Tag: Talent

Results

  • Karma Ritual

    !>http://cdn.obsidianportal.com/assets/71158/Karma.jpg(Karma)! Step: Rank Action: NA Karma: No Strain: 0 _Unique to each Discipline._ The adept performs a Karma ritual unique to his Discipline to replenish his pool of Karma Points. An …

  • Astral Sight

    Step: Rank + PER Action: Simple Karma: No Strain: 1 The adept sees into the astral plane to a distance equal to his Astral Sight Rank × 10 yards and for a number of rounds equal to his Astral Sight Rank. Details on perceiving astral space and the …

  • Read Write Magic

    Step: Rank + PER Action: Standard Karma: No Strain: 0 The adept can read and write magical writing, such as that found on scrolls or magical glyphs. For each page that he is attempting to translate, the adept makes a Read/Write Magic Test against …

  • Spellcasting

    Step: Rank + PER Action: Standard Karma: No Strain: 0 The magician casts spells by making a Spellcasting Test against the Casting Difficulty given in the spell’s description. If successful, the spell is successfully cast and the effect determined. …

  • Spell Matrix

    Step: Rank Action: NA Karma: No Strain: 0 A spell matrix is an astral construct that allows magicians to cast spells without interference from the denizens of astral space. The Spell Matrix talent represents the most basic type of spell matrix in …

  • Thread Weaving

    *Step:* Rank + PER *Action:* Standard *Karma:* No *Strain:* 0

    table{border:1px solid black}. {background:#000}.|\2. *{color:white}Thread Weaving Talent Table*| {background:#ddd}.|+Discipline+|+ …

  • Speak Language

    Step: Rank + PER Action: Standard Karma: No Strain: 1 (see text)

    table{border:1px solid black}. {background:#000}.|\2. *{color:white}Language Table*| {background:#ddd}.|+Language+|+Learning …

  • Avoid Blow

    Step: Rank + DEX Action: Free Karma: No Strain: 1 The adept avoids injury by dodging blows directed against him. When attacked in close or ranged combat, the adept makes an Avoid Blow Test against his opponent’s Attack Test result. Dodging a …

  • Melee Weapons

    Step: Rank + DEX Action: Standard Karma: No Strain: 0 The adept makes a melee attack in close combat against an opponent with a hand-held weapon, like a sword, axe, or dagger, by making a Melee Weapons Test against the target’s Physical Defense. …

  • Unarmed Combat

    Step: Rank + DEX Action: Standard Karma: No Strain: 0 The adept makes an unarmed attack in close combat using his hands, feet, or another body part against, or making a Grappling attack to restrain, an opponent. The adept makes an Unarmed Combat …

  • Parry

    Step: Rank + DEX Action: Free Karma: No Strain: 1 The adept defends himself against blows directed at him in close combat by making a Parry Test against his opponent’s Attack Test result. If successful, he deflects the blow and takes no damage. …

  • Versatility

    Step: Rank Action: NA Karma: No Strain: 0 _Versatility is a racial talent, available only to human adepts (see Versatility, p. 21)._ A human adept with Versatility Ranks may learn talents from Disciplines other than his own, paying the same …

  • Search

    Step: Rank+PER Action: Standard Karma: No Strain: 1 When intentionally trying to spot someone or something—including hidden vaults, secret doors, or disguised characters who are actively avoiding attention—the adept makes a Search Test instead of …

  • Tracking

    Step: Rank + PER Action: Standard Karma: No Strain: 1 The adept follows the trails left by people or animals across great distances, using a combination of divination magic and senses—in particular, sight and smell—to find traces of their passage. …

  • Wilderness Survival

    Step: Rank+PER Action: Sustained Karma: No Strain: 0 The adept knows how to survive in the wild. He is able to locate or build shelter, start a fire, find water, or forage for edible vegetation, such as berries, roots, fruits, mushrooms, and other …

  • Maneuver

    Step: Rank + DEX Action: Standard Karma: No Strain: 0 The adept sacrifices his Standard Action to avoid an opponent’s attacks and move into a more advantageous position against that opponent by making a Maneuver Test, the result replacing his …

