28 February 2014

Earthdawn: Anatomy of a Thread Item 37 - Smoke

This is the thirty-seventh Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

Found in the Gamemaster's Companion (pg. 37), Smoke is a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 85). Part of a item set that is also a terrible pun. Or awesome pun. I'm not here to judge that part.

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

Smoke
Spell Defense: 15
Legend Point Cost: Journeyman

With only four ranks, this is two shy of what would be expected for a Journeyman Thread Item. The Spell Defense is within expectations, though perhaps a bit on the low side (depending which entry you want to follow for Journeyman tier items - so unhelpful). Also, this is the exact same setup as its companion, Mirror.

Thread Rank One
Effect: Damage Step 8.

Standard Rank One effect, nothing notable here.

Thread Rank Two
Effect: Damage Step 9 and +1 bonus to Attack tests with the sword.

That's two effects at Rank Two and this is only a Journeyman tier item, meaning that it's inexpensive to improve. What this means is that this is quite the bonus to find so early.

Thread Rank Three
Effect: Damage Step 10 and +2 bonus to Attack tests with the sword.

Exactly the same as before - very good for the rank and tier.

Thread Rank Four
Effect: 2 Strain, the next attack ignores Physical Armor.

Yes, you read that correctly. For a mere 2 Strain, you can have an Armor-Defeating Hit every time. The previous bonuses were already above par and this is... probably the best ability ever. All of those thread shields and armors that give you big bonuses to protection? They just became irrelevant. I will pay that every. single. attack. It's really hard to put to words just how powerful this is. Certainly, you need to have Mirror to get here, but what kind of cruel game would introduce one without the other? This ability is only Rank Four and costs a mere 800 Legend Points.

How does it all stack up? Well, it's cheap and gives at least above average returns at every rank, except for Rank Four where... yeah. It's pretty much the best combat ability ever. This is, of course, in addition to the good damage and attack bonuses it already provides. And there is still growth potential in this!

It can certainly be noted that Mirror has to be introduced for this to be relevant, but without Mirror this is... a broadsword with three ranks. They are good, but the wielder cannot even improve it without getting Rank Four first. It's a cruel joke at best and willfully malicious at worst.

What this all means is it should not be introduced into any game as written. Even changing it to affect Mystic Armor is still an incredibly powerful ability for the Rank (as seen below). There is almost certainly a way to salvage this ability, but with such a shallow progression, it's tricky.

So this isn't such a great place to look for inspiration. It has good flavor and the connection to Mirror is neat (even if I like Mirror significantly more), but the mechanics as presented are a mess. It would do significantly better having six ranks with Mystic Strike as the capstone to that progression. Possibly targeting Spell Defense instead of Physical Defense.

How does the 3E version compare to the 1E version? Let's find out:

Smoke
Spell Defense: 15
Legend Point Cost: (Journeyman)

No changes to note.

Thread Rank One
Effect: Damage Step 6.

This is a one step increase, which is more typical of 1E.

Thread Rank Two
Effect: Damage Step 7 and +1 bonus to Attack tests with the sword.

Effectively the same improvement.

Thread Rank Three
Effect: Damage Step 9 and +2 bonus to Attack tests with the sword.

And that is three improvements. Which is quite a thing, as this is already quite good.

Thread Rank Four
Effect: 2 Strain on a successful attack, the attack affects Mystic Armor instead of Physical Armor.

There are two changes between 1E and 3E to be found. The first is that in 3E, the Strain is paid up front, while in 1E it is paid after you hit. This is significantly better in 1E. The second is how armor is affected. Clearly, 1E actually has it interact with armor, so that is way, way more powerful in 3E. Overall, they are both way too good. Just, incredibly, stupidly powerful. If they found them early enough, a Fourth Circle character can be walking around with this. It's certainly not too expensive.

The 3E version is still much more powerful, what with it ignoring armor entirely and all. However, the 1E version started the tradition of being abusively good. Those are some significant bonuses for very little cost and the capstone is just frightening.

25 February 2014

Earthdawn: Anatomy of a Thread Item 36 - Mirror

This is the thirty-sixth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

Found in the Gamemaster's Companion (pg. 33), Mirror is a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 84). Part of a item set that is also a terrible pun. Or awesome pun. I'm not here to judge that part.

