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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

1)

Cat Step

caster

1 min/lvl

self

1 animal

1 min/lvl

100'

2)

Chameleon Skin

caster

1 min/lvl

self

Animal Location

caster

---

1 mile R

3)

Wolf Sense

caster

1 min/lvl

self

4)

Animal Sleep III

3 animals

1 min/lvl

100'

4)

Deer Speed I

caster

10 min/lvl

self

5)

Breeding I

2 animals

---

100'

5)

Bat Sense

caster

1 min/lvl

self

6)

Animal Fury I

1 animal

1 rnd/lvl

100'

6)

Otterlungs

caster

1 min/lvl

self

7)

Animal Mastery I

1 animal

100'

Fm

7)

Glide I

caster

1 min/lvl

self

8)

Animal Empathy

9)

Befriending

1 animal

100'

8)

Hawk's Sense

caster

1 min/lvl

self

all animals

100'

9)

Tiger Skin

caster

1 min/lvl

self

10) Animal Fury II

2 animals

1 rnd/lvl

100'

10) Boar Strength

caster

1 min/lvl

self

11) Animal Mastery III

3 animals

100'

Fm

11) Lion Claws

caster

1 min/lvl

self

12) Call of the Wild

1 animal

touch

12) Insect Sense

10'R/lvl

1 min/lvl

self

13) Animal Sleep V

5 animals

1 min/lvl

100'

13) Deer Speed II

caster

10 min/lvl

self

14) Animal Call

1 animal

---

1 mile/lvl

14) Bear Skin

caster

1 min/lvl

self

15) Breeding II

2 animals

---

100'

15) Bear Arms

caster

1 min/lvl

self

16) Animal Sleep VII

7 animals

1 min/lvl

100'

16) Glide III

caster

1 min/lvl

self

17) Animal Mastery V

5 animals

100'

Fm

17) Viperfang

caster

1 min/lvl

self

18) Animal Fury III

3 animals

1 rnd/lvl

100'

18) Wyvern Skin

caster

1 min/lvl

self

19) Animal Sleep X

10 animals

1 min/lvl

100'

19) Deer Speed III

caster

10 min/lvl

self

20) Breeding III

20) Ox Strength

caster

1 min/lvl

self

25) Glide True

caster

1 min/lvl

self

30) Deer Speed True

caster

10 min/lvl

self

50) Dragon Skin

caster

1 min/lvl

self

Duration

Range

Type

2 animals

---

100'

25) Animal Mastery True

varies

10'/lvl

Fm

30) Animal Fury True

varies

1 rnd/lvl

100'

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

self

1)

Familiar

1 animal

touch

2)

Animal Tongues

1 animal

touch

2)

Summon Nourishment

1 animal

---

varies

3)

Silent Moves

caster

1 min/lvl

self

3)

Summon Warmth

1 animal

8 hours

varies

4)

Self Cloaking

caster

self

4)

Summon Guide

1 animal

24 hours [C]

varies

5)

Animal Thoughts

caster

self

5)

Summon Mount

1 animal

24 hours

varies

6)

Animal Faade

caster

1 min/lvl

self

6)

Summon Guardian

1 animal

8 hours

varies

7)

Summon Hunter

1 animal

---

varies

8)

Animal Form I

caster

1 min/lvl

self

8)

Summon Sense

1 animal

24 hours [C]

varies

9)

Animal Thoughts True

caster

self

9)

Summon Group

1 group

24 hours

varies

caster

self

10) Mass Animal Summons

1 animal/lvl

varies

varies

12) Animal Form II

caster

1 min/lvl

self

13) Animal Form III

caster

1 min/lvl

self

7)

10) Study Form True


11)

14)

11) Summons I

1 animal

varies

100'

12) Summons II

1-2 animals

varies

100'

13) Summons III

1-3 animals

varies

100'

14) Summons IV

1-4 animals

varies

100'

15) Animal Form True

caster

1 min/lvl

self

15) Summons V

1-5 animals

varies

100'

16) Greater Animal Form I

caster

1 min/lvl

self

16) Summons VI

1-6 animals

varies

100'

17) Greater Animal Form II

caster

1 min/lvl

self

17) Summons VII

1-7 animals

varies

100'

18) Greater Animal Form III

caster

1 min/lvl

self

18) Summons VIII

1-8 animals

varies

100'

19) Summons X

1-10 animals

varies

100'

U
U

19)
20) Greater Animal Form True

caster

1 min/lvl

self

20) Waiting Summons

1-10 animals

varies

100'

1 target

self

25) Mass Summons

varies

varies

100'

30) Beast Form

caster

1 rnd/lvl

self

30) Beast Summons

1 creature

varies

varies

Fm

50) Beast Form True

caster

1 rnd/lvl

self

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'

1)

Animal Bond

1 animal

varies

100'

Fm

2) Song of Nightingale

1 animal

1 min/lvl

100'

