Roll20 Name: Chris D. Discord ID: chrisddickey (@chrisddickey#0745) Character Name: Zil of Middle Jothan, the Once Flattened. Race: Windling. Astral Sight, Flight, Increased PD+2. -25% armor costs. -80% weight.
Discipline: Elementalist Circle: 12th ECR: 12 Discipline Abilities: Free Talent: Standard Matrix x2. One of the adept’s free Standard Matrix talents is upgraded to an Enhanced Matrix. MD +1, May spend karma on Recovery Tests. Karma: The adept may spend a Karma Point to target an additional ally with a spell he is casting. Karma: The adept may spend a Karma Point when designing or crafting an item. Karma: The adept may spend a Karma Point to improve one bonus from a spell they cast on an ally by +2. Fire and Ice: For 1 Strain the adept may do one of the following as a Standard action with a successful Elementalism test against the higher of the target’s Mystic Defense or a Difficulty Number of 6:
1. Create a small flame between his thumb and forefinger. This fire lasts for only one round, but is intense enough to light a torch. If used in combat, it inflicts Step 4/D6 fire damage (Physical Armor provides protection).
2. Freeze water by touching it with his middle three fingers. The adept can freeze up to one quart of water from each use of this ability. If used in combat, it inflicts Step 4/ D6 cold damage (Physical Armor provides protection). Earth and Wind: The adept takes 2 Strain and makes an Elementalism (6) test. If successful, they may either:
3. Create a circle of earth with a radius of 2 yards per success that grants all allies within it +3 Mystic Defense. The circle cannot be moved, but the Elementalist need not stay in it to maintain the effect, which lasts up to 24 hours. It may be canceled by the adept at any time.
4. Create a flow of air which circulates through a dome with a radius of 2 yards per success. The air is brought in from the Plane of Air and, though cold, is clean and fresh. It immediately disperses any noxious fumes; if they are caused by a magical effect, the Elementalism test result is treated as a Dispelling test (Player’s Guide, p. 265). The affected area cannot be moved, but the Elementalist need not stay in it to maintain the effect, which lasts up to 24 hours. It may be canceled by the adept at any time.
Half-Magic: Elementalists use half-magic for knowledge of nature, the elements, uses of elemental magic, and other magical rituals. The Elementalist may make a Perception-based Half-Magic test to detect the presence of elemental spirits within 30 yards. The Difficulty Number for sensing an elemental spirit is the spirit’s Mystic Defense. If the test succeeds, the character can sense the presence of the elemental spirit and can use spells, or talents such as Elemental Tongues and Elemental Hold, to communicate and interact with it. The game master may choose to make this Half-Magic test on behalf of an Elementalist character at any time, as this innate sense is always active.
Matrixes - Standard: (F-10, I#1-6, I#4-6, TO-2), Enh( F-10, TO-7, SMO#1-3, SMO#2-4, I#5-8, I#6-8), Armored (TO-4).
Elementalist Talents
1st DT: Awareness 13 Per (21) - Lip Reading
1st DT: Patterncraft 8 Per (17) - Improvised Pattern
1st DT: Spellcasting 13 Per (23) (+2 Item #1)
1st DT: Thread Weaving (Elementalism) Per 13 (21) - Detect Spirit
- Acid Splash, Fortify Armor, Burst of Speed, Soothe Venom
1st DT: Wood Skin 12 Tou (10) (+1 #1r5) Wood Wings
2nd DT: Fire Heal 13 Wil (21)
3rd DT: Elemental Tongues 6 Per (14) (+2 water) - Known: Air, Earth, Water, Wood.
4th DT: Elemental Hold 6 Wil (14)
5th DT: Summon [Elemental Spirits] 13 Per (21) (+2 (+other) water)
6th DT: Willforce 13 Wil (21)
7th DT: Earth Skin 12 Tou (19) vs MD, add +2 to MD per success.
8th DT: Hold Thread 6 Wil (14) vs spell weaving diff. Hold for RR.
9th DT: Thunderous Resolve 10 Wil (18) free vs spell effects.
10th DT: Elemental Mastery 12
11th DT: Vine Armor 12
12th DT: Concise Casting 13 Per (21)
1st TO: Standard Matrix 2
2nd TO: Item History 8 Per (16) Psychometry, Touching the Past.
3rd TO: Avoid Blow 13 Dex (20) - Roll with the Punches, Redirect Attack
4rd TO:
5th TO: Enhanced Matrix 7
6th TO: Steel Thought 12 Per (20)
7th TO: Dispel Magic 12 Wil (20)
8th TO: Banish 12 Wil (20)
9th TO: Range Pattern 12 Per (20) simple. vs reatune diff.
10th TO: Armored Matrix 4
11th TO: Temper Flesh 10 Wil (18)
12th TO: Plant Talk 7 Per (15)
Other Talents
Racial Talent: Astral Sight: 10 Per (18)
Purifier Talents
Purifier 5 - Purifier’s Touch [Karma], Purifier's Auspices [Karma] Ritual of Cleansing
1st Cold Purify 6 Wil (14) (+2 effect TI#4). Cleansing Chill (resist disease & poison), Halt Disease.
2nd Earth Bond 8 Tou (14) . Earths avenger (+3 to spellcasting or effect) Empower Purify
3rd Blood Share 5 Tou (11)
4th Wilderness Survival 8 Per (16). Wastelander (auto success in corrupt area).
5th Purification 9 Wil (17), 1 strain. Purifiers Touch (karma), Purifier’s Purifier’s Vengeance (karma), Purifier’s Vengeance (karma), Purifier’s Retaliation (karma), Tear out the Root, Focused Purification (self), Purifying Touch (others).
Talent Knacks
Acid Splash, Burst of Speed, Cleansing Chill, Detect Spirit, Earth’s Avenger, Empower Purify, Fortify Armor, Halt Disease, Lay of the Land, Lip Reading, Improvised Pattern, Focused Purification, Purifier’s Auspices [Karma], Purifier’s Touch [Karma], Purifier’s Vengeance [Karma], Purifier’s Retaliation [Karma], Psychometry, Touching the Past , Tear Out the Root [Karma], Purifying Touch, Redirect Attack, Roll With the Punches, Soothe Venom, Wastelander, Wood Wings, Learn Improved Spells.
Spoiler:
Acid Splash Talent: Spellcasting Requirements: Rank 2 Restrictions: Elementalist 2 Step: Rank+PER Action: Standard (Special) Strain: 1 Skill Use: No Water - Acid. The Elementalist makes a flicking motion at a target within 10 yards, causing acid to manifest and weaken their armor briefly. The Elementalist makes a Spellcasting test against the target’s Mystic Defense. If successful, the target has -2 Physical Armor until the end of the next round. Using this knack is a Simple action if the adept has used Elementalism to attempt weaving threads this round.
Burst of Speed Talent: Spellcasting Requirements: Rank 3 Restrictions: Elementalist 3 Step: Rank+PER Action: Standard (Special) Strain: 0 Skill Use: No Air. The Elementalist briefly imbues an ally within 10 yards with air, granting them brief fleetness. The Elementalist makes a Spellcasting (6) test against a willing target. If successful, the target gains +4 Movement Rate until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round.
Cleansing Chill Talent: Cold Purify Requirements: Rank 5 Restrictions: Purifier rank 2, any Discipline Circle 8 Step: Rank Action: Sustained (1 min) Strain: 1 Skill Use: No
The adept conjures pure, cold water, and spends one minute running it over the target’s body, making them cool to the touch for the duration and increasing their resistance to disease and poison. This draws on the target’s natural recovery abilities and improves their resistance against disease and poison. The target spends a Recovery Test and gains a Cold Purify rank bonus on tests to resist the effects of disease and poison for one hour. The duration can be extended until sunrise by taking the Strain as Blood Magic Damage.
Detect Spirit Talent: Elementalism. Requirements: Rank 5 Step: Rank+PER Action: Standard Strain: 0
The adept uses divination magic and their natural connection to spirits to detect any in the area. To do so, the adept makes a Detect Spirit test against the Mystic Defense of all spirits within 30 yards. If successful, the adept can sense the presence of the spirit and use spells or talents to communicate and interact with the spirit. Unlike similar Half-Magic, this knack is not always on, but it can detect any type of spirit. This knack does not provide the adept with the type of spirit detected.
Earth’s Avenger Talent: Earth Bond Requirements: Rank 8 Restrictions: Brother of Stone rank 6, Purifier rank 5 Step: NA Action: Free Strain: 1 Skill Use: No
The adept focuses their anger over the destruction of nature, channeling it through their form. This manifests in a fashion unique to each adept, such as earth and small stones rising around them, a green aura with swirling leaves, or orbiting rings of runes. The adept gains +3 to the next Attack, Spellcasting, Damage, or Effect test against a target observed wantonly destroying nature or their allies. This does not affect creatures and spirits behaving naturally.
Empower Purify Talent: Earth Bond Requirements: Rank 5, Patterncraft Restrictions: None rank 5 Step: NA Action: Free Strain: 1 Skill Use: No
When casting Purify Earth (Player’s Guide, p. 273) or Purify Water (Player’s Guide, p. 274), the adept gains their Earth Bond rank as a bonus to Spellcasting tests.
Fortify Armor Talent: Spellcasting Requirements: Rank 2 Restrictions: Elementalist 2 Step: Rank+PER Action: Standard (Special) Strain: 1 Skill Use: No Earth - Metal. The Elementalist infuses an ally or their armor with metal briefly, strengthening them against physical attack. The Elementalist touches a willing target and makes a Spellcasting (6) test. If successful, the target gains +2 Physical Armor until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round.
Halt Disease Talent: Cold Purify Requirements: Rank 6 Restrictions: None Step: Rank+WIL Action: Sustained (1 min) Strain: 0 Skill Use: No
The adept spends a minute to prepare a poultice as normal. However, instead the poultice stops the progress of disease by making a Cold Purify test against the disease’s Step. With two successes, the effect of the disease is halted. The victim does not heal any damage already inflicted; the knack merely prevents the disease ravaging them further.
Lip Reading Talent: Awareness Requirements: Rank 3 Restrictions: None Step: Rank+PER Action: Standard Strain: 1 Skill Use: Yes (Novice)
The adept eavesdrops on a conversation by watching the target character’s lips move and making a Lip Reading test against the target’s Social Defense. If successful, they are able to read what the speaker is saying for a number of minutes equal to the test result, as long as they can see the target’s lips. The adept must be able to understand the language being spoken to make sense of the conversation. If they don’t, the adept can phonetically sound out what the target is saying, allowing someone nearby who can understand the language to translate for them.
Improvised Pattern Talent: Patterncraft Requirements: Rank 8 Restrictions: None Step: NA Action: Simple Strain: 1+ (see below)
Skill Use: No
The adept has learned to adapt their spell patterns on the fly. Prior to a Thread Weaving test for the purpose of weaving threads for a spell, you may
add, remove, and/or adjust any extra threads. The spellcaster is still limited to their normal extra thread maximum. Each thread affected in this fashion costs 1 Strain. If this effectively completes the spell (now all intended threads are woven), the spellcaster may make a Spellcasting test as normal. The assumed order of threads woven is first required threads, followed by extra threads in an order of the caster’s choice. For example, a spellcaster’s first Thread Weaving attempt did not go as planned and the battlefield has changed. Now, they can choose to remove the extra threads they had intended on weaving, add additional extra threads, and/or change the purpose of unwoven extra threads (e.g. instead of additional range, choose increased area).
Lay of the Land Talent: Lifesight Requirements: Rank 5 Restrictions: Purifier rank 1, any Discipline Circle 7 Step: Rank+PER Action: Simple Strain: 1 Skill Use: No
The adept perceives the state of health of an area rather than individual beings within it. The adept makes a Lay of the Land tests against the highest Mystic Defense of locations within the range or 10, whichever is higher. The range is Lifesight rank ×100 yards, but a smaller area can be targeted. If successful, the adept gains an impression of the health of the area and its corresponding astral space. Small irregularities (like a single dead tree) escape their notice, but they notice larger ones (like a tainted pond). They do not gain an impression of anything in the area only temporarily, like animals wandering through it
Focused Purification Talent: Purification Requirements: Rank 9 Restrictions: Purifier rank 5 Step: Rank+WIL Action: Simple Strain: 3 Skill Use: No
Standard Effect. The adept can freely make actions as normal this round.
Purifier’s Auspices [Karma] Talent: Purifier Requirements: Purifier’s Touch Rank 2, Restrictions: None Strain: 1
The adept can spend a Karma Point on an ally’s test made to heal damage within 10 yards. The test must cost a Recovery Test, but does not have to be a Recovery Test (e.g., Fireblood). This knack can be used once per round.
Purifier’s Touch [Karma] Talent: Purifier Requirements: Rank 1 Restrictions: None Strain: 1
The adept can spend a Karma Point on a test to heal a target, including creatures, Namegivers, the earth, etc. This knack can be used once per round.
Purifier’s Vengeance [Karma] Talent: Purifier Requirements: Rank 3 Restrictions: None Strain: 1
The adept can spend a Karma Point on an Attack or Spellcasting test against a target who has or is about to harm the earth. This knack can be used Purifier rank times per round and cannot be used against creatures or spirits behaving naturally.
Purifier’s Retaliation [Karma] Talent: Purifier Requirements: Rank 4, Restrictions: None Purifier’s Vengeance Strain: 1
The adept can spend a Karma Point on a Damage or Effect test against a target who has or is about to harm the earth. This knack can be used Purifier rank times per round and cannot be used against creatures or spirits behaving naturally
Psychometry Talent: Item History Requirements: Rank 6 Restrictions: None Step: Rank+PER Action: Standard Strain: 1 Skill Use: No
The adept briefly handles an item and gains impressions about its history. These impressions can take various forms, from images, voices, scenes played out from the item’s perspective, etc. Most adepts have a particular style for the form of their impressions. The adept makes a Psychometry test against the item’s Mystic Defense. Each success allows the adept to ask a question about the item, and what it has done and seen within the previous Item History rank days.
Touching the Past Talent: Item History Requirements: Rank 8 Restrictions: None Step: Rank+PER Action: Standard Strain: 0 Skill Use: No
The adept can learn additional information from handling an item over an extended period, 1 hour each day for a week. This knack cannot be used at the same time as Item History during this time period as the adept’s pattern begins to interfere with the item’s pattern. The adept makes a Touching the Past test against the item’s Mystic Defense. Each success allows the adept to ask a question about the item and its history. The answers are vague and never reveal Key Knowledge, but can provide some insight and direction about where to look for such information. This may come in the form of visions from the item’s perspective, disembodied voices, ghostly scenes reliving the moment, etc.
Tear Out the Root [Karma] Talent: Purifier Requirements: Rank 5, Restrictions: None Earth’s Retaliation Strain: 1
The adept can spend a Karma Point on an Action test against a Horror, Horror construct, or undead target. This does not include Damage or Effect tests. This knack can be used once per round.
Purifying Touch Talent: Purification Requirements: Rank 5 Restrictions: None Step: Rank+WIL Action: Standard Strain: 2 Skill Use: No
Standard Effect. The adept affects an adjacent, willing target instead.
Redirect Attack [Special Maneuver] Talent: Avoid Blow Requirements:Rank 8 Restrictions: None
Redirect Attack (Adept, Avoid Blow): For 2 Strain, the adept can spend two additional successes on an Avoid Blow test to take advantage of the close quarters and surrounding chaos to redirect the close combat attack to a different opponent in close combat with the adept, using the original Attack test result with a -5 penalty. There must be at least four opponents in close combat with the adept to use this special maneuver. This special maneuver may only be used once per round.
Roll With the Punches Talent: Avoid Blow. Requirements: Rank 6 Step: N/A Action: Free Strain: 1
Instead of making an Avoid Blow test, the adept reduces the successes on a successful Attack test against which Avoid Blow can be applied by one. This cannot reduce an attack below two successes.
Soothe Venom Talent: Spellcasting Requirements: Rank 4
Restrictions: Elementalist 4 Step: Rank+PER Action: Standard (Special) Strain: 0 Skill Use: No
Fire - The Elementalist warms and soothes a victim afflicted by poison, reducing its effects temporarily. The Elementalist touches the target and makes a Spellcasting (6) test against a willing target. If successful, the Step of any poisons affecting the target is reduced by -2 until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round.
Wastelander Talent: Wilderness Survival Requirements: Rank 6 Restrictions: Horror Stalker rank 3, Purifier rank 3, Scout Circle 8
Step: Rank+PER Action: Sustained Strain: 0 Skill Use: No
Standard Effects. The adept knows how to get the most out of surviving in blasted areas affected by corruption. The adept gains an additional successes on a successful Wilderness Survival test in areas affected by corruption (e.g. The Badlands). All food and water gathered with this knack are free from corruption.
Wood Wings Talent: Wood Skin Requirements: Rank 5 Restrictions: None Step: Rank+TOU Action: Standard Strain: 1 Skill Use: No
Standard Effect. The adept waterproofs their wings when using Wood Skin, preventing them from becoming soaked while the talent is active.
Learn Improved Spells: Slots Used: 5.
Spells Known: Extended Resist Elements (Wood and Earth) 2 slots. Cleansing Force (no slot), Potent Filtration (no slot), Fortified Renewal (3 slots), Bountiful Harvest (no slot).
Questor: Garlen Tier: Adherent. Ideals: Hearth and Healing. Devotion Abilities: "The Questor may spend a Devotion Point on Tests to Resist Disease and Poison". +1 MD (not stack). "The Questor may spend a Devotion Point on Interaction Tests". "The questor can spend a Devotion Point on a test to help heal a target (not including Recovery tests)." Dev Points - Max: 50. Starting: 37. Step 4 (D6). Questor Devotions
Questor: 10 Cha (16): Sustained [1 hour]. commune with Passion, connection or guidance.
Follower: Garlen’s Relief: 10 Cha (17). Sustained (10 min). Devotion Required: Yes
Follower: Passions Comfort: 7 Cha (14). Standard Strain: 1. Vs. step of fear effect to end and immune.
Follower: Resist Influence: 10 Wil (18): Standard. Strain: 1 Devotion Required: Yes. bonus vs. mind-affecting abilities.
Follower: Conversation: 8 Cha (15): Sustained.
Adherent: Garlen’s Touch: 9 Cha (16): Standard. Devotion Required: Yes. Rank x 2 yrd. No wound penalties for 2 rounds. Wnd or Recovery.
Adherent: Diplomacy 6 Cha (13): Sustained.
Adherent: Lifesight 10 Per (18): Simple. (Lay of the Land)
Adherent: Silence Influence: Wil 6 (14): Standard. Strain: 1.
Exemplar: Disarming Smile: Cha 8 (15): Standard. Strain: 1.