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

Mirror
Spell Defense: 15
Legend Point Cost: Journeyman

With only four ranks, this is two shy of what would be expected for a Journeyman Thread Item. The Spell Defense is within expectations, though perhaps a bit on the low side (depending which entry you want to follow for Journeyman tier items - so unhelpful).

Thread Rank One
Effect: +1 Physical Defense.

While the standard bonus for armor (fully forged) may be the expectation, for a buckler it is just +1 Physical Armor. Which is a little underwhelming.

Thread Rank Two
Effect: 3 Physical Armor and 1 Mystic Armor.

Well, that is three effects, which is quite a bit. However, if we do a comparison to what a crystal raider shield may look like here, assuming reduced Initiative penalty (5 Physical Armor, 5 Mystic Armor, -1 Initiative), this is actually pretty tame. Remove that Physical Defense bonus from the previous Rank and the entire Initiative Penalty is gone.

Thread Rank Three
Effect: 4 Physical Armor, 2 Mystic Armor and +2 Physical Defense.

Another three effects, but it is still not up to where an equivalent crystal raider shield would be (well, +1 Physical Defense, but down 1 Physical Armor and 3 Mystic Armor).

Thread Rank Four
Effect: 1 Strain, opponent makes a Perception (7) test. If failed, the wielder gains +3 to the next Attack test against that opponent.

I like this ability. It is a little powerful for how early it shows up, though that Perception test is rather easy to beat for more powerful opponents (particularly non-adepts who have attribute steps that scale rather aggressively). To get it, you need to have it's companion item and the effect itself is thematic with the name. In all, this is a fun ability that is going to be of dubious value as Circles progress.

How does it all stack up? It's a decent item, even with the large bonuses. As shown, they aren't nearly as large as they seem and it is more indicative of the issues with the full forged benefit at Rank One. This is pretty solid for low Circle characters, though it would be highly recommended to allow more Legendary ranks so that it remains competitive as they advance. The Blinding Reflection ability is fun, but will lose steam in not too long. The good news is that there is plenty of room for growth on this one.

This is another one of my favorite items for inspiration. It attempts to balance out with the clearly more effective shields, making it a stylistic, rather than purely mechanical, choice - which is often nice. There is also the connection to another Thread Item, which can easily help to fuel adventure. Also, the last ability is flavorful and useful enough without being overpowered or useless. It needs to grow, but this is a great item to introduce and allow to grow with a character.

How does the 3E version compare to the 1E version? Let's find out:

Mirror (1E)
Spell Defense: 15
Legend Point Cost: (Journeyman)

Nothing different so far.

Thread Rank One
Effect: 2 Physical Armor and +1 Physical Defense.

It's not often that right out of the gates they are different, but here we go. This one provides another Physical Armor at Rank One.

Thread Rank Two
Effect: 3 Physical Armor and 1 Mystic Armor.

Now everything is back together. There doesn't seem to be much reason as to why the 1E Rank One effect was broken between Rank One and Rank Two. Maybe two effects was considered too much for Rank One? What makes three effects just right for Rank Two is still a mystery.

Thread Rank Three
Effect: 4 Physical Armor, 2 Mystic Armor and +2 Physical Defense.

Same here.

Thread Rank Four
Effect: 1 Strain, opponent makes a Perception (7) test. If failed, the wielder gains +3 to the next Attack test against that opponent.

It's worded differently, but they are still the same.

In the end, they are identical. However, I prefer the advancement scheme for 1E over 3E. It may give a bigger bonus at Rank One, which might feel a little like front loading, but the 3E fully forged bonus for a buckler is just sad.

21 February 2014

Earthdawn: Anatomy of a Thread Item 35 - Bracers of Firewind

This is the thirty-fifth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

Found in the Gamemaster's Companion (pg. 28), Bracers of Firewind are a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 78). These bracers tend to be popular with any Elementalist that can get their hands on them - they tend to be both fun and effective.

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

Bracers of Firewind
Spell Defense: 18
Legend Point Cost: Warden

Everything is almost as expected, though they are one rank shy of the "typical" eight thread ranks. The description is neat, but the back story is on the sparse side for how interesting this item is. For some, that may be a selling point as it leaves a lot of room to make it fit in your game how you want.

Thread Rank One
Effect: +1 bonus to Spellcasting and Elementalism tests.

