Loredelver 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 |
-- |
Throwing Weapons |
DEX + Rank |
A character uses the Thrown Weapons talent to attack with thrown weapons. The character makes a Throwing Weapons Test against the Physical Defense of the target. A successful test result means the attack hits the target. |
Ranged ATTACK (Individual) |
Weapon range |
1 Round |
YES |
NO |
NO |
Loredelver ALL Others as Optional Talent at Journeyman Level |
Loredelver |
Anticipate Blow |
PER + Rank |
The Anticipate Blow talent allows the Loredelver to better defend against an incoming attack. The character must have a higher Initiative in order to use Anticipate Blow against an attacking opponent. A character must use Anticipate Blow in the same round that he makes an Attack Test. Before making an Attack Test, the character makes an Anticipate Blow Test against the target's Spell Defense. If the test is successful, the character adds his talent rank to both his Physical Defense Rating and to the result of the Attack Test. |
(+) Phys DEF & (+) ATTACK Test Effectiveness |
Self |
1 Round |
NO |
NO |
1 |
Loredelver |
-- |
Book Mastery |
PER + Rank |
With Book Mastery a Loredelver can memorize and recall knowledge from books and scrolls. To memorize knowledge, the adept makes one Book Mastery Test per book, using the book's Spell Defense as the Difficulty Number. The Spell Defense of most grimoires is at least equal to the Casting Difficulty of the highest-ranking spell it contains. Normal books have a Spell Defense of 5. The Loredelver must memorize the entire book at one sitting and can memorize a number of pages per round equal to his Book Mastery rank. If he performs any other action while memorizing, the information is lost and the Loredelver must begin again. The character need not be able to read the language in order to memorize a book. The knowledge of a memorize book is retained for a year and a day and a character may not hold more books in memory than he has talent ranks. At the end of a year and a day, the adept may choose to "renew" his memorization by making a successful Book Mastery Test vs. the book's Spell Defense + the number of years have passed since the book was first memorized. A character may voluntarily discard memorized knowledge in order to memorize new knowledge. To access memorized knowledge from a book, the character must make a Book Mastery Test vs. the number of months he has held the book in memory. If successful, the character gains the information he seeks. If he fails, the character must take 1 point of Strain before attempting to recall the information again. |
INFORMATION |
Touch |
Varies |
YES |
NO |
Varies |
Loredelver |
-- |
Displace Self |
WIL + Rank |
With this talent a Loredelver can cause himself to appear in a location he is actually not in. To use this talent the adept must first designate which hex he wishes his "displaced self" to appear in. The designated hex must be in a hex adjacent to the Loredelver's actual location. When this location has been determined, an illusory duplicate of the Loredelver immediately appears as the Loredelver disappears. The character then makes a Displace Self Test and records the result. This becomes the illusion's Disbelief Difficulty. The duplicate Loredelver acts in every way as the Loredelver himself acts during the duration of the spell. Thus, if the Loredelver makes an Attack with a thrown weapon against a target, it appears as if the duplicate had done so. Opponent's may uncover this illusion in one of two ways. First, if they attack the "displaced self" and roll an Attack Test result equal to or higher than the Disbelief Difficulty, the talent effect ends. If this occurs, the Loredelver may not attempt to use the talent again during the combat. Second, if the opponent moves through the hex in which the Loredelver is actually located, the magic is broken as well. However, in this case, the Loredelver may attempt to use the talent again during that combat. |
Ignore Physical ATTACK |
Self |
(Rank) Rounds |
YES |
NO |
1 |
Loredelver |
-- |
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 |
-- |
Recovery |
TOU + Rank |
This talent gives the Loredelver a strong boost to his life force when making Recovery Tests. Whenever the Loredelver wishes to boost the effectiveness of one of his Recovery Tests, he uses his Recovery talent step instead of his normal Recovery Test step and makes the requisite sacrifice of one Karma point. The result of the Karma Dice roll is added to the Recovery Test result. |
(+) RECOVERY TEST Effectiveness |
Self |
1 Round |
YES |