  • Taunt

    Step: Rank + CHA Action: Simple Karma: No Strain: 1 The adept distracts a character (who must be able to understand him) by insulting and humiliating him, making a Taunt Test against the target’s Social Defense. If successful, the target incurs a …

  • Wound Balance

    Step: Rank + STR Action: Free Karma: No Strain: 0 The adept firmly stands his ground, substituting his Wound Balance Step for his Strength Step when making any Knockdown Tests while supporting and balancing his own weight (as opposed to being …

  • Great Leap talent

    Step: Rank + DEX Action: Free Karma: No Strain: 1 The adept jumps large distances by making a Great Leap Test, the result being how many hexes the adept may jump, with the distance covered divided between horizontal and vertical, but not exceeding …

  • Fast Hand talent

    Step: Rank + DEX Action: Standard Karma: Yes Strain: 0 The adept combines sleight-of-hand with minor illusion magic to move one or two small items—no bigger than 6 inches along any one dimension—from one place to another without being noticed. The …

  • Distract talent

    Step: Rank + CHA Action: Standard Karma: No Strain: 0 The adept diverts an opponent’s attention by making a Distract Test against the target’s Social Defense. If successful, the target is distracted, focusing his attention on the adept until the …

  • Lock Picking talent

    Step: Rank + DEX Action: Standard Karma: No Strain: 0 The adept conjures a set of pale blue telekinetic lock picks which he uses to open mundane and magical locks by making a Lock Picking Test against a Difficulty Number determined by the …

  • Silent Walk talent

    Step: Rank + DEX Action: Simple Karma: No Strain: 0 The adept combines fluid movement with magical effects to dampen the sound of his passage, including footSteps and other means of travel, such as the sound of a windling’s flight. The adept makes …

  • Climbing talent

    Step: Rank + DEX Action: Standard Karma: No Strain: 0 The adept clambers up or down vertical surfaces and objects by making a Climbing Test against the Climbing Difficulty of the surface being scaled, as determined by the gamemaster (Gamemaster’s …

  • Call of Harrow

    Step: Rank+PER Action: Standard Karma: No Strain: 1 The Call of Harrow talent represents magical understanding of Horrors and their magic. It works like the [[Creature Analysis Talent]] (Player's Guide, p. 64), but is limited to target Horrors and …

  • Creature Analysis Talent

    Step: Rank + PER Action: Standard Karma: No Strain: 1 The adept uses a type of divination magic to gain information about a creature he is observing by making a Creature Analysis Test against the target’s Spell Defense. If successful, the adept’s …

  • Steel Thought

    Step: Rank + WIL Action: Simple Karma: No Strain: 1 The adept resists magical abilities that target his Spell Defense. Any time he is targeted by such an ability, the adept may make a Steel Thought Test against his opponent’s Test Result. If …

  • Navigation Talent

    Step: Rank + PER Action: Sustained Karma: No Strain: 0 _Use of this talent requires Navigation Charts._ The adept can read maps, chart courses, and even guide an airship safely through the skies, circumventing storms and turbulence, flying …

  • Research Talent

    Step: Rank+PER Action: Sustained Karma: No Strain: 0

    table{border:1px solid black}. {background:#000}.|\2. *{color:white}Research Table*| {background:#ddd}.|+Type of Information+|+Difficulty …

  • Read Write Language talent

    Step: Rank + PER Action: Standard Karma: No Strain: 1 (see text)

    table{border:1px solid black}. {background:#000}.|\2. *{color:white}Language Table*| {background:#ddd}.|+Language+|+Learning …

  • Throwing Weapons talent

    Step: Rank + DEX Action: Standard Karma: No Strain: 0 The adept makes a thrown attack in ranged combat against an opponent by hurling a rock, dagger, spear, or other object, and making a Throwing Weapons Test against the target’s Physical Defense. …

  • Durability

    In Earthdawn Third Edition, Durability is a Talent Option. In this campaign, when a PC reaches 2nd Circle in their Discipline, they receive Durability as a Rank 0 Talent [it’s neither a Discipline or a Talent Option]. Since only one Talent Option can be …

