Fire Genasi( Forgotten Realms Campaign Setting, p. 20)
|Base speed:||Land 30|
|Automatic languages:||Common , Home Region|
Genasi are descended from elemental-related creatures, such as efreet, dao, djinn, jann, and marids, among others. Most of them have had no direct contact with their elemental forebears, but the signs of their heritage are apparent. Genasi take great pride in their distinctive features and abilities.
Fire genasi are hot-tempered and quick to anger, proud and unafraid to take action. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their, quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames, or eyes that glow when the genasi is angry. They prefer to dress simply and elegantly, although their fashions can be more flamboyant than the most outrageous trend.
Fire genasi are most common in Calimshan, for much of that land was long ago ruled by efreet. They are also found in Chult, the Lake of Steam, and Unther, which are all lands near volcanoes.
Fire genasi have the following traits:
- +2 Intelligence, -2 Charisma: Fire genasi have bright minds, but are impatient and quick to anger.
- Darkvision up to 60 feet.
- +1 racial bonus on saving throws against all fire spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
- Control Flame (Sp): Fire genasi can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This ability does not change the heat output or fuel consumption of the dire source, lasts 5 minutes, and may be done one per day. They use this ability as 5th-levels sorcerers.
- Clerical Focus: A fire genasi cleric must choose a deity who grant access to the Fire domain and select Fire as one of her two domains.
- Outsider: Air genasi are native outsiders.
- Any languages are allowed as bonus languages, exccept secret languages, such as Druidic.
Due to the strength of their divine or infernal bloodlines, each of the planetouched races possess the unusual characteristics of being an outsider native to Faerûn, not a humanoid. This has three principal effects:
- First, spells or effects that affect only humanoids, such as a charm person or a dominate person spell, do not affect planetouched characters.
- Second, spells and effects that target extraplanar creatures may affect planetouched characters. For example, the mace of smiting and the sword of the planes are more effective against outsiders, and are correspondingly more dangerous to a planetouched character. A spell that drives outsiders back to their home planes does not affect planetouched characters, but banishment – a spell that removes an outsider from the caster's plane without specifying a return to the outsider's native plane – would work just finde.
- Finally, Faerûn's planetouched have lived on Toril long enough for Toril to become, in effect, their native plane. This means that planetouched characters can be raised or resurrected normally, whereas most outsiders cannot be brought back from the dead without the use of a miracle or wish spell.