Beastmaster Base List
Beastmaster Base List
Beast Mastery
Beast Movement/Senses
Lvl Spell 1)
Animal Tongues
2)
Animal Sleep I
3)
Area of Effect
Duration
Range Type
Lvl Spell
Area of Effect
Duration
Range
Type
caster
1 min/lvl
self
I
1)
Cat Step
caster
1 min/lvl
self
U
1 animal
1 min/lvl
100'
F
2)
Chameleon Skin
caster
1 min/lvl
self
U
Animal Location
caster
---
1 mile R
I
3)
Wolf Sense
caster
1 min/lvl
self
U
4)
Animal Sleep III
3 animals
1 min/lvl
100'
F
4)
Deer Speed I
caster
10 min/lvl
self
U
5)
Breeding I
2 animals
---
100'
F
5)
Bat Sense
caster
1 min/lvl
self
U
6)
Animal Fury I
1 animal
1 rnd/lvl
100'
F
6)
Otterlungs
caster
1 min/lvl
self
U
7)
Animal Mastery I
1 animal
C
100'
Fm
7)
Glide I
caster
1 min/lvl
self
U
8)
Animal Empathy
9)
Befriending
1 animal
C
100'
I
8)
Hawk's Sense
caster
1 min/lvl
self
U
all animals
C
100'
F
9)
Tiger Skin
caster
1 min/lvl
self
U
10) Animal Fury II
2 animals
1 rnd/lvl
100'
F
10) Boar Strength
caster
1 min/lvl
self
U
11) Animal Mastery III
3 animals
C
100'
Fm
11) Lion Claws
caster
1 min/lvl
self
U
12) Call of the Wild
1 animal
P
touch
U
12) Insect Sense
10'R/lvl
1 min/lvl
self
U
13) Animal Sleep V
5 animals
1 min/lvl
100'
F
13) Deer Speed II
caster
10 min/lvl
self
U
14) Animal Call
1 animal
---
1 mile/lvl
U
14) Bear Skin
caster
1 min/lvl
self
U
15) Breeding II
2 animals
---
100'
F
15) Bear Arms
caster
1 min/lvl
self
U
16) Animal Sleep VII
7 animals
1 min/lvl
100'
F
16) Glide III
caster
1 min/lvl
self
U
17) Animal Mastery V
5 animals
C
100'
Fm
17) Viperfang
caster
1 min/lvl
self
U
18) Animal Fury III
3 animals
1 rnd/lvl
100'
F
18) Wyvern Skin
caster
1 min/lvl
self
U
19) Animal Sleep X
10 animals
1 min/lvl
100'
F
19) Deer Speed III
caster
10 min/lvl
self
U
20) Breeding III
20) Ox Strength
caster
1 min/lvl
self
U
25) Glide True
caster
1 min/lvl
self
U
30) Deer Speed True
caster
10 min/lvl
self
U
50) Dragon Skin
caster
1 min/lvl
self
U
Duration
Range
Type
2 animals
---
100'
F
25) Animal Mastery True
varies
C
10'/lvl
Fm
30) Animal Fury True
varies
1 rnd/lvl
100'
F
50) Beast Mastery
varies
varies
varies
varies
Beastmaster Base List
Beastmaster Base List
Beast Forms
Beast Summons
Lvl Spells
Area of Effect
Duration
Range
Type
Lvl Spell
Area of Effect
1)
Study Form
1 target
P
self
I
1)
Familiar
1 animal
P
touch
U
2)
Animal Tongues
1 animal
P
touch
U
2)
Summon Nourishment
1 animal
---
varies
U
3)
Silent Moves
caster
1 min/lvl
self
U
3)
Summon Warmth
1 animal
8 hours
varies
U
4)
Self Cloaking
caster
C
self
U
4)
Summon Guide
1 animal
24 hours [C]
varies
U
5)
Animal Thoughts
caster
C
self
U
5)
Summon Mount
1 animal
24 hours
varies
U
6)
Animal Façade
caster
1 min/lvl
self
U
6)
Summon Guardian
1 animal
8 hours
varies
U
7)
Summon Hunter
1 animal
---
varies
U
8)
Animal Form I
caster
1 min/lvl
self
U
8)
Summon Sense
1 animal
24 hours [C]
varies
U
9)
Animal Thoughts True
caster
C
self
U
9)
Summon Group
1 group
24 hours
varies
U
caster
P
self
I
10) Mass Animal Summons
1 animal/lvl
varies
varies
U
12) Animal Form II
caster
1 min/lvl
self
U
13) Animal Form III
caster
1 min/lvl
self
U
7)
10) Study Form True 11)
14)
11) Summons I
1 animal
varies
100'
U
12) Summons II
1-2 animals
varies
100'
U
13) Summons III
1-3 animals
varies
100'
U
14) Summons IV
1-4 animals
varies
100'
U
15) Animal Form True
caster
1 min/lvl
self
U
15) Summons V
1-5 animals
varies
100'
U
16) Greater Animal Form I
caster
1 min/lvl
self
U
16) Summons VI
1-6 animals
varies
100'
U
17) Greater Animal Form II
caster
1 min/lvl
self
U
17) Summons VII
1-7 animals
varies
100'
U
18) Greater Animal Form III
caster
1 min/lvl
self
U
18) Summons VIII
1-8 animals
varies
100'
U
19) Summons X
1-10 animals
varies
100'
U U
19) 20) Greater Animal Form True
caster
1 min/lvl
self
U
20) Waiting Summons
1-10 animals
varies
100'
1 target
P
self
I
25) Mass Summons
varies
varies
100'
U
30) Beast Form
caster
1 rnd/lvl
self
U
30) Beast Summons
1 creature
varies
varies
Fm
50) Beast Form True
caster
1 rnd/lvl
self
U
50) Beast Summons True
varies
varies
varies
Fm
25) Study Beast Form
Beastmaster Base List
Beastmaster Base List
Beast Enhancements
Beast Healing
Lvl Spell
Area of Effect
Duration
Range Type
Lvl Spell
Area of Effect
Duration
Range Type
1) Coat of Mammoth
1 animal
1 hr/lvl
100'
U
1)
Animal Bond
1 animal
varies
100'
Fm
2) Song of Nightingale
1 animal
1 min/lvl
100'
U
2)
Nourishment
1 animal
P
100'
U
3) Sense of Bat
1 animal
1 min/lvl
100'
U
3)
Remove Poison
1 animal
P
100'
U
4) Strength of Boar
1 animal
1 min/lvl
100'
U
4)
Animal Healing I
1 animal
P
100'
U
5) Beast of Burden
1 animal
1 hr/lvl
100'
U
5)
Animal Draw II
caster
P
touch
U
6) Skin of Chameleon
1 animal
1 min/lvl
100'
U
6)
Poison Relief
caster
P
touch
U
7) Speed of Deer
1 animal
1 min/lvl
100'
U
7)
Stun Relief
1 animal
P
100'
U
8) Skin of Wolf
1 animal
1 min/lvl
100'
U
8)
Stamina Relief
1 animal
P
100'
U
9) Scale of Fish
1 animal
1 min/lvl
100'
U
9)
Remove Disease
1 animal
P
100'
U
10) Song of Nightingale II
1 animal
1 min/lvl
100'
U
10) Animal Reviving I
