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Clerics

Clerics have a connection to a deity that grants them magic and other special abilities. They range from physically-focused champions to mentally-focused spellcasters. Healers, priests, necromancers, supernatural warriors, and divine champions can all be made using this class.

 

This is a digital artwork of a yellow and green budgerigar sitting on a branch with a tiger head that is the same color as its yellow feathers.

This is a digital artwork of a yellow and green budgerigar sitting on a branch with a tiger head that is the same color as its yellow feathers.

 

 

Deity

You have a magical connection to a specific deity. Choose three attributes to be your deity’s main areas of focus. A list of possible attributes is given below to inspire you, but you are not confined to the options on the list. To assist in inspiration and exploration, the list is divided into broad categories.

  • Elements: Air, Fire, Water, Earth, Metal, Wood
  • Celestial Features: Darkness, Light, the Moon, the Sky, the Stars, the Sun
  • Nature: Animals, Deserts, Forests, Lakes, Monsters, Mountains, Ocean, Plains, Plants, Rain, Rivers, Storms, Underground Places, Weather, Wetlands
  • Natural Forces: Birth, Chaos, Creation, Death, Destruction, Order, Magic
  • Experiences: Dreams, Emotion, Pleasure, Healing, Thought
  • Society: Agriculture, Art, Cities, Communication, Culture, Craft, Family, Law, Travel, War
  • Values: Compassion, Community, Generosity, Glory, Honor, Justice, Liberation, Love, Strength, Victory
  • Concepts: Beauty, Fate, Knowledge, Luck, Mystery, Protection, Secrets, Trickery, Wisdom

Next name your deity and decide what your relationship to them is. For example, are you their worshiper, a member of their clergy, someone they chose for an important task, or one of their descendents? What is the tone of your relationship? Is it familiar or distant? And how do they treat you? Are they compassionate or stern?

 

 

Divine Connection

Your magical connection to your deity is called your Divine Connection. Through it your deity gives you access to magic. When casting magic there are several forms that this Divine Connection can take, each with its own requirements. Choose one of the following four types of Divine Connection from the list below. You must fulfill the requirements of your particular type of Divine Connection in order to cast magic.

  • Holy Symbol: You connect to your deity through their holy symbol. A holy symbol is a special symbol that represents your deity. You have your deity’s holy symbol as either a symbolic object, such as a necklace, or a symbol that is emblazoned on a functional object, such as an etching on a breastplate. In order to cast spells, you must actively touch this holy symbol.
  • Ritual Components: You connect to your deity through the physical objects of ritual, such as holy water, sacred plants, specific stones, incense, food offerings, and ritual implements. It is up to you what these things are. You have a pouch containing all of the necessary ritual components. In order to cast spells, you must be able to use these ritual components.
  • Sacred Gestures: You connect to your deity through physical gestures that hold a special meaning. In order to cast spells, you must be able to use your body to make these sacred gestures.
  • Prayer: You connect to your deity through prayer, hymns, or chanting. In order to cast spells, you must be able to express these prayers in a language you know. Verbal prayer must be audible and signed prayer must be visible.

There are different types of magic, such as Protection Magic and Analytic Magic, that can be cast using your Diving Connection. However, each type of magic is a separate ability that needs to be studied individually before you can cast it. You will be choosing which types of magic you know in the Divine Abilities section below. For this purpose, magic is any ability with the word “Magic” in its name.

In order to maintain your Divine Connection, it is important that you remain on good terms with your deity. By default, each character starts out in their deity’s favor. You will remain on good terms with them unless you go against their core values. If this happens, the game manager will choose an appropriate consequence based on the situation. That consequence will last until sufficient amends are made.

 

 

Divine Abilities

Standard cleric characters get any four abilities from the following list.

 

Ability Summaries

Support Magic

  • Healing Magic: You can create magical healing effects that alleviate harm and improve ongoing conditions.
  • Affliction Magic: You can create magical effects that interfere with people’s physical, mental, and emotional balance and well-being.
  • Protection Magic: You can create magical effects that protect against harm.

Utility Magic

  • Object Magic: You can use magic to create, alter, repair, and interact with objects.
  • Summoning Magic: You can temporarily bring other beings to you by using magic to construct magical bodies (constructs) that are controlled by the consciousnesses of those other beings.
  • Necromantic Magic: You can use your magic to interact with both dead and undead beings and to become incorporeal.
  • Analytic Magic: You can use your magic to sense, understand, suppress, and dispel magic.