  • Lip Reading

    Step: Rank + CHA Action: Standard Karma: Yes Strain: 1 The adept eavesdrops on a conversation by watching the target character’s lips move and making a Lip Reading Test against the target’s Social Defense. If successful, he is able to read what …

  • Item History

    Step: Rank + PER Action: Sustained Karma: Yes Strain: 0 The adept learns the history of an enchanted or mundane item. The adept studies the item for a week, carefully examining it for at least one hour each day, then makes an Item History Test …

  • Impress

    Step: Rank + CHA Action: Standard Karma: No Strain: 1 The adept impresses a character with a performance of his choice. The performance can be of any kind, as long as the target character observes it. After his performance, the adept makes an …

  • First Impression

    Step: Rank + CHA Action: Standard Karma: No Strain: 0 The adept favorably impresses a gamemaster character he has met for the first time by making a First Impression Test against the target’s Social Defense. If successful, the target’s Attitude …

  • Mimic Voice

    Step: Rank + CHA Action: Simple Karma: No Strain: 0 The adept mimics a voice he hears by making a Mimic Voice Test against the speaker’s Social Defense. If successful, he learns and can mimic that voice for a number of hours equal to his Mimic …

  • Graceful Exit

    Step: Rank + CHA Action: Standard Karma: No Strain: 0 The adept escapes from combat by distracting his opponents and making a Graceful Exit Test against the highest Social Defense among the target group, +1 for each additional character. If …

  • Frighten

    Step: Rank + WIL Action: Standard Karma: Yes Strain: 0 The adept scares another by staring silently into the character’s eyes and making a Frighten Test against the target’s Spell Defense. If successful, the target becomes frightened and attempts …

  • Arcane Mutterings

    Step: Rank + CHA Action: Standard Karma: Yes Strain: 0 The adept confuses others by muttering dire, largely incomprehensible, warnings and making an Arcane Mutterings Test against the highest Social Defense among the target group, +1 for each …

  • Animal Possession

    Step: Rank + WIL Action: Standard Karma: No Strain: 2 The adept places his spirit into the body of an animal by touching it and making an Animal Possession Test against the animal’s Spell Defense. If successful, his spirit takes possession of the …

  • Blood Share

    Step: Rank + TOU Action: Standard Karma: Yes Strain: 0 The adept transfers damage between himself and a Loyal character or creature. He first cuts himself and the target, then touches the incisions together and makes a Blood Share Test. The result …

  • Creature Analysis

    Step: Rank + PER Action: Standard Karma: No Strain: 1 The adept uses a type of divination magic to gain information about a creature he is observing by making a Creature Analysis Test against the target’s Spell Defense. If successful, the adept’s …

  • Dominate Beast

    Step: Rank + WIL Action: Standard Karma: No Strain: 1 The adept subdues and temporarily controls an animal by making a Dominate Beast Test against the target’s Spell Defense. If successful, he establishes dominance over the animal for a number of …

  • Frighten Animals

    Step: Rank + CHA Action: Standard Karma: Yes Strain: 0 The adept terrorizes one or more animals within line of sight, to a maximum number equal to his Frighten Animals Rank, by making a Frighten Animals Test against the highest Social Defense …

  • Spirit Talk

    Step: Rank + PER Action: Standard Karma: Yes Strain: 1 The adept is able to talk to spirits and entities, including those who do not speak a language known to him and those who do not communicate verbally, by making a Spirit Talk Test against the …

  • Spirit Hold

    Step: Rank + WIL Action: Standard Karma: No Strain: 1 The adept anchors a spirit within 20 yards to one spot by boldly facing it and ordering it to halt, then making a Spirit Hold Test against the spirit’s Spell Defense. If successful, the spirit …

  • Missile Weapons

    Step: Rank + DEX Action: Standard Karma: No Strain: 0 The adept makes a missile attack in ranged combat against an opponent by using a bow, crossbow, or another weapon that fires projectiles, and making a Missile Weapons Test against the target’s …

  • Anticipate Blow

    Step: Rank + PER Action: Simple Karma: No Strain: 1 If the adept has a higher Initiative Test result, he anticipates attacks made against him by making an Anticipate Blow Test against his opponent’s Spell Defense. If successful, he adds his …

