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		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Wondrous_Item&amp;diff=2272</id>
		<title>Wondrous Item</title>
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		<updated>2026-01-25T22:23:25Z</updated>

		<summary type="html">&lt;p&gt;Peter: Added several CWI Items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Rules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the creation of Wondrous Items does not follow the same rules as most production skills nor the intricacies of Ritual casting, they do have a few similarities. For a character to craft items with this skill they must first have access to a Reliquary. Second for each item that is to be crafted the character must have the Formula Scroll for the item and all the necessary Components. Lastly it takes down time to create items; the time will vary based on the Recipe being used, this time must be spent at a Reliquary where the player must roleplay making the item; by default, the times are 20 minutes for Minor, 40 minutes for Standard, and 60 minutes for Major. Once complete the character must find go to Operations and hand them the Scroll and Components, the marshal will verify the character’s skill. They will be issued a temporary Magic Item tag that will expire at the close of the current event, they will need to turn the tag in at the end of the event and will receive the permanent tag no later than the beginning of the next event they attend. Turning this in can be done by taping or stapling the tag to your character sheet when turned into the box at the end of the event.&lt;br /&gt;
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In addition to creating magical items a player can use this knowledge to research and discover a random Formula Scroll. To do so the player goes to Operations and informs the attendee they are going to do Wondrous Item Research and then must NPC a shift equal to the tier of scroll they are attempting to get, 1 hour per tier; and must turn in 1/2/3 Rare Components and use 2/4/6 Knowledge Points (Magic), these are consumed in the creation of the Recipe. At the end of their shift they will receive a random Formula of the appropriate tier. Characters with the Scholar Background, Knowledge (Magic)Rank 5, and Knowledge (Magic) as one of their favored Knowledge (Area) skills can research 2 formulas at one time. A character may also use this time to copy a formula they already have instead or make two copies if they meet all the requirements mentioned for researching 2 recipes at the same time. If they are only copying a formula, then they may spend 20 minutes at a Reliquary and a Vellum instead.  This can also be done by using a BGA but only once per submission. To research a specific Formula, the component cost is doubled. Note: we will make sure there is a copy of all publicized CWI Recipes are available Friday night of the event. After that, it&#039;s the luck of the draw if you&#039;re picking a random.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Applicable Skills&lt;br /&gt;
!Time Spent&lt;br /&gt;
!Resources Spent*&lt;br /&gt;
!Reward*&lt;br /&gt;
|-&lt;br /&gt;
|Craft Wondrous Item&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)&lt;br /&gt;
|Random CWI Recipe&lt;br /&gt;
|-&lt;br /&gt;
|Craft Wondrous Item&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)x2&lt;br /&gt;
|Specific CWI Recipe&lt;br /&gt;
|-&lt;br /&gt;
|CWI, Scholar, Favored KA:Magic R5&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)x2&lt;br /&gt;
|2 Random CWI Recipes&lt;br /&gt;
|-&lt;br /&gt;
|CWI, Scholar, Favored KA:Magic R5&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)x4&lt;br /&gt;
|2 Specific CWI Recipes&lt;br /&gt;
|-&lt;br /&gt;
|Craft Wondrous Item&lt;br /&gt;
|20 minutes or BGA&lt;br /&gt;
|# Rare Component(s) or a Vellum&lt;br /&gt;
|Copy of recipe&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;see above for number of components and tier of recipe&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Formulas&#039;&#039;&#039; ===&lt;br /&gt;
While all formulas are somewhat unique, they all follow certain guidelines; each scroll will list the tier of skill required to craft, as well as the components required and what the stats of the completed item will be. &lt;br /&gt;
&lt;br /&gt;
Formula Scrolls are one use items and are destroyed in the creation of the item, and there is no way to copy them. The following are the items that can be created with this ability. More will be added as time goes on and a player may use their time to research new ones.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Magic Item Rules&#039;&#039;&#039; ===&lt;br /&gt;
Some magical items will allow the user to emulate a &#039;&#039;Skill&#039;&#039; or &#039;&#039;Spell&#039;&#039;, this will either be an Always On, while the item is being correctly used, or will have effects that have a (x #) this is the number of times it can be used each reset. Additionally, the use of any magic item is considered &#039;&#039;Active.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Activates&#039;&#039;&#039; ===&lt;br /&gt;
Items with once ever or per reset uses have to be activated to generate the listed effect. To do so the character must be able to speak In Game and must be able to complete the necessary locomotion to deliver the spell. To use the item, the character must call “Activate Magic &amp;lt;Effect&amp;gt;”.&lt;br /&gt;
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=== &#039;&#039;&#039;Magic Item Limits&#039;&#039;&#039; ===&lt;br /&gt;
Magic items that are wearable gear must be done so for their effects to work, such as armors, weapons, rings, necklaces, and so on. This also means there is a limit to the number of certain magic items that can be used at a given time. The following are the items that are limited:&lt;br /&gt;
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·        Armor- Limit 1&lt;br /&gt;
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·        Weapon- Limit 1 in per hand&lt;br /&gt;
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·        Rings- Limit 2&lt;br /&gt;
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·        Necklace or Cloak- Limit 1&lt;br /&gt;
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·        Bracers- Limit 1&lt;br /&gt;
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·        Belt-Limit 1&lt;br /&gt;
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·        Head- Limit 1&lt;br /&gt;
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·        Boots- Limit 1&lt;br /&gt;
&lt;br /&gt;
== Minor Items ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Darkness&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Shadows twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Evocation&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Evocation twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Mental Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This enchants a normal suit of armor with the ability to &#039;&#039;Resist Sleep&#039;&#039;, &#039;&#039;Charm&#039;&#039; and &#039;&#039;Fear&#039;&#039; effects twice each day. Additionally, the armor can be activated to grant the wearer &#039;&#039;Mind Guard&#039;&#039; once each day at no cost.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Elusion&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Binding&#039;&#039; and &#039;&#039;Prison&#039;&#039; effects twice each day. Additionally, the armor can be activated to generate the &#039;&#039;Freedom&#039;&#039; effect once each day at no cost.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Armor of Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Spirit twice each reset.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Augmenting Wand, Lesser&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds 5 to cap. Must be held in hand.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bag of Holding I&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This formula enchants a bag so that it may carry up to 5 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Boots of Trackless Step&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This creates a pair of footwear that when used reduces the chance that the wearer will be tracked; giving any would be tracker a 2 Failure penalty to their &#039;&#039;Contested Roll&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bracers of Health&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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These enchanted bracers, when worn, increase the characters Maximum &#039;&#039;Body Points&#039;&#039; by 3 points. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cloak of the Woodlands&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Grants the wearer the use of the &#039;&#039;Conceal&#039;&#039; skill once per day so long as they are in natural wooded terrain.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Collapsible Rope&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This formula enchants a 50-foot length of rope so that is can be collapsed down to 6 inches for easy storage. A simple activation can be used to collapse or expand the rope.