Magical Talents

  • Commune: You can get answers by connecting with your deity.
  • Attribute Casting: You can cast a type of arcane magic associated with one of your deity’s three attributes.
  • Flexible Casting: You can connect to arcane energies in multiple ways and have two different Divine Connections that you can switch between.
  • Attunement: You have a special connection to one type of magic that is expressed as an immunity and two specific magical effects that you can do without risk of failure.

Supernatural Powers

  • Supernatural Warrior: You are filled with a supernatural power which allows you to exceed the boundaries of ordinary possibility with your combat skills.
  • Supernatural Brawn: You are filled with a supernatural power which enhances your strength and endurance so that you can do extraordinary things.
  • Supernatural Agility: You are filled with a supernatural power which allows you to exceed the boundaries of ordinary possibility with your dexterity skills.
  • Magical Weapon: You have a one-of-a-kind, magical weapon that grants you two special advantages.

Physical Abilities

  • Nonlethal Training: You have been trained in nonlethal fighting techniques and know how to avoid causing unintentional harm.
  • Nonlethal Expertise: You are skilled at using a wide range of nonlethal techniques for gaining combat advantage and incapacitating opponents.
  • Combat Prowess: You have extensive combat training and are prepared to use any Combat Skill.
  • Mounted Expertise: You are an expert rider that is prepared to perform difficult maneuvers while riding.
  • Dexterous: You are extremely dexterous and are prepared to use any Dexterity Skill.
  • Strong as an Ox: You are extremely strong and are prepared to use any Strength Skill.

Mental Abilities

  • Charismatic: You have a talent for social interaction and are prepared to use any Social Skill.
  • Exceptional Linguist: You have achieved exceptional skill with language.
  • Knowledgeable: You are extremely knowledgeable and are prepared to use any Knowledge Skill to answer questions.
  • Alert: You are prepared to use Perception Skills to notice subtle things about the people and places around you.

Flexible Enhancements

  • Specialty: You are so good at doing one specific thing that you are always prepared to do it.
  • Skill Expert: You are an expert in one skill and rarely fail.
  • Physical Intuition: You have an intuitive, physical understanding of a mental skill that makes it possible for you to do it as if it was a physical skill.
  • Special Technique: You know a special technique that makes it easier for you to do a physical skill as if it was a mental one.
  • Balanced Expertise: You are especially good at one body and one mind skill and are prepared to do either of them.
  • Beginner’s Luck: You are unusually successful when you try new things.
  • Skillful: You know more skills than most people.
  • Extra Species Trait: You have manifested an additional species trait.

 

 

Ability Descriptions

Support Magic

Healing Magic: You can create magical healing effects that alleviate harm and improve ongoing conditions. For example, you can mend wounds, cure poisons, dispel mind- and emotion-altering magic, reduce the intensity of symptoms, decrease pain, bring people to optimal medication levels, and heal those diseases that can be cured with magic. Healing Magic can also be used in rituals to remove curses and other long-term, harmful magic from people. This magic is used by rolling mind and you are trained in it.

 

Affliction Magic: You can create magical effects that interfere with people’s physical, mental, and emotional balance and well-being. Affliction Magic can be used to cause direct harm with wounds and to cause magical conditions, like sleepiness, fatigue, discomfort, sensory overload, pain, hunger, hiccups, nausea, itchiness, irritability, dizziness, and disorientation. When made extreme, any of these magical conditions will interfere with a person’s ability to function. Most curses are Affliction Magic that has been performed as a ritual to create long-term effects. Affliction Magic can also be used to detect and protect from the Affliction Magic of others. This magic is used by rolling mind and you are trained in it.

 

Protection Magic: You can create magical effects that protect against harm. Protection Magic allows you to put up barriers that block physical harm, such as stone walls or spheres of magical force, and barriers that block magical effects, such as shields that defend against mind and emotion control. In addition, you can create a protected sanctuary to sleep in and make people temporarily impervious to one type of harm, such as fire, cold, lightning, poison, or weapons slashes. Protection Magic also allows you to detect immediate hazards, like traps and poisons, and defend people from environmental hazards, such as extreme weather, quicksand, and sticky webs. Finally, you can use Protection Magic to reduce or remove others’ magical protections. This magic is used by rolling mind and you are trained in it.

