Talents, Half-Magic, and Knacks
By Keith Graham
New or Modified Talents:
Alchemical Focus
| Step Number: Rank |
| Action: NA |
Skill Use: No |
| Requires Karma: No |
Strain: None |
| Discipline Talent Use: None |
The Alchemical Focus allows the Adept to attune to an alchemical
tool in the same manner as other magicians attune spell matrices
to a spell. Unlike attuning a spell matrix, attuning an Alchemical
Focus requires an appropriate alchemical tool. A Life Mage can only use
an alchemical tool after she's attuned an Alchemical Focus to it.
Each Alchemical Focus Talent represents a seperate talent with its
own rank. The rank of each Alchemical Focus talent determines the
Circle of the Alchemical Tool that may be attuned. A rank one
Alchemical Focus can be attuned to a First Circle tool. See the
Life Mage spell rules (below). This talent is similar to the Spell
Fetish talent (see Magic: A Manual of Mystic Secrets pp. 103ff).
Alchemy
| Step Number: Rank + Perception Step |
| Action: Yes |
Skill Use: Yes |
| Requires Karma: No |
Strain: None |
| Discipline Talent Use: Life Mage |
The Alchemy talent allows a character to understand the magical principles
associated with creating potions, blood charms, antidotes, poisons, and the
like. Most
alchemical concontions use animal parts, rare plants, and minerals. Alchemy
helps the character to find such ingredients and incorporate them into usable
final result. The Alchemy talent may be used in place of the Alchemy skill
(see Magic: A Manual of Mystic Secrets pp. 58ff).
In addition, Life Mages use Alchemy in conjunction with the Read and Write
Language talent to create Alchemical Tools for use with their spells. Use of
Alchemy to create an Alchemical Tool requires at least one day, in addition to
any time needed to gather the materials. For more information about creating
Alchemical Tools, see the Life Mage Discipline: Creating Alchemical Tools.
Alchemy cannot be taught to other Adepts through the Versatility talent.
Blood Heal
| Step Number: Rank + Willpower Step |
| Action: Yes |
Skill Use: No |
| Requires Karma: No |
Strain: None |
| Discipline Talent Use: Life Mage |
This is the medieval practive of blood letting. The Life Mage makes
a cut on the patient, typically on the arm, and bleeds out a quantity
of blood. The Life Mage uses his abilities to amplify the power
in the blood to help the patient heal faster. If the Life Mage fails, the
patient takes damage from the blood loss. Wounded patients have been
accidentally killed by misapplication of this talent.
The character declares how many Recovery Tests he is attempting to gain for
his patient. Blood Heal requires 10 minutes, and the Life Mage must attempt
to gain at least 2 Recovery Tests for the patient. The
character then makes a Blood Heal Test for against a
Difficulty Number determined by the gamemaster. The gamemaster determines the
Difficulty Number by rolling 1D8, plus bonus dice, for each Recovery Test and
sums the result. If
the character's test result is equal to or greater than this Difficulty Number,
he earns the additional Recovery Tests for the patient. These
Recovery Tests are available for 24 hours after the successful Blood Heal Test. However, if
the Blood Heal Test fails, the patient suffers one Wound and a number of Damage
Points equal to the difference between the Difficulty Number and the Blood Heal
Test result. This damage can result in a second Wound. Anything that prevents
this damage nullifies the talent.
Blood Share
| Step Number: Rank + Toughness Step |
| Action: Yes |
Skill Use: No |
| Requires Karma: No |
Strain: None |
| Discipline Talent Use: Cavalryman |
Life Mages may only transfer damage to Name-givers, and must spend a Karma
Point when doing so. They may transfer damage to themselves from both
non-Name-givers and Name-givers alike. See the Earthdawn Rulebook, pp. 99 for
more details of the Blood Share talent.
Cancel Poison
| Step Number: Rank + Willpower Step |
| Action: Yes |
Skill Use: Yes |
| Requires Karma: No |
Strain: None |
| Discipline Talent Use: Life Mage |
The Cancel Poison talent stops the effects of poison, for a price. The
character must inflict two Damage Points near the wound in order to bleed out
the poison. If the poison was ingested, any major artery will suffice. The
character then makes a Cancel Poison Test against the poison's step number. A
successful test stops the effects of the poison. In addition, the character may
recover a number of Damage Points equal to the difference between the Cancel
Poison test result and the poison's step number. Cancel Poison can only heal
damage caused by the poison. It does not heal the two Damage Points inflicted
by the character using the talent.