Two bonuses, but each not quite as good as a rank (which is pretty important for both of those talents) and the Thread Weaving is specific to only one kind. A little on the powerful side, but for a Warden tier item, it may get a pass. What it really means is that the target audience is exactly one Discipline at this point. For them, that is a great deal.

Thread Rank Two
Effect: 1 Strain, throw a bolt of air or fire 50 yards with a Spellcasting test against Spell Defense (those without Spellcasting can use Perception). Fire does WIL+2/Physical damage and air does a WIL Knockdown effect.

Two different abilities, each decent enough on their own, though nothing to get excited about (yet). Since Ice Mace and Chain exists, that is on the weak side for damage and Air Blast is going to be more effective at knocking people over. For both to show up at the same time, it's not a big deal.

Thread Rank Three
Effect: +1 Physical Defense, and each bolt gets a +2 to the effect.

Well, that's a lot of bonuses. Depending on how you count, anywhere from three to five. Both of the abilities still fall short of the respective spells, though that is a fairly tall order for each as they are very good spells. No matter what, the bonuses found here are still good regardless of the abilities.

Thread Rank Four
Effect: +1 Spell Defense, and each bolt gets another +2 to the effect.

Looking at the same level of bonuses and now the bolts just became worth it. Fire bolt, probably still not, as I would rather have the possibility for Harried and no Strain. The air bolt became a solid maybe, since Air Blast has a thread and may not always be in an Enhanced Matrix. Never know when you are going to need to knock someone to the floor.

Thread Rank Five
Effect: Range for the bolts is increases to 100 yards. Gain air and fire shield abilities. Either may be used against one attack per round for 1 Strain per power - both can be used against the same attack. The fire shield is the Lightning Shield with just WIL for the Effect test and the air shield allows a WIL test against the Attack test to deflect the attack.

The increase in range is a nice bonus, particularly given the significantly shorter ranges in 3E. This puts both of the bolts as a useful part of an Elementalist's toolbox. The shields are another story. The fire shield is pretty decent, something of a free chance to do WIL/Mystic damage to an attacker. However, the air shield is going to be forgettable, unless the GM allows Willforce to be spent on these powers. That is a fairly generous reading of the talent, but one that I can see being out there.

Thread Rank Six
Effect: Range for the bolts increases to 150 yards, and the wearer gains a +2 bonus to Spellcasting and Elementalism tests.

Back to that very nice bonus at the beginning and another range increase. I don't know if there is any offensive Elementalist effect with that kind of range in 3E.

Thread Rank Seven
Effect: +2 to Physical and Spell Defenses, and the WIL tests for the shields gain a +2 bonus.

That is two nice bonuses that make it all worth it. The extra benefit to fire shield is nice, though air shield is still useless (barring that whole Willforce thing).

How does it all stack up? This is a good item for an Elementalist, though no one else is likely to get any real use out of it. While there are only two boosts just for Elementalists, that is enough to make any other magician look for something else. While it provides decent bonuses and goes over the recommendations, the abilities aren't likely to see regular use. This is going to fall into the category of "fun" over "must have".

This particular item almost certainly isn't going to disrupt the game. The bonuses are small and don't affect the talent ranks (which would be far more troublesome) and the abilities aren't going to change the shape of how the game plays. They will add some new tools to an Elementalist, particularly for long range, but are unlikely to reshape how they see the game.


In all, this is a pretty decent item to look to for inspiration. The abilities are neat, but not amazing. They get improved at a regular basis, but are never deforming. If anything, they could stand to be improved a little more to make them viable options at an earlier point in time and then scale with comparable abilities. However, the extreme ranges make erring on the side of caution the wiser of the two paths.

How does the 3E version compare to the 1E version? Let's find out:

Bracers of Firewind (1E)
Spell Defense: 15
Legend Point Cost: (Warden)

The 3E version had the Spell Defense updated to match the item tier. Otherwise, things are comparable.

Thread Rank One
Effect: +1 bonus to Spellcasting and Elementalism talents. If the character doesn't have these, they gain them at Rank 1

Well, this is way better in the 1E version. In fact, granting that Elementalism talent means that any spellcaster who gets this will be able to start learning Elementalist spells. Which may or may not be an unintended consequence. Nonetheless, this is significantly more powerful.

