Spelljammer
Thermal Mastery
Thermal Master is only available to characters who have both the Endure Heat and Endure Cold talents at rank 10 or higher. Rank with Thermal Mastery is the lesser of the two ranks. For example, if you have Endure Heat at rank 12 and Endure Cold at rank 9, you cannot have Thermal Mastery. However, if you have Endure Heat at rank 12 and Endure Cold at rank 10, then you get Thermal Master for free and rank is 10.

Thermal Mastery (Dual Talent Synergy)
Requires rank 10 or higher in both Endure Cold and Endure Heat


Rank 10 + Rank 10 — Thermal Equilibrium
At this point the character stops reacting to temperature—they normalize it.
Passive: Environmental Nullification
  • Treat all environmental temperatures as temperate (≈65–70°F equivalent) for:
    • END usage
    • Fatigue
    • Survival checks
  • This applies even in extreme environments (arctic, desert, volcanic zones), though not supernatural zones.



Active (1/combat): Thermal Shift
  • As a reaction or action:
    • Convert incoming fire or cold damage to the other type. For example, if you have better resistance/protection vs fire than cold, you might want to convert a frost bolt to fire.
    • OR convert your own outgoing damage (if applicable)
  • Secondary effects convert appropriately (burn / slow, freeze / stagger, etc.)


Rank 12 + Rank 12 — Thermodynamic Control
Now the character doesn’t just stabilize—they begin to manipulate heat flow.


Passive: Energy Redistribution
  • Whenever you take fire or cold damage:
    • Store a portion (e.g., damage reduced by Cold Damage Reduction or Fire/Heat Damage Reduction) as Thermal Charge
    • On your next turn, you may add that value to:
      • Damage (+ 0.25 damage per stored point; round up (23 stored points would be +6 damage))
      • Defense (+1 DEF per stored point)
      • OR END/NL recovery (recover 1 NL/END per stored point)


Passive: Climate Bubble
  • You radiate a controlled thermal zone (MA/2 ft radius):
    • Allies ignore environmental penalties (heat/cold)
    • Allies gain +5 to saves vs fire, heat, ice, cold, and damage is reduced by 1 before saves.
  • This is subtle—not a visible aura, more like a stabilizing field.


Active (1/combat): Thermal Inversion
  • Create a localized reversal:
    • Hot area becomes freezing
    • Cold area becomes searing
  • Effects:
    • Enemies suffer disorientation, minor damage, or status (your system choice)
    • Environmental hazards may briefly flip (ice becomes slick water, heat haze becomes brittle frost)


Rank 15 + Rank 15 — Absolute Thermodynamic Sovereignty
At this level, the character is no longer bound by natural temperature—they operate on a near-physical-law level.


Passive: Perfect Thermal Immunity
  • Immune to non-magical fire and cold
  • Magical fire/cold damage: 75% damage reduction


Passive: Entropic Balance
  • You cannot be:
    • Frozen
    • Slowed by cold
    • Burned
    • Overheated or fatigued by heat
  • Additionally, you are resistant to energy-based extremes broadly (GM discretion: plasma, steam bursts, etc.)


Active (1/combat): Absolute Zero / Solar Flare

Choose one when activated:

Absolute Zero
  • Flash-freeze area:
    • Enemies risk immobilization or severe slow (normal save to resist)
    • Liquids freeze instantly
    • Ongoing effects are suppressed

Solar Flare
  • Radiate intense heat:
    • 8d6 damage with (MA x 1) feet
    • Blinding light / distortion (Normal save or -10 to all actions dependent on sight for 1d4 rounds)
    • Flammable objects ignite


Capstone Passive: Thermal Authority
  • You may:
    • Extinguish mundane flames at will
    • Freeze small bodies of water with touch
  • Extreme environments subtly “bend” around you:
    • Snow melts before reaching you
    • Heat haze parts as you move