 

 

Utility Magic

Object Magic: You can use magic to create, alter, repair, and interact with objects. Some of these magical effects produce permanent changes, such as fixing damaged items, reshaping objects, breaking non-magical things, and speeding up the process of making something new. Other magical effects are temporary, such as magically animating objects, and creating objects from nothing. You can also do things like locate a specific object, defend against the Object Magic of others, and speak with the spirits inside objects. Keep in mind that the spirits of most objects have a limited awareness that only includes what they have been used for and those things they have come into physical contact with. Object Magic is used by rolling mind and you are trained in it.

Summoning Magic: You can temporarily bring other beings to you by using magic to construct magical bodies (constructs) that are controlled by the consciousnesses of those other beings. When summoning, you can either create a generic construct that is controlled by the consciousness of a random friendly spirit, or you can summon someone by name and create a construct shaped like their body. This magic can also be used to detect and destroy the summoned constructs of others. Summoning Magic is used by rolling mind and you are trained in it.

  • Generic Constructs Controlled by Random Spirits: Generic constructs are rough representations of a specific species. They have no connection to specific living beings. Instead, the consciousness of a random friendly spirit enters them. This process is disorienting for the spirit, so most generic constructs aren’t capable of independent action. They simply follow your instructions to the best of their ability. In addition, while generic constructs can use any body skill, the only mind skills they can use are Communicating with Animals, Intimidation, Performance, Perception, and Survival.
  • Beings Summoned by Name: When a being is summoned by name (regardless of their location), they get to choose whether or not to answer the summons. If the summons is refused, then nothing happens. If the summons is accepted, then a magical construct is created and the summoned being’s consciousness enters that construct, which takes on their form. The summoned being becomes aware of the construct’s surroundings and can control the construct as if it was their own body. As a consequence, however, the summoned being is only vaguely aware of their actual body and is unable to move it. At any point a summoned being can choose to return their consciousness to their own body, but doing so destroys the summoned construct. Because beings summoned by name have their own consciousnesses, they have free will. This means that they aren’t dependent on others to tell them what to do, but they might choose to take unexpected or undesired actions.
  • Limitations: Summoned constructs are less powerful than actual people and creatures. As a result, they are not able to use any magical abilities or items. The construct can, however, still use their non-magical abilities, skills, species traits, defensive training, and items. Magic items turn into non-magical versions of the same item. If the summoning was only partially successful, there may be further limitations on what they can do (see the “Summoning Magic” section of “Limitations, Complications, and Side Effects for Partial Successes”).
  • Summoned Player Characters: When a player character is summoned by name, the player gets to choose whether or not their character accepts the summons. If they do, then their consciousness enters the summoned construct and they can use their skills and non-magical abilities as if they were physically present (see “Limitations”). Their actual body is left in the position it was in when they accepted the summons. They always know if something touches their body and they get a chance to roll the Perception skill to notice things happening near their body.
  • Summoned Nonplayer Characters: If a nonplayer character that is already part of the game is summoned by name, then the person that usually controls that character will continue to do so. Players with the Summoning Magic ability may also choose to create specific friends (people or creatures) that their character regularly summons. These characters will be controlled by the person who created them, unless there is an agreement otherwise.
  • Harm: If there is a consciousness inside the summoned construct (a being summoned by name), then they feel any harm the construct takes as if they were physically present. However, if the construct is destroyed, their connection to the construct ends and their consciousness returns, unharmed, to their actual body. Summoned constructs are more fragile than actual people and creatures.
  • Die Mechanic for Constructs: This mechanic is for generic constructs and nonplayer characters that were summoned by name. Whenever the construct takes an action, roll one six-sided die. The result indicates how successful they are.
    • 6 Is a Failure: Something has gone wrong. Their action was not successful and the situation has become more complicated or difficult in some way.
    • 4 & 5 Are Partial Successes: Their action is only partially successful. They have accomplished something useful, but it comes with a limitation, side effect, or complication.
    • 2 & 3 Are Full Successes: They are completely successful.
    • 1 Is an Outstanding Success: Their action is tremendously successful. In addition to succeeding, they gain an additional benefit.

 

Necromantic Magic: You can use your magic to interact with both dead and undead beings and to become incorporeal. An undead being is anything that is dead that continues to directly interact with the living world. This includes animated corpses (such as zombies), ghosts (such as will-o’-wisps), and full undead which have both bodies and souls (such as sapient skeletons).

Necromantic Magic allows you to preserve corpses, detect death and undead beings, communicate with undead beings, help trapped spirits move on, heal or harm undead, and temporarily animate dead things. Through rituals, you can permanently create or destroy undead, make long-term alterations to undead beings, and communicate with the spirits of those who have passed on.