Thread Rank Two
Effect: 1 Strain, throw a bolt of air or fire 50 yards with a Spellcasting test against Spell Defense. Fire does Willforce+2/Physical damage and air does a Willforce Knockdown effect.

Very similar, but it explicitly calls out that Willforce is the test. That's going to make these a lot more powerful and scale with Circle.

Thread Rank Three
Effect: +1 Physical Defense, and each bolt gets a +2 to the effect.

The same between editions.

Thread Rank Four
Effect: Range for the bolts is increases to 100 yards. Gain air and fire shield abilities. Either may be used against one attack per round for 1 Strain per power - both can be used against the same attack. The fire shield is the Lightning Shield with just Willforce for the Effect test and the air shield allows a Willforce test against the Attack test to deflect the attack.

Rank Four and Rank Five were switched in the move to 3E. Again, Willforce is called out explicitly. That happens to move air shield from forgettable to a free use of Avoid Blow each round. Except better than Avoid Blow since it is likely to be all tricked out from a very high Willpower and Willforce talent. This is much better because of that

Thread Rank Five
Effect: +1 Spell Defense, and each bolt gets another +2 to the effect.

The same as Rank Four in 3E, just at a later point.

Thread Rank Six
Effect: Range for the bolts increases to 150 yards, and the wearer gains a +2 step bonus to Spellcasting and Elementalism talents.

The same, except for this ambiguous +1 to Physical Defense. Was the intention to give a +2 to Physical Defense, or was that never supposed to be?

Thread Rank Seven
Effect: +2 to Physical and Spell Defenses.

Similar, except for the lack of increase to the shields.

The two versions are pretty similar, though 1E is more powerful overall. This is because of the access to Elementalist spells (even if you can never improve the talent) and that the abilities specifically call out Willforce usage. Even with 3E giving a bump to the final two - unless the intention was all along for 3E to allow for Willforce and that just was never called out explicitly.

18 February 2014

Earthdawn: Part 32 - Comparison of 1E and 3E Part 6: Illusionist Spells

This is the thirty-second part in an ongoing series about Earthdawn. Introduction and Index.

Below is a list of all the Illusionist Spells found in 1E (Core book, Arcane Mysteries of Barsaive and Magic: A Manual of Mystic Secrets) and the 3E Player's Guide.

Right now it is just a list, though if there is a desire for it (which means leave a comment to that effect) I can add some commentary and thoughts on the changes between editions.

Some of the changes were almost certainly made to accommodate the move to a battle map and hexes with a 2-yard standard size. Which means that, depending on how you count spaces, some of the areas of effect may not have changed. Regardless, the most significant changes are that the minimum casting difficulty is now a 6 instead of 2 and ranges have been drastically reduced across the board.

First Circle

Assuring Touch: No changes.

Bellow of the Thundras: Reference to "Make an Impression" added.

Best Face: No changes.

Blazing Fists of Rage: No changes.

Catseyes: No changes.

Disguise Metal: Duration now uses rank instead of Willforce test; now has an Effect test that determines the weight affected, instead of a static amount; Spell Defense against detection is now 6 instead of 7.

Displace Image: Distance increased by 1 yard; a fixed Difficulty is no longer given.

Fun With Doors: Distances adjusted to fix in 2-yard hexes

Light: Casting Difficulty: +4; Duration now uses rank instead of Willpower test; Difficulty to blind a target now requires a Good result, instead of +5; increasing the duration now costs Blood Magic Damage instead of Permanent Damage.

Pauper's Purse: No changes.

Rope Guide: Casting Difficulty: +4; Range: no limit; no longer a limit on rope length.

Unseen Voices: 

True Blazing Fists of Rage: Full text added instead of a reference to the illusion.

Second Circle

Blindness: Range: -15 yards; Sensing tests clarified.

Crafty Thought: Now explicitly allows for recasting if it fails or ends; failure now prevents using the spell on the same target for a day.

Disaster: Difficulty increases after the first target; increase to engaged targets is now a Good success, instead of a static +4.

Encrypt: Range: -20 yards.

Ephemeral Bolt: Range: -36 yards.

Impossible Knot: Casting Difficulty: +2.

Innocent Activity: No changes.

Monstrous Mantle: Duration: Rank instead of Willforce.

Remove Shadow: No changes.

Send Message: (Couldn't be found in the three 1E reference texts.)

Tailor: No changes.