2)

Nourishment

1 animal

100'

3) Sense of Bat

1 animal

1 min/lvl

100'

3)

Remove Poison

1 animal

100'

4) Strength of Boar

1 animal

1 min/lvl

100'

4)

Animal Healing I

1 animal

100'

5) Beast of Burden

1 animal

1 hr/lvl

100'

5)

Animal Draw II

caster

touch

6) Skin of Chameleon

1 animal

1 min/lvl

100'

6)

Poison Relief

caster

touch

7) Speed of Deer

1 animal

1 min/lvl

100'

7)

Stun Relief

1 animal

100'

8) Skin of Wolf

1 animal

1 min/lvl

100'

8)

Stamina Relief

1 animal

100'

9) Scale of Fish

1 animal

1 min/lvl

100'

9)

Remove Disease

1 animal

100'

10) Song of Nightingale II

1 animal

1 min/lvl

100'

10) Animal Reviving I

1 animal

100'

11) Strength of Tiger

1 animal

1 min/lvl

100'

11) Animal Draw III

caster

touch

12) Venom of Asp

1 animal

1 attack

100'

12) Animal Healing II

1 animal

100'

13) Beast of Burden II

1 animal

1 hr/lvl

100'

13) Disease Relief

caster

100'

14) Courage of Lion

1 animal

1 min/lvl

100'

14) Animal Draw IV

caster

touch

15) Song of Nightingale III

1 animal

1 min/lvl

100'

15) Animal Healing III

1 animal

100'

16) Beast of Burden III

1 animal

1 hr/lvl

100'

16) Animal Reviving II

1 animal

100'

17) Hide of Elephant

1 animal

1 min/lvl

100'

17) Energy Draw

caster

touch

18) Strength of Bear

1 animal

1 min/lvl

100'

18)

19) Speed of Cheetah

1 animal

1 min/lvl

100'

19) Laying on Hands

1 animal

touch

20) Shell of Tortoise

1 animal

1 min/lvl

100'

20) Lord Animal Healing

varies

100'

25) Venom of Asp II

1 animal

1 attack

100'

25) Animal Reviving III

1 animal

100'

30) Fire of Dragon

1 animal

1 rnd/lvl

100'

30) Beast Healing

1 creature

100'

varies

varies

100'

50) Beast Healing True

1 creature

touch

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

4)

Animal Sleep III

3 animals

1 min/lvl

100'

5)

Breeding I

2 animals

---

100'

6)

Animal Fury I

1 animal

1 rnd/lvl

100'

7)

Animal Mastery I

1 animal

100'

Fm

8)

Animal Empathy

1 animal

100'

9)

Befriending

all animals

100'

10) Animal Fury II

2 animals

1 rnd/lvl

100'

11) Animal Mastery III

3 animals

100'

Fm
U

12) Call of the Wild

1 animal

touch

13) Animal Sleep V

5 animals

1 min/lvl

100'

14) Animal Call

1 animal

---

1 mile/lvl

15) Breeding II

2 animals

---

100'

16) Animal Sleep VII

7 animals

1 min/lvl

100'

17) Animal Mastery V

5 animals

100'

Fm

18) Animal Fury III

3 animals

1 rnd/lvl

100'

19) Animal Sleep X

10 animals

1 min/lvl

100'

20) Breeding III

2 animals

---

100'

25) Animal Mastery True

varies

10'/lvl

Fm

30) Animal Fury True

varies

1 rnd/lvl

100'

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

2)

Chameleon Skin

caster

1 min/lvl

self

3)

Wolf Sense

caster

1 min/lvl

self

4)

Deer Speed I

caster

10 min/lvl

self

5)

Bat Sense

caster

1 min/lvl

self

6)

Otterlungs

caster

1 min/lvl

self

7)

Glide I

caster

1 min/lvl

self

8)

Hawk's Sense

caster

1 min/lvl

self

9)

Tiger Skin

caster

1 min/lvl

self

10)

Boar Strength

caster

1 min/lvl

self

11)

Lion Claws

caster

1 min/lvl

self

12)

Insect Sense

10'R/lvl

1 min/lvl

self

13)

Deer Speed II

caster

10 min/lvl

self

14)

Bear Skin

caster

1 min/lvl

self

15)

Bear Arms

caster

1 min/lvl

self

16)

Glide III

caster

1 min/lvl

self

17)

Viperfang

caster

1 min/lvl

self

18)

Wyvern Skin

caster

1 min/lvl

self

19)

Deer Speed III

caster

10 min/lvl

self

20)

Ox Strength

caster

1 min/lvl

self

25)

Glide True

caster

1 min/lvl

self

30)

Deer Speed True

caster

10 min/lvl

self

50)

Dragon Skin

caster

1 min/lvl

self

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

1)

Familiar

1 animal

touch

2)

Summon Nourishment

1 animal

---

varies

3)