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Create Stone Golem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a Golem made of stone that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;: &#039;&#039;0 Body, 70 Natural Armor, +4 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Massive Strike x 3/day, Natural Stun Strike x 1/day, Refit heals 20, Immune to Slay, Crumbles at 0, Resist Magic x 1/day, Cannot run, Shatter deals 20, and Destroy deals 40.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Elemental Aura-Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a weapon with the elemental property of stone. Five times each day the weapon can be used to mimic the &#039;&#039;Blade&#039;&#039; spell granting the wielder +5 &amp;lt;Flavor&amp;gt; damage on a single weapon swing.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Enchant Wand&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell allows the character to craft a minor rune wand. While wielding the wand the characters Spell Pool is increased by 10 points.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ever Torch&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This spell creates a light that will function whenever it is night or the item is in a dark or dimly lit location. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Goggles of Minute Seeing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This spell enchants a pair of goggles that improve the wearer’s vision. While worn it will grant the wearer +2 Bonus on &#039;&#039;Tracking&#039;&#039; &#039;&#039;Contested Rolls&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Headband of the Novice&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Allows a Novice to throw 5 &amp;lt;Element&amp;gt; at will, as long as it is in their free hand. Bound to one element when created. No pool limit, but can only cast the element that is in hand. Cannot be used to cast Spirit.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Magic Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This will allow the wielder to use 5 Blade type spells that have the damage type &#039;&#039;Magic&#039;&#039; added to their call and deal +5 damage per reset.. This replaces weaker damage types such as &#039;&#039;Normal&#039;&#039; and &#039;&#039;Silver.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Mana Gem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a gem to store a limited amount of magical energy that can be used at a later time. A newly forged gem will contain the power of 10 mana. When casting spells, the caster can choose to use the magic levels in the gem, instead of their own. Once the mana in the gem is used the gem is destroyed.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Nimble Gloves&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While worn these enchanted gloves will give the character +2 Bonus when making &#039;&#039;Disable&#039;&#039; &#039;&#039;Contested Rolls&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Paper Messenger- Book, Minor&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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5 pages of &amp;quot;Paper Messenger&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Featherfall&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This spell enchants a ring that so long as it is worn that character is constantly under the effects of &#039;&#039;Featherfall&#039;&#039; and will not take any falling damage.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Mind Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This magical ring guards the wearers mind from being intruded. The player is immune to the &#039;&#039;Detect Thoughts&#039;&#039; ability; additionally, each reset the first &#039;&#039;Psionic&#039;&#039; attack is &#039;&#039;Resisted.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Spell Storing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants an item so that up to a 3 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Active &amp;lt;Spell Name&amp;gt;” and then throwing a packet. &lt;br /&gt;
&lt;br /&gt;
== Standard Items ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Darkness&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Shadows four times each reset.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Evocation&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Evocation four times each reset.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Mental Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Sleep&#039;&#039;, &#039;&#039;Charm&#039;&#039; and &#039;&#039;Fear&#039;&#039; effects four times each day. Additionally, the armor can be activated to grant the wearer &#039;&#039;Mind Guard&#039;&#039; once each day at no cost.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Elusion&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Binding&#039;&#039; and &#039;&#039;Prison&#039;&#039; effects four times each reset. Additionally, the armor can be activated to generate the &#039;&#039;Freedom&#039;&#039; effect once each reset at no cost.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Spirit&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Spirit four times each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Augmenting Wand, Standard&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds 10 to cap. Must be held in hand.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bag of Holding II&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This formula enchants a bag so that it may carry up to 10 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Belt of Constitution&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This belt increases the character’s fortitude and resistance to infections. Once each reset the character can &#039;&#039;Resist Toxin&#039;&#039; as per the species skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Belt of Might&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This belt strengthens the character and gives great boost when exerting force. When performing &#039;&#039;Feats of Strength,&#039;&#039; their strength is increased by 2. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bracers of Deflection&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These enchanted bracers increase the wearer’s armor value. The bracers count as 10 points of armor that stacks with other sources, up to the character’s maximum value. These points are readjusted with physical armor, and not separately.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cloak of the Ray&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This cloak is created from a grey-blue cloth and when worn looks similar to a large manta ray. When worn the character is treated as though they had the skill &#039;&#039;Underwater Combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cloak of the Woodlands&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grants the wearer the use of the &#039;&#039;Conceal&#039;&#039; skill, once per day, so long as they are in natural wooded terrain. If the Character already has the &#039;&#039;Conceal&#039;&#039; skill this item will instead allow them to enter hide on a 3 counted action.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Create Iron Golem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a Golem made of iron that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;: &#039;&#039;0 Body, 100 Natural Armor, +4 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Threshold 3, Healed by Fire, Refit heals 20, Poison Weakness (packet) x 3/day, Immune to Slay, Crumbles at 0, Resist Magic x 1/day, Shatter deals 20, and Destroy deals 40.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Elemental Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a weapon with the elemental property of fire granting the wielder +0 &amp;lt;Flavor&amp;gt; damage on all attack made with the weapon.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Enchant Standard Wand&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell allows the character to craft a Standard Wand. While wielding the wand the characters Spell Pool is increased by 20 points.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Hat of Disguise&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ordinary looking headgear makes it far easier to hide your actual appearance. First this allows the character to use the &#039;&#039;Disguise&#039;&#039; skill once each reset; Second once each day it allows the wearer to give a false answer to the out of game question &amp;quot;What do I See?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Headband of Concentration&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchanted headband is often a pendant put could be worked into a more traditional helm. When wore it lowers the time to perform concentration skills by up to 1 minute, to a minimum of 1 minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headband of the Novice, Greater&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Same as the Headband of the Novice, but allows for 10 &amp;lt;Element&amp;gt;.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Magic Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants a normal weapon so that it now has the damage type &#039;&#039;Magic&#039;&#039; added to its call. This replaces weaker damage types such as &#039;&#039;Normal&#039;&#039; and &#039;&#039;Silver.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paper Messenger- Book, Standard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