  • Detect Trap

    Step: Rank + PER Action: Standard Karma: No Strain: 1 The adept detects traps by making a Detect Trap Test and comparing the result against the Detection Difficulty of any traps within short range of Visibility (see the Gamemaster’s Guide, p. 119 …

  • Detect Weapon

    Step: Rank + PER Action: Standard Karma: No Strain: 1 The adept detects hidden weapons by making a Detect Weapon Test and comparing the result against the Detection Difficulty of any concealed weapons within short range of Visibility (see the …

  • Disguise Self

    Step: Rank + PER Action: Standard Karma: Yes Strain: 0 The adept uses illusion magic to disguise himself as another Namegiver by making a Disguise Self Test, the result being the Detection Difficulty for attempts to see through the disguise. The …

  • Sprint

    Step: Rank Action: Simple Karma: Yes Strain: 1 The adept temporarily infuses himself with magical speed, adding his Sprint Rank to his Movement Rate that round. Sprint cannot be used during the same round as other movement enhancing talents, such …

  • Heartening Laugh

    Step: Rank + CHA Action: Standard Karma: Yes Strain: 0 The adept bolsters morale by directing a booming, mocking laugh at his opponents and making a Heartening Laugh Test against the highest Social Defense among all opponents within earshot. If …

  • Riposte

    Step: Rank + DEX Action: Free Karma: No Strain: 2 The adept uses his melee weapon to block an opponent’s melee attack, possibly turning it back on his erstwhile attacker, by making a Riposte Test against his opponent’s Attack Test result. If …

  • Haggle

    Step: Rank + CHA Action: Sustained Karma: No Strain: 0 The adept drives a “hard bargain” when selling or buying goods by making a Haggle Test against the customer’s or merchant’s Social Defense. If successful, the price rises or falls by 5 percent …

  • Winning Smile

    Step: Rank + CHA Action: Standard Karma: No Strain: 0 The adept appears more attractive to a member of the opposite sex. Depending on the target’s sexual preference, this may also include characters of the same gender. The adept makes a Winning …

  • Empathic Sense

    Step: Rank + CHA Action: Standard (see text) Karma: No Strain: 1 (see text) The adepts gains information about the emotional state of a character within 10 yards by making an Empathic Sense Test against the target’s Social Defense. If successful, …

  • Emotion Song

    Step: Rank + CHA Action: Sustained Karma: No Strain: 0 The adept sings songs that arouse an audience to a basic emotion, such as fear, love, hate, happiness, anger, or joy, directed at the subject of the song. For example, if the song is about …

  • Lasting Impression

    Step: Rank + CHA Action: Standard Karma: Yes Strain: 0 The adept impresses a group of characters on first meeting them or when leaving the group. He strikes a dramatic pose or makes a short impassioned soliloquy, then makes a Lasting Impression …

  • Evaluate

    Step: Rank + PER Action: Standard Karma: No Strain: 0 The adept has a shrewd sense for the true market value of an object. The adept examines the object and makes an Evaluate Test against the item’s Spell Defense. On an Average Result, he learns …

  • Thought Link

    Step: Rank + PER Action: Standard Karma: No Strain: 1 The adept establishes a telepathic link with a character or familiar within line of sight by making a Thought Link Test against the target’s Spell Defense. If successful, he may talk …

  • Wood Skin

    Step: Rank + TOU Action: Standard Karma: Yes Strain: 0 The adept uses a Recovery Test to make a Wood Skin Test, adding the result to his Death and Unconsciousness Ratings for Wood Skin Rank hours. When active, his muscles and ligaments toughen and …

  • Air Dance

    Step: Rank + DEX Action: Free Karma: No Strain: 1 The adept performs quick, gliding movements and rapid attacks in combat. Air Dance requires that the adept be able to move. Windling adepts may use this talent while flying, but it cannot be …

  • Fireblood

    Step: Rank + TOU Action: Standard Karma: No Strain: 0 The blood oozing from an adept’s scratches, cuts, and injuries, bubbles and hisses, cleansing, cauterizing, and healing him. The adept must be currently engaged in combat, although he does not …

