Windling Illusionist In-Play View

Circle: 8

Rarity: Common

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Created at: 2026-03-07 22:49 by chris_allison; Updated at: 2026-03-07 22:49

Theran Windling Illusionist as per the GM Screen. Equipment: Thread robe (R6: PA 5, MA 3, 1 Strain to change appearance of robe for Rank hours, +1 Initiative), thread ring (R8: Enhanced Matrix 8, +2 Spellcasting, +2 Thread Weaving tests, +2 False Sight, +1 True Sight), thread brooch (R4: +2 SD, +2 Interaction tests), Espagra Boots (R4: +2 Avoid Blow, +2 Stealthy Stride)


Attributes

    Dexterity: 6: 1d10
    Strength: 3: 1d4
    Constitution: 5: 1d8
    Perception: 7: 1d12
    Willpower: 7: 1d12
    Charisma: 7: 1d12
    Initiative: 8: 2d6
    Physical Defense: 10
    Mystic Defense: 13
    Social Defense: 13
    Physical Armor: 5
    Mystic Armor: 6
    Unconscious Rating: 44
    Death Rating: 57
    Wound Rating: 7
    Knockdown: 3
    Recovery Rolls: 2
    Karma: 48
    Movement: 6, Fly 16
    Actions: 1

Attacks


  • Phantom Lightning: 18: 1d12+1d10+1d8 (22: 1d20+1d10+1d8): 20y, additional successes can strike another target


  • Powers, Abilities and Spells


  • Spell Matrixes: 5 (Free): Two Enhanced, Three Standard
  • Willforce (8) (Free): 15: 1d12+2d6
  • Blinding Flash (Standard vs. MysticDefense): 19: 1d20+2d6: Against highest TMD in 4yrd radius. Full darkness for 1 round + successes.
  • Switch / True Switch (Standard vs. MysticDefense): 19: 1d20+2d6: Either switches appearances with a target, or actually switches locations. Range: 10y. Duration: Rank Minutes. Threads: 2
  • Stop Right There! (Standard vs. MysticDefense): 19: 1d20+2d6: This spell immobilizes a character. The magician holds up a hand and shouts “Stop!” as loudly as possible, then makes a Spellcasting test against the target’s Mystic Defense. If successful, the target’s feet freeze in place—his Movement Rate is 0 and it cannot be increased, but may otherwise act normally, though he is Harried. Each round, the target may make a Willpower test against the Effect Step, with a +5 bonus if he has taken any damage that round. If successful, he regains movement and the spell ends. Duration: Rank rounds + 2 rounds per success.
  • Illusion (Standard vs. MysticDefense): 19: 1d20+2d6: Illusion. This spell creates illusory effects. The magician makes a Spellcasting (6) test. If successful, he creates an illusion, filling an area up to 10 yards in radius. The illusions created are simple and cannot include Namegivers or other complex images. For example, an illusory door could swing a few inches, but not open or close entirely. An illusory banner might wave in the breeze, but could not be removed. The magi- cian can maintain the illusion beyond the initial duration by making additional Spell- casting (6) tests up to his Spellcasting Rank in number. If any Spellcasting test fails, the illusion disappears and the spell ends. Those who interact with the illusion make Sensing tests using abilities appropriate to the activity. For example, a character open- ing an illusory door would make a Dexterity test, which also serves as the Sensing test.


  • Talents


  • Illusionist Magic (Patterncraft, Thread Weaving, Power Mask, Hypnotize) 15 (1d12+2d6),  Influence Skills (First Impression, Taunt, Conversation, Disguise Self) 15 (1d12+2d6),  Slough Blame 12 (2d10),  Stealthy Stride 16 (1d12+1d8+1d6),  Awareness 14 (2d12)


  • Special Maneuvers


  • Illusionist Karma [Discipline]: Spend Karma on interaction, to add +2 bonus to spell's effect step, create an illusory scene for 2 strain.
  • Windling Abilities [Racial]: Astral Sight, Flight and increased Physical Defence. Has a Kue or Zoak as a mount.



  • Please note that this work is a fan project based on Earthdawn which is copyrighted by FASA games.

    The Earthdawn Creatures project is available on GitHub under an MIT licence here: Earthdawn Creatures

    Developed by ToferC 2023