10 pages of &amp;quot;Paper Messenger&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Elemental Resistance&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a ring that causes the wearer to take half damage for a specific flavor of damage (Fire, Ice, Lightning, or Stone) rounded down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Refracting Force&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This magic ring, while worn, will allow the wearer to ward off harmful magic. Once each day the character can use the &#039;&#039;Spell Turning&#039;&#039; skill without having to pay any cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Spell Storing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants an item so that up to a 6 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Activate&amp;lt;Spell Name&amp;gt;” and then throwing a packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Wizardry&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This very powerfully enchanted ring allows the character to retain 2 spells, up to 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level, that they have cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shifters Vestments&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This vestment increases the character natural armor, by 10 points, while they are &#039;&#039;Shapechanged.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Wand of &amp;lt;Spell Name&amp;gt;”&#039;&#039;&#039;  Example: Wand of Endurance &lt;br /&gt;
&lt;br /&gt;
Functions like a scroll of a given spell in terms of how the spell is cast. Called as “Wand &amp;lt;Incant&amp;gt;” Wand must be held in hand to cast. Exists as 10 ‘charges’ of said casting. Limit of 5th level spells for Evocation, Spirit, or Nature, and a limit of 3rd level for Paladin or Spellblade spells. Requires the spell page of the spell to be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Winged Boots&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
These supple boots can sprout small but powerful wings upon command. Once each day the wearer can use the &#039;&#039;Fly&#039;&#039; ability, and it will last for up to 10 minutes.&lt;br /&gt;
&lt;br /&gt;
== Major Items ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Darkness&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Shadows six times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Evocation&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Evocation six times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Mental Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Sleep&#039;&#039;, &#039;&#039;Charm&#039;&#039; and &#039;&#039;Fear&#039;&#039; effects six times each reset. Additionally, the armor can be activated to grant the wearer &#039;&#039;Mind Guard&#039;&#039; once each day at no cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Elusion&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Binding&#039;&#039; and &#039;&#039;Prison&#039;&#039; effects six times each reset. Additionally, the armor can be activated to generate the &#039;&#039;Freedom&#039;&#039; effect once each day at no cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Augmenting Wand, Major&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds 15 to cap. Must be held in hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bag of Holding III&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This formula enchants a bag so that it may carry up to 20 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Belt of Might&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This belt strengthens the character and gives great boost when exerting force. When performing &#039;&#039;Feats of Strength,&#039;&#039; their strength is increased by 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Boots of the Strider&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These boots have very bizarre soles that on land leave a unique print, however their real power shows up on water. These boots allow the wearer to move across the surface of water, as though it was solid ground, so long as they remaining moving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bracers of Deflection&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These enchanted bracers increase the wearers’ armor value. The bracers count as 20 points of armor that stacks with other sources, up to the characters’ maximum value. These points are readjusted with physical armor, and not separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cincture of Light&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchanted belt if often made of simple leather or even woven cord. While it is worn it will grant the character 1 addition use of &#039;&#039;Lay on Hands&#039;&#039; each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cloak of the Spider&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchanted clock, slightly moves around on its own while being worn. The wearer of the cloak gains the following abilities; each reset they can use the ability &amp;quot;&#039;&#039;Natural Web&amp;quot;&#039;&#039; twice, and &#039;&#039;Aspect of the Spider&#039;&#039; once each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Create Pure Water&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a powerful tonic that has to be combined with a few final ingredients in a ritual to create a life well; most importantly the final step of this spell can only be performed at certain locations where the River is strong enough to form a well. Once all is said and done this will create a Life Well that can be used for resurrections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Create Steel Golem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a Golem made of steel that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;: &#039;&#039;0 Body, 130 Natural Armor, +6 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Refit heals 20, Immune to Slay, Crumbles at 0, Resist Magic x 2/day, Guard x 2/day, Damage Cap 5, Can use weapons, Strike x 10, Shatter deals 20, and Destroy deals 40.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Darkskull&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is all that remains of a severed head of a thief or villain. Once enchanted the skull takes on a pitch black aura. So long as it is in a character’s possession and on their person they take half damage from &#039;&#039;Shadow&#039;&#039; flavor and &#039;&#039;Inflict Damage&#039;&#039;; additionally, the vast majority of Shadow property monsters will see them as a similar creature so long as they are not currently engaged in combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elemental Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a weapon with the elemental property of fire granting the wielder +0 &amp;lt;Type&amp;gt; damage on all attack made with the weapon. Additionally, once each day the weapon can be used to deliver a powerful strike; to use this effect the call is &#039;&#039;“Arcane 100 &amp;lt;Flavor&amp;gt;”&#039;&#039;, this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Enchant Major Wand&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell allows the character to craft a Major Wand. While wielding the wand the characters Spell Pool is increased by 20 points. Additionally, once each reset the character can refresh their Spell Pool on a 3 counted action, instead of the normal 3 minute count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paper Messenger- Book, Major&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
15 pages of &amp;quot;Paper Messenger&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Blasting&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants a ring so that it allows the wearer to send forth a few bolts of magic each day. To use the effects of the ring the wearer must call “Activate Arcane 20 Ward” and then throw a packet. This ring can be activated 3 times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Elemental Command&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ring is forged from the purest stuff of the Inner Plane, giving great sway among those creatures. The wearer can, twice each reset, use the ability &amp;quot;&#039;&#039;Voice Command Elemental&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Major Elemental Resistance&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a ring that causes the wearer to take minimal damage (1 point) for a specific flavor of damage &amp;lt;Flavor&amp;gt; rounded down; however, they take double damage from the opposed flavor while wearing the ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Wizardry&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This very powerfully enchanted ring allows the character up to retain 2 spells, up to 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level, that they have cast each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Spell Storing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants an item so that up to a 9 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Active &amp;lt;Spell Name&amp;gt;” and then throwing a packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Corhite Crafted Items]]&lt;/div&gt;</summary>