1 animal
P
100'
U
11) Strength of Tiger
1 animal
1 min/lvl
100'
U
11) Animal Draw III
caster
P
touch
U
12) Venom of Asp
1 animal
1 attack
100'
U
12) Animal Healing II
1 animal
P
100'
U
13) Beast of Burden II
1 animal
1 hr/lvl
100'
U
13) Disease Relief
caster
P
100'
U
14) Courage of Lion
1 animal
1 min/lvl
100'
U
14) Animal Draw IV
caster
P
touch
U
15) Song of Nightingale III
1 animal
1 min/lvl
100'
U
15) Animal Healing III
1 animal
P
100'
U
16) Beast of Burden III
1 animal
1 hr/lvl
100'
U
16) Animal Reviving II
1 animal
P
100'
U
17) Hide of Elephant
1 animal
1 min/lvl
100'
U
17) Energy Draw
caster
P
touch
U
18) Strength of Bear
1 animal
1 min/lvl
100'
U
18)
19) Speed of Cheetah
1 animal
1 min/lvl
100'
U
19) Laying on Hands
1 animal
P
touch
U
20) Shell of Tortoise
1 animal
1 min/lvl
100'
U
20) Lord Animal Healing
varies
P
100'
U
25) Venom of Asp II
1 animal
1 attack
100'
U
25) Animal Reviving III
1 animal
P
100'
U
30) Fire of Dragon
1 animal
1 rnd/lvl
100'
U
30) Beast Healing
1 creature
P
100'
U
varies
varies
100'
U
50) Beast Healing True
1 creature
P
touch
U
50) Beast Enhancement True
Beastmaster Base List
BEAST MASTERY
BEAST MASTERY 1. Animal Tongues-- Allows caster to understand and "speak" the language of any 1 animal species. 2. Animal Sleep I-- Puts any animal to sleep. Will not affect enchanted creatures or creatures with greater than animal intelligence. 3. Animal Location-- Caster can locate members of any 1 species of an animal or he can find out what species are in the area. 4. Animal Sleep III-- As Animal Sleep I, except can put up to 3 animals to sleep. 5. Breeding I-- Causes any two animals of compatible species but separate gender in the area of effect to breed. Normal number of offspring will be produced. 6. Animal Fury I-- Causes any 1 animal within the area of effect to attack a specified target, which must be within sight of the caster at the time spell is cast. Animal will pursue target and fight until receiving a critical, or losing 50% of its hit points, or duration expires, whichever comes first, then will flee to the wild. 7. Animal Mastery I-- Allows caster to control the actions of any 1 animal. 8. Animal Empathy-- Caster can understand and/or visualize the thoughts and emotions of any 1 animal. 9. Befriending-- All animals within 20' will act friendly toward the caster. 10. Animal Fury II-- As Animal Fury I, except affects up to 2 animals. 11. Animal Mastery III-- As Animal Mastery I, except caster can control 3 animals. 12. Call of the Wild-- When cast upon any domesticated animal, that animal will return to its "wild" state. The animal will have no difficulty adapting to the harsh requirements of the wilderness (and will have no desire to return to domestication. 13. Animal Sleep V-- As Animal Sleep I, except can put up to 5 animals to sleep. 14. Animal Call-- Caster can "call" any 1 known, specific animal. If it is physically possible, it will come to him. 15. Breeding II-- As Breeding I, except the number of offspring produced will increase by 50%. 16. Animal Sleep VII-- As Animal Sleep I, except can put 7 animals to sleep. 17. Animal Mastery V-- As Animal Mastery I, except caster can control 5 animals. 18. Animal Fury III-- As Animal Fury I, except affects up to 3 animals.
Lvl Spell
Area of Effect
Duration
Range
Type
caster
1 min/lvl
self
I F
1)
Animal Tongues
2)
Animal Sleep I
1 animal
1 min/lvl
100'
3)
Animal Location
caster
---
1 mile R
I
4)
Animal Sleep III
3 animals
1 min/lvl
100'
F
5)
Breeding I
2 animals
---
100'
F
6)
Animal Fury I
1 animal
1 rnd/lvl
100'
F
7)
Animal Mastery I
1 animal
C
100'
Fm
8)
Animal Empathy
1 animal
C
100'
I
9)
Befriending
all animals
C
100'
F
10) Animal Fury II
2 animals
1 rnd/lvl
100'
F
11) Animal Mastery III
3 animals
C
100'
Fm U
12) Call of the Wild
1 animal
P
touch
13) Animal Sleep V
5 animals
1 min/lvl
100'
F
14) Animal Call
1 animal
---
1 mile/lvl
U
15) Breeding II
2 animals
---
100'
F
16) Animal Sleep VII
7 animals
1 min/lvl
100'
F
17) Animal Mastery V
5 animals
C
100'
Fm
18) Animal Fury III
3 animals
1 rnd/lvl
100'
F
19) Animal Sleep X
10 animals
1 min/lvl
100'
F
20) Breeding III
2 animals
---
100'
F
25) Animal Mastery True
varies
C
10'/lvl
Fm
30) Animal Fury True
varies
1 rnd/lvl
100'
F
50) Beast Mastery
varies
varies
varies
varies
19. Animal Sleep X-- As Animal Sleep I, except can
put up to 10 animals to sleep. 20. Breeding III-- As Breeding II, except gestation
period is decreased by 50%. 25. Animal Mastery True-- As Animal Mastery I,
except caster can control all animals of a given species within 10'R per level. 30. Animal Fury True-- As Animal Fury I, except will affect all animals within 50' radius, and animals will fight until death. 50. Beast Mastery-- This spell, when cast in conjunction with another spell on this list, allows the effects of that spell to affect enchanted, magical, and intelligent, but nonhumanoid creatures (such as Dragons or Great Eagles). Will not affect demons, ghosts, or spirits.