  • Swift Kick

    Step: Rank + DEX Action: Simple Karma: No Strain: 1 If the adept has free use of a leg (or tail, if a t’skrang) and a higher Initiative Test result, he may kick an opponent by making a Swift Kick Test against the target’s Physical Defense, as an …

  • Tiger Spring

    Step: Rank Action: Free Karma: No Strain: 1 The adept reacts more quickly than normal in combat, adding his Tiger Spring Rank as a bonus to his Initiative Test that round. For example, an adept with Tiger Spring at Rank 3 gains a +3 bonus to his …

  • Book Memory

    Step: Rank + WIL Action: Standard Karma: Yes Strain: 0 The adept commits the content of a book or other written text to memory for use at a later time. He need not know the language that the text is written in. The adept makes a Book Memory Test …

  • Conversation

    Step: Rank+CHA Action: Sustained Karma: No Strain: 0 The adept holds his own in social conversations, using quips, clever timing, and other verbal tricks to make a favorable impression. The adept makes a Conversation Test against the highest …

  • Evidence Analysis

    Step: Rank + PER Action: Sustained Karma: No Strain: 1 Using equal parts observation, logic, and divination magic, the adept examines physical evidence to determine the answers to questions relating to his investigation. For example, he might …

  • Applied Sciences

    Step: Rank + CHA Action: Standard Karma: No Strain: 1 Applied Sciences allows the adept to turn pure fact into a genuine advantage. The adept must previously have gained or remembered relevant information about a target, such as through a …

  • Wind Catcher

    Step: Rank + WIL Action: Standard Karma: No Strain: 0 When falling from a height, the adept controls his descent by making a Wind Catcher (6) Test. On an Average or Good Result he lands safely and takes no Falling damage. On an Excellent Result, …

  • Battle Shout

    Step: Rank + CHA Action: Simple Karma: No Strain: 1 The adept issues a loud shout, intimidating a single foe within a distance equal to his Battle Shout Rank in hexes (twice this in yards). The adept makes a Battle Shout Test against his opponent’ …

  • Resist Taunt talent

    Step: Rank + WIL Action: Free Karma: No Strain: 1 The adept resists the effects of social attacks directed against his Social Defense by making a Resist Taunt Test against the attack’s Test Result. If successful, he steels himself and reconsiders …

  • Momentum Attack talent

    Step: Rank + DEX Action: Simple Karma: No Strain: 1 The adept makes an additional close combat attack while his opponent recovers from the first blow. If the adept achieves a Good Result on his initial close combat Attack Test against an opponent, …

  • Air Sailing talent

    Step: Rank + WIL Action: Sustained Karma: No Strain: 0 The adept knows how to work the rigging, tiller, and oars of airships. An adept who wishes to join an airship crew must know Air Sailing at Rank 1 or higher. Positions of command require …

  • Conceal Object talent

    Step: Rank + DEX Action: Standard Karma: No Strain: 1 The adept hides one or more objects on his body, using illusion magic to help mask them. He must make a reasonable attempt to conceal the object, but any obvious shortcomings (a hilt sticking …

  • Trick Riding talent

    Step: Rank + DEX Action: Simple Karma: No Strain: 1 The mounted adept performs acrobatics on his mount, making Trick Riding Tests in place of Avoid Blow Tests to dodge close or ranged combat attacks directed against himself or his mount. He may …

  • Abate Curse

    Step: Rank + WIL Action: Standard Karma: No Strain: 1 The adept’s presence temporarily nullifies any curses or active spell effects present on an object. It does not alleviate a curse’s effects on those already affected by it, but it will allow …

  • Bear Mark

    Step: Rank + WIL Action: Free Karma: No Strain: 1 Bear Mark allows an adept to avoid the effects of Horror Marks. When the adept becomes Horror-marked, he may make a Bear Mark Test against the Horror's Spell Defense. If successful, the adept has …

  • Direction Sense

    Step: Rank+PER Action: Standard Karma: Yes Strain: 2 The adept senses the location of a character or object relative to his position by closing his eyes and focusing his thoughts on an item directly associated with the target, such as a strand of …