Exemplar: Thought Link: Per 7 (15): Standard. Strain: 1.
Skills Knowledge Skills:
1 Per (9): Barsaive History
1 Per (9): Legends and Heroes
1 Per (9): Horror Lore
2 Per (10): Passion Lore Artisan Skills: 1 Chr (8) Beading: General Skills: 3 Per (11): Physician
5 Per (13): Research
Resist Pain 2 Language Read/Write: 2 (Throalic, Windling)
Speak: 2 (Throalic, Windling)
Equipment: (Carried)
Crystalweave Armor (5 lbs) Crystal Raider Shield (Item #2, 3 lbs). Light Quarts, small (worn as a necklace) 2 lbs. Travelers Mug x 2.
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak) (<1 lbs)
bellypack, pouch (coin), pouch (misc), flint & steel, waterskin (4 lbs), Knife, whistle, chalk, pouch of stones, pouch of earth, pouch of wood, flask of water, flask of oil.
Grimoire (see above) (1 lbs).
Notebook book (unlisted, est 10 sp est <1 lbs).
Potions, charms Etc. (some are on mount): Absorb Blow charm x 5, Last Chance Salve x 2, Kelia’s Antidote x 4. Kelix’s Poultice x 4, Halt Illness x 2 Cure Disease potion, Booster Potion x 7. Thick Skin charm (not implanted).
Trophies: Two gorgon eyes made of Orichalcum worth about 1000 sp each. Various creature teeth. Beads made from teeth and bone. Equipment on mount
Physicians Kit (3 lbs). Bedroll of Comfort
Adventurer’s Kit (bellypack, bedroll, flint & steel, torch, waterskin, large sack), 2 spare pouches. Mirror (small). 2 wooden buckets. Winter/Mountain gear and heavy blankets.
A set of travelers garb in the cut and colors identifying Questor of Garlen .
A set of Courtier’s garb in the cut and colors identifying a Questor of Garlen: Elfweave robe, Jacket, hat, shoes, gold brooch (320 value).
Artisan Tools: Beading kit (Beads and tools for making and stringing beads), stuff in the process of being made into beads (Earth Qwirl beaks, lion teeth, etc).
Writing Kit. 100 feet rope, 100 feet cord, 100 yards string. (38 lbs)
Trail Rations (11 days) & Physicians Kit refills (See adventure rewards for numbers). At base Spare Crystal Raider Shield. Spare Hide Armor.
Threads Tied:
TI #1 Tamerlan's Tenacity. IH&R all, Tied 6 of 6. Spellcasting +2, Woodskin +1, +1 Recovery per day, +2 toughness, Matrix.
TI#2 Qendaar's Bulwark IH&R all, Tied 6 of 6. PD +1, IP -2, MD +1, +1 Durability, +3 KD for 1 strain.
TI#3 The Meaning of Haste IH&R all, Tied 6 of 6. -1 IP, PA +1, MA +1, Init +1, +3 Init for 1 strain, +2 Spellcasting if faster.
TI#4 ittle Sprout IH&R all, Tied 8 of 8. Enh Matrix, +2 Recovery test or healing. Grove Renewal free extra thread. Harry and 1/2 movement for 1 strain 2 for 2 rounds, 1 for 2 rounds.
TI#5 Slim Dusty IH&R All (deed done), Tied 8 of 8. Matrix, +1 SD, +2 Water elementals tests +2, one extra power and service, Aid and Enhance +1.
TI#6 True Blue IH&R all, 3, Tied 8 of 8. Enh Matrix, +2 SD, for 1 strain an extra thread is automatically tied that does not count against limits, Targets get +2 SD, Additional Target for +1 strain and +1 karam.
TI#7 Thornbird IH&R all (Deed done), Tied 8 of 8. +2 MA, +2PA, Store Rank karma, Karma in broach are +2 steps, Gain Karma when ally wounded.
TI#8 Igaprix’s Emerald Ring IH 5 of 8, &R 3 of 8 (deed required), Tied 0 of 8. Enh Matrix, Additional Karma on Willforce +2 to interaction tests.
TI#9 Igaprix’s Sapphire Ring IH 5 of 8 &R 3 of 8, Tied 0 of 8. Enh Matrix, Connected to air. for 1 strain when Air keyword: +2 to Spellcasting and TW, Can spend additional karma on Spellcasting, and automatically gain one more extra success.
Spoiler:
TI#1 Tamerlan's Tenacity
Spoiler:
Tier: Journeyman. Mystic Defense: 14 Maximum Threads: 1
Tamerlan's Tenacity is a bracelet made of clear, colorless crystal. One half of the chain links are pearls, the other half are crystal carvings of different forms, both alternating. Rank One Key Knowledge: The owner must learn the Name of the bracelet. Effect: The bracelet holds a Standard Matrix of rank equal to the thread rank. Rank Two Effect: The owner gains +1 rank to Spellcasting. Rank Three Key Knowledge: The owner must learn the name of the town where Tamerlan called home and the bracelet was crafted.
Deed: The wearer has to make Tamerlan a compliment at least once per day and with each re-attunement, or the spell in the Matrix gets a cumulative -2 to Spellcasting for each day that passes without a compliment to Tamerlan. The pearls become blue after complimenting Tamerlan, losing color over 24 hours or with a reattunement, then growing increasingly red if Tamerlan is ignored. Effect: The owner gains one additional recovery test per day. Rank Four Effect: The owner gains +2 ranks to Spellcasting Rank Five Key Knowledge: The owner must learn where the crystal used to craft the bracelet was mined. Effect: The owner gains +1 ranks to Woodskin. Rank Six Effect: The owner gains +2 ranks to Toughness.
TI#2 Qendaar's Bulwark
Spoiler:
Tier: Journeyman, Mystic Defense: 12. Maximum Threads: 2
Windling sized Crystal Raider Shield made of blue and red crystals on a wooden frame.
Item History 1: The Owner must learn the name of the item Rank 1: PD+1 Rank 2: Init Penalty - 1 (to 1)
Item History 3: Creator of the Item. Research 3: Matuna, Troll Weaponsmith Rank 3: MD+1 Rank 4: Init Penalty -2 (to 0)
Item History 5: Source of the Materials. Research 5: the Twilight Peaks Rank 5: Circle +1 for Durability Rank 6: 1 strain: +3 to Knockdown Tests
TI#3 The Meaning of Haste
Spoiler:
Tier: Journeyman, Mystic Defense: 12. Maximum Threads: 2
Green, very delicately fashioned Crystals and very thin Vines and Ferns, made to be a very thin windling sized Crystalweave Armor.
Item History 1: The Owner must learn the name of the item Rank 1: Init Penalty - 1 (to 0). Rank 2: PA+1
Item History 3: Source of the Materials. Research 3: Servos Jungle Rank 3: Init +1 Rank 4: MA +1
Item History 5: First Owner. Research 5: Wyfdyr the Swift Rank 5: For one strain, Init +3 Rank 6: +2 to Spellcasting vs a Target with a slower initiative than the wearer.
TI#4 ittle Sprout
Spoiler:
Tier: Warden, Mystic Defense: 12. Maximum Threads: 2
A small crystal box popular in some homes during the Scourge to grow fresh herbs for the kitchen. If the enchantment is renewed, it creates light and regulates the temperature to be suitable to one type of plant contained within. Soil still must be provided and tended to. With a thread attached the enchantment no longer needs to be renewed.
Key Knowledge 1: The owner must learn the box’s Name. Rank 1: Effect: The box contains a Standard Matrix with rank equal to the Thread Rank. Rank 2: Effect: If the owner consumed some of the plant inside the box during their first meal of the day, or incorporated it into their Karma Ritual, they gain a +1 bonus to their Recovery tests for the next 24 hours.
Key Knowledge 3: The owner must learn about the kaer the box came from and who it belonged to. Rank 3: Effect: If the owner consumed some of the plant inside the box during their first meal of the day, or incorporated it into their Karma Ritual, any healing they give to an ally through a spell or talent (e.g. Cold Purify, Heat Food, or Water Spear) heals +1 damage for the next 24 hours. This does not affect devotions or static healing (e.g. Grove Renewal) and does not affect the owner’s healing. Rank 4: Effect: The benefits from Rank Two and Rank Three are +2. If the owner has the Grove Renewal spell in the box’s spell matrix, for 2 Strain as a Free action, it gains the benefit of an Increase Effect thread when cast on an ally (this benefit does not apply to the owner). This thread does not need to be woven and does not count against the owner’s maximum extra threads.
Key Knowledge 5: The owner must learn the box’s preferred plant to grow. Rank 5: Effect: The owner gains the Little Sprout special maneuver.
Little Sprout (Owner, Spellcasting): For 1 Strain, the owner may spend two additional successes on a Spellcasting test to cause happy little plants to quickly grow around their appendages; the test must be to cast a spell, not use a knack. This inflicts Harried on the target until the end of the next round; if the spell normally inflicts Harried, the target is Overwhelmed (Player’s Guide, p. 388). This special maneuver does not stack with itself. This maneuver does not cost Strain if it is a Wood Elementalist spell and costs 2 Strain if it is not an Elementalist spell. Rank 6: Effect: When the owner uses the Little Sprout special maneuver, they can spend additional successes to increase the duration of the Harried condition by +2 rounds per additional success.
Key Knowledge 7: The owner must learn who enchanted the box. Rank 7: Effect: The Standard Matrix is now an Enhanced Matrix. Rank 8: Effect: When the owner uses Little Sprout, the target’s Movement Rate is halved for the duration of the Harried condition. Note: Zil has a goodly supply of beans and alfalfa for sprouting.
TI#5 Slim Dusty
Spoiler:
Tier: Warden, Mystic Defense: 14, Maximum Threads: 2.
A sheepskin belt that looks like it was cut and fashioned from a bag, with crude holes punched and a rudimentary buckle added. It is worn and a little water damaged. When a thread is attached, it resizes to fit the wearer and thrums almost happily whenever music is played.
Key Knowledge 1: The owner must learn the belt’s Name. Rank 1: Effect: The belt contains a Standard Matrix with rank equal to the Thread Rank. Rank 2: Effect: The wearer gains +1 to their Social Defense.
Key Knowledge 3: The owner must learn the swagman’s Name who first owned the tucker bag the belt was fashioned from and where the jumbuck used to make the bag came from. [Banjo Paterson and the jumbuck was stolen] Rank 3: Effect: The wearer gains +1 to Elemental Tongues and Summon (Elemental) tests against water elementals. Rank 4: Effect: The wearer gains +2 to Elemental Tongues and Summon (Elemental) tests against water elementals.
Key Knowledge 5: The owner must learn the fate of the first owner. [Drowned in a billabong escaping from mounted authorities.] Rank 5: Effect: The wearer can specify one power a summoned water elemental has without increasing the Difficulty Number. Rank 6: Effect: The bonus provided to the wearer from Aid Summoner and Enhance Summoner powers gain +1 if the spirit is a water elemental. For example, the bonus from a Strength Rating 4 water elemental using Enhance Summoner is +5 instead of +4. Deed: The owner must travel the path of the swagman and bargain with the spirits who live there. [Travel to the billabong, haunted by the first owner’s spirit and home to a water elemental, Waltzing Matilda.] Rank 7: Effect: The Standard Matrix is now an Enhanced Matrix. Rank 8: Effect: When the wearer successfully summons a water elemental, they can ask for an additional service. The wearer must still negotiate for this service as usual. However, neither service can be a significant threat to the water elemental if this effect is used, nor can they be forced or coerced.
TI#6 True Blue
Spoiler:
Tier: Warden, Mystic Defense: 14, Maximum Threads: 1.
This green and gold headband is studded with varying sizes and styles of blue opals. Some smooth, while others rough. All are beautiful and create a whole despite their differences. The cloth is woven in a complex pattern of criss-crossing stripes and starbursts, a style once popular in rural Landis.
Key Knowledge: The owner must learn the headband’s Name. Rank 1: Effect: The headband contains a Standard Matrix with rank equal to the Thread Rank. Rank 2: Effect: The wearer gains +1 to Social Defense.
Key Knowledge 3: The owner must learn who created the headband. [John Williamson] Rank 3: The wearer gains the True Blue ability. As a Free action for 1 Strain, their magic is suffused with a green and golden glow. They can spend a Karma Point when casting a spell that targets or affects an ally to weave an additional thread. This thread does not count against the normal maximum for additional threads. This can include spells such as Heat Food which do not target an ally, but do affect an ally. While the spell can affect the wearer, it must also include an ally—you are never your own ally. This cannot be used with Chain Casting. Rank 4: Effect: The wearer gains +2 to Social Defense.
Key Knowledge 5: The owner must learn the bound spirit’s Name. [South] Deed: The owner must agree to behave honorably and treat everyone fairly. If the wearer does not, they lose access to all associated effects and must atone in the eyes of the spirit. Rank 5: Effect: When the wearer uses True Blue, allies affected by a spell empowered by True Blue have a slight green and golden glow about them and gain +2 to their Social Defense for the duration of the spell. Rank 6: Effect: When the wearer uses True Blue, the opals shine brilliantly. If the wearer empowers a spell with True Blue and a Karma Point, they can spend an additional 1 Strain and Karma Point to affect an additional ally in range. This cannot be used with Chain Casting and does not avoid limitations on the number of targets (e.g., binding spells).
Key Knowledge 7: The owner must learn the previous owner’s Name and their fate. [Stephen Irwin and died doing what he loved] Rank 7: Effect: The Standard Matrix is now an Enhanced Matrix. Rank 8: Effect: When the wearer uses True Blue, a soft melody once popular throughout Landis in the south can be heard clearly, the opals’ lights keeping time. The additional thread from True Blue is now automatically woven by the spirit.
TI#7 Thornbird
Spoiler:
Tier: Warden, Mystic Defense: 14, Maximum Threads: 2.
Thornbird: Before init take 1 strain to activate for 1 round. That round may take 1 strain to do 1 of the following: (a) I spend extra Karma point at +2 Step on action test against opponent who inflicted damage on ally, (b) Spend Karma +2 steps on wounded ally's action test.
This golden brooch features a singing bird pierced in the breast by a thorn tree. The craftsmanship is stunning and elaborate, with even the smallest details so finely wrought. Those looking at it closely feel like they can see the small bird shuddering its final breath from a perfect song. As marvelous as the art, the legends of the brooch are full of tragedy. Rumors abound how pain follows every owner despite their best efforts.
Key Knowledge: The owner must learn the brooch’s Name. Rank 1: Effect: The wearer gains +1 to Mystic Armor. Rank 2: Effect: The wearer gains +1 to Physical Armor.
Key Knowledge 3: The owner must learn who created the brooch. [Kolein M’culuh] Rank 3: Effect: The wearer gains the Thornbird ability. As a Free action before Initiative is determined for 1 Strain, the bird in the brooch animates briefly to sing a melody of great pain and beauty. This ties the wearer to all Loyal allies within Thread Rank ×2 yards until the end of the round.
Once per round, the wearer can take 1 Strain to spend an additional Karma Point on an Action test against an opponent who inflicted damage on an affected ally while Thornbird was active. Thornbird must be active to do this, but the damage can be inflicted during any round Thornbird was active during the encounter. Rank 4: Effect: The owner may store Karma Points up to the Thread Rank in the brooch. The wearer may transfer Karma Points between their Karma pool and the brooch during their Karma Ritual, and may spend Karma from the brooch as if it were in their Karma pool.
Key Knowledge 5: The owner must learn about the first owner and their family. [Megy Cleerie] Rank 5: Effect: When an ally affected by Thornbird is Wounded, the wearer gains a Karma Point stored in the brooch. This cannot add Karma Points beyond the maximum to the brooch. Rank 6: Effect: Karma Points spent from the brooch through Thornbird gain +1 Karma Step.
Key Knowledge 7: The owner must learn where the brooch was created. [Drogheda] Deed: The owner must travel to where the brooch was created and help one of the first owner’s descendents find happiness. Rank 7: Effect: The wearer gains +2 to Mystic Armor. For 1 Strain, the wearer can spend a Karma Point from the brooch on an Action test made by a Wounded ally affected by Thornbird. This is considered using Thornbird. Rank 8: Effect: The wearer gains +2 to Physical Armor. Karma Points spent from the brooch through Thornbird gain +2 Karma Steps.
TI#8 Igaprix’s Emerald Ring
Spoiler:
Tier: Warden, Mystic Defense: 14, Max Threads: 2.
A brilliant rose gold ring with an emerald as the centerstone, filled with elemental energies. While looking at the emerald you can see a dark and corrupted forest slowly transforming into a vibrant dark green.
This ring and it’s companion Igaprix’s Sapphire ring were worn by the hermit elementalist Igaprix to assist him in relating to others and communing with air spirits.
Key Knowledge: The owner must learn the item’s Name. Igaprix Emerald Ring Rank 1: Effect: The ring contains a Standard Matrix with rank equal to the Thread Rank. Rank 2: Effect: The wearer gains +1 to interaction tests.
Key Knowledge 3: Discover what materials were used in creating the ring. Rank 3: Effect: The wearer gains +1 to willforce. Rank 4: Effect: The wearer gains +2 to interaction tests.
Key Knowledge 5: The wearer must learn about the first owner. Rank 5: Effect: The wearer gains +2 to willforce Rank 6: Effect: The wearer gains +2 to charisma Deed: Cleanse a corrupted earth location Rank 7: Effect: The Standard Matrix is now an Enhanced Matrix. Rank 8: Effect: The wearer gains the ability to add an additional karma to Willforce tests.
TI#8 Igaprix’s Sapphire Ring
Spoiler:
Tier: Warden, Mystic Defense: 14, Max Threads: 2.
This engraved platinum ring has many sapphire shards embedded in the design to reflect clouds and sky. The detail of the cloud engravings seems to move around the ring while the sapphires seem to dull as day turns to night.
This ring and its companion Igaprix’s Emerald ring were worn by the hermit elementalist Igaprix to assist him in relating to others and communing with air spirits
Key Knowledge: The owner must learn the Items Name. Rank 1: Effect: The ring contains a Standard Matrix with rank equal to the Thread Rank. Rank 2: Effect: The wearer gains +1 to Temper Flesh.
Key Knowledge 3: Discover what materials were used in creating the ring. Rank 3: Effect: The wearer gains the ability Connected to Air. As a free action for 1 strain, they can improve any spell they cast with the keyword Air by gaining a +2 to Spellcasting Tests and Thread Weaving Tests for those spells. Rank 4: Effect: The wearer gains +2 to temper flesh.