		<author><name>Peter</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Scribe_Scroll&amp;diff=2271</id>
		<title>Scribe Scroll</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Scribe_Scroll&amp;diff=2271"/>
		<updated>2026-01-25T22:14:06Z</updated>

		<summary type="html">&lt;p&gt;Peter: Adding two new Scroll items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe Scrolls allows a character to store a spell into a scroll. To make a scroll, the character must have: the Recipe, the corresponding Components, and have the appropriate rank of Scribe Scrolls (For Mages, Callers, and Warlocks: Rank 1 for 1st&amp;amp; 2nd level spells; Rank 2 for 3rd&amp;amp; 4th level spells; Rank 3 for 5th&amp;amp; 6th level spells, Rank 4 for 7th&amp;amp; 8th level spells; and rank 5 for 9th level spells, For Paladins and Spellblades the level of the spell directly correlates to the Production skill rank required).&lt;br /&gt;
&lt;br /&gt;
When a character wants to use a scroll, they must follow the entire standard spell casting rules, and they must state, “Scroll” either before or after the normal incant for the spell. The scroll does not have to be in hand, but does have to be in your possession, when used.&lt;br /&gt;
&lt;br /&gt;
Wands are a special weapon that can be made by Craft Wondrous Item. To use a wand, a character must have a Short Blunt or other appropriate rep as determined by Plot in hand in order to gain the benefits.&lt;br /&gt;
&lt;br /&gt;
Scrolls can never be used in conjunction with the Channel Class Feature, or the Chain Spell skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Healing and Damage scrolls may be created via Scribe Scroll by with the relevant school and at least 1 rank of the appropriate pool. The level of the crafted item will be equivalent to the amount of pool used (Rank 1 is a Heal 5/Summon 5 [flavor], Rank 8 is a Heal 40/Summon 40 [flavor] for example). Each of level will be a different recipe.&lt;br /&gt;
&lt;br /&gt;
==== Mage, Caller, and Warlock scrolls ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Spell Level&lt;br /&gt;
!Rank&lt;br /&gt;
!Component Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1 Common&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2 Common&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3 Common&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|4 Common&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2 Common, 1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|4 Common, 1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|4 Common, 2 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|8 common, 2 uncommon&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|5&lt;br /&gt;
|10 Common, 4 Uncommon, 2 Rare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Paladin and Spellblade Scrolls ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Spell Level/Rank&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Common&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Common&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Common,&lt;br /&gt;
1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Common,&lt;br /&gt;
2 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|8 Common, 3 Uncommon, 2 Rare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Reactive/Invokable spell recipes will be marked &#039;&#039;&#039;Scrolls made with this recipe to be marked as &#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;Memorization Only&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039; and cannot be used in combat.&#039;&#039;&#039; These scrolls should be marked as such on the back.&lt;br /&gt;
&lt;br /&gt;
Spell Pool scrolls for Paladins and Spellblades are done at 10 per level instead of the usual 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Common Items&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Book&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These books can be crafted by a Scrollmaker and they must either have the skill or have someone dictate to them the information that does have the skill. This Rank 2 item is a one shot and has no expiration date. To use the item one must have the ability to Read &amp;amp; Write the language the book is written in (defaults to Common). Using the book takes as long as it does to be instructed in the skill. If the person with the skill who created the book has ‘Improved Instruct’ then that time is halved as per the Improved Instruct skill. Rituals and Spells cannot be taught in this way.&lt;br /&gt;
&lt;br /&gt;
Note: This will ONLY allow you to learn skills you are allowed to learn normally.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;Advanced Items&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&#039;&#039;&#039;9TH LEVEL SPELL SCROLL&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;: 10 Common Residuum 4 Uncommon Residuum &amp;amp; 2 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description Creates a Scroll of the 9th level spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EVERLASTING QUILL&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;: 3 Uncommon Residuum &amp;amp; 2 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GOLD LEAF&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time&#039;&#039;&#039;: 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  3 Uncommon Residuum  1 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASTER STAFF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 60 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  20 Uncommon Residuum  5 Rare Residuum  3 Named Residuum  2 Silvered Ink  1 Staff&lt;br /&gt;
&lt;br /&gt;
Description These staves have had mystic runes inscribed onto them to enhance the wielder’s magical prowess. When the wand is actively wielded by a character with Spell Pool, the wand will grant 20 Permanent Spell Pool. Additionally, twice each reset the character can refresh their Spell Pool on a 3 counted action, instead of the normal 3 minute count. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PAPER MESSENGER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;: 4 Uncommon Residuum, 1 Rare Residuum, 1 Vellum&lt;br /&gt;
&lt;br /&gt;
Single use. One message, to the recipient, and one return message back to the original sender. Only works on the same plane of existence, and cannot be sent through portals or rifts, etc. Similar to the “Whispering Winds” ritual. Write a letter on a bit of vellum, add the enchantment, and give it the known/given name of an individual. The paper then “flies” off to the recipient (as a paper airplane). It can of course be physically intercepted, but it moves at a decent fly speed, with perfect maneuverability. Requires knowing a name that the recipient can be reached under, and signing a name that you can be found under for the return message to reach you. Limit to the size of the message is all that can be hand written on a 8.5in x 11in sheet of paper. One message uses the front, the return uses the back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PIGMENT REMOVER&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  3 Uncommon Residuum  2 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUNE STAFF&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 60 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  10 Uncommon Residuum  2 Rare Residuum  2 Named Residuum  1 Silvered Ink  1 Staff&lt;br /&gt;
&lt;br /&gt;
Description These staves have had mystic runes inscribed onto them to enhance the wielder’s magical prowess. While in hand, this item increases a characters Spell Pool by 10, so long as they had already had Spell Pool charges. Additionally, once each reset the character can refresh their Spell Pool on a 3 counted action, instead of the normal 3 minute count. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUNESTONE INLAY&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  3 Uncommon Residuum  2 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF MASTERY (BARRIER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 15 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  10 Uncommon Residuum  1 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
Description This powerful scroll stores a single use skill that can be used by any character for whom the skill is a &amp;quot;Class Skill&amp;quot;. They must still meet the skill requirements to active this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF MASTERY (QUICKNESS)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 15 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  10 Uncommon Residuum  1 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
Description This powerful scroll stores a single use skill that can be used by any character for whom the skill is a &amp;quot;Class Skill&amp;quot;. They must still meet the skill requirements to active this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF POWER&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  10 Uncommon Residuum  2 Rare Residuum  1 Named Residuum  1 Scroll of the spell to be stored&lt;br /&gt;
&lt;br /&gt;