  • Shield Charge

    Step: Rank + STR Action: Free Karma: No Strain: 1 The adept bashes an opponent by making an attack in melee combat using his shield as a weapon. If successful, he makes a Shield Charge Test instead of a Damage Test to determine damage. The attack’ …

  • Lion Heart

    Step: Rank + WIL Action: Free Karma: No Strain: 0 The adept’s resolve improves, allowing him to use his Lion Heart Step in place of his Willpower Step when making tests to resist the effects of fear or Intimidation. An adept cannot use both Lion …

  • Second Weapon

    Step: Rank + DEX Action: Simple Karma: No Strain: 1 The adept wields a one-handed melee weapon in his off-hand to attack an opponent, in the same round as he attacks with his primary one-handed melee weapon, by making a Second Weapon Test as his …

  • Steely Stare

    Step: Rank + CHA Action: Standard Karma: No Strain: 1 The adept intimidates a character with his piercing gaze, staring intently at him and making a Steely Stare Test against the target’s Social Defense. If successful, the target feels a chill …

  • Temper Self

    Step: Rank + WIL Action: Sustained Karma: No Strain: 0 The adept performs this ritual to toughen himself, becoming more resistant to harm. He must be rested and in good health (not suffering from any Current Damage or Wounds, except Blood Magic …

  • Bane Strike

    Step: Rank Action: Free Karma: No Strain: 2 Bane Strike increases damage inflicted on Horrors or Horror Constructs. On a successful attack against a Horror or Horror Construct, the adept may add his Bane Strike Rank as a bonus to the Damage Test.

  • Life Check

    Step: Rank + TOU Action: Free Karma: No Strain: 0 The adept gains a last chance to save himself from dying. When the adept’s Current Damage equals or exceeds his Death Rating, he spends a Recovery Test, makes a Life Check Test, and reduces his …

  • Second Attack

    Step: Rank + DEX Action: Simple Karma: Yes Strain: 1 The adept makes an additional close combat attack, using the same weapon he wielded for his first Attack Test that round. He makes a Second Attack Test against his opponent’s Physical Defense. …

  • Surprise Strike

    Step: Rank + STR Action: Free Karma: No Strain: 1 The adept takes advantage of surprise to inflict a telling blow. If his Attack Test against a [[Surprised]] (p.409) opponent is successful, the adept substitutes his Surprise Strike Step for his …

  • Tail Dance

    Step: Rank+DEX Action: Simple Karma: No Strain: 1 _This talent can only be learned by t'skrang._ Tail Dance enhances the adept's options in tail combat by modifying the rules of the Tail Attack and Tail Parry combat options. The adept must have a …

  • Summon

    *Step:* Rank + PER *Action:* Standard *Karma:* Yes *Strain:* 0 _Unique to each Discipline._ The adept summons an elemental or other extra-planar being to his current location by making a Summon Test against the entity’s Spell Defense. If …

  • Lifesight

    Step: Rank + PER Action: Simple Karma: No Strain: 1 The adept can see the strength and composition of another being’s life force by making a Lifesight Test and comparing the result against the Spell Defense of each living being within Lifesight …

  • Spirit Dodge

    Step: Rank + PER Action: Standard (see text) Karma: No Strain: 1 The adept conjures a tasked spirit to protect him in combat by using his Standard Action to make a Spirit Dodge (6) Test. If successful, a spirit is conjured, which rests within the …

  • Orbiting Spy

    Step: Rank + PER Action: Standard Karma: Yes Strain: 0 The adept summons a spy spirit to serve as a lookout by making an Orbiting Spy (6) Test. If successful, the spirit travels in a circular pattern around the adept, up to 20 yards distance, for …

  • Elemental Tongues

    Step: Rank + PER Action: Standard Karma: Yes Strain: 1 The adept learns to speak the languages of air, earth, fire, water, and wood—the five elemental tongues If the adept has an unassigned Elemental Tongues Rank available, he can attempt to learn …