Key Knowledge 5: The wearer must learn about the ring’s first owner. Rank 5: Effect: The Connected to Air ability now allows an additional karma point to be added to the spellcasting test for any spell with the Air keyword. Rank 6: Effect: The wearer gains +1 to a discipline of their choice for the purpose of determining Durability. Deed: Cleanse a corrupted earth location Rank 7: Effect: The Standard Matrix is now an Enhanced Matrix. Rank 8: Effect: When the Connected to Air ability is activated it now also increases all spells with the Air keyword to gain 1 additional effect successes.
Enhanced Spell Matrix Object (SMO#1) is a particularly large bead made of Ivory from a Masterlyth tusk. The Masterlyth was killed in the swampy area near the junction of the Mothingale and Opthia rivers (where they merge to become the Serpent). This SMO was made by Dubhan Goronich for Zil of Middle Jothan (also sometimes referred to as "Zil, the once flattened". Zil commonly wears it as part of a bead necklace.
SMO #2 is similar except made from a large hunk of Crystal from the Caves of Koilos.
Spells
Grimoire: Zil's grimoire is constructed by Beading, and consists of necklaces, bracelets, anklets, belts, headbands, etc. Each bead, it's size, shape, composition, and order has meaning to him. Zil wears his grimoire, and many of his possessions have bead-work incorporated into it. He also carries a small book for more mundane notes, which some might mistake for his grimoire. (1) Air Armor, Earth Darts, Heat Food, Purify Earth (Cleansing Force), Purify Water (Potent Filtration), Resist Element (air, earth, fire, water, wood) (Extended Earth & Wood), Shelter, Snuff, Waterproof. (2) Air Mattress, Fingers of Wind, Icy Surface, Mantle of the Woodland Hunter, Shield Willow, Slow Weapon. (3) Plant Feast, Lightning Bolt, Mantle of the Reflecting Pool, Thrive (Bountiful Harvest), Winds of Deflection. (4) Air Blast, Elemental Spears (All), Grove Renewal (Fortified Renewal), Lightning Step, Nutritious Earth (Earth’s Renewal). (5) Earth Staff. Fireball, Ride the Lighting. (6) Mantle of the Fire Marauder, Metal Wings. (7) Cloud Summon, Death Rain, Earth Surfing, Thunderclap. (8) Crushing hand of Earth, Earth Wall (Stone Wall), Ironskin.
Spell Details: See next posting
Zil's Backstory and personal "Way of the Elementalist"
Zil is Cocky, and Curious, but Friendly and Easy-going.
Zil is Throalic, having grown up in Jothan Hall. He is thrilled to be free of it's underground halls. He has a wide-eyed enthusiasm and curiosity about this newly opened surface world that he has previously only heard about in song and legend. He was raised in one of the several Windling communities that weathered the scourge in Throal. There did not happen to be any Windling elementalists in his community, so when he proved to be an Aspirant, he was apprenticed to a well respected dwarf who works in the public works department maintaining the huge kaers air and water systems.
He has an appreciation for the arts and delights in plays and song. He is friends with several Questors of Astendar, and has contemplated joining their ranks.
Zil takes Elementalism very seriously, and believes in the elemental balance of the world. He will be delighted at the air and wood, and the untamed water outside the gates of Throal. He will realize that all his life he has been suffering from an imbalance of too much earth. He will be shocked to his core the first time he see's horror taint and corruption.
Last edited by ChrisDDickey on Sun Apr 10, 2022 6:03 pm, edited 166 times in total.
Discipline: Elementalist Circle: 1 Discipline Abilities:Free Talent: Standard Matrix x2. Half-Magic: Elementalists use half-magic for knowledge of nature, the elements, uses of elemental magic, and other magical rituals. The Elementalist may make a Perception-based Half-Magic test to detect the presence of elemental spirits within 30 yards. The Difficulty Number for sensing an elemental spirit is the spirit’s Mystic Defense. If the test succeeds, the character can sense the presence of the elemental spirit and can use spells, or talents such as Elemental Tongues and Elemental Hold, to communicate and interact with it. The game master may choose to make this Half-Magic test on behalf of an Elementalist character at any time, as this innate sense is always active.
[Discipline] Talents
First Circle Discipline Talent: Awareness 0 Per ()
First Circle Discipline Talent: Patterncraft 2 Per (9)
First Circle Discipline Talent: Spellcasting 3 Per (10)
First Circle Discipline Talent: Thread Weaving Per (Elemntalism) 3 (10)
First Circle Discipline Talent: Wood Skin 0 Tou ()
First Circle Talent Option: Standard Matrix (0)
Other Talents
Racial Talent: Astral Sight: 0 Per ()
Talent Knacks
Talent Knack Name
Skills Knowledge Skills:
1 Per (8): Barsaive History
1 Per (8): Legends and Heroes
1 Per (8): Horror Lore Artisan Skills: 1 Chr (7) Beading: General Skills: 3 Per (10): Physician
3 Per (10): Research Language Read/Write: 2 (Throalic, Windling)
Speak: 2 (Throalic, Windling)
Spells
Grimoire: Zil's grimoire is constructed by Beading, and consists of necklaces, bracelets, anklets, belts, headbands, etc. Each bead, it's size, shape, composition, and order has meaning to him. Zil wears his grimoire, and many of his possessions have bead-work incorporated into it. He also carries a small book for more mundane notes, which some might mistake for his grimoire. (1) Air Armor, Earth Darts, Heat Food, Purify Water, Shelter (2) Shield Willow.
Equipment:
Hide Armor.
Adventurer’s Kit (bellypack, bedroll, flint & steel, torch, waterskin, large sack).
Artisan Tools: Beading kit (Beads and tools for making and stringing beads).
Knife
Grimoire (see above).
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Physicians Kit (usages left: 3)
Zil's Backstory and personal "Way of the Elementalist"
Zil is Cocky, and Curious, but Friendly and Easy-going.
Zil is Throalic, having grown up in Jothan Hall. He is thrilled to be free of it's underground halls. He has a wide-eyed enthusiasm and curiosity about this newly opened surface world that he has previously only heard about in song and legend. He was raised in one of the several Windling communities that weathered the scourge in Throal. There did not happen to be any Windling elementalists in his community, so when he proved to be an Aspirant, he was apprenticed to a well respected dwarf who works in the public works department maintaining the huge kaers air and water systems.
He has an appreciation for the arts and delights in plays and song. He is friends with several Questors of Astendar, and has contemplated joining their ranks.
Zil takes Elementalism very seriously, and believes in the elemental balance of the world. He will be delighted at the air and wood, and the untamed water outside the gates of Throal. He will realize that all his life he has been suffering from an imbalance of too much earth. He will be shocked to his core the first time he see's horror taint and corruption.
Spells
Grimoire: Zil's grimoire is constructed by Beading, and consists of necklaces, bracelets, anklets, belts, headbands, etc. Each bead, it's size, shape, composition, and order has meaning to him. Zil wears his grimoire, and many of his possessions have bead-work incorporated into it. He also carries a small book for more mundane notes, which some might mistake for his grimoire. (1) Air Armor, Earth Darts, Heat Food, Purify Earth (Cleansing Force) (Empowered), Purify Water (Potent Filtration) (Empowered), Resist Element (air, earth, fire, water, wood) (Extended Earth & Wood), Shelter, Snuff, Waterproof. (2) Air Mattress, Fingers of Wind, Icy Surface, Mantle of the Woodland Hunter, Shield Willow, Slow Weapon. (3) Plant Feast, Lightning Bolt, Mantle of the Reflecting Pool, Thrive (Bountiful Harvest), Winds of Deflection. (4) Air Blast, Elemental Spears (All), Grove Renewal (Fortified Renewal), Lightning Step, Nutritious Earth (Earth’s Renewal). (5) Earth Staff. Fireball, Ride the Lighting. (6) Mantle of the Fire Marauder, Metal Wings. (7) Cloud Summon, Death Rain, Earth Surfing, Thunderclap. (8) Crushing hand of Earth, Earth Wall (Stone Wall), Ironskin.
Spell Details:
Spoiler:
(1) Air Armor, Earth Darts, Heat Food, Purify Water, Resist Element (air, earth, fire, water, wood), Shelter, Snuff, Waterproof.
Spoiler:
Air Armor:
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank + 5 rounds
Effect: +3 Physical Armor
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+2 Physical Armor (errata)), Additional Target (+Rank)
Air. This spell creates a protective cushion of air. The magician exhales slowly and makes a Spellcasting test against the target’s Mystic Defense. If successful, air rushes in under the target’s clothing, pushing outward to create a cushion and providing padding as well as ventilation. The target adds +3 Physical Armor and the effects of fatigue are reduced (GM’s discretion). If the target is not wearing clothing or armor he receives no benefit—there is nothing to constrain the air cushion, so it disperses. This spell is popular with elemental fire mining crews working near Death’s Sea.
Earth Darts:
Spoiler:
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: 20 yards Duration: 2 rounds
Effect: WIL + 3/Physical and -2 Physical Armor
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Effect (-2 Physical Armor), Increase Range (+10 yards), Additional Target (+1)
Earth. This spell transforms earth into crystalline darts that fly toward a foe, temporarily rending their armor in the process. The magician flings a handful of dirt into the air and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted before Physical Armor is reduced. The damage is only dealt once; the duration refers to the armor reducing effect. The target’s armor returns to normal at the end of the duration.
Heat Food:
Spoiler:
+12 or +14 = 4 +2 (TI#4r3&4) +6 for 3 threads (+2 TI#6r3 1 strain).
Threads: 1 Weaving: 5 / 10 Casting: 6 Range: Touch Duration: Rank + 5 minutes
Effect: Heats and rejuvenates one meal
Success Levels: Increase Effect (+1 meal)
Extra Threads: Increase Effect (+2 bonus), Increase Effect (+1 meal)
Fire. This spell heats food and infuses it with beneficial magic. The magician breathes on his hands as if to warm them, causing them to glow a gentle red, then touches a meal and makes a Spellcasting (6) test. If successful, the glow transfers to the food which, within a minute, becomes steaming hot. Eating the food increases the effectiveness of Recovery tests. Consumption of a heated meal adds a +4 bonus to his next Recovery test.
Purify Earth & Cleansing Force (Empowered):
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6+ (see text) Range: 10 yards Duration: 1 round Area of Effect: 2-yard radius
Effect: Purifies earth and soil
Success Levels: Increase Area (+2 yards).
Extra Threads: Increase Area (+2 yards).
Earth. This spell removes any impurities or foreign materials preventing soil from supporting plant life. The magician points at the center of the spell’s area of effect and then makes a Spellcasting test against the earth’s Mystic Defense. Soil that is largely untainted has a Mystic Defense of 6; disease-ridden or poisoned earth resists with the Mystic Defense of the disease or poison; earth that is Horror-tainted has a Mystic Defense equal to that of the Horror. If successful, an area of soil is cleansed of impurities and is again able to sustain plant life.
This spell can be placed in the same spell matrix as Purify Water.
Cleansing Force
Circle: 1 Requirements: Patterncraft rank 5, Purify Earth Restrictions: Purifier rank 1
Strain: 3+
After successfully casting Purify Earth (Player’s Guide, p. 273), the adept can purchase up to Patterncraft rank additional successes for an additional 2 Strain per success. The affected area gains a Mystic Defense bonus of Patterncraft rank for the next Patterncraft rank days (typical base Mystic Defense is 6). The adept can spend additional successes on the Spellcasting test to increase the Mystic Defense by +2 per success.
Purify Water & Potent Filtration (Empowered):
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6+ (see text) Range: Touch Duration: 1 round
Effect: WIL + 8
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step)
Water. This spell removes impurities from water. The magician smears a drop of water on his lips and then makes a Spellcasting test against the water’s Mystic Defense. Water that is simply muddy has a Mystic Defense of 6; disease-ridden or poisoned water resists with the Mystic Defense of the disease or poison; water that is Horror-tainted has a Mystic Defense equal to that of the Horror. Beverages with high water content, such as wine, juice, beer, or milk, can be purified by the spell, with all of the flavorful “impurities” removed, leaving behind pure water.
The magician’s Effect test determines how many quarts of water or beverage are purified.
This spell can be held in the same spell matrix as Purify Earth.
Potent Filtration
Circle: 1 Requirements: Patterncraft rank 5, Purify Water Restrictions: Purifier rank 1 Strain: 2+
After successfully casting Purify Water (Player’s Guide, p. 274), the adept can purchase up to Patterncraft additional successes for 2 Strain per success. The adept can spend up to two additional successes to give targets +1 per success to their next Recovery test if they eat food prepared with the purified water.
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: Touch Duration: Rank minutes
Effect: +3 Physical and Mystic Armor vs. element
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Effect (+1 bonus), Additional Target (+Rank)
Element [Air, Earth, Fire, Water and Wood]. This spell is five different spells that must each be learned individually. Each allows a character to better handle sudden and prolonged exposure to the specified element. The magician conjures the element upon the palm of his hand and makes a Spellcasting test against the target’s Mystic Defense. If successful, the element melts away as he touches the target. The target adds +3 to his Physical and Mystic Armor against element-based damage.
The different elemental versions of this spell can be held in the same spell matrix.
Extended Resist Earth & Wood
Strain: 1
When casting Resist Earth or Wood (Player’s Guide, p. 274), the adept takes the Strain from this knack as Blood Magic Damage and the duration is in hours, not minutes.
Shelter
Spoiler:
Threads: 4 Weaving: 5 / 10 Casting: 6 Range: 20 yards Duration: 10 hours
Effect: Creates a suitable shelter for one person
Success Levels: Increase Effect (+1 Person)
Extra Threads: Increase Effect (+1 Person), Increase Effect (+2 Detection), Increase Range (+10 yards)
Wood. This spell bends and weaves trees to form a suitable place to sleep for the night. The magician stands near the desired location of his shelter, visualizes the form it will take, pantomiming shaping the local flora into the necessary shapes with his hands, and then makes a Spellcasting (6) test.
If successful, the magician creates the desired shelter suitable for one person per success. The default shelter is rather crude, but effective. Extra threads may be woven to make the shelter more inaccessible, such as hidden at the base of a tree, or in the boughs of trees, increasing the difficulty of any Detection tests by +2 per thread.
Snuff
Spoiler:
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: Touch Duration: 1 round Area of Effect: 2-yard radius Effect: WIL + 5
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Area (+2 yards)
Fire. This spell extinguishes a fire. The magician exhales sharply through his nose, then waves his hand over the fire and makes a Spellcasting test against the fire’s Mystic Defense (typically 6, if created by a spell, use the Dispel Difficulty). If successful, the magician makes an Effect test against the fire’s Damage Step. If successful, the Damage Step is reduced by –2 per Success. If not completely extinguished, the fire’s Damage Step increases by +1 per minute to its original intensity.
Waterproof
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6 Range: Touch Duration: Rank minutes Effect: Repels water
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 cubic yard), Increase Range (+10 yards), Additional Target (+Rank)
Water. This spell seals an inanimate object against water. The magician touches a finger to oil, runs it along an edge on the target and makes a Spellcasting (6) test. If successful, the target (which must be an inanimate object) cannot get wet. If cast on an article of clothing, this means water will bead off of it, while if the spell is cast on a container, it will be sealed until it is next opened when the spell will immediately end.
The target may not be larger than 1 cubic yard.
(2) Air Mattress, Fingers of Wind, Icy Surface, Mantle of the Woodland Hunter, Shield Willow, Slow Weapon.
Spoiler:
Air Mattress:
Spoiler:
Threads: 1 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: 10 hours
Effect: +2 Recovery test bonus
Success Levels: Additional Target (+1)
Extra Threads: Increase Effect (+2 bonus), Increase Effect (-1 hour sleep required, minimum 4 hours), Additional Target (+Rank)
Air. This spell creates an air bed to promote healing. The magician anchors the corners of a blanket with something from any one of the four non-air elements—tree branches, rocks or dirt clods, and the like—then blows into his clenched fist as if inflating a balloon and makes a Spellcasting (6) test. If successful, a cushion of air forms under the blanket, turning it into a comfortable one-foot-thick mattress. Those who sleep on the mattress for six hours gain a +2 bonus to the first Recovery test they make within an hour of waking and are considered to have had sufficient sleep. The mattress remains inflated for the spell’s duration or until the blanket is moved or damaged.
Fingers of Wind:
Spoiler:
Threads: 2 Weaving: 6 / 11 Casting: 6 Range: 10 yards Duration: Rank + 5 minutes Effect: WIL
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 Effect Step), Increase Effect (+10 pounds), Increase Range (+10 yards)
Air. This spell creates a pair of invisible hands which can lift and manipulate objects. To observers, a faint breeze seems to move the target item. The magician wiggles his fingers and makes a Spellcasting (6) test. If successful, the Dexterity Step is equal to the Effect Step and the hands can lift up to 10 pounds. The hands can reach anywhere visible to the magician within the spell’s range. While they have a tangible effect when carrying or moving objects, they cannot be used to attack, nor can they be attacked.
Icy Surface:
Spoiler:
Threads: 0 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: Rank + 5 rounds Area of Effect: 60-square-yard area, no greater than 20 yards in any dimension
Effect: WIL
Success Level: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Area (+10 square yards)
Water–Cold. This spell creates a slippery, icy surface that is treacherous to cross. The magician blows on the surface he wishes to affect and makes a Spellcasting (6) test. If successful, the target area is immediately covered with ice. The spot the magician blows on is one edge of the area—the ice extends from this point, to a maximum size equal to the area of effect. The magician’s Effect test determines the Difficulty Number for crossing the ice without slipping. Characters negotiating the slippery surface must make a Dexterity or suitable Talent or Skill test (creatures make a Dexterity
or Knockdown test). If successful, they can move across the icy surface at half their Movement Rate. If failed, they are Knocked Down.
Shield Willow:
Spoiler:
Threads: 1 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: Rank minutes
Effect: +2 to its Physical and Mystic Defense
Success Level: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Additional Target (+Rank)
Wood. This spell improves the resiliency of shields. The magician joins his fingers together, then touches the target shield and makes a Spellcasting (6) test. If successful, the shield sprouts roots and leaves and gains the resiliency of a willow tree, adding +2 to its Physical and Mystic Defense for the spell’s duration.
Mantle of the Woodland Hunter:
Spoiler:
Threads: 0 Weaving: 6 / 11 Casting: TMD Range: Touch Duration: Rank minutes
Effect: Listen and travel swiftly through the forest to find something
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 to search-related tests), Increase Effect (+2 Movement Rate)
Wood. Binding. This spell summons a wood elemental and temporarily binds it to a willing target. The magician places one hand on a tree, then his other hand on the target’s forehead and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target’s veins and eyes turn green, and he can hear and understand the slow chatter of wood elementals and spirits within natural areas.
At any time for the duration of the spell, the bound character may declare they are seeking a living creature. Upon this declaration, the wood spirits will actively begin aiding the bound character in their search, granting a +5 bonus to any tests which may apply. Additionally, the character’s Movement Rate increases by 4.