Description This powerful scroll stores a spell that can be cast by anyone so long as they have the Mana required; meaning they do need to be able to cast the spell stored normally. Casting spells using this scroll consumes the Mana from the character. Once activated, the scroll will last for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF THE NOVICE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039;15 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  2 Uncommon Residuum  1 Rare Residuum  1 Scroll of the spell to be stored&lt;br /&gt;
&lt;br /&gt;
Description This scroll is written such that anyone can use the spell stored within, even those who lack the abilities to cast spells normally. The difficulty in crafting these scrolls leaves their power limited and only spells of 3rd level and lower can be crafted this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SILVERED INK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time&#039;&#039;&#039;: 10 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  3 Uncommon Residuum  1 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPELL GLYPH TRAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time: 30 Minutes Materials: 3 Uncommon Ore, 1 Rare, Scroll of Damage to X size&#039;&#039;&#039;Simplified/limited version of the Create Spell Glyph ritual. One off, do not reset. Only comes in specific damage and “alarm” forms. Triggered by any form of touch. Damage can be set up to the cap of the caster. Hard max that the trap can physically hold is 50.&lt;br /&gt;
&lt;br /&gt;
The Alarm version requires no Scroll of Damage for creation. Alarm is as the Ritual &amp;quot;Nights Watch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VELLUM&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 10 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  10 Uncommon Residuum&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;/div&gt;</summary>
		<author><name>Peter</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Cooking&amp;diff=2270</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Cooking&amp;diff=2270"/>
		<updated>2026-01-25T22:07:32Z</updated>

		<summary type="html">&lt;p&gt;Peter: Added new Feasts previously discussed and approved with Rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;COOKING&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cooking allows for the creation of food items that can be consumed and give some benefit. Cooking, while considered a production skill, follows its own set of rules.&lt;br /&gt;
&lt;br /&gt;
Creation: All cooking recipes are unique and do not have a set cost based on their Rank, this is to reflect that while items might be equally difficult to make their materials can vary. When creating food items with Cooking the character must have the Recipe for the item they want to make, the matching Rank of Cooking, the components listed on the Recipe, and access to a place to cook with tools. This could be as simple as a fire pit and a skillet; or a kitchen, these are treated to be a Minor Workshop and require 5 minutes per Rank of the Recipe to create a single Item. Another difference is that the items created only have a 3 game duration, this is not affected by the Artisan class ability; food goes bad after all.&lt;br /&gt;
&lt;br /&gt;
Item Use: It does not take any special skill to consume a food item and receive the benefits of it; however it does take some time. Unless otherwise stated the &#039;&#039;&#039;time required to consume a food item is 5 minutes,&#039;&#039;&#039; this is not a standard counted action and things that reduce Counted Actions do not apply. During this time the character cannot use Active Skills, Cast Spells, or be in Combat, but could be walking and carry on a conversation. A character may only benefit from two cooking items at a time.&lt;br /&gt;
&lt;br /&gt;
The following entries are the known recipes in the game, though others do exist. A character can only be under the effect of 2 food items at a time, including Feasts. You may not benefit a second time from effects that last for one hour or module until the hour or module expires nor may you take the same buff from food twice at the same time.&lt;br /&gt;
&lt;br /&gt;
All food will heal 3 Body Points per Rank in addition to the effects listed; if healing is part of the effect the greater of the 2 numbers takes precedence.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Cooking &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Herbal Tea&lt;br /&gt;
|-&lt;br /&gt;
|Spiced Bread&lt;br /&gt;
|-&lt;br /&gt;
|Salted Pork&lt;br /&gt;
|-&lt;br /&gt;
|Weak Firewater&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Chicken Soup&lt;br /&gt;
|-&lt;br /&gt;
|Hard Tack&lt;br /&gt;
|-&lt;br /&gt;
|Mild Chili&lt;br /&gt;
|-&lt;br /&gt;
|Mash Whiskey&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Pepper Jerky&lt;br /&gt;
|-&lt;br /&gt;
|Cornbread&lt;br /&gt;
|-&lt;br /&gt;
|Strong Firewater&lt;br /&gt;
|-&lt;br /&gt;
|Peach Pie&lt;br /&gt;
|-&lt;br /&gt;
|Barley Stew&lt;br /&gt;
|-&lt;br /&gt;
|Strong Ale&lt;br /&gt;
|-&lt;br /&gt;
|Tart Wafer&lt;br /&gt;
|-&lt;br /&gt;
|Black Coffee&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Toxic Firewater&lt;br /&gt;
|-&lt;br /&gt;
|Hot Onion Soup&lt;br /&gt;
|-&lt;br /&gt;
|Gumbo&lt;br /&gt;
|-&lt;br /&gt;
|Butter Tea&lt;br /&gt;
|-&lt;br /&gt;
|Go Juice&lt;br /&gt;
|-&lt;br /&gt;
|Enriched Bread&lt;br /&gt;
|-&lt;br /&gt;
|Red Rum&lt;br /&gt;
|-&lt;br /&gt;
|Sweet Roll&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Magisters Feast&lt;br /&gt;
|-&lt;br /&gt;
|Brawlers Feast&lt;br /&gt;
|-&lt;br /&gt;
|Innkeepers Feast&lt;br /&gt;
|-&lt;br /&gt;
|Nexus Melting Pot Feast&lt;br /&gt;
|-&lt;br /&gt;
|Feast of the Red Bull Ghost Monster&lt;br /&gt;
|-&lt;br /&gt;
|Adventurers Feast&lt;br /&gt;
|-&lt;br /&gt;
|Queens Feast&lt;br /&gt;
|-&lt;br /&gt;
|Kings Feast&lt;br /&gt;
|-&lt;br /&gt;
|Emperors Feast&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 1 Recipes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HERBAL TEA&#039;&#039;&#039; Cost: 1 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
When this item is consumed before going to sleep it will grant a peaceful night’s rest. During this rest Derangements are suppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPICED BREAD&#039;&#039;&#039; Cost: 4 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will grant the character +3 Base Body Points, these points can be healed and will last for 1 hour or module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SALTED PORK&#039;&#039;&#039; Cost: 3 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will restore up to 10 Body Points, any points that go above the characters’ maximum will become Temporary Body Points. These points can stack with Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAK FIREWATER&#039;&#039;&#039; Cost: 2 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will increase the character&#039;s Spell Pool by 10 points, so long as they have a Spell Pool. This will last for one hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 2 Recipes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHICKEN SOUP&#039;&#039;&#039; Cost: 2 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will remove all Diseases that currently infect the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HARDTACK&#039;&#039;&#039; Cost: 1 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item can be consumed the same day that it is baked, but has no benefit; however, after the first day they become thrown weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MILD CHILI&#039;&#039;&#039; Cost: 3 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will cause the characters’ breath to become fairly hot. They will be able to throw three packets as &amp;quot;Natural 10 Fire&amp;quot; during the next hour; any unused charges will be lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASH WHISKEY&#039;&#039;&#039; Cost: 2 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will cause the player to be slightly intoxicated, but will also cause their Bleed Out count to be increased to 3 minutes, this effect will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 3 Recipes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PEPPER JERKY&#039;&#039;&#039; Cost: 1 Common Foodstuff, 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will allow the character to Resist Disease once during the next hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORNBREAD&#039;&#039;&#039; Cost: 4 Common Foodstuff, 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will restore up to 15 Body Points, any points that go above the characters’ maximum will become Temporary Body Points. These points can stack with Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRONG FIREWATER&#039;&#039;&#039; Cost: 5 Common Foodstuff, 2 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will increase the character&#039;s Spell Pool by 15 points, so long as they have a Spell Pool. This will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PEACH PIE&#039;&#039;&#039; Cost: 3 Common Foodstuff, 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will grant the character +5 Base Body Points, these points can be healed and will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BARLEY STEW&#039;&#039;&#039; Cost: 4 Common Foodstuff, 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will cause them to rapidly heal causing them to Regenerate damaged limbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRONG ALE&#039;&#039;&#039; Cost: 4 Common Foodstuff, 2 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item only takes a 10 count to consume and will bolster the characters’ resolve; they will become Immune to Fear effects from the next target that generates such effects. This effect will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TART WAFER&#039;&#039;&#039; Cost: 1 Common Foodstuff; 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will remove all Toxins and Metabolic effects from the character, but will not undo any damage they might have already done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLACK COFFEE&#039;&#039;&#039; Cost: 2 Common Foodstuff, 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will grant the character three non-selective Resist Sleep; this will be the next three attacks with such effect the player cannot choose which attacks to stop. These will last for 1 hour or Module, or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 4 Recipes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOXIC FIREWATER&#039;&#039;&#039; Cost: 4 Common, 2 Uncommon, 1 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will increase the character&#039;s Spell Pool by 20 points, so long as they have a Spell Pool. This will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOT ONION SOUP&#039;&#039;&#039; Cost: 4 Common, 2 Uncommon, 1 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will allow the character the use of two Masteries, which they have training in and cost 5SP or less, without expending their purchased skill. They must be used in the next hour or Module, or they are lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GUMBO&#039;&#039;&#039; Cost: 2 Common, 1 Uncommon, 1 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will grant the character +8 Base Body Points, these points can be healed and will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUTTER TEA&#039;&#039;&#039; Cost: 2 Common, 2 Uncommon, 1 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will cure the target of all negative effects on their person, no matter the source, so long as the duration is not Instant or Permanent. Additionally, while this will not remove a Derangement, it will suppress it for 4 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GO JUICE&#039;&#039;&#039; Cost: 10 Common, 6 Uncommon, 3 Rare&lt;br /&gt;
&lt;br /&gt;
This item takes a 10 count to consume and will grant the character 5 Energy that must be expended during the next 5 minutes or Encounter, or be lost. These can exceed the character&#039;s current max energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENRICHED BREAD&#039;&#039;&#039; Cost: 4 Common, 2 Uncommon&lt;br /&gt;
&lt;br /&gt;
This item takes 1 minute to consume and will restore the character to full Body Points and remove any effects that are lowering their maximum Base Body points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RED RUM&#039;&#039;&#039; Cost: 6 Common, 6 Uncommon, 2 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will make the character Immune to all Fear and Charm/Compulsion effects for 1 hour or Module. This only grants Immunity to effects; they will still take any damage that might be part of those attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SWEET ROLL&#039;&#039;&#039; Cost: 4 Common, 2 Uncommon, 1 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will grant the character +1 Permanent Strength for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 5 recipes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAGISTERS FEAST&#039;&#039;&#039; Creation Time: 25 Minutes Cost: 15 Common, 8 uncommon, 4 Rare, 2 Named Herb &lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits: +3 Base Body Points, +20 Spell Pool, and Improved Concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BRAWLERS FEAST&#039;&#039;&#039; Creation Time: 25 Minutes Cost: 15 Common, 8 uncommon, 4 Rare, 2 Named Herb&lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits: +5 Base Body Points, Recovery 6 and +1 Temporary Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INNKEEPERS FEAST&#039;&#039;&#039; Creation Time: 25min Cost: &#039;&#039;Variable-&#039;&#039; Cost is 3 of each item to be used, plus 1 named. Must be made in a Standard Kitchen&lt;br /&gt;
&lt;br /&gt;
(Ex 3 Barley Stew, 3 Red Rum, Plus the 1 Named.) &lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits:&lt;br /&gt;
&lt;br /&gt;
Combine the bonuses of several lesser cooking items, improving the length and impact. Replicate any &#039;&#039;&#039;2&#039;&#039;&#039; lesser (Rank 1-4) Cooking buffs, chosen and locked at creation.&lt;br /&gt;
&lt;br /&gt;
One Innkeepers Feast can be up at a time, but you still have another food slot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEXUS MELTING POT FEAST&#039;&#039;&#039; Creation Time: 25 Minutes Materials: 15 Common, 8 uncommon, 4 Rare, 2 Named Food&lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits:&lt;br /&gt;
&lt;br /&gt;
Any user may replicate any single lesser (non adv) food effect. Each user makes their own choice. &#039;&#039;(Cannot be used to replicate Go-Juice)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEAST OF THE RED BULL GHOST MONSTER&#039;&#039;&#039; Creation Time: 30 Minutes Materials: 30 Common, 10 uncommon, 6 Rare, 3 Named Food&lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits:&lt;br /&gt;
&lt;br /&gt;
Gives everyone a single use of Quickness for the module/1hr. If not used, it is lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVENTURERS FEAST&#039;&#039;&#039; Creation Time: 25 Minutes Materials: 15 Common, 8 uncommon, 4 Rare, 2 Named Food&lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits:&lt;br /&gt;
&lt;br /&gt;
Treated as having one use of Survival, One Free “Shielding”, Endurance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QUEENS FEAST-&#039;&#039;&#039; Creation Time: 30 Minutes Materials: 30 Common, 10 uncommon, 6 Rare, 3 Named Food&lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits:&lt;br /&gt;
&lt;br /&gt;
This item when consumed will allow the characters the use of two Masteries/Advanced Skills, which they have training in and cost 5SP or less each, without expending their purchased skill. These must be used in the next hour or Module, or they are lost.&lt;br /&gt;
&lt;br /&gt;
This item when consumed will make the character Immune to all Fear and Charm/Compulsion effects for the duration. &lt;br /&gt;
&lt;br /&gt;
Bestows the effect of “Warcry” once consumed, used on the character&#039;s next Energy/Mana expenditure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KINGS FEAST&#039;&#039;&#039; Creation Time: 30 Minutes Materials: 30 Common, 15 uncommon, 8 Rare, 4 Named Food&lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits:&lt;br /&gt;
&lt;br /&gt;
Everyone gets +15 healable Body&lt;br /&gt;
&lt;br /&gt;
Choose any ONE of the following (each user chooses, not the creator)&lt;br /&gt;
&lt;br /&gt;
A) 3x +5 Blade Effects&lt;br /&gt;
&lt;br /&gt;
B) Mobility for the duration&lt;br /&gt;
&lt;br /&gt;
C) +25 Spell pool, +5 Cap&lt;br /&gt;
&lt;br /&gt;
D) 2x uses of Natural “Purify” &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emperor&#039;s Feast-&#039;&#039;&#039; Creation Time: 40 Minutes Materials: 4x food items to be used, 3 Named Food. Cost is 4 of &#039;&#039;each&#039;&#039; item to be used, plus 3 named food. Must be made in a Major Kitchen&lt;br /&gt;
&lt;br /&gt;
(Ex 4 Barley Stew, 4 Red Rum, 4 Sweet Roll, and 4 Pepper Jerky, Plus the 3 Named.) &lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits:&lt;br /&gt;
&lt;br /&gt;
Replicate any 4 lesser Cooking buffs, chosen and locked at creation. Combined bonuses of several lesser cooking items, improving the length and impact. Replicate any &#039;&#039;&#039;4&#039;&#039;&#039; lesser (Rank 1-4) Cooking buffs, chosen and locked at creation.&lt;/div&gt;</summary>
		<author><name>Peter</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2236</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2236"/>
		<updated>2025-12-21T03:53:44Z</updated>

		<summary type="html">&lt;p&gt;Peter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They&#039;re the deeper mysteries of adventurers; some are very potent and consequently less common than Skills. Powers do not cost Skill Points; characters are awarded Powers as they move up in level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Class Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidexterity&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Amp&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|Amplify Barrier&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal Speech&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Study&lt;br /&gt;
|[[Powers#Spell Devotion|Spell Devotion]]&lt;br /&gt;
|&#039;&#039;[[Spellblade]], [[Caller]], [[Paladin]], [[Mage]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Efficiency&lt;br /&gt;
|[[Powers#Armor Proficiency|Armor Proficiency]]&lt;br /&gt;
|&#039;&#039;All&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Proficiency&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Mastery&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blindsense&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Grappler*&lt;br /&gt;
