Starfox | Home | Campaigns | Al-Qadim | EarthdawnElemental MageElemental Mages specialise in one of the four elemental provinces: sand, sea, flame, or wind. They gain great power and control within that province, but lose their ability to cast spells from any of the remaining three. Role: Elemental wizards are rare in the Land of Fate, and a great deal of mystery and suspicion accompanies them. Upon encountering spell casters, most folk assume them to be standard sorcerers, or perhaps even the more unpredictable sha'irs. Once a caster is known to be one of the purely elemental wizards, distrust and suspicion grow. Natives assume that all Elemental Mages are gathered in brotherhoods committed to a given province - and not necessarily for the betterment of those around them. The reason behind these impressions is the Brotherhood of the True Flame. The "Brotherhood" is an organisation of flame wizards who make no bones about their aims. They believe that the only true magery is that of fire. Further, they believe that all wizards who are not Elemental Mages in flame must convert - that is, come under their control - or die. The Brotherhood maintains chapters and related bodies in all major cities of the land. The organisation also maintains close ties with several holy slayer (assassin) organisations. Despite common belief to the contrary, mages devoted to sand, wind, or sea do not have this circle of organisation, nor do they have similar aims. But the known existence of the Brotherhood brings suspicion on all Elemental Mages. No PC specialising in flame may begin the campaign as a member of the Brotherhood. The organisation accepts only evil members, and it carefully observes all those who are not members. Should a PC perform "well" (slaying mages who are not flame wizards and acting in a generally evil manner, for example), he or she may be invited to participate in the Brotherhood's initiation rites. Should a PC behave in a otherwise, aiding non Brotherhood members or associating with the like, the Brotherhood may label the PC as an enemy, and target the rogue flame mage for eventual termination. The same may occur if someone simply refuses an invitation to undergo the initiation rites. Special Rules: Because Elemental Mages use only one element, only spells somehow involving that element may be used. At the end of the discipline description there are lists of the spells acceptable to the different Elemental Mages. In addition, they have many talents that are specific to each type of Elemental Mage. Talents listed as ³Elemental Special² with a roman numeral vary by the type of Elemental Mage. These Talents are also listed at the end of the discipline descriptions. Important Attributes: Willpower and Perception Restrictions: Either gender and all races are eligible. However, Elemental Mages specialising in flame tend to be evil NPCs. Half-genies cannot specialise in an opposing elements; Pahari cannot be Sand Mages, Ghuls cannot be Sea Mages, Jann cannot be Wind Mages and Djinnlings cannot be Flame Mages. Jann flame mages try to ignore the brotherhood of true flame. Their resistance to fire is a great help in doing this. Karma Ritual: The Elemental Mage meditates with representations of the four elements before him: a bowl of water, a bowl of sand, a bowl of burning embers and a bowl with smoking incense. He picks up these bowls one by one and considers it. Then, in an abrupt and violent motion, he overturns all the bowls but the one representing his element. Artisan Skills: Robe Embroidery Talent ListsThis is not one discipline, it is a set of four very similar disciplines. For simplicity's sake, all four have been given complete talent lists, though they are really very similar. Flame MageFlame mages are aggressive, even those who are not members of the Brotherhood of Flame. They learn how to fight, and later how to master the effects of fire on other materials, primarily metals. FIRST CIRCLETalents
SECOND CIRCLETalents
THIRD CIRCLETalents
FOURTH CIRCLEFlame Protection: This gives the Flame Mage protection from fire and heat. Damage from such attacks is reduced by the Flame Mage's circle. This is not armour, so it protects against all attacks and cannot be defeated, but armour still offers it's normal protection, cumulatively. Flame attacks as defined by this talent includes all elementalist spells and genie powers dealing with fire, as well as fire otherwise used. It also includes natural heat, making the Elemental Mage immune to dehydration. In environments involving fire where survival would normally be impossible, such as in a volcano, or even on the elemental plane of fire, the Flame Mage can survive for a number of minutes equal to her circle at a cost of one point of strain. Talents
