EPISODE · Mar 3, 2021 · 49 MIN
EDSG Episode 61 - Spell Acquisition
from Earthdawn Survival Guide · host Josh H & Dan B
* Into the Weeds: Spell Acquisition * Historical Retrospective: First Edition * Start with PER Step in spell points. * No free or granted spells after creation. * Spells must be acquired through training with mentors, finding in kaers, or looting from dead enemy magicians. * No codified cost in silver, no Legend Point cost. * Second Edition * Starting spells based on WIL Step (possibly to diversify important Attributes at creation for magicians). * On Circle Advancement, 2 times Circle in spell points for free new spells. * Introduced a Legend Point cost for spells, 100 LP times Spell Circle. * Codified silver piece cost for purchasing spells. * Discussion of reason for some ED2 rules changes for spells. * Earthdawn Classic * Returned to starting spells based on PER Step. * One free spell of new Circle on Circle advancement up to Fifth Circle. * Legend Point and silver cost are shifted to Optional Rules, changed some values in those options. * Third Edition * No changes from Earthdawn Classic * Fourth Edition * Removed free spells on Circle advancement, Legend Point cost is now standard rule. * Josh discusses the concerns with spell LP cost hindering character advancement. * GM Advice: Where does a magician learn new spells? * Discipline mentors and trainers, whether as part of Circle advancement or not. * Recovering grimoires from ruins, kaers, or defeated opponents. * The GM should provide spells as rewards for magicians the same way they provide rewards or loot for other Disciplines. * Suggestions for learning about NPC magicians to approach for tutoring. * Common spells might be available in library collections. * Sidebar about magician guilds and their role in the Earthdawn setting. * Josh waxes admiringly about magicians. * Spell creation rules. First Edition had detailed spell creation rules, no plans for that detailed a process in Fourth Edition. * Porting or updating spells from earlier editions to ED4; look to similar spells and set up effects and extra threads based on published material. * Spells don’t always have to cost silver; that is a rough guideline for simple “buying” spell knowledge. * Keep track of mentors and GMCs for future connections and plot development. * GMC magician mentors traveling along with their PC students. * FreedoniaCon panels and seminars have started appearing on the FASA Games YouTube Channel. Looking at what might start being done on the FASA Games Twitch. Find and Follow: Email: [email protected] YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g Twitter: @EDSGPodcast Josh on Twitter: @LoreMerchant Get product information, developer blogs, and more at www.fasagames.com FASA Games on Facebook: https://www.facebook.com/fasagamesinc FASA Games Discord Channel: https://discord.gg/uuVwS9u Earthdawn West Marches: https://discord.gg/hhHDtXW
What this episode covers
* Into the Weeds: Spell Acquisition * Historical Retrospective: First Edition * Start with PER Step in spell points. * No free or granted spells after creation. * Spells must be acquired through training with mentors, finding in kaers, or looting from dead enemy magicians. * No codified cost in silver, no Legend Point cost. * Second Edition * Starting spells based on WIL Step (possibly to diversify important Attributes at creation for magicians). * On Circle Advancement, 2 times Circle in spell points for free new spells. * Introduced a Legend Point cost for spells, 100 LP times Spell Circle. * Codified silver piece cost for purchasing spells. * Discussion of reason for some ED2 rules changes for spells. * Earthdawn Classic * Returned to starting spells based on PER Step. * One free spell of new Circle on Circle advancement up to Fifth Circle. * Legend Point and silver cost are shifted to Optional Rules, changed some values in those options. * Third Edition * No changes from Earthdawn Classic * Fourth Edition * Removed free spells on Circle advancement, Legend Point cost is now standard rule. * Josh discusses the concerns with spell LP cost hindering character advancement. * GM Advice: Where does a magician learn new spells? * Discipline mentors and trainers, whether as part of Circle advancement or not. * Recovering grimoires from ruins, kaers, or defeated opponents. * The GM should provide spells as rewards for magicians the same way they provide rewards or loot for other Disciplines. * Suggestions for learning about NPC magicians to approach for tutoring. * Common spells might be available in library collections. * Sidebar about magician guilds and their role in the Earthdawn setting. * Josh waxes admiringly about magicians. * Spell creation rules. First Edition had detailed spell creation rules, no plans for that detailed a process in Fourth Edition. * Porting or updating spells from earlier editions to ED4; look to similar spells and set up effects and extra threads based on published material. * Spells don’t always have to cost silver; that is a rough guideline for simple “buying” spell knowledge. * Keep track of mentors and GMCs for future connections and plot development. * GMC magician mentors traveling along with their PC students. * FreedoniaCon panels and seminars have started appearing on the FASA Games YouTube Channel. Looking at what might start being done on the FASA Games Twitch. Find and Follow: Email: [email protected] YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g Twitter: @EDSGPodcast Josh on Twitter: @LoreMerchant Get product information, developer blogs, and more at www.fasagames.com FASA Games on Facebook: https://www.facebook.com/fasagamesinc FASA Games Discord Channel: https://discord.gg/uuVwS9u Earthdawn West Marches: https://discord.gg/hhHDtXW
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EDSG Episode 61 - Spell Acquisition
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