Firemage Talent List

Karma Ritual

Rank

This talent allows characters to replenish their store of Karma Points. Each time characters perform the ritual, they can purchase a number of Karma Points equal to their rank in Karma Ritual. Each ritual must be performed at dawn, takes 30 minutes to complete and can only be performed once per day.

Restore KARMA Points

Self

Permanent

YES

NO

NO

ALL

--

Flame Flash

Attack=

PER + Rank

Damage=

WIL + Rank

This talent allows the Firemage to attack his foes with flame. To attack, the Firemage chooses a target and then rolls an Attack Test vs. the target's Spell Defense. If successful, flames momentarily engulf the target. These flames cause damage to the target equal to the Damage Test result. If the attack causes the target to take a Wound, the target has suffered an extensive burn and suffers damage in the next round as well. This second round of damage is equal to the Firemage's rank in Flame Flash and armor does not protect against it. Physical armor protects against Flame Flash.

A secondary benefit of this talent is the Firemage's ability to use it to ignite flammable material. To do this the character must simply make a successful Attack Test vs. the Spell Defense of the object. If a character chooses to set an opponent's clothes on fire, and achieves a successful Attack Test vs. the target's Spell Defense, the fire does 1D6 damage the first round and 1D4-1 thereafter until extinguished.

Ranged ATTACK (Individual)

(Rank) Hexes

1 Round

YES

NO

NO

Firemage

Firemage

Elemental Mastery (Fire)

PER + Rank

This talent allows a character to summon, control and speak to an elemental. A character may also use this talent to hold an elemental he has not summoned. To summon an elemental, the character makes an Effect Test vs. the Spell Defense of the Elemental. A character is limited to summoning an elemental with a Strength Rating no higher than his Elemental Mastery rank modified by Summoning Circle talent, ritual or blood magic as appropriate.

Once summoned, a character may find it necessary to use Elemental Mastery to exert control over the Elemental's actions. If this becomes necessary, the character must make a successful Effect Test vs. the Element's Spell Defense. If a character wishes to hold (i.e., may not move, but may attack any targets adjacent to it) an elemental he did not summon, then the character must achieve a Good success in an Effect Test vs. that elemental's Spell Defense. Other than holding an elemental which he did not summon, a character cannot control such an elemental in any other way.

Finally, Elemental Mastery automatically allows a character to speak fluently with any elemental which he has summoned. If he wishes to speak with an elemental which he has not summoned, he must make achieve a Good Success on an Effect Test vs. that elemental's Spell Defense.

All elementals must be summoned in the presence of their native element according to the guidelines set forth in the Magic Book. The Magic Book also describes all other guidelines regarding relationships with summoned elements.

Conjure ELEMENTAL

1 Hex

(Rank) Minutes

YES

NO

3

Airlord

Earth Shaman

Firemage

Ranger

Airlord

Earth Shaman

Firemage

Ranger

Astral Sense

PER + Rank

This talent allows a character to sense presences in astral space. These can include people, creatures, magic doors, magic items, and so on. The Effect Test is made against the Spell Defense of any presences in astral space within range of the character. The character can make an Effect Test once each round, enabling him to discover one target each round. If more than one target is in range, the character will detect the one with the lowest Spell Defense first. Once detected, a target stays detected as long as he remains in range of the character. This talent may only be used on the character possessing this talent.

When using this talent, the character automatically senses the presence of his companions and these presences don't count as the single target which he can detect each round. Once a presence is sensed, a character can use other talents on the target even if he cannot otherwise see the target. The level of knowledge which the character learns about a sensed presence depends upon the success of the character's Effect Test. An Average success simply alerts the character to the existence of a presence within range and its exact location. A Good success tells the character the general nature of the presence such as object, creature, Name-giver, Horror and so on. An Excellent success enables the character to see the presence as clearly as he could with his normal means of vision; thus allowing the character to distinguish the individual identities of Name-givers or to tell what kind of creature he is facing.