In addition, you can use Necromantic magic to make living beings partially or completely incorporeal. Incorporeal beings pass through ordinary people and objects, but magic and other incorporeal beings are solid. While incorporeal, a character is more difficult to perceive, making communicating at a distance more difficult, but they are prepared on Stealth skill rolls.

Usually, all of the gear a character is holding or carrying becomes incorporeal with them and stays incorporeal until the spell ends, but this varies depending on how successful the spell was. In all cases, mobility devices, like wheelchairs and canes, are considered an extension of the character’s body and always become incorporeal with them.

Necromantic Magic can also be used to detect and interfere with the Necromantic Magic of others, including taking control of dead things that others have temporarily animated. This magic is used by rolling mind and you are trained in it.

 

Analytic Magic: You can use your magic to sense, understand, suppress, and dispel magic. Examples of things that you can do are perceive the magic around you, detect a particular type of magic, locate a specific magical object, figure out what a spell or magic item does, determine how long a magical effect will last, and analyze the properties of ongoing magic. You can also dispel short-term magical effects (such as spells) and temporarily suppress long-term magical effects. For example, you can counter a spell as it is being cast, end an ongoing spell, temporarily suppress the magical properties of an item, pause the effects of permanent magic, and create a zone that provides a short-term shelter from a large-scale magical effect. Note that magic can have non-magical effects (such as damage done to people and objects) and those effects continue even after the magic is dispelled. Analytic Magic is used by rolling mind and you are trained in it.

 

 

Magical Talents

Commune: You can get answers by connecting with your deity. Once per day, you can use your Divine Connection to connect with your deity and ask them a specific question. This ability takes ten minutes, is used by rolling mind, and you are trained in it.

The answer to your question comes as a divine manifestation, such as a vision or auditory experience. This manifestation can be realistic, dreamlike, continuous, or fragmented. You might be the only one to experience it, or it might be something everyone around you experiences too. Sometimes the manifestation will be clear and helpful, but other times it will be ambiguous and confusing.

You are most likely to gain clear, useful information when your question involves one of your deity’s attributes. In addition, the more significant and far-reaching your question is, the vaguer the answer will be. This is important because it prevents Commune from spoiling the game by instantly solving every mystery.

 

Attribute Casting: You can cast a type of arcane magic associated with one of your deity’s three attributes. Based on your deity’s attributes, choose one of the following types of magic from the mage Arcane Abilities List: fire, water, earth, air, weather, animal, plant, shapeshifting, sensing, communication, transportation, force, or illusion. You can use your Divine Connection to cast this type of magic and you are trained in it.

 

Flexible Casting: You can connect to magical energies in multiple ways and have two different Divine Connections that you can switch between. Choose a second Divine Connection. You may switch between your two Divine Connections as you desire.

 

Attunement: You have a special connection to one type of magic that is expressed as an immunity and two specific magical effects that you can do without risk of failure. Choose a type of magic that you can cast. You are attuned to this type of magic. Go to the Attunement List and choose one immunity and two minor magical effects from the section for your attuned magic.

The minor magical effects can be used without risk of failure, which means that no roll is needed to use them. However, if you incorporate a minor magical effect into a more complicated action, you will need to roll to accomplish that action.

In addition, some minor magical effects have a specified duration while others don’t. If no duration is specified, then the effect wears off at a story appropriate time, usually at the end of a scene. When the effect does wear off, non-magical outcomes, like healing and harm, remain. You may take this ability multiple times, but you must choose a different type of magic to be attuned to each time.

 

 

Supernatural Powers

Supernatural Warrior: You are filled with a supernatural power which allows you to exceed the boundaries of ordinary possibility with your combat skills. Any time you are taking an action using the Melee Combat, Ranged Combat, or Unarmed Fighting skills, you may call on this power to use your skills on targets that would otherwise be unaffected by them. For example, you can trip a creature that has no legs, grab an incorporeal creature, punch through armor, wrestle a surprisingly large opponent, and pin a shadow creature to the ground with an arrow. This is a magical ability, so it will go awry on failed rolls.

Decide what the source of this power is. For example, it could be a gift from a deity, a connection to a powerful entity, an inherited trait from an unusual ancestor, or an artifact that you have. The nature of this source will influence how this ability is role-played, as well as the side effects of failures and partial successes.