Once a bound character is on a hunt, any distraction from that hunt causes this spell to immediately end. If the spell ends prematurely for any reason, the target’s senses are crippled, suffering a -3 to all Action tests, until he receives a full night’s rest, and this spell may not be cast again for a full day. This spell may only have one active casting at a time.
Slow Weapon:
Spoiler:
Threads: 0 Weaving: 6 / 11 Casting: TMD Range: 10 yards Duration: Rank rounds
Effect: –4 Damage test penalty
Success Level: Increase Duration (+2 Rounds)
Extra Threads: Increase Effect (-2 Damage penalty), Additional Target (+1)
Air. This spell slows a weapon, reducing its ability to inflict damage. The magician mimes a slow-moving attack and then makes a Spellcasting test against the wielder’s Mystic Defense. If successful, the air thickens around the target weapon and it slows each time it hits an opponent, causing the wielder to suffer a –4 penalty to his Damage tests. Nothing prevents the wielder from dropping the slowed weapon and swapping to another if he desires. Anyone picking up and using the weapon suffers the Damage test penalty until the spell ends.
(3) Plant Feast, Lightning Bolt, Mantle of the Reflecting Pool, Thrive (Bountiful Harvest), Winds of Deflection.
Spoiler:
Plant Feast:
Spoiler:
Threads: 3 Weaving: 7 / 12 Casting: 6 Range: 10 yards Duration: Rank hours
Effect: WIL + 2 meals.
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Duration (+2 hours), Increase Effect (+2 Effect Step),
Wood. This spell converts any kind of plant material into a tasty feast. The spell requires three intact plants, no matter how scrawny. The magician cuts or tears the plants into small pieces, then makes a Spellcasting (6) test. If successful, his Effect test determines the number of meals produced. Each meal has the following parts: appetizer, soup, salad, bread, entree, vegetable, and dessert. All of the meals are identical. Although they can appear to contain meat, none actually do. The meals are as nutritious and tasty as their real counterparts.
The spell only creates types of food that the magician has tasted within the last year and a day—a good reason for him to occasionally eat fine food to excess. Uneaten meals vanish when the spell ends.
Lightning Bolt
Spoiler:
Threads: 1 Weaving: 7/ 12 Casting: TMD Range: 20 yards Duration: 1 round
Effect: WIL + 6/Physical
Success Levels: Additional Target (+1)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Air–Electric. This spell strikes the target with bolts of electricity. The magician raises his hands toward the sky, then points at the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, crackling bolts of electricity fly from the magician’s fingers, striking the target. The magician’s Effect test determines how much damage is inflicted.
The initial Spellcasting test is used against any additional targets that may result. Additional success levels on secondary targets will not cause additional bolts.
Mantle of the Reflecting Pool
Spoiler:
Threads: 2 Weaving: 7/12 Casting: TMD Range: Touch Duration: Rank +10 minutes
Effect: Grant insight into a target through empathy
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 to Conversation tests)
Water. Binding. This spell summons a water elemental and temporarily binds it to a willing target. The magician looks into the target’s eyes (or a mirror), touches them comfortingly, and makes a Spellcasting against the target’s Mystic Defense. If successful, the target’s eyes become placid and enticing as strong emotions leave them temporarily.
The bound character may engage others in conversation and adopt their attitude and mannerisms in a flattering way, giving him a +4 bonus to Conversation tests. For every success, they may ask a general question regarding the target’s attitude and feelings. The character may make multiple Conversation tests in this way, but for each subsequent test the Difficulty increases by +5. Subsequent tests may gather more specific information, though it must be directly relevant to the conversation (GM’s discretion) and if the character fails a Conversation test, the spell ends immediately.
If the bound character expresses any strong opinions or emotions not expressed by the target first, forcefully manipulates the interaction, or pressures the target, the spell immediately ends. If the spell ends prematurely for any reason, the bound character receives a -5 penalty to all Charisma-based tests until he receives a full night’s rest, and this spell may not be cast again for a full day. This spell may only have one active casting at a time.
Thrive & Bountiful Harvest
Spoiler:
Threads: 1 Weaving: 7/12 Casting: 8 Range: Touch Duration: 1 round Area of Effect 2-yard radius
Effect: Accelerates plant growth
Success Levels: Increase Area (+2 yards)
Extra Threads: Increase Effect (+1 day of growth), Increase Area (+2 yards)
Wood. This spell accelerates plant growth. The magician sprinkles water on the ground and makes a Spellcasting (8) test. If successful, plants in the area of effect experience the equivalent of one week’s growth over the remainder of the round. After the spell ends, their growth rate returns to normal, but the plants do not revert to their normal size—the effect is permanent. This spell may only be cast a number of times equal to Spellcasting Rank per day and only once per affected area per week.
Bountiful Harvest
Circle: 3 Requirements: Patterncraft rank 6, Thrive Restrictions: Purifier rank 3, Elementalist Circle 7 Strain: 4
When casting Thrive (Player’s Guide, p. 280), the affected area grows at ten times the normal rate for the next week instead of experiencing a week of growth in one round. Extra threads cannot be used for Increase Effect with this knack.
Winds of Deflection
Spoiler:
Threads: 0 Weaving: 7 / 12 Casting: TMD Range: Self Duration: Rank rounds
Effect: Improves Avoid Blow tests
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 bonus), Increase Duration (+2 rounds)
Air. This spell creates a wall of swirling wind strong enough to deflect physical attacks. The magician makes whooshing noises and makes a Spellcasting test against his Mystic Defense. If successful, a wave of roiling and surging air surrounds him. The adept gains a +3 bonus to any Avoid Blow test. This spells allows Avoid Blow to be used against Blindside and Surprise attacks.
(4) Air Blast, Elemental Spear (All), Grove Renewal (Fortified Renewal), Lightning Step.
Spoiler:
Air Blast
Spoiler:
Threads: 0 Weaving: 8 / 13 Casting: TMD (see text) Range: 20 yards Duration: 1 round Area of Effect: 6 wards wide.
Effect: WIL + 5
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Increase Area (+2 yards)
Air. This spell creates a howling blast of wind. The magician places both hands to his lips and blows hard, then flings his arms wide and makes a Spellcasting test against the highest Mystic Defense among anyone within range. If successful, a powerful blast of air surges away from the magician in a 6-yard wide line in the direction he is facing. Those caught in the wind’s path must make a successful Knockdown test against the magician’s Effect test to avoid being Knocked Down.
Elemental Spear
Spoiler:
Threads: 1 Weaving: 8 / 13 Casting: TMD Range: 20 yards Duration: Varies (see text) Area of Effect: Varies (see text)
Effect: WIL + 4/Physical
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Duration (+2 rounds, if applicable), Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Element [Air, Earth, Fire, Water, or Wood]. This spell forms a spear from one of the elements. There is an Elemental Spear for each element: air, earth, fire, water, and wood. Each version of the Elemental Spear spell is learned separately, but can be held in the same spell matrix.
The magician touches some of the desired element and makes a Spellcasting test against the target’s Mystic Defense. If successful, a spear is formed from the element, which hurtles toward the target, striking him. The magician’s Effect test determines how much damage is inflicted. Regardless of the result, the spear dissipates after the attack.
Each spear provides a different secondary effect.
• Air spears cause a clap of thunder when they impact the target. The Effect test is compared to the Mystic Defense of each character within 2 yards of the target. If successful, all affected characters suffer a -2 penalty to Action tests until the end of the next round.
• Earth spears force the target to resist Knockdown against a Difficulty Number equal to the total damage received after armor.
• Fire spears deal an additional Step 4/D6 damage die.
• Water spears heal instead of harm; the target may immediately spend a Recovery test with a +2 bonus (this may not be affected by other healing aids).
• Wood spears sprout entangling vines which cause the target to be Harried until the end of the next round.
Grove Renewal & Fortified Renewal
Spoiler:
Threads: 1 Weaving: 8 / 13 Casting: TMD Range: 10 yards Duration: Rank +5 rounds
Effect: Grants the target continual healing
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 damage healed), Increase Range (+10 yards), Additional Target (+1)
Wood. This spell heals the target a small amount each round it is in effect. The magician holds some dried plant matter in his fingers, blows it away, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the plant matter is returned to vibrancy and floats around the target briefly, surrounding them with a momentary green glow. Either the target or the magician must spend a Recovery test and the target heals 4 damage each round on their Initiative.
Outside of combat, healing is reduced to 1 damage per round and is not affected by additional threads.
Fortified Renewal
Circle: 4 Requirements: Patterncraft rank 8, Grove Renewal Restrictions: Woodsman rank 5, Elementalist Circle 10
Strain: 1
When casting Grove Renewal (Player’s Guide, p. 282), the spell causes plantbased living armor to grow and strengthen, giving the target +1 to Physical and Mystic Armor. This has no effect if the target is wearing any other armor
Lightning Step
Spoiler:
Threads: 0 Weaving: 8 / 13 Casting: TMD Range: Touch Duration: Rank rounds
Effect: +2 to Initiative, Movement Rate and Physical Defense
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+1 to all effects)
Air–Electric. This spell electrically charges the target, enhancing his movement.
The magician must be standing under the open sky with wet feet. He rubs his feet back and forth on the ground, and then makes a Spellcasting test against the target’s Mystic Defense. If successful, coruscating green lightning surrounds the magician’s feet. The target moves around on a sizzling, one-foot-wide lightning bolt that pops with every step, jumping him around from place to place, and adds +2 to his Initiative, Movement Rate and Physical Defense for the spell’s duration.
(5) Earth Staff. Fireball, Ride the Lightning, Nutritious Earth.
Spoiler:
Earth Staff
Spoiler:
Threads: 1 Weaving: 9 / 14 Casting: 6 Range: Touch Duration: Rank + 10 minutes
Effect: Increase successes on Elementalism spells
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Weapon Damage (+2 Steps)
Earth. This spell creates a quarterstaff from a handful of earth or a piece of stone, or emerging directly from the earth. The magician touches the material and then makes a Spellcasting test. If successful, a five-foot-long quarterstaff (with all equivalent attributes) is formed that can be used as a melee weapon in combat. The appearance of each earth staff is unique to the Elementalist and will change as he increases in Circle (generally becoming more distinctive and ornate). While the Earth Staff is in hand, all successfully cast Elementalism spells are treated as though they have an additional success. Only those with knowledge of Elementalism may wield the earth staff. If a character without Elementalism wields an earth staff in combat, the spell ends as soon as the staff is used, causing no effects, and reverting back to its original components.
Fireball
Spoiler:
Threads: 1 Weaving: 9 / 14 Casting: TMD (see text) Range: 30 yards Duration: 2 rounds Area of Effect: 4-yard radius Effect: WIL + 4/Physical and Partial Blindness
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Increase Area (+2 yards), Remove Targets (-Rank)
Fire. This spell creates an explosive ball of flame.
The magician conjures a small flame and places one of his hands to the side of the fire, waving it in a circular motion over the top of the flame, then makes a Spellcasting test against the highest Mystic Defense among all targets within a 4-yard radius of the point of impact. If successful, a small globe of fire erupts from his hand, which quickly expands to the size of a beach ball, before exploding in an intense gout of flame at the point of impact. The magician’s Effect test determines how much damage is inflicted on those affected. Those affected are also Partially Blind (-2 penalty to Actions) until the end of the next round.
Nutritious Earth & Earth’s Renewal
Spoiler:
Threads: 4 Weaving: 9 / 14 Casting: TMD Range: Touch Duration: A year and a day Area of Effect: 100 yard radius
Effect: Makes land fertile
Success Levels: Increase Area (+10 yards)
Extra Threads: Increase Area (+10 yards)
Earth. This spell uses Blood Magic to enhance the rate at which land grows food. The magician pricks his hand with a sharp object and lets a drop of blood fall on the earth, taking 1 Blood Magic Damage (this damage can be healed after the spell ends), then makes a Spellcasting test against the ground’s Mystic Defense (usually 6). If successful, an area of soil up to 100 yards in radius is enriched by magic, making the land especially fertile for a year and a day. Plants grow in this soil at roughly double their normal rate—the gamemaster determines the exact effects of this growth.
Many kaers survived the Scourge by using this spell and it enabled many towns rebuilt in areas prone to bad weather to thrive on the surface. Rumor has it that questors of Jaspree from the town of Trosk are attempting to heal the Badlands through liberal use of the Nutritious Earth spell.
Earth’s Renewal
Requirements: Patterncraft rank 8, Purify Earth, Nutritious Earth Restrictions: Purifier rank 5, Elementalist Circle 9 Strain: 7
When casting Nutritious Earth (Player’s Guide, p. 284), plants grow at three times the rate and the area is also affected by Purify Earth. If the adept knows Cleansing Force, they can spend 1 Blood Magic to improve the affected area’s Mystic Defense as described.
Ride the Lightning
Spoiler:
Threads: 2 Weaving: 9/14 Casting: TMD Range: Self; 4 miles Duration: One round
Effect: Travel by lightning
Success Levels: See text.
Extra Threads: Increase Range (+2 miles)
Air – Electric. This spell transports the magician to any location he can see within range. The magician’s current location and destination both must be open to the sky.
The magician points to his destination with one hand, then points to the sky with his other and makes a Spellcasting test against his Mystic Defense. If successful, lighting strikes him and the destination simultaneously, leaving a mark on the ground unique to the magician in each location. The magician is immediately transported to the destination. If the magician gets one success, he is disoriented and cannot act during the next round. On two successes, he may act normally on the following round. With three successes, he may immediately act as though he has not taken any actions yet this round. If the Spellcasting test fails, the magician is struck by lightning for WIL+6/Physical damage. Each additional use of this spell on the same day has a cumulative +5 modifier to the Casting Difficulty.
(6) Mantle of the Fire Marauder, Metal Wings.
Spoiler:
Mantle of the Fire Marauder
Spoiler:
Threads: 1 Weaving: 10/15 Casting: TMD Range: Touch Duration: Rank rounds
Effect: Elementalist Circle+2
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step)
Fire. Binding. This spell summons a fire elemental and temporarily binds it to a willing target. The magician showers the target in sparks, then touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target will bellow in rage and be engulfed in flame. Anyone engaging the target in close combat automatically takes Effect test damage (Physical Armor protects).
The target’s Damage tests add a bonus dice of fire damage equal to the Effect Step.
Each round, the target must use the Aggressive Attack option (even if not normally allowed, such as when using ranged weapons), though this does not cost Strain. The target must either attack, or move their full movement toward their next opponent with every intention of attacking that opponent. Failure to do either of these causes the fire elemental to forcefully leave the target, dealing Effect Step +2 damage to the target (no armor protects).
Any attempt to fool the elemental by not engaging an opponent in combat will cause the spell to immediately end as previously described. This spell may only have one active casting at a time and is incompatible with the Flameweapon and Fireweave spells. The magician may choose to reduce the Effect Step of the spell at the time of casting.
Metal Wings
Spoiler:
Threads: 2 Weaving: 10 / 15 Casting: TMD Range: Touch Duration: Rank +10 minutes
Effect: Flight; +6 bonus to Strength for lifting
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 Strength bonus), Increase Effect (+2 Movement Rate), Additional Target (+Rank)
Earth—Metal. This spell creates shiny metal wings, which sprout forth from a character’s shoulders, allowing him to fly. The magician touches the shoulder of the target, then spreads his arms wide and makes a Spellcasting test against the target’s Mystic Defense. If successful, gleaming silver metal wings appear on the target’s back.
The wings allow him to fly at a Movement Rate of 12.
(7) Cloud Summon, Death Rain, Earth Surfing, Thunderclap.
Spoiler:
Cloud Summon
Spoiler:
Threads: 3 Weaving: 11 / 16 Casting: 8+ Range: 1 mile (see text) Duration: Rank hours Effect: WIL + 6
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Duration (+2 hours), Increase Effect (+2 Effect Step)
Air. This spell summons cloud cover as a precursor to casting another spell, such as Death Rain (p. 289), or simply to achieve impressive weather effects. The magician makes gestures mimicking the swirling pattern of rapidly-moving clouds, then tosses some water into the air and makes a Spellcasting test against a Difficulty Number determined by the cloud type. Summoning normal clouds carries a Casting Difficulty of 8; stormy weather carries a Casting Difficulty of 13; gale-force storms carry a Casting Difficulty of 20 (or more, at the gamemaster’s discretion). If successful, the water billows into a wispy fragment of cloud, rising rapidly into the sky where it acts as a beacon drawing other clouds to it.
Under normal circumstances, the clouds summoned take one hour to arrive— storm clouds may take longer to gather. The magician makes an Effect test, subtracting the test Result in minutes from the clouds’ arrival time. The spell may be cast multiple times to hasten the clouds’ arrival. The effect centers on the magician’s position at the time of his first casting—it does not move with the magician. The range also determines the radius of ground area covered by the clouds. The magician can summon any type of natural cloud formations he has witnessed or experienced. If he has not been outside during a storm, he cannot summon that type of weather.
Death Rain
Spoiler:
Threads: 3 Weaving: 11 / 16 Casting: TMD (see text) Range: Self Duration: Rank Rounds Area of Effect 20 yard radius.
Effect: Step 8 (WIL+8; see text)/Physical
Success Level: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 Effect Step), Increase Area (+2-yard radius)
Water–Acid. This spell causes acid rain to fall from the sky. It requires cloud cover, either natural or produced by magic, such as the Cloud Summon spell, p.288. The magician calls out the Names of those friendly to him, then compares his Spellcasting test against the Mystic Defense of each un-Named target within the area of effect. If successful, corrosive rain falls from the clouds onto the target.
Each round of exposure to the acid causes Step 8/2D6 damage to the target. The magician is unaffected, as are those whose Names were shouted when the spell was cast. If the magician chooses to concentrate, the acid’s intensity increases and he adds his Willpower Step to the rain’s Damage test that round. Once he breaks concentration, he cannot regain it again without recasting the spell. Even if the magician loses concentration, the spell continues until it ends. Should the magician move, the area of effect remains stationary.
Earth Surfing
Spoiler:
Threads: 2 Weaving: 11 / 16 Casting: 6 Range: Self Duration: 2 hours Area of Effect 4 yard radius.
Effect: Creates earth wave
Success Levels: Increase Duration (+1 hour)
Extra Threads: Increase Duration (+1 hour), Increase Effect (+2 Movement Rate), Increase Area (+2 yards)
Earth. This spell creates a wave of earth that hastens travel. The magician must be standing on earth or rock, then kneels down and moves his hands over the ground and makes a Spellcasting (6) test. If successful, the area of ground on which he is standing becomes a wave of soil he can ride with a Movement Rate of 16 through areas without significant obstacles (boulders, trees, houses, etc). Encountering an obstacle will immediately end the spell (GM’s discretion).