YES |
NO |
Loredelver |
-- |
Indomitable Will |
Rank |
When using Indomitable Will, a Loredelver makes himself more resistant to his opponent's magical attempts to control him (e.g., Bone Dance, Move on Through, etc.). Whenever an opponent attempts to take control of a Loredelver's actions, the Loredelver may add his Indomitable Will rank to his Spell Defense when determining the Difficulty Number the foe must test against. If for some reason the Loredelver is already under an opponent's control, and the Loredelver is allowed to make a Willpower Test to break that control, the Loredelver may add his Indomitable Will rank to his normal Willpower step. |
Resist CONTROL |
Self |
1 Round |
NO |
NO |
1 |
Loredelver |
-- |
Steel Bola |
Rank |
This talent allows the Loredelver to improve the effectiveness of a bola attack. This talent replaces the character's normal Throwing Weapons talent step when making an Attack Test. Steel Bola causes the straps of a bola to become as hard and sharp as a steel blade. This effect both increases the damage step of the bola by the character's Steel Bola rank as well as increasing the difficulty the target will have in breaking out of the bola's entanglement. An entangled foe attempting to break the bola's straps must increase the normal Difficulty Number (9) by the character's rank in Steel Bola. While entangled, the opponent is considered to be Harried. |
(+) DAMAGE |
Weapon range |
(Rank) Rounds |
YES |
NO |
1 |
Loredelver |
Loredelver |
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 |
-- |
Ground Flyers |
WIL + Rank |
This talent allows the Loredelver to prevent off-ground movement within a designated area. Affected figures moving above the ground, or figures attempting to leave contact with the ground, must remain in contact with the ground for the duration of the talent. The amount of area the talent can affect depends upon the Loredelver's talent rank. For each Ground Flyer rank, the Loredelver may affect a cylindrical area 1 Hex across and 100 feet high. All hexes which the character wishes to designate as affected hexes must be contiguous and each must be located within talent range. The areas of effect may be stacked vertically atop each other if desired. Any figure moving into the area is subject to the talent's effect. The character must make a Ground Flyer Test against the Spell Defense of all targets inside the area when it is created and of any target which subsequently moves into the affected area.. Any airborne targets affected by Ground Flyer are immediately brought into contact with the ground. This effect causes no damage to the target, but the target is prevented from leaving contact with the ground unless it can make a successful Strength Test vs. the result of the Ground Flyer Test. If an affected target is not yet airborne, it must also make a successful Strength Test to leave the ground while inside the affected area. |
Prevent FLIGHT |
(Rank) Hexes |
(Rank) Rounds |
YES |
NO |
1 |
Loredelver |
-- |
Illusion |
PER + Rank |
This talent allows the Loredelver to create an illusion in a designated area. Illusions created with this talent may be of any image, or images, the Loredelver desires and each incorporates visual, aural, tactile and scent components (One cannot taste an illusion!) for added realism. For each Illusion rank the Loredelver may fill an area 1 hex across and 1 hex high. These designated hex areas must be contiguous and each must be located within talent range. However, the designated hex areas may stacked vertically in any combination. Any opponent who interacts with an Illusion created by this talent must immediately make a Sensing Test using an appropriate ability vs. the result of the Loredelver's Illusion Test. For example, if an opponent makes a Dexterity Test to open an illusory door, the Dexterity Test would serve as the Sensing Test. An opponent who successfully disbelieves the illusion may take 1 round to inform his companions of the illusory nature of the image. |
ILLUSION |
(Rank) x 2 Hexes |
(Rank) Rounds |
YES |
NO |
2 |
Loredelver |
Loredelver |
Secret Sight |
PER + Rank |
This talent allows the Loredelver to increase his ability to sense/see hidden objects. Use Loredelver's Secret Sight step instead of his Perception or Sensing Test step whenever he has a chance to spot hidden doors, traps, wards or invisible opponents or Disbelieve displaced images or illusions. |
(+) PERCEPTION |
Self |
1 Round |
NO |
NO |
NO |
Loredelver |
Loredelver |
Ricochet Throw |
DEX + Rank |