  • Enhanced Matrix

    Step: Rank Action: NA Karma: No Strain: 0 The Enhanced Matrix talent provides magicians with an improved type of spell matrix designed to make better use of spells requiring threads (see Spell Matrix Types, p. 129). An Enhanced Matrix holds the …

  • Willforce

    Step: Rank + WIL Action: Free Karma: No Strain: 1 The adept focuses his will, increasing the effectiveness of his spells, and enhancing his ability to resist magical effects targeted against him. He substitutes his Willforce Step for his Willpower …

  • Safe Path

    Step: Rank + PER Action: Standard Karma: Yes Strain: 0 The adept contacts a local elemental spirit to find the safest path through unfamiliar territory. The adept does not conjure the elemental, he only establishes contact. Unless the adept knows …

  • Direction Arrow

    Step: Rank + PER Action: Standard Karma: Yes Strain: 2 The adept, who must possess an item directly associated with the target, such as a strand of hair, a bit of masonry, or even a Pattern Item, determines the location of a character or object …

  • Disarm Trap

    Step: Rank + DEX Action: Standard Karma: No Strain: 1 T he adept uses deduction, divination magic, and a deft touch to render traps inoperative by making a Disarm Trap Test against the trap’s Disarm Difficulty, as determined by the gamemaster (see …

  • Sense Danger

    Step: Rank+PER Action: Standard Karma: No Strain: 1 The adept senses if a character or creature is hostile by making a Sense Danger Test against the target’s Social Defense. If successful, he knows whether or not the target harbors hostile …

  • Trap Initiative

    Step: Rank + DEX Action: Free Karma: No Strain: 1 The adept reacts more quickly to avoid mechanical and magical traps. Should he trigger a trap while seeking or attempting to disarm it, or if a trap that would affect him is triggered, the adept …

  • Air Speaking

    Step: Rank + PER Action: Simple Karma: No Strain: 1 The adept communicates without vocalizing, moving his lips and mouthing the words he wants to speak, and makes an Air Speaking Test. Anyone within Test Result × 5 yards hears the adept speaking …

  • Fire Heal

    Step: Rank + WIL Action: Sustained Karma: No Strain: 0 The adept cleanses himself in healing flame. Successfully completing this ritual grants the adept bonus Recovery Tests, while failure burns him. This talent can be risky for low-Circle adepts, …

  • Elemental Hold

    Step: Rank + WIL Action: Standard Karma: No Strain: 1 The adept boldly faces an elemental no more than 20 yards away and orders it to halt, making an Elemental Hold Test against the elemental’s Spell Defense. If successful, the elemental is held …

  • Gliding Stride

    Step: Rank + DEX Action: Free Karma: No Strain: 1 The adept moves in a graceful fashion through the air, horizontally as well as vertically, using his Movement Rate to glide instead of walking or running. He makes a Gliding Stride Test, the result …

  • Spot Armor Flaw

    Step: Rank + PER Action: Simple Karma: Yes Strain: 0 The adept detects weaknesses in a character’s armor by making a Spot Armor Flaw Test against the higher of the target’s or his armor’s Spell Defense. If successful, the adept sees any flaws in …

  • Cold Purify

    Step: Rank + WIL Action: Sustained Karma: No Strain: 0 The adept creates an improvised poultice from ice, snow, chilled water, or other cold materials, packing it around a poisoned character’s Wound to draw out the poison. If the character has no …

  • Earth Skin

    Step: Rank + TOU Action: Standard Karma: Yes Strain: 0 The adept’s skin becomes shot through with dark veins of elemental earth, increasing his resistance to magical attacks. He spends a Recovery Test and makes an Earth Skin Test, adding his Earth …

  • Temperature

    Step: Rank + WIL Action: Standard Karma: No Strain: 1 The adept controls the temperature within a room or other enclosure that he is inside or adjacent to and no bigger than Temperature Rank yards in any dimension. He makes a Temperature Test …

  • Engaging Dance

    Step: Rank + CHA Action: Standard Karma: No Strain: 1 Engaging Dance allows the adept to direct his opponent's movements by taking the lead in a choreographed combat. The adept makes an Engaging Dance Test, comparing the result against the Social …