Summon Warmth

1 animal

8 hours

varies

4)

Summon Guide

1 animal

5)

Summon Mount

1 animal

24 hours

varies

6)

Summon Guardian

1 animal

8 hours

varies

7)

Summon Hunter

1 animal

---

varies

8)

Summon Sense

1 animal

24 hours [C] varies

9)

Summon Group

10)

Mass Animal Summons

11)
12)

24 hours [C] varies

1 group

24 hours

varies

1 animal/lvl

varies

varies

Summons I

1 animal

varies

100'

Summons II

1-2 animals

varies

100'

13)

Summons III

1-3 animals

varies

100'

14)

Summons IV

1-4 animals

varies

100'

15)

Summons V

1-5 animals

varies

100'

16)

Summons VI

1-6 animals

varies

100'

17)

Summons VII

1-7 animals

varies

100'

18)

Summons VIII

1-8 animals

varies

100'

19)

Summons X

1-10 animals

varies

100'

20)

Waiting Summons

1-10 animals

varies

100'

25)

Mass Summons

varies

varies

100'

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 Faade-- 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

self

I
U

1 animal

touch

3) Silent Moves

caster

1 min/lvl

self

4) Self Cloaking

caster

self

5) Animal Thoughts

caster

self

6) Animal Faade

caster

1 min/lvl

self

8) Animal Form I

caster

1 min/lvl

self

9) Animal Thoughts True

caster

self

10) Study Form True

caster

self

12) Animal Form II

caster

1 min/lvl

self

13) Animal Form III

caster

1 min/lvl

self

15) Animal Form True

caster

1 min/lvl

self

16) Greater Animal Form I

caster

1 min/lvl

self

17) Greater Animal Form II

caster

1 min/lvl

self

18) Greater Animal Form III

caster

1 min/lvl

self

7)

11)

14)

19)
20) Greater Animal Form True

caster

1 min/lvl

self

1 target

self

30) Beast Form

caster

1 rnd/lvl

self

50) Beast Form True

caster

1 rnd/lvl

self

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'

2) Song of Nightingale

1 animal

1 min/lvl

100'

3) Sense of Bat

1 animal

1 min/lvl

100'

4) Strength of Boar

1 animal

1 min/lvl

100'

5) Beast of Burden

1 animal

1 hr/lvl

100'

6) Skin of Chameleon

1 animal

1 min/lvl

100'

7) Speed of Deer

1 animal

1 min/lvl

100'

8) Skin of Wolf

1 animal

1 min/lvl

100'

9) Scale of Fish

1 animal

1 min/lvl

100'

10) Song of Nightingale II

1 animal

1 min/lvl

100'

11) Strength of Tiger

1 animal

1 min/lvl

100'

12) Venom of Asp

1 animal

1 attack

100'

13) Beast of Burden II

1 animal

1 hr/lvl

100'

14) Courage of Lion

1 animal

1 min/lvl

100'

15) Song of Nightingale III

1 animal

1 min/lvl

100'

16) Beast of Burden III

1 animal

1 hr/lvl

100'

17) Hide of Elephant

1 animal

1 min/lvl

100'

18) Strength of Bear

1 animal

1 min/lvl

100'

19) Speed of Cheetah

1 animal

1 min/lvl

100'

20) Shell of Tortoise

1 animal

1 min/lvl

100'

25) Venom of Asp II

1 animal

1 attack

100'

30) Fire of Dragon

1 animal

1 rnd/lvl

100'

varies

varies

100'

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

100'

3) Remove Poison

1 animal

100'

4) Animal Healing I

1 animal

100'

5) Animal Draw II

caster

touch

6) Poison Relief

caster

touch

7) Stun Relief

1 animal

100'

8) Stamina Relief

1 animal

100'

9) Remove Disease

1 animal

100'

10) Animal Reviving I

1 animal

100'

caster

touch

11) Animal Draw III


12) Animal Healing II

1 animal

100'

13) Disease Relief

caster

100'

14) Animal Draw IV

caster

touch

15) Animal Healing III

1 animal

100'

16) Animal Reviving II

1 animal

100'

caster

touch

1 animal

touch

17) Energy Draw


18)
19) Laying on Hands
20) Lord Animal Healing

varies

100'

1 animal

100'

30) Beast Healing

1 creature

100'

50) Beast Healing True

1 creature

touch

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

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

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

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

Power Awarness

2/5 Weapon: Missle Artillery


6 Weapon: Pole Arms

Power Manipulation

12 Weapon: Thrown

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

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

Weapon: 2-Handed

Outdoor: Animal

1/2

Weapon: Missle

Outdoor: Environmental

1/3

Weapon: Missle Artillery

Weapon: Pole Arms

Power Manipulation

+5
+5
+20
+10
+10

12

Directed Spells

Power Awarness

PROFESSION BONUSES

10/10

6/12 Weapon: Thrown