Special Notes It is ultimately the GM's discretion as to which animals are considered to be enchanted and possess intelligence, and which are considered to be merely animals.
Beastmaster Base List
Beast movement/senses
Beast movement/senses Lvl
1. Cat's Step-- Caster moves as quietly as a cat. Adds +20 to all Stalking maneuvers. 2. Chameleon Skin-- Caster's skin takes on the coloration of the surrounding terrain. Adds +10 to +50 to all Stalking/Hiding maneuvers. As caster moves, coloration changes to match the surrounding terrain. This spell does not affect gear or clothing. 3. Wolf Sense-- Caster gains an increased sense of smell and hearing (subtle smells and higher sonic ranges included). Adds +50 to Perceptions with only these senses; +20 to Perceptions using these senses combined with others. 4. Deer Speed I-- Caster can run at two times normal pace (i.e. Run pace) and expend exhaustion points as if only walking. 5. Bat Sense-- Increases caster's ability to maneuver without his sight. When blinded or otherwise without sight, this spell adds +10 to +50 to maneuver rolls in the dark. Note that this spell does not negate penalties for blindness; it simply decreases them. 6. Otterlungs-- Caster can safely hold his breath for the duration of this spell. 7. Glide I-- Caster can glide like a bird. The product of the caster's altitude and horizontal speed cannot exceed 100' per round. For example, a caster can glide along at a rate of 5' per round if he were 20' off the ground.; or he could glide at the rate of 50' per round if he were 2' off the ground. Note that the total must equal 100' (i.e. the caster cannot choose to have a total less than or more than 100'). 8. Hawk's Sense-- Caster gains the visual acuity of a hawk. Adds +50 to all perceptions involving only sight; +20 to all Perceptions involving this sense combined with others. 9. Tiger Skin-- Caster's skin has the resilience of a large cat (effective AT of 3). 10. Boar Strength-- Caster gains the ferocity of a wild boar. He gains +20 to his melee OB, but cannot parry or use missiles for the duration of the spell. 11. Lion Claws-- Caster gains the ability to make claw attacks as a lion. He may attack using the Claw Attack Table (from Arms Law), with a maximum of Medium results. The caster must develop skill (i.e., an OB) with these claws (cost to develop is the same as Martial Arts Striking; stat modifiers are St/Ag/St).
Spell
Area of Effect
Duration
Range
Type
1)
Cat Step
caster
1 min/lvl
self
U
2)
Chameleon Skin
caster
1 min/lvl
self
U
3)
Wolf Sense
caster
1 min/lvl
self
U
4)
Deer Speed I
caster
10 min/lvl
self
U
5)
Bat Sense
caster
1 min/lvl
self
U
6)
Otterlungs
caster
1 min/lvl
self
U
7)
Glide I
caster
1 min/lvl
self
U
8)
Hawk's Sense
caster
1 min/lvl
self
U
9)
Tiger Skin
caster
1 min/lvl
self
U
10)
Boar Strength
caster
1 min/lvl
self
U
11)
Lion Claws
caster
1 min/lvl
self
U
12)
Insect Sense
10'R/lvl
1 min/lvl
self
U
13)
Deer Speed II
caster
10 min/lvl
self
U
14)
Bear Skin
caster
1 min/lvl
self
U
15)
Bear Arms
caster
1 min/lvl
self
U
16)
Glide III
caster
1 min/lvl
self
U
17)
Viperfang
caster
1 min/lvl
self
U
18)
Wyvern Skin
caster
1 min/lvl
self
U
19)
Deer Speed III
caster
10 min/lvl
self
U
20)
Ox Strength
caster
1 min/lvl
self
U
25)
Glide True
caster
1 min/lvl
self
U
30)
Deer Speed True
caster
10 min/lvl
self
U
50)
Dragon Skin
caster
1 min/lvl
self
U
12. Insect Sense-- Caster gains the vibratory sensitivity of an insect. He can sense vibrations in the ground (or other solid material up to the area of effect. He will gain information indicating general movements and number of targets (+ or - 10%). Treat as a +25 to +100 bonus to Perception (depending on the type of activity). 13. Deer Speed II-- As Deer Speed I, except the speed increase is three times (i.e., Sprint pace). 14. Bear Skin-- Caster's skin has the resilience of a bear (effective AT of 8) 15. Bear Arms-- Caster gains the ability to make grapple attacks as a bear. He may attack using the Grapple Attack Table (from Arms Law), with a maximum of Medium results. The caster must develop skill (i.e. an OB) with this attack (cost to develop is the same as Martial Arts Sweeps/Throws; stat modifiers are St/Ag/St). 16. Glide III-- As Glide I, except product must equal 300'. 17. Viperfang-- Caster gains the ability to make bite attacks as a serpent. He may attack using the
Bite Attack Table (from Arms Law), with a maximum of Medium results. The caster must develop skill (i.e. an OB) with this attack (cost to develop is the same as Martial Arts striking; stat modifiers are St/Ag/St). 18. Wyvern Skin-- Caster's skin has the resilience of a minor drake (effective AT of 12). 19. Deer Speed III-- As Deer Speed I, except the speed increase is four times (i.e., Fast Sprint pace). 20. Ox Strength-- Caster gains the strength of an ox. He gains a +40 to melee OB, but cannot parry or use missiles for the duration of the spell.
25. Glide True-- As Glide I, except product must be 500'. 30. Deer Speed True-- As Deer Speed I, except speed increase is five times (i.e. Dash pace). 50. Dragon Skin-- Caster's skin takes on the resilience of a lesser drake (effective AT of 20).
Special Notes With the exception of Chameleon Skin, Lion Claws, and Viperfang, the caster does not physically change with any of the spells on this list.