True Ephemeral Bolt: Range: -36 yards.

Weather Cloak: Effect test against magical weather is now explicitly every round.

You Got Me: No changes.

Third Circle

Alarm: No changes.

And Then I Woke Up: Now affects tests in the same round as well.

Blinding Glare: Range: -18 yards; Area: +2 feet.

Dampen Karma: Range: -36 yards; Effect: Now -3 steps, instead of a -4 penalty to the Karma die result. 

Detect Illusionism Magic: Range: -30 yards.

Dispel Illusionism Magic: Casting Difficulty: +2; Range: -30 yards.

False Floor: Effect: WIL+6; Area: 6-yard radius instead of 20 x 20 feet.

Impossible Lock: Casting Difficulty: Now TSD; Effect: Now WIL+7.

Mind Fog: Range: -36 yards; now more explicit in function.

Nobody Here: Area: -6 yards.

Phantom Warrior: Range: -6 yards.

See the Unseen: Clarification on use with other abilities added.

Soothe the Savage Beast: Range: -6 yards; Extraordinary success effect now in hours instead of days.

Suffocation: Range: -72 yards; Area: +2 feet; now causes Harried instead of -2 to Action tests.

Fourth Circle

Aura: Range: -6 yards.

Bleeding Edge: No changes.

Circle of Well Being: Casting Difficulty: +4; Area: +2 feet; now requires a successful Effect test against the target's Spell Defense before it will generate any benefit.

Clarion Call: Range: -60 yards; now specifies a Disbelief Difficulty; affected targets will now explicitly not harm themselves.

Conceal Tracks: Difficulty now increases per target; now includes Effect test to determine Sensing Difficulty.

Eyes Have It: Casting Difficulty: +4; Range: -36 yards; now a Spellcasting test to taget individuals; now allows the target a Willpower test against the Effect test to end the effect against them.

Great Weapon: Now causes Harried instead of -2 to all Attack tests.

Hunger: Can now cause Wounds.

Improved Alarm: No changes.

Memory Blank: Range: +1 yard; extending the duration now costs 3 Blood Magic Damage, instead of 2 Permanent Damage.

Multi-Missile: Duration: Now 1 round.

Nightmare of Foreboding: Now reduces Wound Threshold by 6, not 8.

Stop Right There: Range: -36 yards; now explicitly allows the target to act normally, besides the whole not moving around thing; target is now Harried.

Unmask: Range: -12 yards.


Fifth Circle

Awaken: Now includes provision for non-magical effects; now heals target to regain consciousness instead of granting a Recovery Test.

Bond of Silence: Now includes specific instruction regarding success or failure to speak.

Clothing Gone: Range: -36 yards; now Harries target instead of a -4 penalty to Action tests; no long allows Willpower test to Dispel.

Enter and Exit: Now requires Spellcasting test to find hidden passages.

Eye of Truth: No changes.

Flesh Eater: Threads: -1; now causes Harried instead of -2 to all Action tests.

Flying Carpet: Maximum ceiling and climb speeds are now specified; full attribute write-up given (not all are the same).

Illusion: Casting Difficulty: +4; Range: -18 yards; Area: was 100 ft^2, now 10-yard radius; now allows for Spellcasting rank duration extensions.

Improve Karma: Weaving Difficulty: -1/-3; Effect: +4 (instead of +5) Karma Steps; now can be dispelled.

Noble Manner: Now specifies Interaction tests.

Phantom Fireball: Range: -60 yards; Area: -6 yards.

Pleasant Visions: Range: -36 yards.

Switch: Range: -6 yards; target no longer must be willing; 

Wall of Unfire: Casting Difficulty: +4; dimensions now 4-yards high, 2-yards wide, 2-yards deep; Spellcasting tests are now made for each attempt to pass through the wall; Knockdown tests from Wounds are now considered Sensing tests.

Sixth Circle

Astral Shadow: No changes.

Bouncing Blaster: Casting Difficulty: Now 6 in addition to TSD; Area: Now 12-yard radius; Area: targets within 2-yards (not 20 feet) are affected; within 2 yards (not 5 feet) sets blaster off; distance into air no longer specified.

Chosen Path: Casting Difficulty: +4.

Dancing Disks: Range: -45 yards; Difficulty now increases for each target.

Foreseeing: Clarifies how many days into the future can be viewed. Removes references to divination.