 

Supernatural Brawn: You are filled with a supernatural power which enhances your strength and endurance so that you can do extraordinary things. Any time you are taking an action using the Athletics, Climbing, Flying, Riding, or Swimming skills, you may call on this power to exceed the bounds of ordinary possibility. For example, you can outrun a greyhound, lift a portcullis, jump from the ground to the roof of a one-story building, climb a rock face in seconds, fly through a hurricane, and swim so powerfully that you can tow a ship. This is a magical ability, so it will go awry on failed rolls.

Decide what the source of this power is. For example, it could be a gift from a deity, a connection to a powerful entity, an inherited trait from an unusual ancestor, or an artifact that you have. The nature of this source will influence how this ability is role-played, as well as the side effects of failures and partial successes.

 

Supernatural Agility: You are filled with a supernatural power which allows you to exceed the boundaries of ordinary possibility with your dexterity skills. Any time you are taking an action using the Acrobatics, Manual Dexterity, Mobility, or Stealth skills, you may call on this power to use your skills in situations where it would not ordinarily be possible. For example, you can swing from an object that isn’t capable of holding your weight, dodge your way through a solid wall of brambles, tumble safely over a patch of quicksand, pick a lock without proper tools, squeeze through an opening that should be too small for you, hide in improbable places, and walk silently over a patch of crunchy, dry leaves. This is a magical ability, so it will go awry on failed rolls.

Decide what the source of this power is. For example, it could be a gift from a deity, a connection to a powerful entity, an inherited trait from an unusual ancestor, or an artifact that you have. The nature of this source will influence how this ability is role-played, as well as the side effects of failures and partial successes.

 

Magical Weapon: You have a one-of-a-kind, magical weapon that grants you two special advantages.

Choose what this weapon is. Your options include ordinary weapons, like swords, unusual weapons, like tridents, and prototypes, like magic-powered firearms.

Your weapon is made of a special, magic-infused material that can’t be damaged by ordinary means (either physical or magical). It comes with any applicable ammunition, parts, or maintenance tools. You are trained in using your weapon, even if you are not trained in the Martial Skill that would normally apply to it.

Choose two advantages for your weapon off the following list.

  • Less Physically Taxing: This weapon has a special design that makes it less physically taxing to use. Your character can use this weapon by rolling mind.
  • Cuts/Breaks Stone: This weapon is made of a special material that is so hard and/or sharp that it can cut/break hard substances like ordinary stone and metal.
  • Tool: Your weapon can be use as a tool for up to three skills. For example, a bullwhip can be used as a tool for Acrobatics, Athletics, and Climbing.
  • Skill Bonus: Your weapon has been designed in a way that is helpful for a single non-combat skill. Three times a day, you may use this weapon to be prepared when using that skill. Examples include a ceremonial sword that helps with Diplomacy, a creepy weapon that assists with Intimidation, a hidden weapon that is easier to draw with Slight of Hand, and a utility knife that is useful for Survival.
  • Ethereal: This weapon is infused with magic which allows it, or any projectiles that it fires, to interact with incorporeal things as if they were solid. An incorporeal thing is a being or object that lacks physical substance, but that is present in some way. For example, ghosts, shadow beings, illusions, and half-present magical landscapes are all incorporeal.
  • Returning: Your weapon has been enchanted so that it always returns to you. Once drawn, the returning magic is activated and any time this weapon leaves your hand (or whatever appendage you drew the weapon with), it returns after a brief pause. Sheathing or stowing this weapon deactivates the returning magic.
  • Comes When Called: Your weapon has been magically bonded to you so that it comes to your hand any time you speak or sign a magic word.
  • Nonlethal: Your weapon has been enchanted for nonlethal combat. A command word or gesture is used to activate and deactivate this magic. When activated, the magic prevents this weapon from causing harm to yourself or others. This means that this weapon can only be used for nonlethal fighting (combat actions intended to gain an advantage over an opponent without physically harming them), and that it won’t cause harm even on failed actions.
  • Create your own: Work with your game manager to create a unique advantage for your weapon.

 

 

Physical Abilities

Nonlethal Training: You have been trained in nonlethal fighting techniques and know how to avoid causing unintentional harm. Any time that you are fighting an opponent in a nonlethal manner, any combat action that you fail will not cause significant harm to that opponent.

Fighting in a nonlethal manner covers any combat action intended to gain an advantage over an opponent without physically harming them. Examples of nonlethal fighting are disarming a combatant, pinning clothing to a solid object, damaging armor, knocking a foe down, restricting an opponent’s range of motion, pushing an opponent into a less advantageous position, and putting someone into a wresting hold or pin.

When you take this ability you gain training in one additional Combat Skill. Choose that skill.