Beastmaster Base List
Beast summons
Beast summons 1. Familiar-- The caster can attune himself to a small creature (of animal intelligence) to serve as his familiar. The caster must obtain the creature through normal means (can be no more than 10% of caster's own mass) and cast this spell on the creature once per day for 1 week (concentrating for 2 hours per day). The caster can then control the familiar and view the world through its senses by concentrating on it (though the familiar must be within 50' per level). If the creature is killed, the caster will have a -25 modification to all actions for 2 weeks. 2. Summon Nourishment-- An animal will arrive bearing some form of nourishment for the caster. This may take the form of berries, nuts, or tubers (always some form of vegetable matter). The animal will drop the food and return to the wilderness. 3. Summon Warmth-- A heavily-furred animal will arrive and lie down near the caster. The animal will allow the caster (and only the caster) to lie down next to it. 4. Summon Guide-- An animal who knows the path to a specific location will arrive to guide the caster to that location. The animal will only guide the caster as long as he concentrates on the desired location. 5. Summon Mount-- A large animal will arrive and serve as a mount for the caster. 6. Summon Guardian-- A suitable large animal will arrive. This animal will attempt to protect the caster from hostile attacks for the duration of the spell. The animal will be one that is capable of inflicting at least Medium animal attacks. The animal will only protect the caster as long as the caster remains in the same general area that the spell was cast (i.e. if the caster leaves the area, the animal will not travel with him). 7. Summon Hunter-- An animal will arrive bearing a recently killed prey for the caster (always some form of meat). The animal will drop the food close by and then return to the wilderness. 8. Summon Sense-- An animal with a specified heightened sense will arrive. For the duration of the spell, the animal will "perceive" for the caster. The caster can concentrate to have the animal communicate what it has been perceiving. 9. Summon Group-- A "group" of animals will arrive and stay near the area where the spell was cast. For the purposes of this spell, the animals
Lvl
Spell
Area of Effect
Duration
Range
Type
U
1)
Familiar
1 animal
P
touch
2)
Summon Nourishment
1 animal
---
varies
U
3)
Summon Warmth
1 animal
8 hours
varies
U
4)
Summon Guide
1 animal
5)
Summon Mount
1 animal
24 hours
varies
U
6)
Summon Guardian
1 animal
8 hours
varies
U
7)
Summon Hunter
1 animal
---
varies
U
8)
Summon Sense
1 animal
24 hours [C] varies
U
9)
Summon Group
10)
Mass Animal Summons
11) 12)
24 hours [C] varies
U
1 group
24 hours
varies
U
1 animal/lvl
varies
varies
U
Summons I
1 animal
varies
100'
U
Summons II
1-2 animals
varies
100'
U
13)
Summons III
1-3 animals
varies
100'
U
14)
Summons IV
1-4 animals
varies
100'
U
15)
Summons V
1-5 animals
varies
100'
U
16)
Summons VI
1-6 animals
varies
100'
U
17)
Summons VII
1-7 animals
varies
100'
U
18)
Summons VIII
1-8 animals
varies
100'
U
19)
Summons X
1-10 animals
varies
100'
U
20)
Waiting Summons
1-10 animals
varies
100'
U
25)
Mass Summons
varies
varies
100'
U
30)
Beast Summons
1 creature
varies
varies
Fm
50)
Beast Summons True
varies
varies
varies
Fm
summoned must normally travel in groups (e.g., wolves, deer, birds, etc.). 10. Mass Summons-- The caster can use any of the lower level summon spells on this list, except that one animal per level will be summoned. For example, a 10th level Beastmaster could summon 10 guardians. All of the animals will serve only the caster. 11. Summons I-- Caster instantly magically summons a 1st-level, non-intelligent creature from the surrounding area. The caster can specify the type of creature, but the GM should determine the type of creature that answers the summons. If the creature can understand the caster (e.g., Animal Tongues), the creature can be controlled through normal communication. Otherwise, control is maintained only through concentration by the caster. If the creature summoned is used for a task that is not dangerous (in its own perception), the duration for this spell is 10 minutes per level. However, if the creature is ever put into a dangerous situation, the duration immediately drops to 1 round per level.
12. Summons II-- As Summons I, except caster chooses one of the following options: a) the level of the summoned creature is increased by one, b) an extra 1st level creature can be summoned, or c) the duration can be doubled. 13. Summons III-- As Summons II, except 2 options are chosen. 14. Summons IV-- As Summons II, except 3 options are chosen. 15. Summons V-- As Summons II, except 4 options are chosen. 16. Summons VI-- As Summons II, except 5 options are chosen. 17. Summons VII-- As Summons II, except 6 options are chosen. 18. Summons VIII-- As Summons II, except 7 options are chosen. 19. Summons X-- As Summons II, except 9 options are chosen. 20. Waiting Summons-- As Summons X, except it can be delayed for up to 1 day per level of the caster or until triggered by one of the following (decided by caster at the time of casting): specified movements, specified sounds, touch, or specified actions. 25. Mass Summons-- As Summons II, except a number of options equal to the caster's level are chosen. 30. Beast Summons-- Allows caster to summon an enchanted, magical, intelligent, but nonhumanoid creature (such as a Dragon or Great Eagle). If not controlled by a Beast Mastery spell from another list, the creature's actions, once arrived, will depend on its orientation towards the caster. Will not affect Demons, Ghosts, or Spirits. 50. Beast Summons True-- As Beast Summons, except that caster may summon as many creatures as he has levels, provided there are that many in the area.
Special Notes 1) When casting the 2nd through 10th level spells on this list, the caster must be in a wilderness area.
2) When summoning animals, the caster can specify a specific type of animal (bird, squirrel, deer, etc.). An animal of the specified type must exist within the region and the animal must be able to reach the caster within the specified time (this is usually a range of about 20 miles). One animal of the specified type will be summoned. If more than one animal exists, a random animal is summoned (not necessarily the closest). The animal will take 10+d100 minutes to arrive. The summoned animal must leave when the spell expires. If the spell is cast again, a different animal will be summoned. 3) An animal that has been summoned through the use of a 2nd through 10th level spell on this list may not have its actions controlled from a spell off of the Beast Mastery spell list, without canceling the effects of the summons spell. 4) For the duration of the spell(s), the animal(s) summoned will ignore their natural instincts. For example, if a creature is summoned for warmth and a creature is summoned as a guardian, the two creatures will not be antagonistic toward each other (regardless of their natural instincts towards each other). 5) If a summoned animal is attacked, it will attack back in its natural fashion (and will no longer be under the influence of the spell). However, this violates the "trust" of the animal (see below). 6) All summoning spells on this list require that the caster has done nothing to violate the trust of the animals in the area. If this trust is violated, the summoning spell types change to Fm and the animals will now get an RR (+50 mod) to resist (e.g., harming a summoned animal would be a violation).