Illusory Missiles: Range: -72 yards; Area: +2 feet.

Memory Scribe: Range: -1 yard; extending the duration is now Blood Magic Damage, not Permanent Damage.

Spotlight: Range: -60 yards; Area: -14 feet; resistance is now an Action test, not a Willpower test.

Stench: Range: -24 yards; Area: +2 feet, in a sphere, not a square; Willpower test success and failure clarified; Knock Down added for failure.

Seventh Circle

Dream Sight: Now requires an item of the target.

Drunken Stagger: No changes.

False Enchantment: Casting Difficulty: +4; Disbelief (not Sensing) Difficulty is increased by 5 (not D8).

Rebel Limb: Range: -36 yards; now an illusion; resistance is now a Disbelief tests against the Effect tests; target granted a bonus on Disbelief tests. 

Reversal of Passion: No changes.

Silent Stampede: (Couldn't be found in the three 1E reference texts.)

Stampede: Difficulty now increases for each additional target; now causes Harried instead of -2 to all Action tests; now limits targets to Spellcasting rank.


Time Flies: Casting Difficulty: +4; Range: -36 yards.

Twisted Tongues: Range: -36 yards; Difficulty increases for each target; Speak Language tests are now considered Sensing tests.

Vertigo: Range: -45 yards; now just gives a -6 penalty on Action tests.

Walk Through: Dexterity test results somewhat clarified.

Eighth Circle

Astral Nightmare: Range: -15 yards; damage inflicted now allows a Perception test as a Sensing test.

Dreamsend: Now requires an item of the target.

Form Exchange: Range: -15 yards.

Illusory Spell: This has been removed in 3E.

Leaping Lizards: Casting Difficulty: +4; Range: -90 yards; Knockdown tests caused by Wounds now count as Sensing tests.

Massive Missiles: Range: -150 yards; Difficulty increases for additional targets; targets now always make the Effect test.

Other Place: No changes.

Shadow Spell: Range: -36 yards.

14 February 2014

Earthdawn: Anatomy of a Thread Item 34 - Bloodwall

This is the thirty-fourth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

Found in the Gamemaster's Companion (pg. 28), Bloodwall is a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 77). This particular shield actually made an appearance in an Earthdawn game that I ran 16 years ago.

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

Bloodwall
Spell Defense: 18
Legend Point Cost: Warden

Everything is almost as expected for this shield, though it is one rank shy of the "typical" eight thread ranks. It starts life as a crystal raider shield (3 Physical and Mystic Armor, -2 Initiative Penalty).

Thread Rank One
Effect: 5 Physical and Mystic Armor.

That is the standard Rank One benefit for 3E, which is also very good for these more heavily armored items.

Thread Rank Two
Effect: An additional +5 to Physical and Mystic Armor against heat and fire attacks.

Well, that's quite a bit for Rank Two, though it is rather specific. Still, more than should probably be provided at this rank.

Thread Rank Three
Effect: The wielder may make an Avoid Blow or Parry test against any attack that relies on eye contact, even if it would target his Spell or Social Defense. The shield is now Initiative Penalty 1.

First off, the Initiative Penalty reduction is solid and an effect all on its own. Moving on from there, that is an interesting effect - it's pretty specific and may only affect a few abilities (Frighten and Steely Stare are given as examples, Death's Head is probably another one). Part of me always thinks this is a little silly, particularly the 3E inclusion of Parry (unless you are using 3ER, a troll sword will have a better bonus) meaning that you can hide behind your shield and ward off the "attack" with your sword.

Thread Rank Four
Effect: Physical and Mystic Armor 6, and Deflection Bonus of +4/+4.

Well that is three bonuses right there, which is well beyond expectations for this rank. The increased Deflection Bonus means that the wielder is probably going to use the shield to ward off those "attacks".

Thread Rank Five
Effect: No Initiative Penalty and +10 to Physical and Mystic Armor against heat and fire attacks.

A big increase to a situational bonus, which will render those attacks somewhat trivial at this point. Also, no more Initiative Penalty. That is probably about another three effects right here.

Thread Rank Six
Effect: Physical and Mystic Armor 7, and Deflection Bonus of +5/+5.

And three more effects.

Thread Rank Seven
Effect: +3 ranks to Astral Sight when looking through the shield and any Astral Sight tests automatically count as Sensing tests for illusions while looking through the shield.

