Airlord 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

--

Suffocation

WIL + Rank

This talent allows the Airlord to suffocate one target. To suffocate an opponent, the Airlord makes an Attack Test vs. the target's Spell Defense. If successful, the target begins to take damage from suffocation equal to the Suffocate Test Result. The target continues to suffocate unless he can make a successful Toughness test vs. the Airlord's talent rank + 3. One Toughness Test may be made by the target each round after the first. The duration of the Suffocation effect is determined by the Success level of the Suffocation Test. If an Average success is achieved, the target suffocates only 1 round. A Good success suffocates the target for 2 rounds, an Excellent success for 3 and an Extraordinary success for 4 rounds. A target may only be affected by one Suffocation at a time.

Ranged ATTACK (Individual)

(Rank) Hexes

1+ Rounds

YES

NO

1

Airlord

Airlord

Elemental Mastery (Air)

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

--

Unseen Voices

PER + Rank

This spell causes the wind to whisper in a manner which creates the illusion of voices speaking from a location just out of sight of the target. The extent to which the target believes the voices are real is determined by the success of the Effect Test. An Excellent success is required if the character attempts to have the target believe that the voices are those of individuals he knows well. Only an Average success is required if the character attempts to have the target believe that the voices are those of individuals he does not know personally. In all cases, the voices can only be made to speak in languages which the character can speak.

The extent to which the target is distracted by the voices is entirely dependent upon what the voices say and the situation at hand. At a minimum, the target is considered to be Harried during the first round the voices speak, but after this the target can choose to ignore the voices if what they are saying is of no interest to him.

By concentrating each round, the character can control what each wind-born voice says. However, the character does not actually speak himself in order to have the voices speak. The character using Unseen Voices may cause the voices to sound like any kind of voice he desires. He may also choose the exact location, within range, which the voice or voices seem to be coming from whether or not the character can actually see that location. If more than one target is in range, these additional targets can also hear the voices if their Spell Defenses are lower than the result of the Effect Test. If the character ceases concentrating, the voices simply stop and the character must use the talent again to continue the illusion of unseen voices.

CONFUSE Opponent

(Rank) x 10 Hexes

(Rank) Rounds

YES

NO

NO

Airlord

--

Light Wall

PER + Rank

The Light Wall talent enables the Airlord to create a wall of light which not only acts as a source of illumination but also prevents the passage of entities, including undead.The Effect Test determines the Difficulty Number against which an entity desiring to pass through the wall must make a Willpower Test. If the entity fails the test, it may not pass through the Wall but may make a ranged attack through the wall subject to the penalties described below. The entity may also choose to dispel the wall by making a successful Dispel Magic Test against result of the Effect Test. If the character wishes the Wall to prevent the passage of a Horror, the character must achieve an Excellent success in an Effect Test vs. the Horror's Spell Defense. If successful, the wall then works to prevent the Horror's passage as if it were an entity.

In addition to preventing the passage of entities, a Light Wall also provides an amount of illumination equivalent to moonlight for a distance on either side of the wall equal to the character's rank in Light Wall. The character may create a contiguous number of 1 hex wide by 1 hex tall (3 yd. x 3 yd.) by 1 ft. thick sections of wall equal to his talent rank. Any section of wall created in the same hex as a living being is automatically dispelled. The character may place the wall sections upon the ground or upon water as desired.

Due to the brilliance of the light emanating from the wall, any opponent attempting to make a ranged attack through the wall suffer a penalty of -3 steps to their attack test. Any figure stopping directly in a hex occupied by the wall is temporarily blinded until moving to away from the wall in a subsequent round. The wall is immune to physical damage and may be passed through freely by any opponent who is not an entity.

Create BARRIER

(Rank) Hexes

(Rank) Rounds

YES

NO

2

Airlord

Airlord

Storm Manacles

PER + Rank

This talent allows the Airlord to shackle the arms or legs of the target. To shackle the target, the character must make a successful Effect Test vs. the target's Spell Defense. Once shackled, the target may break out of the shackles by making a successful Strength Test vs. the Effect Test result. At any time the target is shackled, the target is Harried. Furthermore, if the target's arms are shackled, he is prevented from doing anything requiring free use of two arms, but may attempt such actions as the use of a weapon two-handed. If the target's legs are shackled its combat movement rate is cut to a maximum of 2 hexes per round. In addition the target's Physical Defense is reduced by 3.

HARRY and SLOW Opponent

(Rank) x 2 Hexes

(Rank) Rounds

YES

NO

1

Airlord

--

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

--

Blizzard Sphere

Attack=

PER + Rank

Damage=

WIL + Rank

This talent allows the Airlord to conjure a small blizzard to strike his foes. The blizzard fills a megahex area whose center hex may be targeted anywhere within range. To create the Blizzard Sphere, the character first makes an Attack Test vs. the Spell Defenses of all targets within the sphere. Any target which the character does not achieve a successful Test against receives no damage. All other targets receive an amount of damage equal to the result of the Damage Test. Physical armor protects against this damage.