Beastmaster Base List
Beast forms
Beast forms 1. Study Form-- Caster studies and memorizes the form of one type of animal for use with spells later on this list. The caster can only have as many forms studied as he has levels. 2. Animal Tongues-- Caster can understand and "speak" the language of any one animal species. 3. Silent Moves-- Caster can move silently, so long as he does not create a sound originating more than 1' from his body. In many situations, this will give a +10 to +50 bonus (GM discretion) to Stalking and/or Hiding attempts. 4. Self Cloaking-- Caster blends into surrounding terrain. This results in a +75 bonus to Hiding attempts. Caster may not move (appreciably) without losing this bonus. 5. Animal Thoughts-- For the duration of this spell, the caster's mental patterns will appear to be those of any animal he has studied. The caster cannot move while this spell is active. 6. Animal Façade-- Allows caster to appear as any one type of animal (which must be roughly his size) that he has studied. Caster retains his size and will not smell or feel like the animal (i.e., it is purely a visual illusion and is subject to normal illusion rules.) 8. Animal Form I-- Allows caster to take the form of any one animal he has studied. The caster will look and feel like the animal. He can vary his size from 75% of normal to 200% or normal. The caster does not gain the physical abilities of the animal. 9. Animal Thoughts True-- As Animal Thoughts, except caster can move (though he must maintain concentration). 10. Study Form True-- As Study Form, except a specific animal form may be studied. For example, the woodsman's dog (as opposed to just a dog) may be studied. 12. Animal Form II-- As Animal Form I, except caster can vary his size from 50% of normal to 400% of normal. 13. Animal Form III-- As Animal Form I, except caster can vary his size from 25% of normal to 800% of normal. 15. Animal Form True-- As Animal Form III, except caster can change his form to any animal he has studied at any time during the spell. 16. Greater Animal Form I-- As Animal Form I, except caster gains movement abilities of the animal. 17. Greater Animal Form II-- As Animal Form II, except caster gains movement and attack abilities of the animal. The caster must develop
Lvl Spells
Area of Effect Duration Range Type
1) Study Form
1 target
2) Animal Tongues
P
self
I U
1 animal
P
touch
3) Silent Moves
caster
1 min/lvl
self
U
4) Self Cloaking
caster
C
self
U
5) Animal Thoughts
caster
C
self
U
6) Animal Façade
caster
1 min/lvl
self
U
8) Animal Form I
caster
1 min/lvl
self
U
9) Animal Thoughts True
caster
C
self
U
10) Study Form True
caster
P
self
I
12) Animal Form II
caster
1 min/lvl
self
U
13) Animal Form III
caster
1 min/lvl
self
U
15) Animal Form True
caster
1 min/lvl
self
U
16) Greater Animal Form I
caster
1 min/lvl
self
U
17) Greater Animal Form II
caster
1 min/lvl
self
U
18) Greater Animal Form III
caster
1 min/lvl
self
U
7)
11)
14)
19) 20) Greater Animal Form True
caster
1 min/lvl
self
U
1 target
P
self
I
30) Beast Form
caster
1 rnd/lvl
self
U
50) Beast Form True
caster
1 rnd/lvl
self
U
25) Study Beast Form
18.
20.
25.
30.
skill (i.e., an OB) with the animal's attack. Cost to develop is the same as Martial Arts Striking. Greater Animal Form III-- As Animal Form III, except caster gains movement and attack abilities of animal. The caster must develop skill (i.e., an OB) with the animal's attack. Cost to develop is the same as Martial Arts Striking. Greater Animal Form True-- As Animal Form True, and Greater Animal Form III, except caster can vary his size up to 5% of normal to 4000% of normal and caster gains all of the perceptive abilities of the animal as well. Study Beast Form-- As Study Form, except caster can study an enchanted, magical, or intelligent, but non-humanoid creature (such as a Dragon or Great Eagle). For the purposes of this spell, caster must have a sample of the creature's tissue, otherwise caster must spend at least one full minute studying the creature at a distance of no more than 10'. Beast Form-- Allows caster to take the form of any one creature that he has studied through Study Beast Form, regardless of size. Caster does not gain any of the physical abilities of the creature.
50. Beast Form True-- As Beast Form, except caster gains all of the physical (not magical) abilities of the creature.
Special Notes 1) See section 7.1.11 for more rules on changing forms. 2) In the case of Beast Form True, if the creature has a breath attack, unless otherwise stated in the creature's description, it is considered to be a combination of both a physical and magical ability, and therefore cannot be gained by the caster.
Beastmaster Base List
Beast enhancements 1. Coat of Mammoth-- Confers a +25 bonus to one animal's resistance versus cold. 2. Song of Nightingale-- Causes the song of any one bird to sound like that of any other bird the caster has heard. Note that this will not cause the bird to actually sing, but will only change its sound for the duration. 3. Sense of Bat-- Allows any one animal to sense its surroundings, including terrain and location of other people, without the sense of sight. Animal must be able to hear. 4. Strength of Boar-- Provides a bonus of +10 to an animal's attack for the duration of the spell. 5. Beast of Burden-- Allows one animal to carry up to 1.5 times its normal carrying capacity. 6. Skin of Chameleon-- Causes the skin (or scales, feathers, etc.) of one animal to change color with its surroundings adding a +25 bonus to its stalking and hiding skills. 7. Speed of Deer-- Increases the speed of any one non-flying animal by 2 times its normal rate. 8. Skin of Wolf-- Gives any one animal an effective AT of 4. 9. Scale of Fish-- Allows any one nonflying animal to swim with the ease of a fish. Spell does not allow the animal to actually breathe underwater. 10. Song of Nightingale II-- As Song of Nightingale, except all within hearing range of the bird must make a resistance roll versus the caster's level or be put to sleep. Caster is immune to the effects of the spell 11. Strength of Tiger-- As Strength of Boar, except bonus is +15. 12. Venom of Asp-- Causes the bite, claw, or any other puncture attack of one animal to be poisonous. Poison uses an attack of the caster's level, gives 50 concussion hits, and causes blindness. Animal's attack must cause a critical for poison to take affect.