This talent allows the Loredelver to attack multiple targets with one thrown weapon. The Loredelver first makes a normal attack using his Throwing Weapons talent step. If the character achieves a Good Success on this initial attack, the target takes damage normally and the Loredelver may choose another target within range for his weapon to "ricochet" toward. All attacks after the first in a Ricochet Throw are made using the Loredelver's Ricochet Throw step. The character may continue to make Ricochet attacks as long as each attack achieves a Good Success. As soon as the character fails to achieve a Good Success, the weapon falls to the ground and must be retrieved before attempting a Ricochet Throw again. A character may make no more consecutive Ricochet attacks than a number equal to his talent rank. The Damage Step of each successful Ricochet Throw is reduced by the number of targets which have previously been damaged by that weapon during its current flight. |
(+) # of ATTACKS / Round |
Weapon Range |
1 Round |
YES |
NO |
3 |
Loredelver |
-- |
Weapon Back |
WIL + Rank |
This talent allows a Loredelver to retrieve a thrown weapon during the same round that he threw it. To retrieve a weapon he has thrown, the character must make a Weapon Back Test vs. a Difficulty Number equal to the distance from the character to the fallen weapon in hexes. If successful, the weapon is magically teleported back to the character's outstretched hand at the end of the round in which he threw it. The weapon is available for use the following round. |
Retrieve WEAPON |
Varies |
1 Round |
NO |
NO |
NO |
Loredelver |
-- |
Silver Shadow |
PER + Rank |
Silver Shadow makes metal objects become gauzy and insubstantial. The Loredelver first chooses a target and then makes the Silver Shadow Test against the target's Spell Defense. If successful, one metal object on the target becomes useless for each level of success for the duration of the talent. The Loredelver chooses which objects are affected. Examples of metal objects which the Loredelver might choose to affect include a sword, the head of an ax, a suit of armor or a quiver full of arrows. |
(-) Opponent's DAMAGE & (-) Opponent's ARMOR |
(Rank) Hexes |
1 Round |
YES |
NO |
1 |
Loredelver |
-- |
Disease Mastery |
WIL + Rank |
This talent allows a Loredelver to detect, resist and cure disease. Disease Mastery enables the character to automatically detect the presence of a disease, or a disease carrying figure who is within range. The character may determine the exact type of disease by making a successful Disease Mastery Test vs. the Disease Step Number. The Loredelver may remove a disease and its effects from a target by achieving an Excellent Success vs. the Disease Step Number. A Loredelver who comes into contact with a disease adds his talent rank to his Toughness step when attempting to resist the effects of the disease. |
Detect, Identify, Cure, Resist DISEASE |
(Rank) Hexes |
Varies |
NO |
NO |
NO |
Loredelver |
Loredelver |
Shadow Tether |
WIL + Rank |
When using Shadow Tether, the Loredelver must be able to see his targets' shadows. This talent allows the character to fix the targets' shadows to the ground, and holding the targets to their shadows. The adept may target a number of opponents equal to his Shadow Tether rank as long as each target is within range. The Loredelver makes a Shadow Tether Test and all targets with Spell Defenses lower than the result are affected. The shadows of affected targets are fixed to the ground at the top of the shadow's head. The affected target may not move further away from the fixed spot than the length of the shadow at the time at which Shadow Tether takes affect. Thus, afternoon shadows would allow more freedom of movement than shadows at noon. While tethered, affected targets are only restricted in their movements; they may take other actions as desired. |
HALT Opponents |
(Rank) x 2 Hexes |
(Rank) Rounds |
YES |
NO |
NO |
Loredelver |
-- |
Metal Wings |
STR + Rank |
With this talent a Loredelver can fly. When he desires, metal wings appear on his back. The wings allow him to fly a number of hexes each round equal to the result of his Metal Wings test. These wings have a 9 ft. wingspan. The Metal Wings will not lift more weight off the ground than the total of the adept's carrying capacity plus his own body weight. If attacked, the Wings will take an amount of damage equal to 3 times the character's talent rank before being destroyed. If the Wings are destroyed while the Loredelver is in flight, the character takes falling damage as appropriate. While flying, the character may use any talent he could normally use while on the ground. |