Thunderclap
Spoiler:
Threads: 2 Weaving: 11 / 16 Casting: TMD Range: Self Duration: 2 rounds Area of Effect: 6-yard radius
Effect: –6 penalty to Action tests; causes deafness
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (-2 penalty), Increase Range (+2 yards), Remove Targets (-Rank)
Air. This spell creates a loud clap of thunder that stuns and deafens those hearing it. The magician claps his hands and compares his Spellcasting test against the Mystic Defense of each character, friend or foe, within the area of effect.
If successful, the target suffers a –6 penalty to his Action tests until the end of the following round and is deafened for a further Step 6 rounds, during which he suffers a –6 penalty to his hearing-based Perception tests. Most unintelligent creatures flee in fear of the sound.
(8) Crushing Hand of Earth, Earth Wall (Stone Wall), Ironskin.
Earth. This spell causes a massive hand to rise out of the ground and seize a character standing on earth or stone, exerting injurious crushing force on him. The magician shakes a fist at the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, the magician’s Effect test determines how much damage is inflicted each round—this requires his concentration or the spell ends. Each round, the target may make a Strength test against the Effect Step to break free, otherwise, he may perform no other actions while held in the spell’s grip.
Earth Wall (Stone Wall)
Spoiler:
Threads: 3 Weaving: 12 / 17 Casting: 10 Range: 20 yards Duration: Rank hours
Effect: Create a contiguous wall of earth
Success Levels: Increase Duration (+2 hours)
Extra Threads: Increase Duration (+2 hours), Additional Sections (+2), Increase Range (+10 yards)
Earth. This spell summons an earthen wall. The magician must be standing on earth or stone making shoveling actions, as if digging a dirt palisade, and then makes a Spellcasting (10) test. If successful, he summons up to Spellcasting Rank contiguous wall sections, each 4 yards high, 2 yards wide, and 2 yards thick. Summoning and positioning a section takes the magician one round and requires his concentration. The wall may not be placed on a living being—doing so immediately destroys that section, which still counts toward the maximum number of wall sections summoned. The wall can be physically or magically attacked. Treat each section of wall as a barrier with Physical and Mystic Armor of 12 and a Death Rating 40.
Stone Wall
Requirements: Patterncraft rank 9, Earth Wall Restrictions: Brother of Stone rank 9, Elementalist Circle 12 Strain: 3
When casting Earth Wall (Player’s Guide, p. 291), each section of wall has Physical and Mystic Armor 20 and Death Rating 80. The adept can also spend additional successes to create +1 additional section per success spent in this way.
Ironskin
Spoiler:
Threads: 1 Weaving Difficulty: 12/17 Casting: TMD Range: Touch Duration: Rank rounds
Effect: +3 to Physical Armor, Wound Threshold and Knockdown test
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+1 to all bonuses), Additional Targets (+1)
Earth – Metal. This spell melds the target’s body with a form of elemental metal, strengthening it. The magician grasps a piece of metal, crosses both fists and punches the target, then makes a Spellcasting test against the target’s Mystic Defense. If the test succeeds, the target gains +3 to Physical Armor, Wound Threshold and Knockdown tests. The effects of this spell are reflected in the target’s appearance, which takes on a dark, metallic look. Also, the target’s weight effectively doubles and he loses all buoyancy, including the ability to swim (the spell in no way bolster’s the target’s respiratory processes, so casting on an ally while afloat would be a remarkably bad idea).
Items used / Purchased:
Physician Kit - Used: 1 Current: 10.
Buy: Crystal Raider Sheild (150sp). Light Quarts, small (worn as a necklass) 75sp.
Downtime: 14 days awarded. Activity: Worked with Maksym Koval (Craftsman step 16) to convert 5 yards of rope into 100 yards of twine and 100 feet of cord. Legend Spent:Wood Skin 1->2 (200 lp)
Items used / Purchased:
Trail Rations - Used: 3. Current: 11. Bought 7 days (10 sp)
Physician Kit - Used: 3. Current: 10. Bought one refill (25 sp)
Buy: Circle Training (200 sp). Winter/Mountain Clothing and blanket (15 sp).
Downtime: 14 days awarded. Activity: Circle Training, 7 days. (Learned Icy Surface spell). Spent some time researching the true names of several monsters I have fought recently. Cadaver Men. Legend Spent:Awareness 1->2 (200 lp), Fire Heal 0->1 (100 lp)
Downtime: 14 days awarded. Activity: Legend Spent: Fire Heal 1->2 (200).
Thread Item Request:
Character Name: Zil
Character forum thread link: viewtopic.php?f=56&t=1536&p=11361#p11361
Points spent on item tier (10/20/30): 10 (Journeyman)
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8): 8
If 6 or 8 points spent on item choice, select exact base item: Worn, Spellcasting, a tiny bracelet.
If 8 points spent on item choice, select 1 requested power: A Matrix of rank equal to the thread rank).
Total TIPs spent: 18
Note: This item is not a stand-alone Spell Matrix Object. It is a thread item, one of it's powers is that it contains a spell matrix.
Award Journal Spent Current Lifetime LT loot in lue of silver
TIPs 3 5 23
Legend points 800 40 1000 25 3225
Silver 200 50. 320 358.45 1497.25 125
Items awarded - None
Items used / Purchased:
Trail Rations - Used: 0. Current: 11.
Physician Kit - Used: 0. Current: 9.
Buy: Learn circle 3 spell Plant Feast for free as part of training.
Downtime: 14 days awarded. Activity: Circle Training (7 days, 300 silver) + Item History (rank 1 of bracelet, free), Research (rank 1 of bracelet 20 sp library access gives result of 13) + Item History (rank 3 of bracelet, free) (7 days). Legend Spent: Item History 0->3 (100, 200, 300), Tie thread to Tamerlan's Tenacity 0->1 (200 lp), Astral Sight 1->2 (200).
Downtime: 14 days awarded. Research 7 days (ranks 3 of bracelet 20 sp library access gives result of 13). Legend Spent: Tie thread to Tamerlan's Tenacity 1->2 (300 lp). Elementalism 3->4 (500 lp)
Award Journal Spent Current Lifetime LT loot in lue of silver
TIPs 3 32 50
Legend points 2200 110 2200 125 14,425
Silver 375 93.75 75 1213.6 4106.5 150 Audit: My sp value: 1348.75 -84 to 1264. adjust to match audit (Add 7.2 silver to lifetime silver because my figure of 4099.2 did not match audit).
Items awarded - none
Discipline: Elementalist Circle: 5 ECR: 5 (ECR 6 @ 35,000) Discipline Abilities: Free Talent: Standard Matrix x2. One of the adept’s free Standard Matrix talents is upgraded to an Enhanced Matrix. MD +1, May spend karma on Recovery Tests. Karma: The adept may spend a Karma Point to target an additional ally with a spell he is casting. Fire and Ice: For 1 Strain the adept may do one of the following as a Standard action with a successful Elementalism test against the higher of the target’s Mystic Defense or a Difficulty Number of 6:
1. Create a small flame between his thumb and forefinger. This fire lasts for only one round, but is intense enough to light a torch. If used in combat, it inflicts Step 4/D6 fire damage (Physical Armor provides protection).
2. Freeze water by touching it with his middle three fingers. The adept can freeze up to one quart of water from each use of this ability. If used in combat, it inflicts Step 4/ D6 cold damage (Physical Armor provides protection).
Half-Magic: Elementalists use half-magic for knowledge of nature, the elements, uses of elemental magic, and other magical rituals. The Elementalist may make a Perception-based Half-Magic test to detect the presence of elemental spirits within 30 yards. The Difficulty Number for sensing an elemental spirit is the spirit’s Mystic Defense. If the test succeeds, the character can sense the presence of the elemental spirit and can use spells, or talents such as Elemental Tongues and Elemental Hold, to communicate and interact with it. The game master may choose to make this Half-Magic test on behalf of an Elementalist character at any time, as this innate sense is always active.
Matrixes - Standard: 3 (F-5, I#1-4, TO-2) Enh( F-5, TO-1).
[Discipline] Talents
1st DT: Awareness 5 Per (12)
- Lip Reading
1st DT: Patterncraft 2 Per (9)
1st DT: Spellcasting 5 Per (14) (+2 Item #1)
1st DT: Thread Weaving (Elementalism) Per 5 (12)
- Acid Splash, Fortify Armor, Burst of Speed, Soothe Venom
1st DT: Wood Skin 5 Tou (10)
2nd DT: Fire Heal 5 Wil (12)
3rd DT: Elemental Tongues 5 Per (11)
4th DT: Elemental Hold 5 Wil (12)
5th DT: Summon [Elemental Spirits] 0 Per ()
1st TO: Standard Matrix 2
2nd TO: Item History 3 Per (10)
3rd TO: Avoid Blow 5 Dex (11)
4rd TO:
5th TO: Enhanced Matrix 1 Other Talents
Racial Talent: Astral Sight: 2 Per (9)
Talent Knacks
Spoiler:
Lip Reading Talent: Awareness Requirements: Rank 3 Restrictions: None Step: Rank+PER Action: Standard Strain: 1 Skill Use: Yes (Novice)
The adept eavesdrops on a conversation by watching the target character’s lips move and making a Lip Reading test against the target’s Social Defense. If successful, they are able to read what the speaker is saying for a number of minutes equal to the test result, as long as they can see the target’s lips. The adept must be able to understand the language being spoken to make sense of the conversation. If they don’t, the adept can phonetically sound out what the target is saying, allowing someone nearby who can understand the language to translate for them. Acid Splash Talent: Spellcasting Requirements: Rank 2 Restrictions: Elementalist 2 Step: Rank+PER Action: Standard (Special) Strain: 1 Skill Use: No Water - Acid. The Elementalist makes a flicking motion at a target within 10 yards, causing acid to manifest and weaken their armor briefly. The Elementalist makes a Spellcasting test against the target’s Mystic Defense. If successful, the target has -2 Physical Armor until the end of the next round. Using this knack is a Simple action if the adept has used Elementalism to attempt weaving threads this round. Fortify Armor Talent: Spellcasting Requirements: Rank 2 Restrictions: Elementalist 2 Step: Rank+PER Action: Standard (Special) Strain: 1 Skill Use: No Earth - Metal. The Elementalist infuses an ally or their armor with metal briefly, strengthening them against physical attack. The Elementalist touches a willing target and makes a Spellcasting (6) test. If successful, the target gains +2 Physical Armor until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round. Burst of Speed Talent: Spellcasting Requirements: Rank 3 Restrictions: Elementalist 3 Step: Rank+PER Action: Standard (Special) Strain: 0 Skill Use: No Air. The Elementalist briefly imbues an ally within 10 yards with air, granting them brief fleetness. The Elementalist makes a Spellcasting (6) test against a willing target. If successful, the target gains +4 Movement Rate until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round. Soothe Venom Talent: Spellcasting Requirements: Rank 4
Restrictions: Elementalist 4 Step: Rank+PER Action: Standard (Special) Strain: 0 Skill Use: No
Fire - The Elementalist warms and soothes a victim afflicted by poison, reducing its effects temporarily. The Elementalist touches the target and makes a Spellcasting (6) test against a willing target. If successful, the Step of any poisons affecting the target is reduced by -2 until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round.
Skills Knowledge Skills:
1 Per (8): Barsaive History
1 Per (8): Legends and Heroes
1 Per (8): Horror Lore Artisan Skills: 1 Chr (8) Beading: General Skills: 3 Per (10): Physician
3 Per (10): Research
Resist Pain 1 Language Read/Write: 2 (Throalic, Windling)
Speak: 2 (Throalic, Windling)
Equipment: (Carried)
Hide Armor (5 lbs) Crystal Raider Shield (Item #2, 3 lbs). Light Quarts, small (worn as a necklace) 2 lbs.
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak) (<1 lbs)
bellypack, pouch (coin), pouch (misc), flint & steel, waterskin (4 lbs), Knife, whistle, chalk, pouch of stones, pouch of earth, pouch of wood, flask of water, flask of oil.
Grimoire (see above) (1 lbs).
Notebook book (unlisted, est 10 sp est <1 lbs).
Physicians Kit (3 lbs).
Potions, charms Etc.: Absorb Blow charm (1 worn, 1 spare), Kelia’s Antidote x 2. Kelix’s Poultice x 1. Equipment on mount
Adventurer’s Kit (bellypack, bedroll, flint & steel, torch, waterskin, large sack), 2 spare pouches. 2 wooden buckets. Winter/Mountain gear and heavy blankets.
Artisan Tools: Beading kit (Beads and tools for making and stringing beads), stuff in the process of being made into beads (Earth Qwirl beaks, lion teeth, etc).
Writing Kit. 100 feet rope, 100 feet cord, 100 yards string. (38 lbs)
Trail Rations (11 days) & Physicians Kit refills (See adventure rewards for numbers). At base Spare Crystal Raider Shield.
Threads Tied: Tamerlan's Tenacity Item #1. Mystic Defense: 14 Tier: Journeyman. Ranks: IH&R all, Tied 4 of 6
Spoiler:
Maximum Threads: 1
Tamerlan's Tenacity is a bracelet made of clear, colorless crystal. One half of the chain links are pearls, the other half are crystal carvings of different forms, both alternating. Thread Rank One Key Knowledge: The owner must learn the Name of the bracelet. Effect: The bracelet holds a Standard Matrix of rank equal to the thread rank. Thread Rank Two Effect: The owner gains +1 rank to Spellcasting. Thread Rank Three Key Knowledge: The owner must learn the name of the town where Tamerlan called home and the bracelet was crafted.
Deed: The wearer has to make Tamerlan a compliment at least once per day and with each re-attunement, or the spell in the Matrix gets a cumulative -2 to Spellcasting for each day that passes without a compliment to Tamerlan. The pearls become blue after complimenting Tamerlan, losing color over 24 hours or with a reattunement, then growing increasingly red if Tamerlan is ignored. Effect: The owner gains one additional recovery test per day. Thread Rank Four Effect: The owner gains +2 ranks to Spellcasting Thread Rank Five Key Knowledge: The owner must learn where the crystal used to craft the bracelet was mined. Effect: The owner gains +1 ranks to Woodskin. Thread Rank Six Effect: The owner gains +2 ranks to Toughness.
Qendaar's Bulwark Item #2 - Windling sized Crystal Raider Shield. Mystic Defense: 12 Maximum Threads: 1. Tier: Journeyman. Ranks: IH&R all, Tied 0 of 6
Spoiler:
Rank 1: PD+1
2: Init Penalty - 1
3: MD+1
4: Init Penalty - 2
5: Circle +1 for Durability
6: 1 strain: +3 to a Knockdown Test
Mount:
Nanny - Ridding Goat. Speed 16, Weight 150, Carry 250, Feed 1cp per day, stable NA. Have Riding Tack.
Spells
Grimoire: Zil's grimoire is constructed by Beading, and consists of necklaces, bracelets, anklets, belts, headbands, etc. Each bead, it's size, shape, composition, and order has meaning to him. Zil wears his grimoire, and many of his possessions have bead-work incorporated into it. He also carries a small book for more mundane notes, which some might mistake for his grimoire. (1) Air Armor, Earth Darts, Heat Food, Purify Water, Shelter (2) Air Mattress, Icy Surface, Shield Willow. (3) Plant Feast, Lightning Bolt. (4) Grove Renewal. (5) Earth Staff.
Spoiler:
(1) Air Armor, Earth Darts, Heat Food, Purify Water, Shelter
Spoiler:
Air Armor:
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank + 5 rounds
Effect: +3 Physical Armor
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+2 Physical Armor (errata)), Additional Target (+Rank)
Air. This spell creates a protective cushion of air. The magician exhales slowly and makes a Spellcasting test against the target’s Mystic Defense. If successful, air rushes in under the target’s clothing, pushing outward to create a cushion and providing padding as well as ventilation. The target adds +3 Physical Armor and the effects of fatigue are reduced (GM’s discretion). If the target is not wearing clothing or armor he receives no benefit—there is nothing to constrain the air cushion, so it disperses. This spell is popular with elemental fire mining crews working near Death’s Sea.
Earth Darts:
Spoiler:
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: 20 yards Duration: 2 rounds
Effect: WIL + 3/Physical and -2 Physical Armor
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Effect (-2 Physical Armor), Increase Range (+10 yards), Additional Target (+1)
Earth. This spell transforms earth into crystalline darts that fly toward a foe, temporarily rending their armor in the process. The magician flings a handful of dirt into the air and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted before Physical Armor is reduced. The damage is only dealt once; the duration refers to the armor reducing effect. The target’s armor returns to normal at the end of the duration.
Heat Food:
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6 Range: Touch Duration: Rank + 5 minutes
Effect: Heats and rejuvenates one meal
Success Levels: Increase Effect (+1 meal)
Extra Threads: Increase Effect (+2 bonus), Increase Effect (+1 meal)
Fire. This spell heats food and infuses it with beneficial magic. The magician breathes on his hands as if to warm them, causing them to glow a gentle red, then touches a meal and makes a Spellcasting (6) test. If successful, the glow transfers to the food which, within a minute, becomes steaming hot. Eating the food increases the effectiveness of Recovery tests. Consumption of a heated meal adds a +4 bonus to his next Recovery test.
Purify Earth:
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6+ (see text) Range: 10 yards Duration: 1 round Area of Effect: 2-yard radius
Effect: Purifies earth and soil
Earth. This spell removes any impurities or foreign materials preventing soil from supporting plant life. The magician points at the center of the spell’s area of effect and then makes a Spellcasting test against the earth’s Mystic Defense. Soil that is largely untainted has a Mystic Defense of 6; disease-ridden or poisoned earth resists with the Mystic Defense of the disease or poison; earth that is Horror-tainted has a Mystic Defense equal to that of the Horror. If successful, an area of soil is cleansed of impurities and is again able to sustain plant life.
This spell can be placed in the same spell matrix as Purify Water.
Success Levels: Increase Area (+2 yards).
Extra Threads: Increase Area (+2 yards).
Purify Water:
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6+ (see text) Range: Touch Duration: 1 round
Effect: WIL + 8
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step)
Water. This spell removes impurities from water. The magician smears a drop of water on his lips and then makes a Spellcasting test against the water’s Mystic Defense. Water that is simply muddy has a Mystic Defense of 6; disease-ridden or poisoned water resists with the Mystic Defense of the disease or poison; water that is Horror-tainted has a Mystic Defense equal to that of the Horror. Beverages with high water content, such as wine, juice, beer, or milk, can be purified by the spell, with all of the flavorful “impurities” removed, leaving behind pure water.
The magician’s Effect test determines how many quarts of water or beverage are purified.