That is another three-ish effects, though it is at least at the rank when two is normal.

How does it all stack up? This is a very good shield. It's not Orichalcum Shield good, which is a good thing. It also manages to be more interesting with the vision-based abilities. However, the benefits that it provides are potent given the number of ranks and the costs associated.

This item isn't likely to unbalance a game that it is introduced to, but it could cause some envy if the other items out there don't measure up to the excellent benefits per rank that Bloodwall provides. It is likely to be the most significant issue with any thread items introduced to a campaign. It has a lot of flavor, but some serious bonuses to go along with it. Essentially, this item makes no sacrifices for the benefits that it brings to the table.


While the direct numerical bonuses don't provide a great template to follow, the other effects are interesting and worth using for inspiration. The construction of the item itself is interesting (a shield made primarily of transparent red crystal) and the effects build on that by using it as a filter for the wielder's vision.

How does the 3E version compare to the 1E version? Let's find out:

Bloodwall (1E)
Spell Defense: 18
Legend Point Cost: (Warden)

Everything is the same between them at this point.

Thread Rank One
Effect: 4 Physical and Mystic Armor.

While not the 3E standard benefits, this is still good by 1E standards with a bonus to each.

Thread Rank Two
Effect: 5 Physical Armor and an additional +5 to Physical and Mystic Armor against heat and fire attacks.

Three-ish effects, but still behind the 3E version. That isn't unexpected, however. It is also worth noting that there is no Deflection Bonus in 1E to increase.

Thread Rank Three
Effect: Mystic Armor 5 and the wielder may make an Avoid Blow or Dexterity test against any attack that relies on eye contact. 

The same number of effects here, but now it only lags behind on Initiative. The abilities are functionally the same between the editions, though the wording is slightly different.

Thread Rank Four
Effect: Physical and Mystic Armor 6, and Initiative Penalty is now 1.

That is a lot of bonuses and now they are pretty much equivalent, what with 1E not having Deflection Bonuses.

Thread Rank Five
Effect: No Initiative Penalty and +10 to Physical and Mystic Armor against heat and fire attacks.

Exactly the same.

Thread Rank Six
Effect: Physical and Mystic Armor 7, and +15 to Physical and Mystic Armor against heat and fire attacks.

Instead of an increase to Deflection Bonus, this stacks on more against fire damage.

Thread Rank Seven
Effect: +3 ranks to Astral Sight when looking through the shield and any Astral Sight tests automatically count as Sensing tests for illusions while looking through the shield.

The same.

The two versions are pretty consistent, excepting for differences between the underlying assumptions of each edition. When I introduced this into my campaign so many years ago, the various bonuses were reduced without the player ever realizing. It worked out for the best that way, as we were teenagers and thread item envy could be quite a thing. The Rank Seven Deed did elicit an amusing response, "You want me to do what?" Also, he fell into Death's Sea. To hilarious, though not life ending, results.

11 February 2014

Earthdawn: Anatomy of a Thread Item 33 - The Ice Blade of Omifan

This is the thirty-third Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

Found in the Gamemaster's Companion (pg. 39), The Ice Blade of Omifan is a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 80). Another of my favorite items to use as inspiration. While it has never directly appeared in a game, it has certainly influenced a number of weapons over the years.

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

The Ice Blade of Omifan
Spell Defense: 18
Legend Point Cost: Warden

Everything is almost as expected for this weapon, though it is one rank shy of the "typical" eight thread ranks.

Thread Rank One
Effect: Damage Step 4 and for 1 Strain the wielder gains a D6 Frost Die for the next damage test.

Let's be honest: this breaks the rules. However, the "standard" Rank One bonus for a windling sword is not so good at just +1 Damage Step. The bonus effect is like Flameweapon, but doesn't cause Strain if it explodes, but must also be activated every round. That makes it cause significantly more Strain in the end, but it doesn't feel quite as bad, go figure. In the end, this is effectively +5 damage for 1 Strain, which is a good trade.

Thread Rank Two
Effect: Contains a spell matrix of a rank equal to the Thread Rank.

This is a good ability for anyone that is a fighter/magician. Just magician's aren't going to get anything out of the combat benefits, which are the majority of the effects. Only fighters will get some from the spell matrix, but not that much.

