs will receive their training from higher Circle adepts, meaning that there always needs to be someone bigger hanging out. Which is fine, but why aren't Master tier adepts hogging all of the glory?

This is the explanation that I have introduced to my current Earthdawn game. It draws on the metaphysical concepts already present in the setting, Karma, Patterns and Threads, and expands on them in new areas. When dealing with "big ideas" like this, it is generally my preference to build on elements that already exist within the setting/system. I feel it gives them significantly more authenticity, which is important when what you are really after is player buy-in. If you cannot get authenticity, always go for awesome, but that's for another day.

The essential idea is that as an adept grows more powerful, their connections to the world increase. They Weave Threads, their Legend grows, their Pattern infects objects important to them, and they bind it to items, people, places, concepts. As the adept gains more power, the greater the metaphysical "tangle" that surrounds them. It becomes impossible to track the full extent of their unintentional connections through their various associations. All of this is their Karma (their "deed" or "effect") and using their Karma sends tremors down those Threads, gently touching all of those connections.

When they are young and lower in Circle, there is nothing to worry about. Their Karma is little; the effect is minimal and doesn't spread beyond their grasp. As they grow more powerful, their deeds become significant, and the effects are similar. These emanate around them, touching other Patterns and Threads in ways the adept could never truly consider. Eventually, this Karma may rebound on itself, as the vibrations collide with other vibrations and cascade back to the adept. This is when the unintended consequences begin. When things start to go wrong, when the universe recoils on the adept, when their Karma is too great and they must begin to carefully consider their actions.

It starts in small ways, but will eventually envelope adepts that are not careful. Those that are reckless are lucky if it only affects them - few are so lucky. The practical result of this is that most high Circle adepts retire from the public eye. They remove themselves from the world, reluctant to return for fear of what their Karma may cause, what the tremors of their actions may result. Instead, they must select and train those to come after them. Advise, but never act. Even saying too much may have unintended consequences. For these reasons, they act carefully, always selective of what they do. To minimize their new connections, they may invest in a handful of promising adepts, but always cognizant of the danger their actions may hold to those young adepts.

Some powerful adepts refuse to believe this and fight against these forces. They have fought and never been defeated before, why should this be any different? It is because they are not fighting an enemy, but everything that they are. The harder they struggle, the tighter they are bound. These adepts serve as cautionary tales for others and also as a source of some excellent plots to run with: a powerful adept that always makes everything worse no matter how hard they try. And they can try very hard.

To illustrate this, I give you a Tale of Two Weaponsmiths. Grommit and Firefly were two of the finest Weaponsmiths of their respective generations. They changed the world through their deeds, crafted the arms and armor for their friends and companions, and strode across Barsaive as heroes and legends. Their works were second to none, but it was not long before each of them noted the tremors and the causality of their actions.

When Grommit crafted a fantastic set of armor for the king of Cara Fahd, it was hailed as a masterpiece. It truly was a thing of beauty. It inspired glory, passion, pride in the king's people. However, to other Namegivers it inspired jealousy, fear and rage. The king of Landis requested a similar honor to be bestowed upon him - this incensed Grommit. Who was this human to make such requests of him? Grommit could not have predicted the fallout from that much later, as both Cara Fahd and Landis fell to each other in battle.

He took note and chose to use all of his power to correct these mistakes. He intervened in the affairs of the world, using his influence and Talents, he trained promising adepts and Initiated countless youths, and produced more and mightier weapons and armor. All of his attempts to solve problems at best led to stalemates, often leading to open and brutal conflict as soon as he was no longer present - sometimes he would return in a rage at the actions in his absence, hardly making things better. The adepts he trained would often meet cruel fates, the world would seem to turn on them with bad luck, old foes of Grommit would seek them out to mete out a revenge that couldn't be delivered directly; those may be considered the "lucky" ones, some were much worse.

The Thread Items he crafted were the most insidious in the end, for their influence is still felt today. Grommit imbued them with all of the power he could, granting them an uncommon level of sentience. The lure of their power was seductive, but their long term effects were devastating. While all True Patterns have the power to subtly influence the world, which is why Thread Items are never truly lost, this influence was not subtle. They would twist events to their ends, bending those Woven to them. When their partners were broken, it wouldn't take long for another to find them. Part of this influence distorted any retelling or recording - words forgotten, recorded incorrectly, or happenstance would make the original passage impossible to read - the end result is the truth of these items was always forgotten, but their power and pedigree never were.

Firefly learned these lessons early and was troubled by the conclusions he came to. Once he felt that his time was done, he retired to a quiet life, carefully selecting and training those that would follow. His goal was to allow his Legend to wane; this would minimize the affect of his Karma and grant him an opportunity. Seeing that his companions did not recognize the danger as he did, he used their Group Pattern to siphon much of their Karma onto him (a frighteningly dangerous prospect, effectively turning himself into the black koi), it would give them more time to accomplish their goals.

Most importantly, however, he would have the chance for one final creation. Completing his Heartblade, it would be his final gift to his daughter. He deeply feared any connection to him would bind her to his Karma. So he watched her from afar as he could, as much as he dared. Even when he finally did meet her, he still could not tell her, despite how he wanted to. How he ached to tell her how proud he was of her; he wanted her life to be her own, not an echo of his failures. It was then that he completed his Heartblade, binding all of his power into his life's work, this final creation that was the culmination of everything that he was. It was his final sacrifice, knowing that were he to live beyond his masterpiece's birth, the ripples would be tidal waves. That was his Dying Legacy to his only child that never knew him.

That is the thesis that I have introduced into my current Earthdawn campaign and it works nicely with/was created for one of the themes of that game. Specifically, that each new generation of adepts must rise to fix the mistakes of those that came before them. Beyond that, it (or something that borrows and/or adapts the ideas) can serve well for a number of other campaigns and settings where powerful NPCs need to be present without overshadowing the PCs. If you have any thoughts or questions, leave a comment. I would love to hear them and see if this can be developed in any other ways.