ASTRAL Sight

(Rank) Megahexes

(Rank) Minutes

NO

NO

NO

Airlord

Earth Shaman

Firemage

--

Dispel Magic

WIL + Rank

Dispel Magic rids the target (object, figure or place) of the effects of magic. The character makes a Dispel Magic Test vs. the Dispel Difficulty of the magical effect. If successful, one magical effect which has been placed on the target (that with the lowest Dispel Difficulty) is negated for the duration of the talent. If more than one magical effect is affecting the target, subsequent succesful uses of Dispel Magic would be required to negate them all. If the character achieves an Extraordinary Success on the Dispel Magic Test, that magical effect is removed from the target for a year and a day. However, Dispel Magic is not effective against magical effects whose duration is permanent (e.g., the Durability talent).

DISPEL Magic

(Rank) Hexes

(Rank) Rounds

YES

NO

1

Airlord

Earth Shaman

Firemage

ALL Others OPTIONAL at Novice Level

--

Durability

Rank

This talent increases the Death and Unconcsciousness Ratings of a character. For each rank in Durability which characters achieve, their Death Ratings are increased by an amount equal to their Toughness step at the time. The character's Unconsciousness Rating is also increased by an amount equal to its Toughness step - 1. If the character's Toughness step later increases, it will not change the Death Rating or Unconsciousness Rating increases which the character has already received; only those increases to come.

(+) DEATH & UNCON Rating

Touch

Permanent

NO

NO

NO

ALL

--

Reshape Object

PER + Rank

With this talent a Firemage can change the shape, but not the mass, of an inanimate, unliving object by heating the object in his hands, molding the softened mass and then allowing it to cool. The reshaping process takes a number of minutes to perform equal to the object's weight. The character makes a Reshape Object Test against the Physical Armor Rating of the object to be reshaped. If the object is magical, make the test vs. the Armor Rating or Spell Defense, whichever is higher. A character can reshape a number of pounds of material equal to 5 x his Reshape Object Rank. The duration of the reshaping is normally equal in minutes to the Firemage's talent rank. However, a character achieving an Excellent Success on his test enjoys a talent duration equal in hours to his talent rank.

Manipulate MATTER

Touch

Varies

YES

NO

NO

Firemage

--

Heat Metal

Rank

This talent allows the Firemage to cause a target's metal objects to become so hot that they must be dropped to avoid being burned. If a successful Heat Metal Test is achieved vs. a target's Spell Defense, all metal materials which the target is carrying or wearing become very hot. While the target's metal objects are superheated, the target may choose either to drop/remove the objects and take no damage, or maintain contact with the hot metal and take damage equal to the character's talent rank each round. Mystic armor protects against this damage.

In addition, because the pain is so great, a target must make a Willpower Test vs. the Firemage's talent rank immediately after the first round of damage from hot metal. Failure means the target is forced to drop/remove any metal object immediately and may not perform any other actions until this process is complete. If successful, the target has faced the pain and is not required to make any further Willpower tests regardless of how much damage he subsequently takes.

Ranged ATTACK (Individual)

(Rank) Hexes

(Rank) Rounds

YES

NO

2

Firemage

--

Flame Weapon

WIL + Rank

This talent allows the Firemage to cause the target's weapon to flame. After touching the weapon the character makes an Effect Test vs. the weapon's Damage Step. An Average success increases the weapon's Damage Step +1. A Good success results in an increase of +2, an Excellent success in +3 and an Extraordinary success in a +4 step increase. Physical armor protects against this flame damage. The wielder of a flame weapon is normally not harmed by the flames on his weapon. However, whenever the wielder achieves an Armor Defeating Hit with a flame weapon, the flames flare up, causing the wielder to take damage equal to the Damage Step bonus provided by the flame. Armor does not protect the wielder against this damage.