Beast enhancements Lvl Spell
Area of Effect Duration Range Type
1) Coat of Mammoth
1 animal
1 hr/lvl
100'
U
2) Song of Nightingale
1 animal
1 min/lvl
100'
U
3) Sense of Bat
1 animal
1 min/lvl
100'
U
4) Strength of Boar
1 animal
1 min/lvl
100'
U
5) Beast of Burden
1 animal
1 hr/lvl
100'
U
6) Skin of Chameleon
1 animal
1 min/lvl
100'
U
7) Speed of Deer
1 animal
1 min/lvl
100'
U
8) Skin of Wolf
1 animal
1 min/lvl
100'
U
9) Scale of Fish
1 animal
1 min/lvl
100'
U
10) Song of Nightingale II
1 animal
1 min/lvl
100'
U
11) Strength of Tiger
1 animal
1 min/lvl
100'
U
12) Venom of Asp
1 animal
1 attack
100'
U
13) Beast of Burden II
1 animal
1 hr/lvl
100'
U
14) Courage of Lion
1 animal
1 min/lvl
100'
U
15) Song of Nightingale III
1 animal
1 min/lvl
100'
U
16) Beast of Burden III
1 animal
1 hr/lvl
100'
U
17) Hide of Elephant
1 animal
1 min/lvl
100'
U
18) Strength of Bear
1 animal
1 min/lvl
100'
U
19) Speed of Cheetah
1 animal
1 min/lvl
100'
U
20) Shell of Tortoise
1 animal
1 min/lvl
100'
U
25) Venom of Asp II
1 animal
1 attack
100'
U
30) Fire of Dragon
1 animal
1 rnd/lvl
100'
U
varies
varies
100'
U
50) Beast Enhancement True
13. Beast of Burden II-- As Beast of Burden, except carrying capacity is increased to 2 times normal. 14. Courage of Lion-- Provides a bonus of +25 to one animal's fear resistance roll for the duration of the spell. 15. Song of Nightingale III-- As Song of Nightingale, except all within hearing range of the bird must make a resistance roll versus the caster's level or be stunned for 1 round per 5 failure. Caster is immune to the effects of the spell. 16. Beast of Burden III-- As Beast of Burden, except carrying capacity is increased to 3 times normal. 17. Hide of Elephant-- Gives any one animal an effective AT of 8. 18. Strength of Bear-- As Strength of Boar, except bonus is +25. 19. Speed of Cheetah-- As Speed of Deer, except speed is increased by 3 times its normal rate. 20. Shell of Tortoise-- Gives any one animal an effective AT of 12.
25. Venom of Asp II-- As Venom of Asp, except poison gives 5 concussion hits per level of the caster (maximum of 250) and causes blindness and paralysis. 30. Fire of Dragon-- Causes any one animal to immolate intensely. Any coming in direct contact with the animal suffer a C heat critical. Also, in addition to its normal attack, target suffers the equivalent of a +50 fire bolt attack. Caster and animal are immune to the flames. 50. Beast Enhancement True-- This spell, when cast in conjunction with any of the lower level spells on this list, allows as many animals as the caster has levels to be affected by that spell for triple the duration.
Special Notes 1) None of the spells on this list do not allow the caster to control the animal's actions in any way. If affected by one of these spells, the animal will not act any differently than normal. Control of the animal's actions must be maintained through the use of an Animal Mastery spell, or by some other means. 2) Other animals are not immune to the effects of Venom of Asp, and Fire of Dragon. 3) In the case of Fire of Dragon, the animal itself will not perceive its immolation, however other animals will and react accordingly.
Beastmaster Base List
Beast healing
Beast healing 1. Animal Bond-- Creates a bond of trust with an animal to allow the caster to draw energy from the animal to heal himself with healing spells later on this list. Bond will only until the healing spell is cast, then must be cast again. 2. Nourishment-- Provides nourishment for one animal for one day. 3. Remove Poison-- Removes poison from any one animal's body. Poison makes a RR versus caster's level. If it succeeds, the poison may not be removed by this caster until he gains another level. After spell is cast, it takes 6-60 minutes for the poison to be fully removed. 4. Animal Healing I-- Heals all damage in an animal up to 50 lbs. in weight. Healing takes 6-600 minutes. 5. Animal Draw II-- Caster can draw energy from any one bonded animal, provided it has at least 40 total hit points, healing himself 2d10 concussion hits. Animal's total hit points may not drop below half of its normal amount. If the animal does not have at least 40 concussion hits, then the caster cannot draw from it. 6. Poison Relief-- Allows caster to transfer the poison from his body into that of a bonded animal. Poison may then be removed from the animal at caster's discretion with Remove Poison. 7. Stun Relief-- Instantly relieves the animal of d10 rounds of stun. 8. Stamina Relief-- Rejuvenates an animal's stamina, regardless of size. Rejuvenation takes d10 minutes. 9. Remove Disease-- As Remove Poison, except affects a disease. 10. Animal Reviving I-- Will return any animal up to 10 pounds in weight from the dead. The dead animal must make a roll (d100, open-ended) and add 2 times its previous level. There is an additional modifier of -2 per day that the animal was dead. If the result is over 100, the animal may not be returned from the dead by this caster (until the caster gains another level). The animal will be at 100 to all actions for a number of days equal to 20 days per day dead. 11. Animal Draw III-- As Animal Draw I, except the caster can draw up to 3d10
Lvl Spell
Area of Effect Duration Range Type
1) Animal Bond
1 animal
varies
100'
Fm
2) Nourishment
1 animal
P
100'
U
3) Remove Poison
1 animal
P
100'
U
4) Animal Healing I
1 animal
P
100'
U
5) Animal Draw II
caster
P
touch
U
6) Poison Relief
caster
P
touch
U
7) Stun Relief
1 animal
P
100'
U
8) Stamina Relief
1 animal
P
100'
U
9) Remove Disease
1 animal
P
100'
U
10) Animal Reviving I
1 animal
P
100'
U
caster
P
touch
U
11) Animal Draw III 12) Animal Healing II
1 animal
P
100'
U
13) Disease Relief
caster
P
100'
U
14) Animal Draw IV
caster
P
touch
U
15) Animal Healing III
1 animal
P
100'
U
16) Animal Reviving II
1 animal
P
100'
U
caster
P
touch
U
1 animal
P
touch
U
17) Energy Draw 18) 19) Laying on Hands 20) Lord Animal Healing
varies
P
100'
U
1 animal
P
100'
U
30) Beast Healing
1 creature
P
100'
U
50) Beast Healing True
1 creature
P
touch
U
25) Animal Reviving III
12.
13. 14.
15.
16.
17.
