Earth Shaman 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

--

Earth Darts

Attack=

PER + Rank

Damage=

WIL + Rank

This talent creates crystalline darts which fly at the foe to cause damage. If a successful Attack Test is made vs. the target's Physical Defense, the darts hit the intended target. If the character achieves an Excellent success in the attack, a second dart also hits the target. The damage which each dart does to the target is equal to the results of a Damage Test. Physical armor protects against Earth Darts.

Ranged Attack (Individual)

(Rank) x 3 Hexes

1 Round

YES

NO

NO

Earth Shaman

Earth Shaman

Elemental Mastery (Earth)

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

--

Earth Sense

PER + Rank

This talent allows the character to place his ear to the ground and hear the movement of any creature larger than a weight threshold which the character establishes. A successful test result provides the character the direction and distance of any and all moving creatures within range as well as the number of creatures moving and whether the creatures are two- or more legged. The Test difficulty is the Spell Defense of the creature with highest Spell Defense of the group + 1 for each other creature in the group.

INFORMATION

Detect at distance of (Rank) x 100 yards

(Rank) Rounds

YES

NO

NO

Earth Shaman

--

Earth Wall

WIL + Rank

This talent allows the character to create an earth wall upon the ground. The wall is composed of 1 hex by 1 hex by 1 ft. thick sections of enchanted earth. The Earth Shaman 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: 8              Spell Defense: 10

                Armor: 12                               Mystic Armor: 10

                Death Rating: 70

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 if the character can make a successful Dispel Magic Test vs. the Effect Test Result.

Create BARRIER

(Rank) Hexes

(Rank) Rounds

YES

NO

2

Earth Shaman

Earth Shaman

Unshakeable Earth

Rank

This talent makes a character more resistant to knockdown. The talent can only be used on natural ground, earthen or stone surfaces. The affected character adds a number equal to the talent rank to his Wound Threshold for the duration of the talent for purposes of determining whether or not a blow can knockdown the protected character. While subject to Unshakable Earth, a character may not perform any movement without dispelling the talent effect.

(+) KNOCKDOWN Resistance

Touch

(Rank) Rounds

YES

NO

1

Earth Shaman

--

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

--

Tossing Earth

WIL + Rank

This talent allows the Earth Shaman to toss his earth-bound opponents in the air. The area affected by the Tossing Earth talent is a stationary megahex. The character may place the center of the Tossing Earth circle within any hex within a range. To create Tossing Earth, the character first makes an Effect Test. Any target in the area, or who subsequently moves into the area, must make a Dexterity Test vs. a Difficulty Number equal to the character's rank in Tossing Earth + 2. Failure results in the target being tossed into the air and receiving damage equal to the result of the Tossing Earth Effect Test. The target may continue to make Dexterity Tests until successful or until the duration of the talent is over; the target is then free from the effects of the talent and can move out of the area. Physical armor protects against this damage.

Ranged ATTACK (Area)

(Rank) x 3 Hexes

(Rank) Rounds

YES

NO

1

Earth Shaman

Earth Shaman

Earth Blend

PER + Rank

This talent allows the character to blend completely with his surroundings, making it more difficult for someone else to spot him. The character must be standing on stone or earth for the spell to work. The result of the Effect Test is the Difficulty Number for someone else spotting the character using normal sight, low light vision or heat sight as well as the senses of hearing, touch, smell or taste. If, however, the character moves while under the effects of Earth Blend, the effect is dispelled. Characters using magical sight or senses must make a test against the blended character's Spell Defense if trying to spot him.

SELF

Touch

(Rank) Minutes

NO

NO

1

Earth Shaman

--

Uneven Ground

PER + Rank

This talent makes the ground shake and move violently in radius of 5 hexes around the Earth Shaman. Companions of the Earth Shaman are unaffected. When the Effect Test is made, any target in the area of effect, or any target which subsequently enters the area, with a Spell Defense lower than the test result is subject to a -4 step penalty to all Dexterity based tests.

(-) Opponent's TEST Effectiveness

Earth Shaman

(Rank) Rounds

YES

NO

1

Earth Shaman

--

Slow Metal Weapon

PER + Rank

This talent allows the character to slow any attacking weapon. The character makes an Effect Test vs. the Spell Defense of any attacking weapon or its user (whichever is higher) to determine how many steps are reduced from the weapon's Damage step. An Average success reduces the attacking weapon's Damage step by 1 step. A Good success reduces the step by 2, and Excellent success by 3 and an Extraordinary success by 4 steps. Any weapon attacking the character during the duration of the talent's effects is affected by Slow Metal Weapon, no matter how many weapons may be used to attack the character in a round. Note that weapons which contain no metal (e.g., claws, wooden clubs, etc.) are unaffected.

(-) Opponent's DAMAGE

Touch

(Rank) Rounds

YES

NO

1

Earth Shaman

--

Stone Touch

WIL + Rank

This talent allows the Earth Shaman to turn an opponent's limb into a lifeless appendage immobile as stone. To render a limb lifeless the Earth Shaman must touch the target's limb and make an Effect Test. The results of this test count as damage to the target. Mystic armor protects against Stone Touch. If the target suffers a Wound, the limb becomes useless. If that limb is an arm, it cannot be used to perform any action. If the limb is a leg, the target's maximum movement rate is reduced by half and the target's Physical Defense suffers a -4 penalty. The target must seek powerful healing such as Forge Limb if the effects of this talent are to be removed before the duration of the talent's effect expires. Only one limb per target may be affected by Stone Touch at one time.

Melee ATTACK

Touch

(Rank) Months

YES

YES

2

Earth Shaman

Earth Shaman

Earth Armor

TOU + Rank

Earth Armor allows the Earth Shaman to wrap himself in the power of the living earth as a form of protection. The character makes an Effect Test then uses the result to determine how much damage the earth armor can absorb. Whenever he decides to let the earth armor absorb some or all of the damage he has taken, he reduces the amount of damage the earth armor can still absorb by the amount of damage absorbed. The armor disappears when the last point is used to absorb damage. Earth armor lasts for at most 1 hour, vanishing at the end of that time.

(-) Opponent's DAMAGE

Earth Shaman

1 Hour or until absorbed

YES

YES

NO

Earth Shaman

--

Ravenous Earth

Attack=

PER + Rank

Damage=

WIL + Rank

This talent allows the Earth Shaman to cause the earth to open up and swallow his foes. The Earth Shaman may designate any targets within range whom he can see that he wishes to affect up to a number of targets equal to his talent rank. The character then makes an Attack Test. Any designated target with a Physical Defense less than or equal to the Attack Test result is swallowed up. A target which is swallowed by the earth is immobilized from the waist down. In addition, the target's Physical Defense is reduced to 2. The target also takes an amount of damage equal to the Damage Test result each round. Physical armor protects against Ravenous Earth.

Ranged ATTACK (Group)

(Rank) Hexes

(Rank) Rounds

YES

NO

3

Earth Shaman

Earth Shaman

Moving Earth

WIL + Rank

A character uses Moving Earth to animate a section of earth. To do so, the Earth Shaman makes a Moving Earth Test result and records the result. The section of animated earth is 10 feet by 10 feet in size and 1 foot thick. The character can use the section as a "magic carpet" on which he and other passengers can ride. The carpet has Full Movement of 25 hexes per round and a Combat Movement of 12 hexes per round. Its overland speed is 15 miles per hour. The moving earth has a carrying capacity in pounds of 250 x the character's rank in Moving Earth.

Manipulate MATTER

(Rank) Hexes

(Rank) Hours

YES

YES

NO

Earth Shaman

--

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