(+) DAMAGE

Touch

(Rank) Rounds

YES

NO

1

Firemage

Firemage

Threadweaving

PER + Rank

Characters use Thread Weaving talent to create and weave magical threads. Characters can only have a number of threads active equal to their Thread Weaving Rank. The process of weaving a thread is described in the Earthdawn Companion. This talent also gives characters a limited version of the Astral Sense talent. The astral sight provided by Thread Weaving allows characters only enough vision to see threads and patterns.

Manipulate THREADS

Varies

Varies

YES

NO

NO

ALL

--

Fire Ball

Attack=

DEX + Rank

Damage=

WIL + Rank

This talent allows the Firemage to throw an exploding ball of flame at his opponents. To make a Fire Ball attack, the Firemage conjures a small ball of flame in his hands and then throws the ball at the target. If the Attack Test is successful vs. the target's Physical Defense, the small ball of flame explodes doing an amount of damage equal to the Damage Test. Physical armor protects against Fire Ball.

The success of the Attack Test determines the extent of the explosion. On an Average success, only the target's hex is affected. If the attack achieves a Good success, all hexes surrounding the target are also affected. Any targets (including the Firemage's own companions) in the hexes immediately surrounding the initial target with Spell Defense's less than or equal to the Attack Test results take damage equal to three-quarters of the original Damage Test. An Excellent success on an Attack Test means that the explosion also extends into the ring of hexes 2 hexes away from the original target. Targets in these hexes with Spell Defenses less than or equal to the Attack Test result take damage equal to one-half of the original Damage Test.

Ranged ATTACK (Area)

(Rank) Hexes

1 Round

YES

NO

3

Firemage

Firemage

Smother Flame

PER +Rank

This talent allows the character to completely smother any single source of flame. This flame may be normal or magical. The flame disappears completely if the character achieves a successful Smother Test vs. the flame's Spell Defense or the wielder's Spell Defense, whichever is higher. The size of flame which a character can smother is based upon his Legendary Status. Each Legendary Status a character achieves allows him to smother an additional hex of flame source. Thus, a Firemage of Legend Status 5 could smother a bonfire as large as 5 hexes in size. Note that the near instantaneous nature of a Fire Ball or dragon's breath attack make them immune to the effects of Smother Flame. In addition, although hot, lava is not considered a flame source. The range of Smother Flame is equal to 1 hex per talent rank. Once smothered, the flames cannot be relit until the talent duration ends.

Smother FLAMES

(Rank) x 3 Hexes

(Rank) Rounds

YES

NO

NO

Firemage

--

Flame Wall

WIL + Rank

This talent allows the character to create a wall of flame upon the ground. A Firemage must have a source of flames to create such a wall. The wall is composed of 1 hex by 1 hex by 1 ft. thick sections of enchanted fire. The Firemage may create a number of contiguous sections equal to his talent rank. If the wall is created in a hex which contains a living being, that section of wall is immediately destroyed. Each wall section has the following characteristics:

                Physical Defense: 17            Spell Defense: 15

                Armor: 5                                 Mystic Armor: 7

                Death Rating: 50

A character attacking the wall must make an Extraordinary success to defeat the armor of an Earth Wall. The wall cannot be toppled but may be dispelled or smothered if the character can make a successful Dispel Magic or Smother Flame Test vs. the Effect Test Result.

Create BARRIER

(Rank) Hexes

(Rank) Rounds

YES

NO

2

Firemage

--

Fire Heal

WIL + Rank

This talent allows the Firemage to heal damage sustained by himself or his companions. To heal damage a Firemage conjures mystic flames around his hands and holds them directly over any damaged portions of the target's body. If the Firemage makes a successful Fire Heal Test vs. the target's Wound Threshold, the Firemage may heal 1 point of damage per round of healing contact up to a limit of his talent rank. This method of healing can be dangerous, however. A Firemage who attempts to heal but achieves only a Poor success on his Fire Heal Test actually damages the intended beneficiary of the healing.. Thus, instead of having damage healed, the target instead takes an amount of damage equal to the character's rank in Fire Heal. No armor protects against this attack.

