Character Creation
of Earthdawn Spellcasters
by Drew Caldwell
originally appearing in Earthdawn Journal #2


I enjoy playing spellcasting characters in Earthdawn. Some of my observations on game mechanics and making the most of your starting resources follow.

Two attributes drive spellcasting talents in Earthdawn; Perception and Willpower. Three races have a spellcasting advantage; Elves, Windlings, and Humans.

Elves

Elves gain a +1 to their Perception attribute and a +1 to their Willpower attribute at character creation. If you invest maximum points in these two attributes you can begin play with a base Step 8 in each attribute, onto which your beginning talents are added. At third circle perception or willforce can be increased one step (by buying a +1 to the attribute prior to advancing to each new circle). By Sixth Circle, both attributes can be increased by one step. The increase in base perception and willpower steps has a pervasive impact on spellcasting.  It boosts the game effect of the increased talents for circle advancement.

Early on in the character's development the elven mage has a better spell "punch" than his windling and human counterpart. The elf also has better spellcasting ability than his human counterpart. Over time, these abilities even out between the races.

Windlings

Windlings gain a +1 to their Perception attribute, have a +2 physical defense bonus for increased survivability, can fly for increased tactical options, and have the astral sight talent as an innate ability. Wizards have access to the astral sight
spell at First Circle and Nethermancers have access to the astral sight Talent at Second Circle, but all windling mages have this useful ability from the  beginning. At Second Circle, windling Willpower can equal the elven starting step. By Fourth Circle, Perception or Willpower can be increased by a step, and by Seventh Circle, both can be increased by a step.

Early on in the character's development, the windling mage is more likely to survive combat than his elven or human counterparts. After spellcasting abilities even out at higher circles, the windling mage continues to enjoy several unique
special abilities.

Humans

Humans have no attribute or special ability bonuses, but they do have the versatility Talent at First Circle. When initially creating a human character, you can take several thread weaving Talents. This allows you to pick and choose favorite spells from different spellcasting Disciplines at game start. For example, you might begin play with a mix of your seven favorite elementalism and wizardry spells. At Second Circle, human Perception or Willpower can be increased to the elven starting step. By Third Circle, both can be increased to the elven starting step. By Sixth Circle, Perception or Willpower can be increased by a second step, and at Ninth Circle, the other attribute can also be raised by a second step.

It takes longer for the human generalist to catch up with his elven or windling specialist counterpart, but the human has a broader range of spells to choose from during his early adventuring career.

Note that the human mage's elven and windling counterparts can choose to learn Talents from a second Discipline cost-effectively at higher Circles. The question is, "Do you, as a player, want less spellcasting ability across a broader range of spells early on, or more proficient specialized spellcasting early on?"

My Recommendation

Play a character you enjoy. Spellcasters of any race can provide hours of roleplaying fun. If you want to maximize spellcasting abilities, play an elf, windling, or human. The elf makes a terrific "pure" mage, the windling makes a slightly less powerful spellcaster, but has some very nice special abilities, and the human mage makes a wonderful spellcasting generalist.


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