Earthdawn Revisited - Illusionist

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===Illusionist:===
*Pre-requisites: Spellcasting D8 and Manipulation D6
*Benefits:
**Arcane Background: Magic
***Begin with 3 spells from the illusionist List
***10 threads (Power points) - These recharge at 5 per hour.
***Your Spellcasting skill is linked to Spirit.
Adept Edges that only Mages can take:
*Arcane Power: Gain 2 spells from your Discipline’s list (or 1 spell from another Disciplines list) and 5 extra threads (Power points). This power can be taken multiple times but only once per rank.
*Improved Rapid Recharge: Quadruple your recharge period to recover 5 power points per 15 minutes spent resting. (20 per hour)
*Astral Sight - You can take a moment to refocus and look into the Astral plane, so can use perception rolls to see magical phenomenon and living things. This can identify things that are hidden by flesh. Whilst this is active you are vulnerable to normally intangible creatures like Spirits, Elementals, Ghosts and Horrors. In addition some deeply tainted or lifeless areas can cause direct harm if you activate it there.
**Astral Projection (Requires Astral Sight) - Untether your spirit from your body and you can interact with incorporeal being as if they were solid. However you can only affect the material world by spending a bennie or suffering a wound. This also allows you to travel at vast speeds and project your self as a ghostly image. You are extremely vulnerable to damage whilst away from your body and can only survive outside of it for an hour per rank. If you don't return to your body in time, you die and your spirit becomes a ghost. You don't automatically know what is happening to your body or where it is, so caution is advised.
General Adept Edges:
Novice Spells:
Spell Name 	Rank 	Power Points	Range 	Duration 	Description
Blind 	Novice	2 	Spirit	Instant 	Those affected by this malicious power suffer blurred vision or near-complete blindness with a raise. Success means the victim suffers a -2 penalty to all actions requiring sight, or -4 with a raise. 
The victim automatically tries to shake off the effect with a Vigor roll as a free action at the end of his following turns. Success removes 2 points of penalties, and a raise removes the effect entirely. 
Modifiers:
* AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
* STRONG (+1): The Vigor roll to shake off the effect is made at -2.
Confusion 	Novice	1 	Spirit	Until end of victims next turn	Confusion confounds a target, making him both Distracted and Vulnerable if he fails a Smarts roll (at -2 with a raise on the arcane skill roll). Both states are removed at the end of the victim’s next turn.
Modifiers:
* AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template
Empathy 	Novice	1 	Spirit	5 rounds 	The caster forms an emotional bond between himself and the target with a successful arcane skill vs Spirit roll. He knows the target’s emotional state and most basic surface thoughts, and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him.
Empathy also works on animals, adding +2 to Riding or other rolls used to interact with the creature.
Fear 	Novice	2 	Spirit	Instant 	This power causes overwhelming dread and horror. The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results.
Modifiers:
* AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template
Illusion 	Novice	3 	Spirit	5 rounds 	One of the greatest powers is the ability to create something from nothing—even if it’s not real! Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark. 
Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at -2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting.
The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other. 
The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4″ or eight yards in diameter).
Modifiers:
* SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
* STRONG (+2): Smarts rolls to disbelieve the illusion are made at -2.
Mind Link 	Novice	1 	Spirit	30 mins 	Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed. Once activated, the Range between all linked minds is one mile, or five with a raise. If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound). The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
Modifiers:
* ADDITIONAL RECIPIENTS (+1): The power may affect additional individuals for 1 additional Power Point each.
Mind Reading 	Novice	2 	Spirit	Instant 	Mind reading is an opposed roll versus the target’s Smarts. Success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
Relief 	Novice	1 	Spirit	Instant 	Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.
Modifiers:
* ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each
Sound/Silence 	Novice	1 	Spirit x5 (Sound)
Spirit (Silence)	Instant (sound)
5 (silence) 	Sound mimics any known sound or voice, emanating from a point of origin within Range at a volume up to the sound of a loud shout. If used as a Test, the defender opposes the casting roll with Smarts.
Silence does the opposite, muting all sound up to a loud shout within a Large Blast Template. A raise on the roll mutes all sound, no matter how loud. Those with Arcane Backgrounds (Magic) and Troubadours cannot activate powers while silenced, but other types of adept usually can as long as the power doesn't require communication or sound.
Modifiers:
* MOBILE (+1): The caster can move the area of effect up to his arcane skill die type each round.