|[[Half-Troll]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Marksman*&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born to Serve*&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Trader&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|[[Powers#Specialization|Specialization]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|[[Powers#Strong Arm|Strong Arm]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Beast*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Wild*&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Called Shot&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Clean Getaway&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Archery&lt;br /&gt;
|[[Ranger#Precision|Precision]] &#039;&#039;+4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medic&lt;br /&gt;
|[[Skills|Diagnose]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Companion&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conduit*&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corner of your Eye&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create [[Wondrous Item]]&lt;br /&gt;
|Knowledge (Magic) 3 and Character level 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Critical Strike&lt;br /&gt;
|&#039;&#039;Blitz or Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Decompose&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defender&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defense is Good Offense&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deep Pockets&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Desperate Rush&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Devotion&lt;br /&gt;
|Must be part of an  [[Attunements|Attunement]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Element Exclusion&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;, &#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Modality&lt;br /&gt;
|Elemental Duplication, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Accuracy*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Martial Training&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting &lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Reclamation*&lt;br /&gt;
|Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Elemental&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Spirit&lt;br /&gt;
|&#039;&#039;[[Paladin]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Endless Fury*&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Energy&#039;&#039; Resistance*&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entmoot&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended Martial Training&lt;br /&gt;
|[[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eye for Quality&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Family Weapon&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast Learner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favored Enemy&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  &#039;&#039;Area&#039;&#039; Rank 3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fearless Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fey Blooded&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Powers#Fey Lineage|Fey Lineage]]&lt;br /&gt;
|[[Gnome]], Satyr, Sidhe, Sluagh, or Fae-Troll&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fight to the Death&lt;br /&gt;
|Adrenaline Rush   &#039;&#039;x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flap Your Wings&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flit and Flutter&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Florentine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Follower&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|-&lt;br /&gt;
|Gnomish Talent&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harden Skin&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Concentration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Familiar&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Phylactery&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Species, Resist Magic&lt;br /&gt;
|[[Deep Elf]], [[Deep Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Light&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lancet&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lead Rain&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lengthen Claws&lt;br /&gt;
|Short Claws&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Reflexes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Limb Breaker&lt;br /&gt;
|[[Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|Limber Form&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Living Armor&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lock Expert&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Longshot&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Staff&lt;br /&gt;
|[[Powers#One-Hand Block|One-Hand Block]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magical Training&lt;br /&gt;
|Non-Magic Class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|[[Powers#Florentine|Florentine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Make it Work*&lt;br /&gt;
|[[Powers#Gnomish Talent|Gnomish Talent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Martial Style&lt;br /&gt;
|[[Monk]]&#039;&#039;,&#039;&#039; 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Craftsman&lt;br /&gt;
|An &#039;&#039;Advanced [[Production]]&#039;&#039; Skill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master of the Wilds&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Smithing&lt;br /&gt;
|[[Dwarf]] &amp;amp; &#039;&#039;Advanced [[Smithing]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Strike&lt;br /&gt;
|&#039;&#039;Brawl&#039;&#039;, [[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Might of the Tiger&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mighty Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Memory&lt;br /&gt;
|Artisan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Hunter&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Noxious Spores &lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oathbound&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One with the Land&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|Only when called&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming Power&lt;br /&gt;
|[[Warrior]] &#039;&#039;Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pack Mentality*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Photosynthesis&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Point Blank&lt;br /&gt;
|[[Powers#Combat Archery|Combat Archery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potent Blood&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pounce*&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Power Chord&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Preparation&lt;br /&gt;
|[[Powers#Ambush|Ambush]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Royal Candidate&lt;br /&gt;
|[[Deep Elf]], 10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recover&lt;br /&gt;
|10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refracted Light&lt;br /&gt;
|Shared Light, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Researcher&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Area)&#039;&#039; Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resilient*&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Retain Magic&lt;br /&gt;
|30 [[Mage#Mana|Mana]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Right Between the Eyes&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Chorus&lt;br /&gt;
|Paladin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll with It&lt;br /&gt;
|[[Powers#Acrobatics|Acrobatics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scent&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Self-Stabilize&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Strike&lt;br /&gt;
|&#039;&#039;Conceal, Move Silent&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Large&lt;br /&gt;
|[[Powers#Shield Proficiency, Medium|Shield Proficiency, Medium]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Medium&lt;br /&gt;
|[[Powers#Shield Proficiency, Small|Shield Proficiency, Small]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Small&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shred*&lt;br /&gt;
|[[Felis]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shrug it Off&lt;br /&gt;
|&#039;&#039;Survival x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Minded Fury&lt;br /&gt;
|[[Powers#Ambidexterity|Ambidexterity]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Shot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sir Sneaks-a-lot&lt;br /&gt;
|Sneaky Sneaky, Rogue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sling Arrow&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Specialization&lt;br /&gt;
|[[Champion]], [[Trooper]] or [[Warrior]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Devotion&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus I&lt;br /&gt;
|&#039;&#039;Spell Pool 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus II&lt;br /&gt;
|&#039;&#039;Spell Pool 3 and Spell Focus I&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sprouts&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart Guard&lt;br /&gt;
