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Hunter’s Reach: This allows a character to upgrade<br />
one <strong>of</strong> their claws to a long claw. When this skill is<br />
purchased the hand in which the long claw will be<br />
used in must be selected. Then that long claw can<br />
only be used in that specified hand. Only one<br />
purchase necessary.<br />
Innate Dispel Magic: This skill allows a player to<br />
dispel themselves once per purchase <strong>of</strong> the ability.<br />
The player does not need to have a free hand as per<br />
the spell to deliver this effect on themselves. The<br />
correct verbal to use is “innate dispel magic”. The<br />
maximum purchase amount for this skill is 2.<br />
Inner Control: This allows a character to opt to use<br />
their claws during the day. Using this skill does not<br />
require a 3 count but the character is expected to<br />
roleplay the extension and retraction <strong>of</strong> the claws.<br />
Only one purchase is necessary for multi-use.<br />
Inner Humors: A Master Crystomancer may spend<br />
one level <strong>of</strong> base production, which was not already<br />
used for another purpose, in order to deliver any<br />
“physical” effect from the base crystomancy package<br />
as “Elemental”. This skill is included when Master<br />
Crystomancy is purchased.<br />
Light Cloak: This skill allows a character to<br />
camouflage themselves within the sunlight for 10<br />
minutes. While using this skill nothing will affect<br />
them except for a Bolt <strong>of</strong> Darkness, which will cancel<br />
the cloak. While in a Light Cloak a character must<br />
have their feet planted and may not move in any way.<br />
This skill can be used once per day per purchase.<br />
The maximum purchase amount for this skill is one.<br />
Magic Cloak: This allows the character to go into a<br />
meditative state in which a protective barrier <strong>of</strong><br />
magic energy forms around them. The only way to<br />
bypass this barrier and affect the caster is with a<br />
Dispel Magic effect or an Awaken effect. This then<br />
breaks the Magic Cloak effect. While in a Magic<br />
Cloak a character must have their feet planted and<br />
may not move in any way. This skill lasts 10 minutes<br />
or until broken by one <strong>of</strong> the above listed effects.<br />
This skill can only be purchased once.<br />
Magic Control: This skill takes one minute <strong>of</strong><br />
uninterrupted concentration, and takes one free hand<br />
to complete. Magic control removes any 5 minute<br />
and/or line <strong>of</strong> sight elemental and magic effects. It<br />
will not remove any alchemical or physical effects.<br />
This skill will only remove one effect from the target<br />
per use. The maximum purchase amount for this<br />
skill is one.<br />
Magic Drain: This skills allows a character to<br />
deliver a Drain effect as magic via packet only. The<br />
correct verbal to use is “Magic Drain”. For details on<br />
Drain please refer to the special ability section <strong>of</strong> this<br />
book. The maximum purchase amount for this skill<br />
is four.<br />
Mana Pool: This skill allows a character to cast<br />
their spell pyramid out <strong>of</strong> any school they have the<br />
pre-requisites for. To purchase this skill a character<br />
must already possess the following skills: First Aid,<br />
Healing Arts, Read and Write, Read Magic,<br />
Elemental Studies and one purchase <strong>of</strong> either Formal<br />
magic or Manipulation. This skill does not grant the<br />
character any additional spell slots; instead it allows<br />
the character to use their initial spell slots in any<br />
basic school <strong>of</strong> magic.<br />
Manipulate: This skill is open to Elementalists, and<br />
only once they have purchased a 9th level Elemental<br />
spell. This skill grants the caster 10 damage points<br />
per purchase, to add to an elemental damage pool.<br />
This damage pool can be broken up at the player’s<br />
discretion, and resets as a per day skill. The correct<br />
call for casting out <strong>of</strong> this damage pool is “#<br />
elemental (type)”. The “type” to choose from is<br />
designated under Elemental magics. Manipulate also,<br />
once purchased allows the character to read and cast<br />
from Manipulation Scrolls. For more details please<br />
refer to the Manipulation section <strong>of</strong> this book. The<br />
maximum purchase amount for this skill is 15.<br />
Master Alchemy: Once purchased a character<br />
receives an additional production point per level<br />
purchased <strong>of</strong> the Alchemy skill. This skill represents<br />
the characters mastery <strong>of</strong> the alchemical arts and<br />
grants the character access to the Master Alchemy<br />
production items. Master Alchemists also gain the<br />
ability to make batches <strong>of</strong> alchemical substances<br />
more efficiently and as such for every 5 <strong>of</strong> one item<br />
they produce they receive an additional 1. These<br />
batches must be made with the characters production<br />
points for the event weekend and cannot be made<br />
with production gained from Goblin points. Also a<br />
Master Alchemist may fill a glass tipped arrow with<br />
any globe from the base alchemy item list for 1<br />
production points in addition to the globe. This can<br />
be done during game as long as some production<br />
points were left over after event production.<br />
Master Critical Attack: This skill allows the<br />
character to perform a Critical Attack with any<br />
weapon in which the character has the skill.<br />
Handedness must still be declared but weapon type is<br />
not. When buying this skill, you can upgrade any<br />
regular Critical Attacks that you already have.<br />
Master Critical Slay/Parry: This skill allows the<br />
character to perform a critical slay with any weapon<br />
in which the character has the skill. Handedness must<br />
still be declared but weapon type is not. When buying<br />
this skill, you can upgrade any regular Critical slay/<br />
parry that you already have.<br />
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