Ranged ATTACK (Area)

(Rank) x 3 Hexes

1 Round

YES

NO

2

Airlord

Airlord

Sky Lattice

PER + Rank

The Sky Lattice talent creates a shimmering web of air energy that can support up to 4,000 pounds. The lattice is attached to air and appears within reach of the Airlord; it need not touch the ground. A sky lattice is always one yard wide. The character can vary the length of the lattice up to a length equal to 10 yards for each talent rank. It is also possible to climb the lattice, whose force helps to grip a climber to it. The result of the Effect Test is the Strength of the grip. A number of steps equal to the grip strength is added to the Climbing Test Step of any character attempting to climb the Lattice. The grip does not hinder the movement of the character on the Lattice in any way, however.

An Airlord can use blood magic to extend the duration of Sky Lattice to a year and a day by taking 1 Damage Point. This point is recovered when the spell expires.

Create MATTER

(Rank) Hexes

(Rank) Minutes

YES

NO

NO

Airlord

Airlord

Throne of Air

PER + Rank

This talent allows the Airlord to form a wavery, turbulent image of a Throne of Air underneath his own seated form. Use the Effect Test as for the Avoid Blow talent because of the throne's great agility. The character can move the throne at a Full Movement rate of 50 hexes per round and at a Combat Movement rate of 25 hexes per round. The Throne of Air has limited vertical movement. It can move above the ground a number of yards equal to the character's rank in Throne of Air. While using the Throne of Air, the character must remain in a seated position and suffers a -4 step penalty when attempting to perform any action which would normally require the character to be in a standing position (e.g., melee combat).

FLIGHT and (+) Movement Rate and AVOID BLOW

Touch

(Rank) Rounds

YES

NO

1

Airlord

Airlord

Wind Voice

WIL + Rank

This talent creates a mighty voice like a rushing wind which can control the actions of the character's opponents. To control the actions of any target within range, the character must achieve a Good Success vs. the intended target's Social Defense. For each additional target which the character wishes to affect, add 1 to the highest Social Defense in the group to determine the new Difficulty Number. The character may affect a number of targets equal to his talent rank. A Good success allows the character to cause the targets to perform any single action which is not obviously harmful. A character achieving an Excellent success may cause the target(s) to perform any action; even if it is obviously harmful. However, before actually taking damage the target(s) is allowed to attempt a Disbelief Test vs. the result of the Effect Test to avoid having to perform the action.

CONTROL Opponent

(Rank) x 5 Hexes

1 Round

YES

YES

1

Airlord

--

Chilling Circle

WIL + Rank

This talent creates a circle of cold air around a character that can damage opponent's entering it. The circle extends for a distance of 1 hex around the affected character, but is immobile once created. Range of the talent is touch. If an opponent enters the circle, an Effect Test is rolled vs. the target's Spell Defense. A successful test result means that the target takes damage each round equal to the Airlord's rank in Chilling Circle. Mystic armor protects against this damage.

Ranged ATTACK (Area)

Touch

(Rank) Rounds

YES

NO

1

Airlord

Airlord

Missile Twister

Rank

This talent forms a small funnel cloud which envelopes the Airlord and flings arrows or other missiles away from him in every direction. To use this talent the character makes an Effect Test. The results of this Test are added to the protected character's Physical Defense whenever the character is attacked by an arrow or other missile.

Protect vs. MISSILE ATTACK

Airlord

(Rank) Rounds

YES

NO

1

Airlord

--

Whirlwind

WIL + Rank

This talent allows a character to Knockdown and damage his opponents. When used against a target, the Airlord makes an Effect Test against the target's Spell Defense. An Average success means the target takes damage equal to the results of the Effect Test. A Good success damages the target an amount equal to the results of the Effect Test plus the Airlord's rank in Whirlwind. An Excellent success damages the target an amount equal to the results of the Effect Test plus double the Airlord's rank in Whirlwind. Any successful attack also results in a Knockdown attack being made against any opponent's within 1 hex range of the Whirlwind. Use the rules for the combat option Attack to Knockdown with the Effect Test result replacing the results of a Damage Test.

Ranged ATTACK (Area)

(Rank) x 2 Hexes

1 Round

YES

NO

2

Airlord

Airlord

Temperature

Rank

This talent allows the Airlord to control the air temperature within a sphere surrounding, and centered on, the character. The sphere has a diameter in hexes equal to the character's talent rank. For each rank of the Temperature talent, the character can raise or lower the temperature by a number of degrees Fahrenheit per round equal to the character's talent rank. The Airlord (and companions as appropriate) are not immune to the effects of the Temperature change.

CONTROL Temperature

Self

(Rank) Hours

YES

NO

NO

Airlord

--

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