19.
concussion hits from a bonded animal with at least 60 total concussion hits. Animal Healing II-- As Animal Healing I, except animal can be up to 500 lbs. in weight. Disease Relief-- As Poison Relief, except a disease is transferred. Animal Draw IV-- As Animal Draw I, except caster can draw up to 4d10 concussion hits from a bonded animal with at least 80 total concussion hits. Animal Healing III-- As Animal Healing I, except there is no weight limit on the animal. Animal Reviving II-- As Animal Reviving I, except modifier is -1 for every two days dead. Energy Draw-- Caster can draw up to 90% of a bonded animal's total hit points, healing himself that many concussion hits. Laying on Hands-- By laying his hands on the animal, caster can use this spell to instantly heal all damage in any animal
regardless of size, or reattach severed limbs (not the head). 20. Lord Animal Healing-- As Animal Healing III, except affects up to 20 animals within the radius of effect. 25. Animal Reviving III-- As Animal Reviving II, except target is automatically brought back from the dead and there is no recovery period; and the range is 100'.
30. Beast Healing-- As Animal Healing III, except affects enchanted, magical, intelligent, but non-humanoid creatures (Dragons, Great Eagles, etc.). 50. Beast Healing True-- As Laying on Hands, except affects enchanted, magical, intelligent, but non-humanoid creatures (Dragons, Great Eagles, etc.). Note that to reattach a severed limb, caster must be able to actually hold the limb in his hand.
SKILL AND SKILL CATEGORIES
BARBARIAN Barbarians are non-spell users who combine weapon proficiency with mobility. Although possessing some distaste for heavy armor, Barbarians are nearly as good as fighters with weapons, and find themselves at home in the outdoors. A well-rounded profession, they can also hold their own when it comes to subterfuge skills. Examples of Barbarians might include Azim, of Robin Hood Prince of Thieves, and Genghis Khan. Dust swirled into the air as horses raced across the desert sands. Faster and faster Bektair rode with his clansmen to greet the enemy across the shifting dunes. Raising his sword high above his head, he joined his brothers in a scream that pierced every awaiting soldier's soul with a sharp dagger of fear.
Armor: Heavy Armor: Light
4/4/4 Power Point Development 1/1/1 Science/Analytic: Basic
Armor: Medium
3/3/3 Science/Analytic: Specialized
BARBARIAN SPELL LISTS The Barbarian has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic.
2/5 Self Control
Artistic: Passive
2/5 Spells
Athletic: Brawn
2/5 Arcane Open Lists
30
Athletic: Endurance
1/5 Other Realm Base Lists
120
Athletic: Gymnastics
1/5 Other Realm Closed Lists
105
Awarness: Perceptions
2/9 Other Realm Open Lists
90
Awarness: Searching
2/9 Own Realm Closed Lists
40
Awarness: Senses
2/5 Own Realm Open Lists
25
Body Development
3/6 Own Realm Other Base Lists
80
Combat Maneuvers Communications
Armor Group: Athletic Group: Body Development: Combat Maneuvers: Outdoor Group: Subterfuge Group: Weapon Group:
+5 +5 +5 +10 +10 +5 +10
SPELL DEVELOPMENT Open list (1-5): 25 Open list (6-10): 50 Open list (11-15): 75 Open list (16-20): 100 Open list (21+): 125
Closed list (1-5): 40 Closed list (6-10): 80 Closed list (11-15): 120 Closed list (16-20): 160 Closed list (21+): 200
Everyman Skills: Situational Awareness, Frenzy, any one non-restricted combat maneuver, one of either Boxing or Wrestling. Occupational Skills: none Restricted Skills: Channeling (if the character's chosen realm is not Channeling)
2/6
3/9 Own Realm Own Base Lists 3/3/3 Subterfuge: Attack
--4/8 2/5
Directed Spells
4/10 Subterfuge: Mechanics 20 Subterfuge: Stealth
Influence Lore: General
2/7 Technical/Trade: General 1/3 Technical/Trade: Professional
3/7
Lore: Magical
6
Lore: Obscure Lore: Technical Martial Arts: Striking
PROFESSION BONUSES
12
Artistic: Active
Crafts
Prime Stats: Agility and Constitution
20 3/6
Martial Arts: Sweeps Outdoor: Animal Outdoor: Environmental Power Awarness
1/3
Technical/Trade: Vocational
8 12
3/7 Urban 2/6 Weapon: 1-H Concussion
3/5
3/5 Weapon: 1-H Edged 3/5 Weapon: 2-Handed
3/8
1/4 Weapon: Missle 1/5 Weapon: Missle Artillery
3/9
Weapon: Pole Arms
6
8
2/5 3/9 3/9
TRAINING PACKAGES Adventurer
29
Highwayman
19
Amateur Mage
40
Hunter
25
Animal Friend
24
Knight
26
Assassin
22
Loremaster
29
Berserker
22
Martial Artist
30
Burglar
20
Mercenary
25
City Guard
17
Merchant
25
Cloistered Academic
29
Performer
28
Con Man
20
Philosopher
32
Crafter
24
Sailor
19
Crusading Academic
29
Scout
20
Cut Purse
18
Shaman Priest
31
Detective
20
Soldier
18
Diplomat
27
Spy
25
Doctor
23
Traveller
10
Explorer
27
Wanderer
28
Guardian
27
Weapon Master
30
Herbalist
23
Zealot
25
SKILLS AND SKILL CATEGORIES
NINJA The Ninja are a profession of stealthy non-spell users bred to kill. They tend to specialize in only a select few weapons, and shun the use of heavy armor, which interferes with their subterfuge abilities. The Ninja combine specialized skills in weaponry with martial arts, giving them a talent for hand-to-hand surpassed only by Warrior Monks, and adeptness in weaponry like the Thief and Rouge. Kataru dropped behind the guard without a sound. Silently, he drew his slender blade and dispatched the sentry in one quick motion. As the guard fell quietly to the ground, Kataru stalked through the twilight courtyard in search of his next victim. The King would not sleep well tonight. Prime Stats: Agility and Intuition