Enhanced Focus
| Step Number: Rank |
| Action: NA |
Skill Use: No |
| Requires Karma: No |
Strain: None |
| Discipline Talent Use: None |
Life Mages learn the Enhanced Focus talent to more easily
utilize Alchemical tools that require threads. While a
Life Mage has an Enhanced Focus attuned to an Alchemical Tool,
the spell associated with that tool requires one less
thread than usual. This talent is similar to the Enhanced Matrix
(see Earthdawn Rulebook, Spell Magic pp. 42) and Enhanced Fetish
(see Magic: A Manual of Mystic Secrets, pp. 103ff) talents.
Lifecasting
| Step Number: Rank + Perception Step |
| Action: Yes |
Skill Use: Yes |
| Requires Karma: No |
Strain: 1 |
| Discipline Talent Use: Life Mage |
A Life Mage uses the Lifecasting talent to cast Life Mage Spells. The
character makes a Lifecasting test. If the result is equal to or
greater than the target's Spell Defense Rating, the Lifecasting
Test succeeds. This is used in the same fashion as normal spellcasting,
except it costs the character one Strain each time a spell is cast.
If the character makes a Lifecasting roll for some other reason, such
as to identify a Life Mage spell, the talent costs no strain.
Most items that increase or effect Spellcasting also affect
Lifecasting, including Desperate Spell Blood Charms and most
Common Threaded Items. Life Mages
have also created items that are specialized to Lifecasting.
Lifecasting may also be used with certain magical items or
situations that require or allow a Per test to cast a spell, such as
with magic items like the Spell Matrix Staff (see Earthdawn
Companion, pp. 68) or
a Crystal Spell box (see Earthdawn Rulebook, pp. 274).
Lifecasting cannot be used when Grimoire
Casting, Normal Matrix Casting, or Raw Casting a spell from another
Discipline, nor may Spellcasting may not be used to cast Life Mage
spells. In all cases, the gamemaster decides when
Lifecasting may be used in place of Spellcasting and which items increase
Lifecasting. The gamemaster may, of course, defer to a group decision.
Physician
| Step Number: Rank + Perception Step |
| Action: Yes |
Skill Use: No |
| Requires Karma: No |
Strain: No |
| Discipline Talent Use: None |
The Physician talent allows the character to diagnose and perscribe
treatments for injuries and diseases. To use the talent, the character
spends 10 minutes looking over the patient's injuries. He then
makes a Physician Test against the Difficulty
Number of the diagnosis. A successful test means the
character knows what the problem is and how to treat it.
(See the Earthdawn Rulebook pp. 132 for a list of suggested
Difficulty Numbers for diagnosis.)
This leads to improved recovery:
the patient may add a number of steps equal to character's Physican rank
to his next Recovery Test. This Physician talent bonus is not cumulative
with any forms of magical healing, including potions, spells, or talents.
However, successful use of the Physician talent in conjunction with
magicial healing leads to appropriately dressed injuries,
insuring that they will not become infected.
The character may also attempt to treat a Wound or Injury
(see Earthdawn Survival Guide, pp. 96ff)
specifically
instead of assisting a recovery. When treating a Wound or other injury
without additional Magical Healing, if the player rolls an Excellent
Success on a Physician Test, the effects of the Wound or injury are
negated for 24 hours (but the character still has the Wound or injury).
Each Wound or injury may be treated only once in a 24-hour period by the
Physician talent.
Life Mage Talent Knacks
Life Mages get Lifecasting talents knacks (when appropriate) at the same
ranks as Wizards, and use Wizard modifiers during spell creation.
Half-Magic
A Life Mage may use a Half-Magic Test to recognize alchemical
texts; identify herbs, magical animal parts, and chemicals; and to
identify blood, alchemical, or healing magic. They may also use half-magic
as an "Alchemical History" to determine the type of a given
potion or blood charm. At the gamemaster's discretion, they may
also be able to determine the Key Knowledges (as per Item History)
of an item that requires or uses blood magic, particuliarly those
that were created using Sacrifice Magic.
Copyright © 1995-9 All Rights Reserved
Keith Graham.
Please Mail if you have any queries.
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