FLIGHT |
Self |
(Rank) Rounds |
NO |
NO |
2 |
Loredelver |
-- |
Wound Transfer |
TOU + Rank |
This talent allows the Loredelver to transfer Wounds he has taken, and their subsequent effects, to a foe. To transfer a Wound the character must achieve success against the target's Spell Defense. The number of Wounds which a character can transfer with each touch is equal to 1 Wound for each success level. |
HEAL & ATTACK Opponent |
(Rank) Hexes |
1 Round |
YES |
NO |
2 |
Loredelver |
-- |
Netherwalk |
WIL + Rank |
A Loredelver can use Netherwalk to send his spirit forth to walk through nearby astral space. The result of the Netherwalk Test is the number of minutes the spirit can move astrally during the use of Netherwalk. The adept must return his spirit to his physical body before the time expires. If the spirit does not return in time, the character dies and his spirit is doomed to wander astral space. The character may end his Netherwalk before the full duration of the talent, but may only end his walk when his spirit is returned to his body. While in astral space, the Loredelver's spirit can pass through many physical barriers that exist only in the physical world. The character can only move at his Combat Movement rate. A character attempting to pass through any objects that have a Spell Defense must make a successful Netherwalk Test vs. that Spell Defense to pass. During his time in astral space, the Loredelver exposes himself to the dangers of polluted astral space. A character suffers damage for each minute he is in astral space based on the table below: Region Damage/Minute Spell Defense Bonus Safe Step 4 +0 Open Step 8 +4 Tainted Step 12 +12 Corrupted Step 16 +20 The pollution of astral space has a beneficial effect as well. While in astral space, the Loredelver is obscured from the vision of Horrors. This obscuration effect also depends upon the classification of the region where the character is located. The pollution in astral space acts as a bonus to the adept's Spell Defense according to the table above. |
Move ASTRAL |
Self |
Varies |
YES |
NO |
NO |
Loredelver |
Loredelver |
Walk Through |
WIL + Rank |
This talent allows the Loredelver to create a temporary passage through a physical barrier. The Walk Through Test is made against the barrier's Spell Defense. The success level determines the size of the opening that is created. The opening is not very stable, however; it writhes, expands and contracts at random moments. On an Average success, one character may try to struggle through each round; a result of 7 or better on a Dexterity Test allows the character to wiggle through. A Good Success allows one character to automatically move through the passage each round. An Excellent Success allows a number of characters equal to the Loredelver's talent rank to automatically move through the passage each round. |
Manipulate MATTER |
(Rank) Rounds |
(Rank) Rounds |
YES |
NO |
2 |
Loredelver |
-- |
Evil Eye |
WIL + Rank |
This talent allows the Loredelver to curse an item, place or opponent. Once the character has chosen the object of his Evil Eye, he makes an Evil Eye Test vs. the target's Spell Defense. If the character achieves an Good success, he is able to reduce one of his opponent's attributes steps by a number equal to his talent rank for a period of days equal to his talent rank. An Excellent success enables the Loredelver to reduce two of his opponent's attribute steps by a number equal to his talent rank for a period of years equal to his talent rank. No attribute step may reduced below 1. The effects of Evil Eye may be removed only by use of the Curse Mastery talent or other curse-removing powers. A Loredelver may only have a number of Evil Eye curses in effect equal to his talent rank at any given time. |
CURSE |
(Rank) Hexes |
Year and a Day |
YES |
YES |
NO |
Loredelver |
-- |
Spirit Strike |
WIL + Rank |
This talent allows a character in Physical Space to strike an opponent in Astral Space. The character must first be able to detect the presence of his Astral opponent with Astral Sight or Threadweaving talent. The character makes a Spirit Strike Attack Test vs. the opponent's Spell Defense. If successful, the weapon hits the target and does normal damage. The opponent's Physical Armor Rating protects. Defensive talents like Avoid Blow and Riposte cannot be used against Spirit Strike. |
Attack ASTRAL Opponent |
Self |
1 Round |
YES |
NO |
1 |
Archer Beastmaster Guard Liberator Lancer Pathfinder Pattern Knight Purifier Ranger Sky Raider Swordmaster Warrior Weaponsmith |
-- |
Denotes a COMBAT related talent