This spell can be held in the same spell matrix as Purify Earth.
Shelter
Spoiler:
Threads: 4 Weaving: 5 / 10 Casting: 6 Range: 20 yards Duration: 10 hours
Effect: Creates a suitable shelter for one person
Success Levels: Increase Effect (+1 Person)
Extra Threads: Increase Effect (+1 Person), Increase Effect (+2 Detection), Increase Range (+10 yards)
Wood. This spell bends and weaves trees to form a suitable place to sleep for the night. The magician stands near the desired location of his shelter, visualizes the form it will take, pantomiming shaping the local flora into the necessary shapes with his hands, and then makes a Spellcasting (6) test.
If successful, the magician creates the desired shelter suitable for one person per success. The default shelter is rather crude, but effective. Extra threads may be woven to make the shelter more inaccessible, such as hidden at the base of a tree, or in the boughs of trees, increasing the difficulty of any Detection tests by +2 per thread.
(2) Air Mattress, Icy Surface, Shield Willow.
Spoiler:
Air Mattress:
Spoiler:
Threads: 1 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: 10 hours
Effect: +2 Recovery test bonus
Success Levels: Additional Target (+1)
Extra Threads: Increase Effect (+2 bonus), Increase Effect (-1 hour sleep required, minimum 4 hours), Additional Target (+Rank)
Air. This spell creates an air bed to promote healing. The magician anchors the corners of a blanket with something from any one of the four non-air elements—tree branches, rocks or dirt clods, and the like—then blows into his clenched fist as if inflating a balloon and makes a Spellcasting (6) test. If successful, a cushion of air forms under the blanket, turning it into a comfortable one-foot-thick mattress. Those who sleep on the mattress for six hours gain a +2 bonus to the first Recovery test they make within an hour of waking and are considered to have had sufficient sleep. The mattress remains inflated for the spell’s duration or until the blanket is moved or damaged.
Icy Surface:
Spoiler:
Threads: 0 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: Rank + 5 rounds Area of Effect: 60-square-yard area, no greater than 20 yards in any dimension
Effect: WIL
Success Level: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Area (+10 square yards)
Water–Cold. This spell creates a slippery, icy surface that is treacherous to cross. The magician blows on the surface he wishes to affect and makes a Spellcasting (6) test. If successful, the target area is immediately covered with ice. The spot the magician blows on is one edge of the area—the ice extends from this point, to a maximum size equal to the area of effect. The magician’s Effect test determines the Difficulty Number for crossing the ice without slipping. Characters negotiating the slippery surface must make a Dexterity or suitable Talent or Skill test (creatures make a Dexterity
or Knockdown test). If successful, they can move across the icy surface at half their Movement Rate. If failed, they are Knocked Down.
Shield Willow:
Spoiler:
Threads: 1 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: Rank minutes
Effect: +2 to its Physical and Mystic Defense
Success Level: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Additional Target (+Rank)
Wood. This spell improves the resiliency of shields. The magician joins his fingers together, then touches the target shield and makes a Spellcasting (6) test. If successful, the shield sprouts roots and leaves and gains the resiliency of a willow tree, adding +2 to its Physical and Mystic Defense for the spell’s duration.
(3) Plant Feast, Lightning Bolt.
Spoiler:
Plant Feast:
Spoiler:
Threads: 3 Weaving: 7 / 12 Casting: 6 Range: 10 yards Duration: Rank hours
Effect: WIL + 2 meals.
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Duration (+2 hours), Increase Effect (+2 Effect Step),
Wood. This spell converts any kind of plant material into a tasty feast. The spell requires three intact plants, no matter how scrawny. The magician cuts or tears the plants into small pieces, then makes a Spellcasting (6) test. If successful, his Effect test determines the number of meals produced. Each meal has the following parts: appetizer, soup, salad, bread, entree, vegetable, and dessert. All of the meals are identical. Although they can appear to contain meat, none actually do. The meals are as nutritious and tasty as their real counterparts.
The spell only creates types of food that the magician has tasted within the last year and a day—a good reason for him to occasionally eat fine food to excess. Uneaten meals vanish when the spell ends.
Lightning Bolt
Spoiler:
Threads: 1 Weaving: 7/ 12 Casting: TMD Range: 20 yards Duration: 1 round
Effect: WIL + 6/Physical
Success Levels: Additional Target (+1)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Air–Electric. This spell strikes the target with bolts of electricity. The magician raises his hands toward the sky, then points at the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, crackling bolts of electricity fly from the magician’s fingers, striking the target. The magician’s Effect test determines how much damage is inflicted.
The initial Spellcasting test is used against any additional targets that may result. Additional success levels on secondary targets will not cause additional bolts.
(4) Grove Renewal.
Spoiler:
Threads: 2 Weaving: 8 / 13 Casting: TMD Range: 10 yards Duration: Rank +5 rounds
Effect: Grants the target continual healing
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 damage healed), Increase Range (+10 yards), Additional Target (+1)
Wood. This spell heals the target a small amount each round it is in effect. The magician holds some dried plant matter in his fingers, blows it away, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the plant matter is returned to vibrancy and floats around the target briefly, surrounding them with a momentary green glow. Either the target or the magician must spend a Recovery test and the target heals 4 damage each round on their Initiative.
Outside of combat, healing is reduced to 1 damage per round and is not affected by additional threads.
(5) Earth Staff.
Spoiler:
Threads: 1 Weaving: 9 / 14 Casting: 6 Range: Touch Duration: Rank + 10 minutes
Effect: Increase successes on Elementalism spells
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Weapon Damage (+2 Steps)
Earth. This spell creates a quarterstaff from a handful of earth or a piece of stone, or emerging directly from the earth. The magician touches the material and then makes a Spellcasting test. If successful, a five-foot-long quarterstaff (with all equivalent attributes) is formed that can be used as a melee weapon in combat. The appearance of each earth staff is unique to the Elementalist and will change as he increases in Circle (generally becoming more distinctive and ornate). While the Earth Staff is in hand, all successfully cast Elementalism spells are treated as though they have an additional success. Only those with knowledge of Elementalism may wield the earth staff. If a character without Elementalism wields an earth staff in combat, the spell ends as soon as the staff is used, causing no effects, and reverting back to its original components.
Zil's Backstory and personal "Way of the Elementalist"
Zil is Cocky, and Curious, but Friendly and Easy-going.
Zil is Throalic, having grown up in Jothan Hall. He is thrilled to be free of it's underground halls. He has a wide-eyed enthusiasm and curiosity about this newly opened surface world that he has previously only heard about in song and legend. He was raised in one of the several Windling communities that weathered the scourge in Throal. There did not happen to be any Windling elementalists in his community, so when he proved to be an Aspirant, he was apprenticed to a well respected dwarf who works in the public works department maintaining the huge kaers air and water systems.
He has an appreciation for the arts and delights in plays and song. He is friends with several Questors of Astendar, and has contemplated joining their ranks.
Zil takes Elementalism very seriously, and believes in the elemental balance of the world. He will be delighted at the air and wood, and the untamed water outside the gates of Throal. He will realize that all his life he has been suffering from an imbalance of too much earth. He will be shocked to his core the first time he see's horror taint and corruption.
Last edited by ChrisDDickey on Mon Jun 01, 2020 9:56 am, edited 2 times in total.
Award Journal Spent Current Lifetime LT loot in lue of silver
TIPs 5 12 66
Legend points 6000 300 6400 35 33,035
Silver 713 178 996 523 6357 850
Items awarded -
Physician Kit - Used: 0. Current: 11. Items used: / Purchased: Buy: Spell Resist Element (Fire) (Dvarim, 100 lp, 25 sp), Fireball (800 lp, 250 sp) Mirror (Small - not listed, est 10 sp). Buy yet ANOTHER riding goat: Nanny #3 (10 sp).
A set of travelers garb in the cut and colors identifying Questor of Garlen (6 sp).
A set of Courtier’s garb in the cut and colors identifying a Questor of Garlen: Elfweave robe in Garlen Blue (60 sp), Jacket (127 sp), hat(13), shoes (30 sp), gold brooch (90) (320 total).
Award Journal Spent Current Lifetime LT loot in lue of silver
TIPs 3 18 90
Legend points 13000 650 14100 135 85,285
Silver 275 194 1180 1198 9827 2650
Items awarded: 1k sp worth of orichalcum
Physician Kit - Used: 0. Current: 11. Items used: 20 Silver boat rental. Downtime / Legend Spent: Create SMO#1 (with Dubhan). 5 days, 1000 sp of Orechalkum (rewarded today) & 1000 sp. Research (skill) 3->4 (9 of 28 days, 160sp sp, 800lp). SMO#1 0->1 (200 lp). Item #2, Item #3, Item #4 rank 5->6 (2100, 2100, 2100 lp). Willforce 4->7 (1300, 2100, 3400 lp).
Note: SMO#1 that we are making is a particularly large bead made of Ivory from a Masterlyth tusk. It is strung on a bead necklace that Zil wears.
Roll20 Name: Chris D. Discord ID: chrisddickey (@chrisddickey#0745) Character Name: Zil of Middle Jothan, the Once Flattened. Race: Windling. Astral Sight, Flight, Increased PD+2. -25% armor costs. -80% weight.
Discipline: Elementalist Circle: 9th ECR: 9 Discipline Abilities: Free Talent: Standard Matrix x2. One of the adept’s free Standard Matrix talents is upgraded to an Enhanced Matrix. MD +1, May spend karma on Recovery Tests. Karma: The adept may spend a Karma Point to target an additional ally with a spell he is casting. Karma: The adept may spend a Karma Point when designing or crafting an item. Fire and Ice: For 1 Strain the adept may do one of the following as a Standard action with a successful Elementalism test against the higher of the target’s Mystic Defense or a Difficulty Number of 6:
1. Create a small flame between his thumb and forefinger. This fire lasts for only one round, but is intense enough to light a torch. If used in combat, it inflicts Step 4/D6 fire damage (Physical Armor provides protection).
2. Freeze water by touching it with his middle three fingers. The adept can freeze up to one quart of water from each use of this ability. If used in combat, it inflicts Step 4/ D6 cold damage (Physical Armor provides protection). Earth and Wind: The adept takes 2 Strain and makes an Elementalism (6) test. If successful, they may either:
3. Create a circle of earth with a radius of 2 yards per success that grants all allies within it +3 Mystic Defense. The circle cannot be moved, but the Elementalist need not stay in it to maintain the effect, which lasts up to 24 hours. It may be canceled by the adept at any time.
4. Create a flow of air which circulates through a dome with a radius of 2 yards per success. The air is brought in from the Plane of Air and, though cold, is clean and fresh. It immediately disperses any noxious fumes; if they are caused by a magical effect, the Elementalism test result is treated as a Dispelling test (Player’s Guide, p. 265). The affected area cannot be moved, but the Elementalist need not stay in it to maintain the effect, which lasts up to 24 hours. It may be canceled by the adept at any time.
Half-Magic: Elementalists use half-magic for knowledge of nature, the elements, uses of elemental magic, and other magical rituals. The Elementalist may make a Perception-based Half-Magic test to detect the presence of elemental spirits within 30 yards. The Difficulty Number for sensing an elemental spirit is the spirit’s Mystic Defense. If the test succeeds, the character can sense the presence of the elemental spirit and can use spells, or talents such as Elemental Tongues and Elemental Hold, to communicate and interact with it. The game master may choose to make this Half-Magic test on behalf of an Elementalist character at any time, as this innate sense is always active.
Matrixes - Standard: (F-9, I#1-6, I#4-6, TO-2, I#5-6, I#6-3) Enh( F-9, TO-7, SMO#1-3, SMO#2-3).
Elementalist Talents
1st DT: Awareness 9 Per (17) - Lip Reading
1st DT: Patterncraft 2 Per (10)
1st DT: Spellcasting 9 Per (19) (+2 Item #1)
1st DT: Thread Weaving (Elementalism) Per 9 (17) - Detect Spirit
- Acid Splash, Fortify Armor, Burst of Speed, Soothe Venom
1st DT: Wood Skin 9 Tou (14) (+1 #1r5)
2nd DT: Fire Heal 9 Wil (16)
3rd DT: Elemental Tongues 6 Per (14) (+2 water) - Known: Wood, Earth, Air.
4th DT: Elemental Hold 6 Wil (13)
5th DT: Summon [Elemental Spirits] 9 Per (17) (+2 (+other) water)
6th DT: Willforce 9 Wil (16)
7th DT: Earth Skin 9 Tou (15) (expect +4)
8th DT: Hold Theads 0 Wil ()
9th DT: Thunderous Resolve 0 Wil ()
1st TO: Standard Matrix 2
2nd TO: Item History 4 Per (12)
3rd TO: Avoid Blow 9 Dex (15) - Roll with the Punches, Redirect Attack
4rd TO:
5th TO: Enhanced Matrix 7
6th TO: Steel Thought 9 Per (17)
7th TO: Dispel Magic 9 Wil (16)
8th TO: Banish 9 Wil (16)
9th TO: Perfect Focus 0 Wil (0) (19 to give +4) Other Talents
Racial Talent: Astral Sight: 5 Per (13)
Purifier Talents
Purifier 3 - Purifier’s Touch [Karma]
1st Cold Purify 3 Wil (10) (+2 effect TI#4)
2nd Earth Bond 0 Tou (6)
3rd Blood Share 0 Tou (6)
Talent Knacks
Spoiler:
Acid Splash Talent: Spellcasting Requirements: Rank 2 Restrictions: Elementalist 2 Step: Rank+PER Action: Standard (Special) Strain: 1 Skill Use: No Water - Acid. The Elementalist makes a flicking motion at a target within 10 yards, causing acid to manifest and weaken their armor briefly. The Elementalist makes a Spellcasting test against the target’s Mystic Defense. If successful, the target has -2 Physical Armor until the end of the next round. Using this knack is a Simple action if the adept has used Elementalism to attempt weaving threads this round. Burst of Speed Talent: Spellcasting Requirements: Rank 3 Restrictions: Elementalist 3 Step: Rank+PER Action: Standard (Special) Strain: 0 Skill Use: No Air. The Elementalist briefly imbues an ally within 10 yards with air, granting them brief fleetness. The Elementalist makes a Spellcasting (6) test against a willing target. If successful, the target gains +4 Movement Rate until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round. Detect Spirit Talent: Elementalism. Requirements: Rank 5 Step: Rank+PER Action: Standard Strain: 0
The adept uses divination magic and their natural connection to spirits to detect any in the area. To do so, the adept makes a Detect Spirit test against the Mystic Defense of all spirits within 30 yards. If successful, the adept can sense the presence of the spirit and use spells or talents to communicate and interact with the spirit. Unlike similar Half-Magic, this knack is not always on, but it can detect any type of spirit. This knack does not provide the adept with the type of spirit detected. Fortify Armor Talent: Spellcasting Requirements: Rank 2 Restrictions: Elementalist 2 Step: Rank+PER Action: Standard (Special) Strain: 1 Skill Use: No Earth - Metal. The Elementalist infuses an ally or their armor with metal briefly, strengthening them against physical attack. The Elementalist touches a willing target and makes a Spellcasting (6) test. If successful, the target gains +2 Physical Armor until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round. Lip Reading Talent: Awareness Requirements: Rank 3 Restrictions: None Step: Rank+PER Action: Standard Strain: 1 Skill Use: Yes (Novice)
The adept eavesdrops on a conversation by watching the target character’s lips move and making a Lip Reading test against the target’s Social Defense. If successful, they are able to read what the speaker is saying for a number of minutes equal to the test result, as long as they can see the target’s lips. The adept must be able to understand the language being spoken to make sense of the conversation. If they don’t, the adept can phonetically sound out what the target is saying, allowing someone nearby who can understand the language to translate for them. Purifier’s Touch [Karma] Talent: Purifier Requirements: Rank 1 Restrictions: None Strain: 1
The adept can spend a Karma Point on a test to heal a target, including creatures, Namegivers, the earth, etc. This knack can be used once per round. Purifier’s Auspices [Karma] Talent: Purifier Requirements: Purifier’s Touch Rank 2, Restrictions: None Strain: 1
The adept can spend a Karma Point on an ally’s test made to heal damage within 10 yards. The test must cost a Recovery Test, but does not have to be a Recovery Test (e.g., Fireblood). This knack can be used once per round. Redirect Attack [Special Maneuver] Talent: Avoid Blow Requirements:Rank 8 Restrictions: None
Redirect Attack (Adept, Avoid Blow): For 2 Strain, the adept can spend two additional successes on an Avoid Blow test to take advantage of the close quarters and surrounding chaos to redirect the close combat attack to a different opponent in close combat with the adept, using the original Attack test result with a -5 penalty. There must be at least four opponents in close combat with the adept to use this special maneuver. This special maneuver may only be used once per round. Roll With the Punches Talent: Avoid Blow. Requirements: Rank 6 Step: N/A Action: Free Strain: 1
Instead of making an Avoid Blow test, the adept reduces the successes on a successful Attack test against which Avoid Blow can be applied by one. This cannot reduce an attack below two successes. Soothe Venom Talent: Spellcasting Requirements: Rank 4
Restrictions: Elementalist 4 Step: Rank+PER Action: Standard (Special) Strain: 0 Skill Use: No
Fire - The Elementalist warms and soothes a victim afflicted by poison, reducing its effects temporarily. The Elementalist touches the target and makes a Spellcasting (6) test against a willing target. If successful, the Step of any poisons affecting the target is reduced by -2 until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round.
Questor: Garlen Tier: Adherent. Ideals: Hearth and Healing. Devotion Abilities: "The Questor may spend a Devotion Point on Tests to Resist Disease and Poison". +1 MD (not stack). "The Questor may spend a Devotion Point on Interaction Tests". "The questor can spend a Devotion Point on a test to help heal a target (not including Recovery tests)." Dev Points - Max: 50. Starting: 37. Step 4 (D6). Questor Devotions
Questor: 9 Cha (16): Sustained [1 hour]. commune with Passion, connection or guidance.
Follower: Garlen’s Relief: 6 Cha (13). Sustained (10 min). Devotion Required: Yes
Follower: Passions Comfort: 7 Cha (14). Standard Strain: 1. Vs. step of fear effect to end and immune.
Follower: Resist Influence: 6 Wil (13): Standard. Strain: 1 Devotion Required: Yes. bonus vs. mind-affecting abilities.
Follower: Conversation: 5 Cha (12): Sustained.
Adherent: Garlen’s Touch: 5 Cha (12): Standard. Devotion Required: Yes. Rank x 2 yrd. No wound penalties for 2 rounds. Wnd or Recovery.
Adherent: Diplomacy 5 Cha (12): Sustained.
Adherent: Lifesight 6 Per (14): Simple.