* TARGETED (+1): Instead of casting silence in an area of effect, the caster may instead target individuals in Range for 1 Power Point each. Each victim resists with Spirit (at −2 if the power is activated with a raise
Summon Ally (Attendant)	Novice	2 	Spirit	5 rounds 	This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well. The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind. 
The type of servant that can be summoned depends on the caster’s Rank. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes. 
Modifiers:
* BITE/CLAW (+1): The ally can bite or claw at Str+d6.
* FLIGHT (+2): The ally can fly at Pace 12.
* MIND RIDER (+1): The caster can communicate and sense through the ally.
Attendant Statistics:
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Melee d4, Evasion d4, Notice d4, Shooting d4, Stealth d6
Pace: 4; Parry: 4; Toughness: 4
Special Abilities:
* Claw: Str+d4.
* Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
* Fearless: Immune to fear and Intimidation
Seasoned Spells
Spell Name 	Rank 	Power Points	Range 	Duration	Description
Disguise 	Seasoned	2 	Spirit	10 Mins 	Disguise allows the target to assume the appearance of another person of the same Size and shape, including clothing. It does not confer any abilities, however. 
Those who have reason to question the imposter’s identity make a Notice roll at -2 to see through the disguise (-4 with a raise on the casting roll). This is a free action. 
Modifiers:
* ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
* SIZE (+1): The recipient may assume the shape of someone up to two Sizes larger or smaller than themselves.
Invisibility 	Seasoned	5 	Spirit	5 rounds	With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.
Mind Wipe 	Seasoned	3 	Spirit	Instant 	Mind wipe removes a target’s memories, a terrible violation in most civilized societies. The power is opposed by a victim’s Smarts and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of Range.
If successful, the victim forgets a single event (up to about 30 minutes of time). A raise removes a complex memory of several hours. If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)
The memory remains missing but strong evidence that challenges its “logic” allows a Smarts roll at −2 to remember fragments determined by the GM.
Modifiers:
* EDIT (+1): Instead of wiping the memory, the caster edits it as she sees fit instead.
* FAST CAST (+2): The caster can wipe a memory as an action
Slumber 	Seasoned	2 	Spirit	One Hour	Those who favour stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep. 
Anyone affected by slumber must make a Spirit roll (at −2 if the caster got a raise on her Spellcasting skill roll). Those who fail fall asleep for the Duration of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll.
Modifiers:
* AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Warriors Gift 	Seasoned	 	 	 	Warrior’s Gift
Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 5
Trappings: Gestures, prayer, whispered
words, concentration.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat
Edge chosen by the caster. The caster (not the
recipient) must have the same Rank or higher
as the Edge’s Requirements. With a raise, the
recipient gains the Improved version of the
Edge (if there is one, and even if he doesn’t
meet the Rank Requirement).
MOdiFierS
 ADDITIONAL RECIPIENTS (+1): The power
may affect more than one target for 1
additional Power Point each.
Summon Ally (Bodyguard)	Seasoned	4 	Spirit	5 rounds	This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well. The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind. 
The type of servant that can be summoned depends on the caster’s Rank. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes. 
Modifiers:
* BITE/CLAW (+1): The ally can bite or claw at Str+d6.
* FLIGHT (+2): The ally can fly at Pace 12.
* MIND RIDER (+1): The caster can communicate and sense through the ally.
Bodyguard Statistics:
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d4, Shooting d4, Stealth d4
Pace: 6; Parry: 5; Toughness: 7(2)
Edges: First Strike
Gear: Melee attack (Str+d6).
Special Abilities:
* Armor +2: Hardened skin.
* Construct: See Attendant.
* Fearless: Immune to fear and Intimidation
Veteran Spells:
Spell Name 	Rank 	Power Points	Range 	Duration	Description
Summon Ally (Mirror self)	Veteran	6 (if Veteran,
8 if Heroic, 10 if Legendary)	Spirit	5 rounds	This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well. The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind. 
The type of servant that can be summoned depends on the caster’s Rank. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes. 
Modifiers:
* BITE/CLAW (+1): The ally can bite or claw at Str+d6.
* FLIGHT (+2): The ally can fly at Pace 12.
* MIND RIDER (+1): The caster can communicate and sense through the ally.
Mirror Self
The ally is a clone of the caster except: it’s an Extra; it has the same number of current Power Points as the caster after subtracting for this casting; it cannot use the summon ally power; its skills (but not attributes) are one die type less (minimum d4) than the original; it has identical mundane equipment (no magical qualities, disappears when the power expires); has the Construct and Fearless abilities.
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