FIFTH CIRCLEKarma: The Elemental Mage may spend a Karma point on any roll involving Perception only. Talents
SIXTH CIRCLESpell Defence: Increase the Elemental Mage's Spell Defence by 1. Talents
SEVENTH CIRCLEElemental Control: The Elemental Mage can expect favours from supernatural creatures of his element. He can use Karma on any action directed at such a creature. Talents
EIGHTH CIRCLESocial Defence: Increase the Elemental Mage's Social Defence by 1. Talents
NINTH CIRCLEKarma: The Elemental Mage may spend Karma on any recovery test. Talents
TENTH CIRCLEKarma: The Elemental Mage may spend Karma on any action using Willpower only or Willforce. Talents
ELEVENTH CIRCLEKarma: The Elemental Mage may spend a Karma point on any roll involving Toughness or Strength only. Talents
TWELFTH CIRCLEPhysical Defence: Increase the Elemental Mage's Physical Defence by 1. Talents
THIRTEENTH CIRCLERecovery Tests: The Elemental Mages gains one additional Recovery Test per day. Talents
FOURTEENTH CIRCLEElemental Movement: The Elemental Mage can move through his elemental type for one minute at the cost of one point of strain. He can move at normal rate in any direction, and will never take damage from the element itself. Talents
FIFTEENTH CIRCLEDrain Element: When touching his type of element, the Elemental Mage can draw Karma from it. This allows the performance of a normal Karma Ritual in a single round, at the cost of one point of strain. Talents
Sand MageSand mages learn how to master earth and imbue themselves with earth. Plants are also close to their heart. FIRST CIRCLETalents
SECOND CIRCLETalents
THIRD CIRCLETalents
FOURTH CIRCLEElemental Protection: This gives the Elemental Mage protection from his chosen element. Damage from attacks of this elemental type is reduced by the Elemental Mage's circle. This is not armour, so it protects against all attacks and cannot be defeated, but armour still offers it's normal protection, cumulatively. Elemental attacks as defined by this talent includes all elementalist spells and genie powers, as well as elements otherwise used. It also includes natural elements, making the Elemental Mage immune to dehydration, frostbite or any but the highest falls, as appropriate for his elemental type. In environments involving the chosen element where survival would normally be impossible, such as underwater, in a volcano, when buried in earth or even on the elemental planes, the Elemental Mage can survive for a number of minutes equal to her circle at a cost of one point of strain. Talents
FIFTH CIRCLEKarma: The Elemental Mage may spend a Karma point on any roll involving Perception only. Talents
SIXTH CIRCLESpell Defence: Increase the Elemental Mage's Spell Defence by 1. Talents
SEVENTH CIRCLEElemental Control: The Elemental Mage can expect favours from supernatural creatures of his element. He can use Karma on any action directed at such a creature. Talents
EIGHTH CIRCLESocial Defence: Increase the Elemental Mage's Social Defence by 1. Talents
NINTH CIRCLEKarma: The Elemental Mage may spend Karma on any recovery test. Karma: The Elemental Mage may spend Karma on any action using Willpower only or Willforce. Talents
TENTH CIRCLESpell Defence: Increase the Elemental Mage's Spell Defence by 2. Talents
ELEVENTH CIRCLEKarma: The Elemental Mage may spend a Karma point on any roll involving Toughness or Strength only. Talents
TWELFTH CIRCLEPhysical Defence: Increase the Elemental Mage's Physical Defence by 2. Talents
THIRTEENTH CIRCLERecovery Tests: The Elemental Mages gains one additional Recovery Test per day. Talents
FOURTEENTH CIRCLEElemental Movement: The Elemental Mage can move through his elemental type for one minute at the cost of one point of strain. He can move at normal rate in any direction, and will never take damage from the element itself. Talents
FIFTEENTH CIRCLEDrain Element: When touching his type of element, the Elemental Mage can draw Karma from it. This allows the performance of a normal Karma Ritual in a single round, at the cost of one point of strain. Talents
Sea MageSea is the province of life, and sea mages learn how to master life as well as waves. FIRST CIRCLETalents
SECOND CIRCLETalents
THIRD CIRCLETalents