Skills Knowledge Skills:
1 Per (9): Barsaive History
1 Per (9): Legends and Heroes
1 Per (9): Horror Lore
2 Per (10): Passion Lore Artisan Skills: 1 Chr (8) Beading: General Skills: 3 Per (11): Physician
4 Per (12): Research
Resist Pain 2 Language Read/Write: 2 (Throalic, Windling)
Speak: 2 (Throalic, Windling)
Equipment: (Carried)
Crystalweave Armor (5 lbs) Crystal Raider Shield (Item #2, 3 lbs). Light Quarts, small (worn as a necklace) 2 lbs.
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak) (<1 lbs)
bellypack, pouch (coin), pouch (misc), flint & steel, waterskin (4 lbs), Knife, whistle, chalk, pouch of stones, pouch of earth, pouch of wood, flask of water, flask of oil.
Grimoire (see above) (1 lbs).
Notebook book (unlisted, est 10 sp est <1 lbs).
Potions, charms Etc. (some are on mount): Absorb Blow charm x 5, Last Chance Salve x 2, Kelia’s Antidote x 4. Kelix’s Poultice x 4, Halt Illness x 2 Cure Disease potion, Booster Potion x 7. Equipment on mount
Physicians Kit (3 lbs).
Adventurer’s Kit (bellypack, bedroll, flint & steel, torch, waterskin, large sack), 2 spare pouches. Mirror (small). 2 wooden buckets. Winter/Mountain gear and heavy blankets.
A set of travelers garb in the cut and colors identifying Questor of Garlen .
A set of Courtier’s garb in the cut and colors identifying a Questor of Garlen: Elfweave robe, Jacket, hat, shoes, gold brooch (320 value).
Artisan Tools: Beading kit (Beads and tools for making and stringing beads), stuff in the process of being made into beads (Earth Qwirl beaks, lion teeth, etc).
Writing Kit. 100 feet rope, 100 feet cord, 100 yards string. (38 lbs)
Trail Rations (11 days) & Physicians Kit refills (See adventure rewards for numbers). At base Spare Crystal Raider Shield. Spare Hide Armor.
Threads Tied:
Spoiler:
Tamerlan's Tenacity Item #1. Tier: Journeyman. Ranks: IH&R all, Tied 6 of 6
Spoiler:
Mystic Defense: 14 Maximum Threads: 1
Tamerlan's Tenacity is a bracelet made of clear, colorless crystal. One half of the chain links are pearls, the other half are crystal carvings of different forms, both alternating. Rank One Key Knowledge: The owner must learn the Name of the bracelet. Effect: The bracelet holds a Standard Matrix of rank equal to the thread rank. Rank Two Effect: The owner gains +1 rank to Spellcasting. Rank Three Key Knowledge: The owner must learn the name of the town where Tamerlan called home and the bracelet was crafted.
Deed: The wearer has to make Tamerlan a compliment at least once per day and with each re-attunement, or the spell in the Matrix gets a cumulative -2 to Spellcasting for each day that passes without a compliment to Tamerlan. The pearls become blue after complimenting Tamerlan, losing color over 24 hours or with a reattunement, then growing increasingly red if Tamerlan is ignored. Effect: The owner gains one additional recovery test per day. Rank Four Effect: The owner gains +2 ranks to Spellcasting Rank Five Key Knowledge: The owner must learn where the crystal used to craft the bracelet was mined. Effect: The owner gains +1 ranks to Woodskin. Rank Six Effect: The owner gains +2 ranks to Toughness.
Qendaar's Bulwark Item #2. Tier: Journeyman. Ranks: IH&R all, Tied 6 of 6
Spoiler:
Mystic Defense: 12. Maximum Threads: 2
Windling sized Crystal Raider Shield made of blue and red crystals on a wooden frame.
Item History 1: The Owner must learn the name of the item Rank 1: PD+1 Rank 2: Init Penalty - 1 (to 1)
Item History 3: Creator of the Item. Research 3: Matuna, Troll Weaponsmith Rank 3: MD+1 Rank 4: Init Penalty -2 (to 0)
Item History 5: Source of the Materials. Research 5: the Twilight Peaks Rank 5: Circle +1 for Durability Rank 6: 1 strain: +3 to Knockdown Tests
The Meaning of Haste Item #3. Tier: Journeyman. Ranks: IH&R all, Tied 6 of 6
Spoiler:
Mystic Defense: 12. Maximum Threads: 2
Green, very delicately fashioned Crystals and very thin Vines and Ferns, made to be a very thin windling sized Crystalweave Armor.
Item History 1: The Owner must learn the name of the item Rank 1: Init Penalty - 1 (to 0). Rank 2: PA+1
Item History 3: Source of the Materials. Research 3: Servos Jungle Rank 3: Init +1 Rank 4: MA +1
Item History 5: First Owner. Research 5: Wyfdyr the Swift Rank 5: For one strain, Init +3 Rank 6: +2 to Spellcasting vs a Target with a slower initiative than the wearer.
ittle Sprout Item #4. Tier: Journeyman. Ranks: IH&R all, Tied 6 of 6
Spoiler:
Mystic Defense: 12. Maximum Threads: 2
A small crystal box popular in some homes during the Scourge to grow fresh herbs for the kitchen. If the enchantment is renewed, it creates light and regulates the temperature to be suitable to one type of plant contained within. Soil still must be provided and tended to. With a thread attached the enchantment no longer needs to be renewed.
Key Knowledge 1: The owner must learn the box’s Name. Rank 1: Effect: The box contains a Standard Matrix with rank equal to the Thread Rank. Rank 2: Effect: If the owner consumed some of the plant inside the box during their first meal of the day, or incorporated it into their Karma Ritual, they gain a +1 bonus to their Recovery tests for the next 24 hours.
Key Knowledge 3: The owner must learn about the kaer the box came from and who it belonged to. Rank 3: Effect: If the owner consumed some of the plant inside the box during their first meal of the day, or incorporated it into their Karma Ritual, any healing they give to an ally through a spell or talent (e.g. Cold Purify, Heat Food, or Water Spear) heals +1 damage for the next 24 hours. This does not affect devotions or static healing (e.g. Grove Renewal) and does not affect the owner’s healing. Rank 4: Effect: The benefits from Rank Two and Rank Three are +2. If the owner has the Grove Renewal spell in the box’s spell matrix, for 2 Strain as a Free action, it gains the benefit of an Increase Effect thread when cast on an ally (this benefit does not apply to the owner). This thread does not need to be woven and does not count against the owner’s maximum extra threads.
Key Knowledge 5: The owner must learn the box’s preferred plant to grow. Rank 5: Effect: The owner gains the Little Sprout special maneuver.
Little Sprout (Owner, Spellcasting): For 1 Strain, the owner may spend two additional successes on a Spellcasting test to cause happy little plants to quickly grow around their appendages; the test must be to cast a spell, not use a knack. This inflicts Harried on the target until the end of the next round; if the spell normally inflicts Harried, the target is Overwhelmed (Player’s Guide, p. 388). This special maneuver does not stack with itself. This maneuver does not cost Strain if it is a Wood Elementalist spell and costs 2 Strain if it is not an Elementalist spell. Rank 6: Effect: When the owner uses the Little Sprout special maneuver, they can spend additional successes to increase the duration of the Harried condition by +2 rounds per additional success. Note: Zil has a goodly supply of beans and alfalfa for sprouting.
Slim Dusty Item #5. Tier: Warden. Ranks: IH&R All (deed), Tied 6 of 8
Spoiler:
A sheepskin belt that looks like it was cut and fashioned from a bag, with crude holes punched and a rudimentary buckle added. It is worn and a little water damaged. When a thread is attached, it resizes to fit the wearer and thrums almost happily whenever music is played.
Mystic Defense: 14. Maximum Threads: 2
Key Knowledge 1: The owner must learn the belt’s Name. Rank 1: Effect: The belt contains a Standard Matrix with rank equal to the Thread Rank. Rank 2: Effect: The wearer gains +1 to their Social Defense.
Key Knowledge 3: The owner must learn the swagman’s Name who first owned the tucker bag the belt was fashioned from and where the jumbuck used to make the bag came from. [Banjo Paterson and the jumbuck was stolen] Rank 3: Effect: The wearer gains +1 to Elemental Tongues and Summon (Elemental) tests against water elementals. Rank 4: Effect: The wearer gains +2 to Elemental Tongues and Summon (Elemental) tests against water elementals.
Key Knowledge 5: The owner must learn the fate of the first owner. [Drowned in a billabong escaping from mounted authorities.] Rank 5: Effect: The wearer can specify one power a summoned water elemental has without increasing the Difficulty Number. Rank 6: Effect: The bonus provided to the wearer from Aid Summoner and Enhance Summoner powers gain +1 if the spirit is a water elemental. For example, the bonus from a Strength Rating 4 water elemental using Enhance Summoner is +5 instead of +4.
Key Knowledge 7: The owner must travel the path of the swagman and bargain with the spirits who live there. [Travel to the billabong, haunted by the first owner’s spirit and home to a water elemental, Waltzing Matilda.] Rank 7: Effect: The Standard Matrix is now an Enhanced Matrix. Rank 8: Effect: When the wearer successfully summons a water elemental, they can ask for an additional service. The wearer must still negotiate for this service as usual. However, neither service can be a significant threat to the water elemental if this effect is used, nor can they be forced or coerced.
True Blue Item #6. Tier: Warden. Ranks: IH&R all, 3, Tied 3 of 8
Spoiler:
This green and gold headband is studded with varying sizes and styles of blue opals. Some smooth, while others rough. All are beautiful and create a whole despite their differences. The cloth is woven in a complex pattern of criss-crossing stripes and starbursts, a style once popular in rural Landis.
Mystic Defense: 14. Maximum Threads: 1
Key Knowledge: The owner must learn the headband’s Name. Rank 1: Effect: The headband contains a Standard Matrix with rank equal to the Thread Rank. Rank 2: Effect: The wearer gains +1 to Social Defense.
Key Knowledge 3: The owner must learn who created the headband. [John Williamson] Rank 3: The wearer gains the True Blue ability. As a Free action for 1 Strain, their magic is suffused with a green and golden glow. They can spend a Karma Point when casting a spell that targets or affects an ally to weave an additional thread. This thread does not count against the normal maximum for additional threads. This can include spells such as Heat Food which do not target an ally, but do affect an ally. While the spell can affect the wearer, it must also include an ally—you are never your own ally. This cannot be used with Chain Casting. Rank 4: Effect: The wearer gains +2 to Social Defense.
Key Knowledge 5: The owner must learn the bound spirit’s Name. [South]
Deed: The owner must agree to behave honorably and treat everyone fairly. If the wearer does not, they lose access to all associated effects and must atone in the eyes of the spirit. Rank 5: Effect: When the wearer uses True Blue, allies affected by a spell empowered by True Blue have a slight green and golden glow about them and gain +2 to their Social Defense for the duration of the spell. Rank 6: Effect: When the wearer uses True Blue, the opals shine brilliantly. If the wearer empowers a spell with True Blue and a Karma Point, they can spend an additional 1 Strain and Karma Point to affect an additional ally in range. This cannot be used with Chain Casting and does not avoid limitations on the number of targets (e.g., binding spells).
Key Knowledge 7: The owner must learn the previous owner’s Name and their fate. [Stephen Irwin and died doing what he loved] Rank 7: Effect: The Standard Matrix is now an Enhanced Matrix. Rank 8: Effect: When the wearer uses True Blue, a soft melody once popular throughout Landis in the south can be heard clearly, the opals’ lights keeping time. The additional thread from True Blue is now automatically woven by the spirit.
Zil's Best Bead. SMO #1 Rank 3. Zil's Glassy Eye. SMO #2 Rank 3.
Spoiler:
Enhanced Spell Matrix Object (SMO#1) is a particularly large bead made of Ivory from a Masterlyth tusk. The Masterlyth was killed in the swampy area near the junction of the Mothingale and Opthia rivers (where they merge to become the Serpent). This SMO was made by Dubhan Goronich for Zil of Middle Jothan (also sometimes referred to as "Zil, the once flattened". Zil commonly wears it as part of a bead necklace.
SMO #2 is similar except made from a large hunk of Crystal from the Caves of Koilos.
Mount:
Nanny - Ridding Goat. Speed 16, Weight 150, Carry 250, Feed 1cp per day, stable NA. Have Riding Tack.
Spells
Grimoire: Zil's grimoire is constructed by Beading, and consists of necklaces, bracelets, anklets, belts, headbands, etc. Each bead, it's size, shape, composition, and order has meaning to him. Zil wears his grimoire, and many of his possessions have bead-work incorporated into it. He also carries a small book for more mundane notes, which some might mistake for his grimoire. (1) Air Armor, Earth Darts, Heat Food, Purify Earth, Purify Water, Resist Element (air, earth, fire, water, wood), Shelter (2) Air Mattress, Icy Surface, Shield Willow, Slow Weapon. (3) Plant Feast, Lightning Bolt, Mantle of the Reflecting Pool, Winds of Deflection. (4) Elemental Spears (All), Grove Renewal, Lightning Step. (5) Earth Staff. Fireball, Ride the Lighting. (6) Mantle of the Fire Marauder, Metal Wings. (7) Thunderclap. (8) Ironskin.
Spell Details:
Spoiler:
(1) Air Armor, Earth Darts, Heat Food, Purify Water, Resist Element (air, earth, fire, water, wood), Shelter.
Spoiler:
Air Armor:
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank + 5 rounds
Effect: +3 Physical Armor
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+2 Physical Armor (errata)), Additional Target (+Rank)
Air. This spell creates a protective cushion of air. The magician exhales slowly and makes a Spellcasting test against the target’s Mystic Defense. If successful, air rushes in under the target’s clothing, pushing outward to create a cushion and providing padding as well as ventilation. The target adds +3 Physical Armor and the effects of fatigue are reduced (GM’s discretion). If the target is not wearing clothing or armor he receives no benefit—there is nothing to constrain the air cushion, so it disperses. This spell is popular with elemental fire mining crews working near Death’s Sea.
Earth Darts:
Spoiler:
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: 20 yards Duration: 2 rounds
Effect: WIL + 3/Physical and -2 Physical Armor
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Effect (-2 Physical Armor), Increase Range (+10 yards), Additional Target (+1)
Earth. This spell transforms earth into crystalline darts that fly toward a foe, temporarily rending their armor in the process. The magician flings a handful of dirt into the air and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted before Physical Armor is reduced. The damage is only dealt once; the duration refers to the armor reducing effect. The target’s armor returns to normal at the end of the duration.
Heat Food:
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6 Range: Touch Duration: Rank + 5 minutes
Effect: Heats and rejuvenates one meal
Success Levels: Increase Effect (+1 meal)
Extra Threads: Increase Effect (+2 bonus), Increase Effect (+1 meal)
Fire. This spell heats food and infuses it with beneficial magic. The magician breathes on his hands as if to warm them, causing them to glow a gentle red, then touches a meal and makes a Spellcasting (6) test. If successful, the glow transfers to the food which, within a minute, becomes steaming hot. Eating the food increases the effectiveness of Recovery tests. Consumption of a heated meal adds a +4 bonus to his next Recovery test.
Purify Earth:
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6+ (see text) Range: 10 yards Duration: 1 round Area of Effect: 2-yard radius
Effect: Purifies earth and soil
Earth. This spell removes any impurities or foreign materials preventing soil from supporting plant life. The magician points at the center of the spell’s area of effect and then makes a Spellcasting test against the earth’s Mystic Defense. Soil that is largely untainted has a Mystic Defense of 6; disease-ridden or poisoned earth resists with the Mystic Defense of the disease or poison; earth that is Horror-tainted has a Mystic Defense equal to that of the Horror. If successful, an area of soil is cleansed of impurities and is again able to sustain plant life.
This spell can be placed in the same spell matrix as Purify Water.
Success Levels: Increase Area (+2 yards).
Extra Threads: Increase Area (+2 yards).
Purify Water:
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6+ (see text) Range: Touch Duration: 1 round
Effect: WIL + 8
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step)
Water. This spell removes impurities from water. The magician smears a drop of water on his lips and then makes a Spellcasting test against the water’s Mystic Defense. Water that is simply muddy has a Mystic Defense of 6; disease-ridden or poisoned water resists with the Mystic Defense of the disease or poison; water that is Horror-tainted has a Mystic Defense equal to that of the Horror. Beverages with high water content, such as wine, juice, beer, or milk, can be purified by the spell, with all of the flavorful “impurities” removed, leaving behind pure water.
The magician’s Effect test determines how many quarts of water or beverage are purified.
This spell can be held in the same spell matrix as Purify Earth.
Resist Element (air, earth, fire, water, wood)
Spoiler:
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: Touch Duration: Rank minutes
Effect: +3 Physical and Mystic Armor vs. element
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Effect (+1 bonus), Additional Target (+Rank)
Element [Air, Earth, Fire, Water and Wood]. This spell is five different spells that must each be learned individually. Each allows a character to better handle sudden and prolonged exposure to the specified element. The magician conjures the element upon the palm of his hand and makes a Spellcasting test against the target’s Mystic Defense. If successful, the element melts away as he touches the target. The target adds +3 to his Physical and Mystic Armor against element-based damage.
The different elemental versions of this spell can be held in the same spell matrix.
Shelter
Spoiler:
Threads: 4 Weaving: 5 / 10 Casting: 6 Range: 20 yards Duration: 10 hours
Effect: Creates a suitable shelter for one person
Success Levels: Increase Effect (+1 Person)
Extra Threads: Increase Effect (+1 Person), Increase Effect (+2 Detection), Increase Range (+10 yards)
Wood. This spell bends and weaves trees to form a suitable place to sleep for the night. The magician stands near the desired location of his shelter, visualizes the form it will take, pantomiming shaping the local flora into the necessary shapes with his hands, and then makes a Spellcasting (6) test.
If successful, the magician creates the desired shelter suitable for one person per success. The default shelter is rather crude, but effective. Extra threads may be woven to make the shelter more inaccessible, such as hidden at the base of a tree, or in the boughs of trees, increasing the difficulty of any Detection tests by +2 per thread.
(2) Air Mattress, Icy Surface, Shield Willow, Slow Weapon.
Spoiler:
Air Mattress:
Spoiler:
Threads: 1 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: 10 hours
Effect: +2 Recovery test bonus
Success Levels: Additional Target (+1)
Extra Threads: Increase Effect (+2 bonus), Increase Effect (-1 hour sleep required, minimum 4 hours), Additional Target (+Rank)
Air. This spell creates an air bed to promote healing. The magician anchors the corners of a blanket with something from any one of the four non-air elements—tree branches, rocks or dirt clods, and the like—then blows into his clenched fist as if inflating a balloon and makes a Spellcasting (6) test. If successful, a cushion of air forms under the blanket, turning it into a comfortable one-foot-thick mattress. Those who sleep on the mattress for six hours gain a +2 bonus to the first Recovery test they make within an hour of waking and are considered to have had sufficient sleep. The mattress remains inflated for the spell’s duration or until the blanket is moved or damaged.