Armor: Heavy
6/6/6 Power Point Development 2/2/2 Science/Analytic: Basic 4/4/4 Science/Analytic: Specialized
Armor: Light Armor: Medium
2/5 Self Control
Artistic: Passive
2/5 Spells
Athletic: Brawn
3/9 Arcane Open Lists
20
Athletic: Endurance
2/7 Other Realm Base Lists
120
Athletic: Gymnastics
1/3 Other Realm Closed Lists
90
2/5 Other Realm Open Lists
60
Awarness: Searching
1/3 Own Realm Closed Lists
25
Awarness: Senses
2/5 Own Realm Open Lists
15
Body Development
4/10 Own Realm Other Base Lists
50
Combat Maneuvers
4/10 Own Realm Own Base Lists 3/3/3 Subterfuge: Attack
2/6
Athletic Gymnastic: Awareness Group: Body Development: Martial Arts Group: Self Control: Subterfuge Group: Weapon Group:
+5 +5 +5 +10 +5 +10 +10
1/3
Directed Spells Influence Lore: General
2/5 Technical/Trade: General 1/3 Technical/Trade: Professional
3/7
Lore: Magical
4
Lore: Technical Martial Arts: Striking Martial Arts: Sweeps
15 30 45 60 75
Closed list (1-5): 25 Closed list (6-10): 50 Closed list (11-15): 75 Closed list (16-20): 100 Closed list (21+): 125
Everyman Skills: Sense Ambush, Any one Combat Maneuver. Occupational Skills: none Restricted Skills: Boxing, Wrestling, Channeling (if the character's chosen realm is not Channeling)
1/3 8
Technical/Trade: Vocational
5/12
3/7 Urban 2/5 Weapon: 1-H Concussion 2/5 Weapon: 1-H Edged
1/3 2/5 2/7
2/5 Weapon: 2-Handed 2/5 Weapon: Missle
6
Power Awarness
2/5 Weapon: Missle Artillery 6 Weapon: Pole Arms
9
Power Manipulation
12 Weapon: Thrown
9
Outdoor: Animal Outdoor: Environmental
6 6
TRAINING PACKAGES
SPELL DEVELOPMENT Open list (1-5): Open list (6-10): Open list (11-15): Open list (16-20): Open list (21+):
---
4/10 Subterfuge: Mechanics 20 Subterfuge: Stealth
Lore: Obscure
PROFESSION BONUSES
2/5
Awarness: Perceptions
Crafts
The Ninja has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic.
12
Artistic: Active
Communications
NINJA SPELL LISTS
12 3/6
Adventurer
29
Highwayman
21
Amateur Mage
36
Hunter
29
Animal Friend
28
Knight
30
Assassin
15
Loremaster
28
Berserker
26
Martial Artist
25
Burglar
20
Mercenary
30
City Guard
22
Merchant
25
Cloistered Academic
29
Performer
28
Con Man
20
Philosopher
32
Crafter
24
Sailor
20
Crusading Academic
29
Scout
19
Cut Purse
20
Shaman Priest
33
Detective
20
Soldier
25
Diplomat
27
Spy
21
Doctor
23
Traveller
12
Explorer
27
Wanderer
29
Guardian
29
Weapon Master
32
Herbalist
23
Zealot
25
BEASTMASTER Beastmasters are semi-spell users of the realm of Essence. Their spells deal with the summoning, mastering, and manipulation of animals, creatures, and beasts of all sizes. The most infamous of these were Morgoth's servants from the 1st Age who managed the breeding pits for the Dark Lord's dragons. The frigid mountain night threatened to claim Ihalla's life soon. Clutching his wounded leg, he was glad to see a familiar face come stepping through the cedars. Not only would the approaching grizzly bear keep Ihalla warm for the night, but it might also be persuaded to carry him across the river tomorrow morning.
Everyman Skills: none Occupational Skills: none Restricted Skills: none Armor: Heavy
4/4/4 Power Point Development
Armor: Light
2/2/2 Science/Analytic: Basic
Armor: Medium
3/3/3 Science/Analytic: Specialized
Artistic: Active
2/5
Self Control
8 2/5 8 2/7
Artistic: Passive
2/5
Spells
Athletic: Brawn
3/7
Arcane Open Lists
12
Athletic: Endurance
2/7
Other Realm Base Lists
80
3/7
Other Realm Closed Lists
45
Athletic: Gymnastics Awarness: Perceptions
3/10 Other Realm Open Lists
30
Awarness: Searching
2/5
Own Realm Closed Lists
Awarness: Senses
2/6
Own Realm Open Lists
8/8
5/10 Own Realm Other Base Lists
25
Combat Maneuvers
5/12 Own Realm Own Base Lists
6/6/6
The Beastmaster has six base spell lists. For a slightly higher development point cost, he may also develop Open and Closed Essence spell lists. Other lists may be developed but will cost more development points.
Communications
3/3/3 Subterfuge: Attack
Crafts
4/10 Subterfuge: Mechanics
Beast Mastery: Controlling the actions of animals and creatures. Beast Forms: Taking the shape and abilities of animals and creatures. Beast Summons: Summoning animals and creatures. Beast Movement/Senses: Enhancing the abilities of the caster. Beast Enhancements: Enhancing the abilities of animals. Beast Healing: Healing animals, creatures, and the caster.
Prime Stats: Empathy and Agility
Body Development
BEASTMASTER SPELL LISTS
Awareness Group: Body Development: Outdoor Group: Subterfuge Stealth: Weapon Group:
SPELL DEVELOPMENT Base list (all) Open list (1-10) Open list (11-15) Open list (16-20) Open list (21+) Closed list (1-5) Closed list (6-10) Closed list (11-15) Closed list (16-20) Closed list (21+)
6/6/6 8/8 12 18 25 10/10 12 25 40 60
First 5 lists developed in a given level: 6th-10th lists developed in a given level: 11th-up lists developed in a given level:
x1 cost x2 cost x4 cost
For spell lists not shown, use the Spell List DP Cost Table T-2.4
7
20
Subterfuge: Stealth
1/5
Influence
2/5
Technical/Trade: General
3/7
Lore: General
1/3
Technical/Trade: Professional
Lore: Magical
3/7
Technical/Trade: Vocational
Lore: Obscure
3/7
Urban
3/6
Lore: Technical
2/6
Weapon: 1-H Concussion
3/7
Martial Arts: Striking Martial Arts: Sweeps
5 5
Weapon: 1-H Edged
8 5/12
4
Weapon: 2-Handed
4
Outdoor: Animal
1/2
Weapon: Missle
4
Outdoor: Environmental
1/3
Weapon: Missle Artillery
6
Weapon: Pole Arms
6
Power Manipulation
+5 +5 +20 +10 +10
12
Directed Spells
Power Awarness
PROFESSION BONUSES
10/10
6
6/12 Weapon: Thrown
6