  • Dead Fall

    Step: Rank + WIL Action: Simple Karma: No Strain: 1 The adept creates the illusion of a Wound or the symptoms of poison or disease, and masks his breathing to support the appearance of his “death”. As he collapses to the ground, the adept makes a …

  • Disarm

    *Step:* Rank + DEX *Action:* Standard *Karma:* No *Strain:* 1 The adept uses a combination of clever feints and flashing weapon-play to knock an opponent’s weapon from his hand by making a Disarm Test against the target’s Physical Defense. An …

  • Crushing Blow

    *Step:* Rank + STR *Action:* Free *Karma:* Yes *Strain:* 1 The adept inflicts fearsome damage on an opponent from a successful close combat attack, substituting his Crushing Blow Step for his Strength Step for the Damage Test.

  • Inspire Others

    *Step:* Rank + CHA *Action:* Standard *Karma:* Yes *Strain:* 0 The adept inspires his companions, raising spirits and boosting morale. He speaks inspirational words, then makes an Inspire Others Test against the highest Social Defense among the …

  • Blade Juggle

    Step: Rank + DEX Action: Standard Karma: No Strain: 1 (see text) The adept creates a whirling, flashing barrier of knives, daggers, or other bladed weapons between himself and his opponents. He makes a Blade Juggle Test against a Difficulty Number …

  • Engaging Banter

    *Step:* Rank + CHA *Action:* Standard *Karma:* No *Strain:* 1 The adept uses charm and a touch of magical suggestion to distract a character, who must be able to understand him for the banter to work. The adept makes an Engaging Banter Test …

  • Performance

    Step: Rank+CHA Action: Simple Karma: Yes Strain: 1 The adept impresses onlookers by actively performing a skill or talent of his choice and making a Performance Test against the highest Social Defense among the members of the target audience. If …

  • Slough Blame

    *Step:* Rank + CHA *Action:* Standard *Karma:* Yes *Strain:* 1 The adept temporarily diverts suspicion and blame from one character to another by concocting a plausible explanation, then making a Slough Blame Test against the higher of the accuser …

  • Forge Weapon

    *Step:* Rank + PER *Action:* Sustained *Karma:* No *Strain:* 1 The adept improves the Damage Step of a weapon, including melee, missile, and thrown weapons, but not ammunition, like arrows or bolts. The work must be carried out at a properly …

  • Forge Armor

    *Step:* Rank + PER *Action:* Sustained *Karma:* No *Strain:* 2 The adept improves the Armor Rating of armor or shields. The work must be carried out at a properly-equipped forge, using forge tools (p. 266) if working metal, or at a properly- …

  • Temper Other

    *Step:* Rank + WIL *Action:* Sustained *Karma:* No *Strain:* 0 The adept performs this ritual to toughen another character, making him more resistant to harm. Both the adept and target character must be rested and in good health (not suffering …

  • False Sight

    Step: Rank Action: Simple Karma: No Strain: 1 The adept intensifies an illusion at the time of creation, making it more difficult for observers to penetrate by adding his False Sight Rank to the Disbelief Difficulty for any attempts to Sense, …

  • True Sight

    *Step:* Rank *Action:* NA *Karma:* No *Strain:* 0 The adept sees through illusions more easily, adding his True Sight Rank to the result of any Tests he makes to Sense, Disbelieve, or otherwise see through an illusion. This bonus does not increase …

  • Power Mask

    Step: Rank + WIL Action: Standard Karma: Yes Strain: 0 The adept disguises his true magical nature from mundane and magical detection by making a Power Mask Test, the result being the talent’s Detection Difficulty for a number of hours equal to …

  • Hypnotize

    Step: Rank + CHA Action: Standard Karma: No Strain: 1 The adept magically mesmerizes another character, making him susceptible to persuasion. The target must be within 10 yards of the adept and in a state where he is not distracted—a target …

  • Tactics

    *Step:* Rank + PER *Action:* Standard *Karma:* No *Strain:* 0 The adept directs combat to the advantage of his soldiers. For the “commanding” character to effectively use the Tactics talent, his troops must be at least Friendly to him. The …

All Tags