Icy Surface:
Spoiler:
Threads: 0 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: Rank + 5 rounds Area of Effect: 60-square-yard area, no greater than 20 yards in any dimension
Effect: WIL
Success Level: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Area (+10 square yards)
Water–Cold. This spell creates a slippery, icy surface that is treacherous to cross. The magician blows on the surface he wishes to affect and makes a Spellcasting (6) test. If successful, the target area is immediately covered with ice. The spot the magician blows on is one edge of the area—the ice extends from this point, to a maximum size equal to the area of effect. The magician’s Effect test determines the Difficulty Number for crossing the ice without slipping. Characters negotiating the slippery surface must make a Dexterity or suitable Talent or Skill test (creatures make a Dexterity
or Knockdown test). If successful, they can move across the icy surface at half their Movement Rate. If failed, they are Knocked Down.
Shield Willow:
Spoiler:
Threads: 1 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: Rank minutes
Effect: +2 to its Physical and Mystic Defense
Success Level: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Additional Target (+Rank)
Wood. This spell improves the resiliency of shields. The magician joins his fingers together, then touches the target shield and makes a Spellcasting (6) test. If successful, the shield sprouts roots and leaves and gains the resiliency of a willow tree, adding +2 to its Physical and Mystic Defense for the spell’s duration.
Slow Weapon:
Spoiler:
Threads: 0 Weaving: 6 / 11 Casting: TMD Range: 10 yards Duration: Rank rounds
Effect: –4 Damage test penalty
Success Level: Increase Duration (+2 Rounds)
Extra Threads: Increase Effect (-2 Damage penalty), Additional Target (+1)
Air. This spell slows a weapon, reducing its ability to inflict damage. The magician mimes a slow-moving attack and then makes a Spellcasting test against the wielder’s Mystic Defense. If successful, the air thickens around the target weapon and it slows each time it hits an opponent, causing the wielder to suffer a –4 penalty to his Damage tests. Nothing prevents the wielder from dropping the slowed weapon and swapping to another if he desires. Anyone picking up and using the weapon suffers the Damage test penalty until the spell ends.
(3) Plant Feast, Lightning Bolt, Mantle of the Reflecting Pool, Winds of Deflection.
Spoiler:
Plant Feast:
Spoiler:
Threads: 3 Weaving: 7 / 12 Casting: 6 Range: 10 yards Duration: Rank hours
Effect: WIL + 2 meals.
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Duration (+2 hours), Increase Effect (+2 Effect Step),
Wood. This spell converts any kind of plant material into a tasty feast. The spell requires three intact plants, no matter how scrawny. The magician cuts or tears the plants into small pieces, then makes a Spellcasting (6) test. If successful, his Effect test determines the number of meals produced. Each meal has the following parts: appetizer, soup, salad, bread, entree, vegetable, and dessert. All of the meals are identical. Although they can appear to contain meat, none actually do. The meals are as nutritious and tasty as their real counterparts.
The spell only creates types of food that the magician has tasted within the last year and a day—a good reason for him to occasionally eat fine food to excess. Uneaten meals vanish when the spell ends.
Lightning Bolt
Spoiler:
Threads: 1 Weaving: 7/ 12 Casting: TMD Range: 20 yards Duration: 1 round
Effect: WIL + 6/Physical
Success Levels: Additional Target (+1)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Air–Electric. This spell strikes the target with bolts of electricity. The magician raises his hands toward the sky, then points at the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, crackling bolts of electricity fly from the magician’s fingers, striking the target. The magician’s Effect test determines how much damage is inflicted.
The initial Spellcasting test is used against any additional targets that may result. Additional success levels on secondary targets will not cause additional bolts.
Mantle of the Reflecting Pool
Spoiler:
Threads: 2 Weaving: 7/12 Casting: TMD Range: Touch Duration: Rank +10 minutes
Effect: Grant insight into a target through empathy
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 to Conversation tests)
Water. Binding. This spell summons a water elemental and temporarily binds it to a willing target. The magician looks into the target’s eyes (or a mirror), touches them comfortingly, and makes a Spellcasting against the target’s Mystic Defense. If successful, the target’s eyes become placid and enticing as strong emotions leave them temporarily.
The bound character may engage others in conversation and adopt their attitude and mannerisms in a flattering way, giving him a +4 bonus to Conversation tests. For every success, they may ask a general question regarding the target’s attitude and feelings. The character may make multiple Conversation tests in this way, but for each subsequent test the Difficulty increases by +5. Subsequent tests may gather more specific information, though it must be directly relevant to the conversation (GM’s discretion) and if the character fails a Conversation test, the spell ends immediately.
If the bound character expresses any strong opinions or emotions not expressed by the target first, forcefully manipulates the interaction, or pressures the target, the spell immediately ends. If the spell ends prematurely for any reason, the bound character receives a -5 penalty to all Charisma-based tests until he receives a full night’s rest, and this spell may not be cast again for a full day. This spell may only have one active casting at a time.
Winds of Deflection
Spoiler:
Threads: 0 Weaving: 7 / 12 Casting: TMD Range: Self Duration: Rank rounds
Effect: Improves Avoid Blow tests
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 bonus), Increase Duration (+2 rounds)
Air. This spell creates a wall of swirling wind strong enough to deflect physical attacks. The magician makes whooshing noises and makes a Spellcasting test against his Mystic Defense. If successful, a wave of roiling and surging air surrounds him. The adept gains a +3 bonus to any Avoid Blow test. This spells allows Avoid Blow to be used against Blindside and Surprise attacks.
(4) Elemental Spear (All), Grove Renewal, Lightning Step.
Spoiler:
Elemental Spear
Spoiler:
Threads: 1 Weaving: 8 / 13 Casting: TMD Range: 20 yards Duration: Varies (see text) Area of Effect: Varies (see text)
Effect: WIL + 4/Physical
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Duration (+2 rounds, if applicable), Increase Effect (+2
Effect Step), Increase Range (+10 yards), Additional Target (+1)
Element [Air, Earth, Fire, Water, or Wood]. This spell forms a spear from one of the elements. There is an Elemental Spear for each element: air, earth, fire, water, and wood. Each version of the Elemental Spear spell is learned separately, but can be held in the same spell matrix.
The magician touches some of the desired element and makes a Spellcasting test against the target’s Mystic Defense. If successful, a spear is formed from the element, which hurtles toward the target, striking him. The magician’s Effect test determines how much damage is inflicted. Regardless of the result, the spear dissipates after the attack.
Each spear provides a different secondary effect.
• Air spears cause a clap of thunder when they impact the target. The Effect test is compared to the Mystic Defense of each character within 2 yards of the target. If successful, all affected characters suffer a -2 penalty to Action tests until the end of the next round.
• Earth spears force the target to resist Knockdown against a Difficulty Number equal to the total damage received after armor.
• Fire spears deal an additional Step 4/D6 damage die.
• Water spears heal instead of harm; the target may immediately spend a Recovery test with a +2 bonus (this may not be affected by other healing aids).
• Wood spears sprout entangling vines which cause the target to be Harried until the end of the next round.
Grove Renewal
Spoiler:
Threads: 1 Weaving: 8 / 13 Casting: TMD Range: 10 yards Duration: Rank +5 rounds
Effect: Grants the target continual healing
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 damage healed), Increase Range (+10 yards), Additional Target (+1)
Wood. This spell heals the target a small amount each round it is in effect. The magician holds some dried plant matter in his fingers, blows it away, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the plant matter is returned to vibrancy and floats around the target briefly, surrounding them with a momentary green glow. Either the target or the magician must spend a Recovery test and the target heals 4 damage each round on their Initiative.
Outside of combat, healing is reduced to 1 damage per round and is not affected by additional threads.
Lightning Step
Spoiler:
Threads: 0 Weaving: 8 / 13 Casting: TMD Range: Touch Duration: Rank rounds
Effect: +2 to Initiative, Movement Rate and Physical Defense
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+1 to all effects)
Air–Electric. This spell electrically charges the target, enhancing his movement.
The magician must be standing under the open sky with wet feet. He rubs his feet back and forth on the ground, and then makes a Spellcasting test against the target’s Mystic Defense. If successful, coruscating green lightning surrounds the magician’s feet. The target moves around on a sizzling, one-foot-wide lightning bolt that pops with every step, jumping him around from place to place, and adds +2 to his Initiative, Movement Rate and Physical Defense for the spell’s duration.
(5) Earth Staff. Fireball, Ride the Lightning.
Spoiler:
Earth Staff
Spoiler:
Threads: 1 Weaving: 9 / 14 Casting: 6 Range: Touch Duration: Rank + 10 minutes
Effect: Increase successes on Elementalism spells
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Weapon Damage (+2 Steps)
Earth. This spell creates a quarterstaff from a handful of earth or a piece of stone, or emerging directly from the earth. The magician touches the material and then makes a Spellcasting test. If successful, a five-foot-long quarterstaff (with all equivalent attributes) is formed that can be used as a melee weapon in combat. The appearance of each earth staff is unique to the Elementalist and will change as he increases in Circle (generally becoming more distinctive and ornate). While the Earth Staff is in hand, all successfully cast Elementalism spells are treated as though they have an additional success. Only those with knowledge of Elementalism may wield the earth staff. If a character without Elementalism wields an earth staff in combat, the spell ends as soon as the staff is used, causing no effects, and reverting back to its original components.
Fireball
Spoiler:
Threads: 1 Weaving: 9 / 14 Casting: TMD (see text) Range: 30 yards Duration: 2 rounds Area of Effect: 4-yard radius Effect: WIL + 4/Physical and Partial Blindness
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Increase Area (+2 yards), Remove Targets (-Rank)
Fire. This spell creates an explosive ball of flame.
The magician conjures a small flame and places one of his hands to the side of the fire, waving it in a circular motion over the top of the flame, then makes a Spellcasting test against the highest Mystic Defense among all targets within a 4-yard radius of the point of impact. If successful, a small globe of fire erupts from his hand, which quickly expands to the size of a beach ball, before exploding in an intense gout of flame at the point of impact. The magician’s Effect test determines how much damage is inflicted on those affected. Those affected are also Partially Blind (-2 penalty to Actions) until the end of the next round.
Ride the Lightning
Spoiler:
Threads: 2 Weaving: 9/14 Casting: TMD Range: Self; 4 miles Duration: One round
Effect: Travel by lightning
Success Levels: See text.
Extra Threads: Increase Range (+2 miles)
Air – Electric. This spell transports the magician to any location he can see within range. The magician’s current location and destination both must be open to the sky.
The magician points to his destination with one hand, then points to the sky with his other and makes a Spellcasting test against his Mystic Defense. If successful, lighting strikes him and the destination simultaneously, leaving a mark on the ground unique to the magician in each location. The magician is immediately transported to the destination. If the magician gets one success, he is disoriented and cannot act during the next round. On two successes, he may act normally on the following round. With three successes, he may immediately act as though he has not taken any actions yet this round. If the Spellcasting test fails, the magician is struck by lightning for WIL+6/Physical damage. Each additional use of this spell on the same day has a cumulative +5 modifier to the Casting Difficulty.
(6) Mantle of the Fire Marauder, Metal Wings.
Spoiler:
Mantle of the Fire Marauder
Spoiler:
Threads: 1 Weaving: 10/15 Casting: TMD Range: Touch Duration: Rank rounds
Effect: Elementalist Circle+2
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step)
Fire. Binding. This spell summons a fire elemental and temporarily binds it to a willing target. The magician showers the target in sparks, then touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target will bellow in rage and be engulfed in flame. Anyone engaging the target in close combat automatically takes Effect test damage (Physical Armor protects).
The target’s Damage tests add a bonus dice of fire damage equal to the Effect Step.
Each round, the target must use the Aggressive Attack option (even if not normally allowed, such as when using ranged weapons), though this does not cost Strain. The target must either attack, or move their full movement toward their next opponent with every intention of attacking that opponent. Failure to do either of these causes the fire elemental to forcefully leave the target, dealing Effect Step +2 damage to the target (no armor protects).
Any attempt to fool the elemental by not engaging an opponent in combat will cause the spell to immediately end as previously described. This spell may only have one active casting at a time and is incompatible with the Flameweapon and Fireweave spells. The magician may choose to reduce the Effect Step of the spell at the time of casting.
Metal Wings
Spoiler:
Threads: 2 Weaving: 10 / 15 Casting: TMD Range: Touch Duration: Rank +10 minutes
Effect: Flight; +6 bonus to Strength for lifting
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 Strength bonus), Increase Effect (+2 Movement Rate), Additional Target (+Rank)
Earth—Metal. This spell creates shiny metal wings, which sprout forth from a character’s shoulders, allowing him to fly. The magician touches the shoulder of the target, then spreads his arms wide and makes a Spellcasting test against the target’s Mystic Defense. If successful, gleaming silver metal wings appear on the target’s back.
The wings allow him to fly at a Movement Rate of 12.
(7) Thunderclap.
Spoiler:
Thunderclap
Threads: 2 Weaving: 11 / 16 Casting: TMD Range: Self Duration: 2 rounds Area of Effect: 6-yard radius
Effect: –6 penalty to Action tests; causes deafness
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (-2 penalty), Increase Range (+2 yards), Remove Targets (-Rank)
Air. This spell creates a loud clap of thunder that stuns and deafens those hearing it. The magician claps his hands and compares his Spellcasting test against the Mystic Defense of each character, friend or foe, within the area of effect.
If successful, the target suffers a –6 penalty to his Action tests until the end of the following round and is deafened for a further Step 6 rounds, during which he suffers a –6 penalty to his hearing-based Perception tests. Most unintelligent creatures flee in fear of the sound.
(8) Ironskin.
Spoiler:
Ironskin
Threads: 1 Weaving Difficulty: 12/17 Casting: TMD Range: Touch Duration: Rank rounds
Effect: +3 to Physical Armor, Wound Threshold and Knockdown test
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+1 to all bonuses), Additional Targets (+1)
Earth – Metal. This spell melds the target’s body with a form of elemental metal, strengthening it. The magician grasps a piece of metal, crosses both fists and punches the target, then makes a Spellcasting test against the target’s Mystic Defense. If the test succeeds, the target gains +3 to Physical Armor, Wound Threshold and Knockdown tests. The effects of this spell are reflected in the target’s appearance, which takes on a dark, metallic look. Also, the target’s weight effectively doubles and he loses all buoyancy, including the ability to swim (the spell in no way bolster’s the target’s respiratory processes, so casting on an ally while afloat would be a remarkably bad
idea).
Zil's Backstory and personal "Way of the Elementalist"
Zil is Cocky, and Curious, but Friendly and Easy-going.
Zil is Throalic, having grown up in Jothan Hall. He is thrilled to be free of it's underground halls. He has a wide-eyed enthusiasm and curiosity about this newly opened surface world that he has previously only heard about in song and legend. He was raised in one of the several Windling communities that weathered the scourge in Throal. There did not happen to be any Windling elementalists in his community, so when he proved to be an Aspirant, he was apprenticed to a well respected dwarf who works in the public works department maintaining the huge kaers air and water systems.
He has an appreciation for the arts and delights in plays and song. He is friends with several Questors of Astendar, and has contemplated joining their ranks.
Zil takes Elementalism very seriously, and believes in the elemental balance of the world. He will be delighted at the air and wood, and the untamed water outside the gates of Throal. He will realize that all his life he has been suffering from an imbalance of too much earth. He will be shocked to his core the first time he see's horror taint and corruption.
Award Journal Spent Current Lifetime LT loot in lue of silver
TIPs 5 16 9 143
Legend points 58,000 2900 62000 -15 489,985
Silver 1320 375 60 4987 26,001 3530
Physician Kit - Used: 0. Current: 11. Items Purchased: Downtime / Legend Spent: Item #7 Item History 1, 3, & 5 (Free, Free). Dex 1->2 (6 days, 1300 LP, 180 adventure reward SP), research TI#6 True Blue 5->8, Item #7 0->1 (free, 60 sp, and 14 days. 1 of 7 days). TI #6 4->8 (19900 lp), Hold Thread, Silence Influence, Disarming Smile, Range Pattern, Thunderous Resolve 0->6 (5200, 5200, 8400, 8400, 8400 lp), Earth Bond 0->5 3100 lp), Diplomacy 5->6 (2100 lp).
Note, AFTER spending everything, an error was discovered and corrected which is why total is -15, also 840 lp was added to lifetime total to make it match official figure. Will treat Diplomacy as not upgraded until next session, but don't want to refigure everything.
Award Journal Spent Current Lifetime LT loot in lue of silver
TIPs 3 0 3 159
Legend points 124,000 6200 131700 -1265 862,735
Silver 2000 500 5040 7847 34,751 3530
Physician Kit - Used: 0. Current: 11. Items Purchased: Spell Air Blast (500 lp, 200 sp). Downtime / Legend Spent: Elementalist training 9->10 (3500 sp and 5 days), Spell Crushing hand of earth (free). Train Wil 2->3 (2100 lp, 490 sp, 7 days).
Knack Improvised Pattern (3400 lp, 400 sp, 8 days).
NOTE: I goofed up. These two knacks DO NOT get learned this downtime. But rather than redo anything, I am just going to record negative here the downtime will be spent next award. Knack Purifier's Retaliation (500 lp, 200 sp, 4 days), Tear out the root (800 lp, 250 sp, 4 of 5 days).
Fire Heal, Banish 9->10 (8900, 14400), Patterncraft 7->8 (3400), Spellcasting, Elementalism, Willforce 10 -> 11 (14400, 14400, 23300),
Armor Matrix TO 0->4 (2900), Elemental Mastery 0->9 (37200), Astral Sight 6->8 (5500), Garlens Touch 5->6 (2100)
An Invitation
Spoiler:
AAR: viewtopic.php?f=55&t=2219 Alternate rewards: 50% off: Knack training Knack Purifier's Retaliation (days 2 to 4, 75 sp. lp paid last session),
Armor Forging rank 10 (250 sp, 7 days), Dex Training (245 sp, 7 days, 1300 lp),
Knack Tear out the root (4 of 5 days, 100 sp, lp paid last session).
Learn Spells: Waterproof, Mantel of the woodland hunter, Thrive, Nutritious Earth, Cloud Summon, Death Rain
(100, 200, 300, 500, 700, 700 lp. 25, 50, 75, 125, 175, 175 sp), Hot Pot, Heat Stone (50, 50 sp).
refund 450 sp paid last session.