FOURTH CIRCLEElemental Protection: This gives the Elemental Mage protection from his chosen element. Damage from attacks of this elemental type is reduced by the Elemental Mage's circle. This is not armour, so it protects against all attacks and cannot be defeated, but armour still offers it's normal protection, cumulatively. Elemental attacks as defined by this talent includes all elementalist spells and genie powers, as well as elements otherwise used. It also includes natural elements, making the Elemental Mage immune to dehydration, frostbite or any but the highest falls, as appropriate for his elemental type. In environments involving the chosen element where survival would normally be impossible, such as underwater, in a volcano, when buried in earth or even on the elemental planes, the Elemental Mage can survive for a number of minutes equal to her circle at a cost of one point of strain. Talents
FIFTH CIRCLEKarma: The Elemental Mage may spend a Karma point on any roll involving Perception only. Talents
SIXTH CIRCLESpell Defence: Increase the Elemental Mage's Spell Defence by 1. Talents
SEVENTH CIRCLEElemental Control: The Elemental Mage can expect favours from supernatural creatures of his element. He can use Karma on any action directed at such a creature. Talents
EIGHTH CIRCLESocial Defence: Increase the Elemental Mage's Social Defence by 1. Talents
NINTH CIRCLEKarma: The Elemental Mage may spend Karma on any recovery test. Talents
TENTH CIRCLEKarma: The Elemental Mage may spend Karma on any action using Willpower only or Willforce. Talents
ELEVENTH CIRCLEKarma: The Elemental Mage may spend a Karma point on any roll involving Toughness or Strength only. Talents
TWELFTH CIRCLEPhysical Defence: Increase the Elemental Mage's Physical Defence by 1. Talents
THIRTEENTH CIRCLERecovery Tests: The Elemental Mages gains one additional Recovery Test per day. Talents
FOURTEENTH CIRCLEElemental Movement: The Elemental Mage can move through his elemental type for one minute at the cost of one point of strain. He can move at normal rate in any direction, and will never take damage from the element itself. Talents
FIFTEENTH CIRCLEDrain Element: When touching his type of element, the Elemental Mage can draw Karma from it. This allows the performance of a normal Karma Ritual in a single round, at the cost of one point of strain. Talents
Wind MageWind mages are not aggressive, but theirs is the element of war, and in time they become masters of the martial arts as well. FIRST CIRCLETalents
SECOND CIRCLETalents
THIRD CIRCLETalents
FOURTH CIRCLEElemental Protection: This gives the Elemental Mage protection from his chosen element. Damage from attacks of this elemental type is reduced by the Elemental Mage's circle. This is not armour, so it protects against all attacks and cannot be defeated, but armour still offers it's normal protection, cumulatively. Elemental attacks as defined by this talent includes all elementalist spells and genie powers, as well as elements otherwise used. It also includes natural elements, making the Elemental Mage immune to dehydration, frostbite or any but the highest falls, as appropriate for his elemental type. In environments involving the chosen element where survival would normally be impossible, such as underwater, in a volcano, when buried in earth or even on the elemental planes, the Elemental Mage can survive for a number of minutes equal to her circle at a cost of one point of strain. Talents
FIFTH CIRCLEKarma: The Elemental Mage may spend a Karma point on any roll involving Perception only. Talents
SIXTH CIRCLESpell Defence: Increase the Elemental Mage's Spell Defence by 1. Talents
SEVENTH CIRCLEElemental Control: The Elemental Mage can expect favours from supernatural creatures of his element. He can use Karma on any action directed at such a creature. Talents
EIGHTH CIRCLESocial Defence: Increase the Elemental Mage's Social Defence by 1. Talents
NINTH CIRCLEKarma: The Elemental Mage may spend Karma on any recovery test. Talents
TENTH CIRCLEKarma: The Elemental Mage may spend Karma on any action using Willpower only or Willforce. Talents
ELEVENTH CIRCLEKarma: The Elemental Mage may spend a Karma point on any roll involving Toughness or Strength only. Talents
TWELFTH CIRCLEPhysical Defence: Increase the Elemental Mage's Physical Defence by 1. Talents
THIRTEENTH CIRCLERecovery Tests: The Elemental Mages gains one additional Recovery Test per day. Talents
FOURTEENTH CIRCLEElemental Movement: The Elemental Mage can move through his elemental type for one minute at the cost of one point of strain. He can move at normal rate in any direction, and will never take damage from the element itself. Talents
FIFTEENTH CIRCLEDrain Element: When touching his type of element, the Elemental Mage can draw Karma from it. This allows the performance of a normal Karma Ritual in a single round, at the cost of one point of strain. Talents
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