HEAL

Touch

(Rank) Rounds

YES

NO

NO

Firemage

--

Fireshield

WIL + Rank

A Firemage who uses this talent surrounds himself with a nimbus of very hot flames. The depth of these flames is only a few inches, but they can seriously damage any weapon or object which enters them. Objects in the possesion of the Firemage are unaffected, but any objects which the Firemage touches while surrounded by a Fireshield can be damaged. The Firemage makes a Fireshield Test and records the result. Any weapon or object with a Spell Defense lower than the Fireshield test result is harmed by the flames. Affected weapons or objects take an amount of damage equal to the character's Fireshield rank each time they enter the flames. Weapons and objects are destroyed when they take an amount of fire damage equal to twice their normal damage step. This does not mean that they are consumed in the flames, but rather they are warped and/or weakened to such an extent that they become unusable (but may be repaired later). Animate objects (e.g., hands, feet, etc.) which enter the Fireshield and are affected also take damage as described.

Damage Opponent's WEAPON

Self

(Rank) Rounds

YES

NO

1

Firemage

Firemage

Weld

PER + Rank

This talent bonds two surfaces, either living or inanimate, tightly together. The surfaces are welded if the character achieves a successful Weld test vs. the higher Spell Defense of the two surfaces. The two surfaces must be in contact with each other at the moment the Firemage uses the talent for them to become welded together. The strength of the bond is equal to the result of the Weld Test. A target may pull the welded surfaces apart by making a successful Strength Test vs. the Weld's strength.

Ranged ATTACK (Individual)

(Rank) Hexes

(Rank) Rounds

YES

NO

NO

Firemage

--

Dragon Breath

WIL + Rank + 5

With this talent a Firemage can cause a stream of flame 2 hexes wide and 1 hex high to shoot out of his open mouth. The stream extends for a distance in front of the character equal to his talent rank beginning with the two hexes immediately in front of the character. Any targets, including the Firemage's companions, within the area of effect with Spell Defenses less than or equal to the Attack Test result are affected. Each affected target takes damage equal to the Damage Test result. Mystic armor protects against Dragon Breath.

In addition, due to magical nature of the heat generated by Dragon Breath flames, a target's Mystic armor may be adversely affected by this attack. A character achieving a Good success on an Attack Test partially "melts" the target's Mystic armor, reducing its effectiveness by -2 for two rounds. An Excellent success reduces a target's Mystic armor by -4 for the same period.

Ranged ATTACK (Area) + (-) Opponent's MYSTIC Armor

(Rank) Hexes

1 Round

YES

NO

3

Firemage

Firemage

Sterilize Object

PER + Rank

This talent allows a Firemage to cleanse disease or poison from inanimate objects. If the Sterilize Test is higher than the resistance of the disease or poison, the object is cleansed

Remove POISON & DISEASE

Touch

Permanent

YES

NO

NO

Firemage

--

Astral Flare

PER + Rank

With this talent, the character releases an intense flare of light into the astral plane. The Effect Test is compared to the Spell Defense of any creature or character within range in astral space or looking into astral space. If the Effect Test is successful against any of these targets, the target is blinded. In subsequent rounds any creature or character trying to see into the astral plane while the flare is in effect must make a Willpower Test against the result of the Effect Test. Failure blinds the viewer. The astral blindness lasts for the duration of the flare.

(-) ASTRAL Sensing Ability

(Rank) Hexes

(Rank) Minutes

YES

NO

1

Airlord

Earth Shaman

Firemage

--

Spirit Portal

PER + Rank

This talent allows the character to create an opening between the astral and physical planes. To create the portal the character must make an Effect Test vs. the Spell Defense of astral space: 6 for Safe, 8 for Open, 12 for Tainted and 18 for Corrupted. Once created it is possible for astral entities to enter the physical plane or for characters/creatures from the physical plane to enter astral space. However, the total number of passages through the portal (in either direction) cannot exceed the talent wielder's rank in Spirit Portal. To open a portal requires the sacrifice of one available recovery test. Range of the talent is equal to one hex from the character.