 

Nonlethal Expertise: You are skilled at using a wide range of nonlethal techniques for gaining combat advantage and incapacitating opponents. Three times a day, you are considered prepared when you use the Acrobatics, Athletics, Flying, Melee Combat, Ranged Combat, Swimming, or Unarmed Fighting skills for an action that is intended to gain a combat advantage over an opponent without physically harming them. Examples of nonlethal actions are disarming a combatant, pinning clothing to a solid object, damaging armor, knocking a foe down, restricting an opponent’s range of motion, pushing an opponent into a less advantageous position, and putting someone into a wresting hold or pin. You may take this ability twice if you desire.

 

Combat Prowess: You have extensive combat training and are prepared to use any Combat Skill. Three times a day, you are considered prepared when you use the Melee Combat, Ranged Combat, and Unarmed Fighting skills. You may take this ability twice if you desire.

 

Mounted Expertise: You are an expert rider that is prepared to perform difficult maneuvers while riding. Three times a day, you are considered prepared when you use the Acrobatics, Athletics, Melee Combat, Mobility, Ranged Combat, Riding, or Stealth skills while riding a mount. You may take this ability twice if you desire.

 

Dexterous: You are extremely dexterous and are prepared to use any Dexterity Skill. Three times a day, you are considered prepared when you use the Acrobatics, Manual Dexterity, Mobility, or Stealth skills. You may take this ability twice if you desire.

 

Strong as an Ox: You are extremely strong and are prepared to use any Strength Skill. Three times a day, you are considered prepared when you use the Athletics, Climbing, Flying, Riding, or Swimming skills. You may take this ability twice if you desire.

 

 

Mental Abilities

Charismatic: You have a talent for social interaction and are prepared to use any Social Skill. Three times a day, you are considered prepared when you use the Communicating with Animals, Deception, Diplomacy, Intimidation, or Performance skills. You may take this ability twice if you desire.

 

Exceptional Linguist: You have achieved exceptional skill with language. You are fluent in all of the major languages of your home region plus those of a region, group, or time period of your choice. When communicating in a language you aren’t fluent in, roll the Culture skill as usual, but treat partial successes (one success) as if they were full successes (two successes). In addition, when you have time and access to resources, such as dictionaries and other language books, you can accurately translate any non-magical language without needing a dice roll.

Before taking this ability, please check with your game manager to find out if different languages will be part of your game and what the language options are.

 

Knowledgeable: You are extremely knowledgeable and are prepared to use any Knowledge Skill to answer questions. Three times a day, you are considered prepared when you use the Arcana, Culture, Nature, or Technology skills. You may take this ability twice if you desire.

 

Alert: You are prepared to use Perception Skills to notice subtle things about the people and places around you. Three times a day, you are considered prepared when you use the Insight, Perception, or Survival skills. You may take this ability twice if you desire.

 

 

Flexible Enhancements

Specialty: You are so good at doing one specific thing that you are always prepared to do it. Choose an area of focus for a skill or ability that you already have. This is your specialty. You are particularly good at this specialty and are always considered prepared when using it. This specialty needs to be significantly more specific than the skill or ability it is based on. For example, a character with the Acrobatics skill could have a specialty in leaping, or a character with the Transportation Magic ability could have a specialty in casting flying spells.

 

Skill Expert: You are an expert in one skill and rarely fail. Choose a skill. Three times per day, you may turn a failed dice roll (zero successes) for this skill into a partial success (one success). This ability must be used before the consequences of failure are revealed.

 

Physical Intuition: You have an intuitive, physical understanding of a mental skill that makes it possible for you to do it as if it was a physical skill. Choose one mind based skill or ability. You can now use this skill or ability by rolling body.

 

Special Technique: You know a special technique that makes it easier for you to do a physical skill as if it was a mental one. Choose one body based skill or ability. You can now use this skill or ability by rolling mind.

 

Balanced Expertise: You are especially good at one body and one mind skill and are prepared to do either of them. Choose one mind skill and one body skill. Three times a day, you are considered prepared when you use either of these two skills. You may take this ability twice if you desire, choosing either the same or different skills.

 

Beginner’s Luck: You are unusually successful when you try new things. Three times a day, you are considered prepared when using a skill that you are not trained in.

 

Skillful: You know more skills than most people. Choose two additional skills off the Skills List. You are trained in these skills. There is no limit on how many times you may choose this ability.

 

Extra Species Trait: You have manifested an additional species trait. Choose an additional species trait off the Species Trait List. There is no limit on how many times you may choose this ability.

 

 

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