Thread Rank Three
Effect: Frost Die is now D8.

This is basically a +1 Step to damage, though slightly worse since it isn't always in effect.

Thread Rank Four
Effect: Damage Step 5.

A standard effect, though always a good one on a weapon.

Thread Rank Five
Effect: Frost Die is now D10.

Again, it works out to be a +1 to damage, but isn't as good since you have to pay to get it.

Thread Rank Six
Effect: Damage Step 6.

More damage, though given this has seen three improvements in that category, it is a little sad. This is now effectively a short sword at Rank One.

Thread Rank Seven
Effect: Frost Die is now D12 and +3 to Physical and Mystic Armor against cold-based attacks.

Entering into the realm of two effects, that is what is available. The slightly-weaker-than-standard damage boost and a good benefit against cold attacks. That is very specific, which makes it roughly on par with a single bonus at this rank. Particularly given the Deed that has to be performed for this rank.

How does it all stack up? A Windmaster/Elementalist will get some good use from this weapon, and be able to do the Rank Seven Deed without help, which is certainly a bonus. Just a melee character may get some use from the spell matrix, but it's a toss up. They will certainly benefit from the damage boosts, which are very important for a windling. Windmasters are specifically referenced above because of their high Durability, which means they can take the greatest advantage of the Frost Die. This is basically a pile of damage with a spell matrix stuck in the middle. While Rank One may be a little much, the rest of the ranks are very staid and it is expensive to take advantage of that Frost Die over time. Also, windling melee characters need some help.

This is pretty balanced, all things considered. It brings a lot initially, but the costs associated with it even out. The low base damage is expected, but helps to keep everything in perspective. Effects per rank are, for the most part, as per the guidelines or come in a little low. I would be surprised if introducing this Thread Item caused any game issues.


It doesn't do a lot, but there is something fun about this little weapon. It is always a struggle to play a melee windling character, particularly when you look at how anemic your weapons are compared to everyone else (exacerbated by the Rank One bonus in 3E). They already have an unfortunate Strength. This manages to deal with that in a fun way that doesn't upset the overall balance at the table by simply giving the windling more bonuses than is normal. The background is relatively sparse, but there is enough meat to allow for interesting stories to spring forth.

How does the 3E version compare to the 1E version? Let's find out:

The Ice Blade of Omifan (1E)
Spell Defense: 14
Legend Point Cost: (Journeyman)

Well, this is looking different already. The tier is lower, with a Spell Defense to match. Same number of Thread Ranks. Without a Thread attached, it does Damage Step 4, but has a penalty. The Thread removes the penalty.

Thread Rank One
Effect: Willforce + 5 cold damage for 1 Strain and contains a spell matrix of rank equal to the Thread Rank.

Well now, that is pretty different from the 3E version. A magician that likes to get into combat is going to have a very powerful weapon on their hands. The intention of this is probably as a damage replacement effect, instead of a damage adding effect, though the wording is somewhat ambiguous. I'm going to treat it as the former, since the latter is madness.

Thread Rank Two
Effect: Willforce + 6.

This is the effect you are going to see every rank from here on out.

Thread Rank Three
Effect: Willforce + 7.

One of the benefits of switching to Willforce from Strength is that it will allow a windling to bypass their 1E racial limitations.

Thread Rank Four
Effect: Willforce + 8.

Also, it gives a spellcaster a major incentive to engage in combat, particularly a windling fighter/magician.

Thread Rank Five
Effect: Willforce + 9.

As you can see, the damage on this just keeps scaling, just like their Willforce talent will.

Thread Rank Six
Effect: Willforce + 10.

Which means that the windling that was once doing sad damage, is now a dominant force.

Thread Rank Seven
Effect: Willforce + 11.

The Windmaster from 1E, if combined with a spellcaster, would find this to be amazing. The original Dive Attack didn't replace Strength for the damage test, but added directly.

Yeah, this is pretty different than the 3E version. That is a lot of damage, particularly in the hands of a character that actually has Willforce as a talent. Keep in mind, back in 1E Willforce didn't cost any Strain. So you were looking at a serious benefit for any windling, though pure casters would have many problems with regard to melee combat. Starting with the Strain and quickly moving to the dangers of being near enemies that have pointy things that make them scream and bleed, stopping finally at not having access to all of the sundry talents which support combat and are necessary to keep pace.