Any character or creature whom the talent wielder does not wish to cross the portal must make a successful Willpower Test vs. the Effect Test result in order to do so. Other characters may pass through the portal freely subject to the limitation on total passages detailed above. A Spirit Portal can be created when the talent wielder is either in the physical or in the astral plane. However, if the talent creating character is in the astral plane when trying to create a portal, he suffers a penalty of -4 to his Talent Step. Only one portal can be created by the talent wielder per day.

Move ASTRAL

1 Hex

(Rank) Hours

YES

YES

NO

Airlord

Earth Shaman

Firemage

--

Astral Materialization

WIL + Rank

This talent allows the character to force something in the astral plane to manifest in the physical plane. To force a materialization the character must achieve a Good success in an Effect Test vs. the Spell Defense of the target and must be able to see the target on the astral plane. If the test succeeds, the target materializes in the physical plane. Any inanimate objects materialized remain permanently on the physical plane until placed again in astral space. Any creatures, characters or entities materialized must remain on the physical plane for the duration of the talent.

Force MANIFESTATION

(Rank) Hexes

(Rank) Rounds

YES

NO

3

Airlord

Earth Shaman

Firemage

Airlord

Earth Shaman

Firemage

Karma Mastery

WIL + Rank

This talent allows the character to reduce the effectiveness of karma used against him, or to improve the effectiveness of karma used by the target. When attempting to reduce a target's karma effectiveness, if the character achieves a Good success on an Effect Test vs. the Spell Defense of the target, the Karma Step of his opponent is reduced by a number of steps equal to the character's talent rank. If the target's Karma Step is reduced to 0 (or lower), the opponent may not use Karma against the character that round. A character may only use the Karma Mastery talent once per round.

When attempting to improve the effectiveness of karma used by the target, the extent of the karma improvement is determined by the success level of an Effect Test vs. the Spell Defense of the target. On an Average success the result of the Karma dice of the target is improved by 1. A Good success improves the target's karma dice result by 3. An Excellent success means that the target's karma dice result is improved by a number equal to the character's rank in Karma Mastery.

Manipulate KARMA

REDUCE

(Rank) Hexes

IMPROVE

Touch

REDUCE

1 Round

IMPROVE

(Rank) Rounds

REDUCE

NO

IMPROVE

YES

NO

REDUCE

3

IMPROVE

1

Airlord

Earth Shaman

Firemage

--

Two Actions

DEX + Rank

Two Actions allows a character to take two actions in one round. The character's first action is taken as normal. The character cannot take her second action until the end of the round. When taking this second action the character uses her normal talent step or her Two Actions step; whichever is lower.

(+) # of ACTIONS / Round

Self

1 Round

YES

YES

2

Airlord

Earth Shaman

Firemage

Horror Stalker

Ranger

--

Teleport

PER + Rank

This talent allows the character to physically transport himself and others between two places which he has previously visited. This requires the sacrifice of one available recovery test. To successfully teleport himself, the character must make a successful Effect Test vs. a Difficulty Number equal to double the number of miles he wishes to teleport. If successful the character can teleport himself and any inanimate objects which he is wearing or carrying up to a pound limit of his lifting capacity.

The character can also teleport additional characters with him. A Good success on the Effect Test allows the character to teleport one additional companion (and gear, subject to the weight limitations above) whom the character is in physical contact with. An Excellent success allows the character to teleport two companions in this manner. An Extraordinary success allows the character to transport a number of companions equal to his rank in Teleport. The character may only use the Teleport talent once per week.

TELEPORT

(Rank) Miles distance between old & new location

1 Round

YES

YES

NO

Airlord

Earth Shaman

Firemage

--

Denotes a COMBAT related talent