|[[Powers#Born To Serve|Born To Serve]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Strong Arm&lt;br /&gt;
|[[Champion]], [[Trooper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Subtlety&lt;br /&gt;
|[[Rogue]]&amp;lt;nowiki/&amp;gt; or [[Ranger]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Thing&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Take it like a Champ&lt;br /&gt;
|Survival x2, Champion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talented Assistant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Taproot&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Adaptation&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Planes)Rank 3&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Trees are Angry&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Wind*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touched by the Shadow*&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Toughen*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trapper&lt;br /&gt;
|&#039;&#039;Hunter’s Call, Snare&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trollsblood&lt;br /&gt;
|[[Half-Troll]], &#039;&#039;Regeneration x 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tumble&lt;br /&gt;
|[[Powers#Athletics|Athletics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tunnel Fighter&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undying Fury&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warning Signs&lt;br /&gt;
|&#039;&#039;Track x 10, [[Knowledge Skills|Knowledge]] (Nature) Rank 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Proficiency&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wild Magic&lt;br /&gt;
|[[Caller]], &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of Nature&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form&lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;*Powers with this notation can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
Powers do not function like skills they are always considered to be in effect. Powers either give characters’ access to a new ability or change the function of a skill they already have. At 1st level, all characters start with 1 power, and they gain an additional power at 4th level and every 4 levels after, i.e., 1st, 4th, 8th, 12th, Etc… In addition to the normal powers, every 10 levels players will gain an extra power that can only be used for a power that is species specific, Humans are the exception to this they can pick any power they have the prerequisites for. If a power has prerequisites, then all must be met before the power can be purchased. All powers can only be purchased one time unless noted otherwise. Unless indicated otherwise powers that have a daily use cannot be used simultaneously.   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Acrobatics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dodge.&#039;&#039; This power allows the character to get the most out of every opportunity. Whenever they use a skill from their Defensive tree they gain a Barrier effect, these points do not stack with themselves and are the first to be lost.&amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ambidexterity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Ambidexterity:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects a character natural skill with both hands, this grants them the following abilities: they can move their Focus and Precision bonus damage to either hand, though this takes a 5 counted action and lasts until the end of combat. Additionally, while wield a weapon in each hand their flurry limit increases by 1, to 4.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amp&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amp:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amplify Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amplify Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Animal Speech&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Animal Speech:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to talk normally while shape changed, as well as will let them communicate with animals of similar breed. This does not allow spell casting or using magic items that require speech to activate.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Arcane Study&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Arcane Study:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Devotion.&#039;&#039; Elves have always been known for their link and skill when it comes to magic, and as such, the power improves upon their magical ability. This power increases the characters Spell Pool by 10 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Efficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Efficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Armor Proficiency.&#039;&#039; This power allows the character to get the most out of the armor they wear. This will increase the armor gained from a phys-rep by 1 tier of armor, Example a suit that qualifies as a Medium Armor would be valued as Heavy Armor while worn. The character is still limited to their maximum armor value. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the maximum amount of armor a character can wear by 1 Tier. Example: A Rogue with this power could wear up to Medium Armor, instead of being limited to Light Armor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aspect Mastery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Aspect Mastery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Athletics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Athletics*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent time working out and training your body to go further than the average person. This Power increases the characters Base Strength by +2 for performing Feats of Strength. The Strength gained from this Power will stack with itself; for example, if a character has taken Athletics 3 times, they will have an additional +6 Strength for performing Feats of Strength.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;   &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsense&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Blindsense:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf.&#039;&#039;  While darkness is a hindrance to the sighted, you have spent years training your other senses to counteract the effects. You take no negative from the Blind effect; additionally, do not suffer penalties on Contested Rolls for darkness or lack of vision.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Grappler&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Grappler*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Lengthen Claws.&#039;&#039; This power allows the character to use their claws to grab their opponents and squeeze them into submission. Twice each reset, the character can use Binding Strike with a 6 counted action, and the resulting effect reduces the target to -1 Body Points. This can only be performed with claws and is considered to be a Base Strength of +4 for the purposes of foes’ ability to Break Free.&amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Marksman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Marksman*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born To Serve&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born To Serve*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to Resist effects that push them or force their movement, examples Repel, Sweep, ect. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Born Trader&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Trader:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; Born into a family of traders, the art was pushed upon you from an early age. This power means the Felis is counted as having one level higher Rank of Merchant than purchased, max 6  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broaden Specialization&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Broaden Specialization:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Specialization.&#039;&#039; This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Bulwark&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Bulwark:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Strong Arm, Champion.&#039;&#039; This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Beast&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Beast*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to unleash their ancestral nature for a brief time. When used, the effect is determined by what type of animal they are; Large powerful animal types gain +4 Base Strength for 10 minutes, Smaller more agile animal types take Reduced: Half damage for the duration. This power can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Wild&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Wild*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Clean Getaway:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; You&#039;re great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Archery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Archery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Precision +4.&#039;&#039; This power allows the character to block with a bow, even with a single hand. Once a bow has been hit with a weapon it must be restrung on a 3 counted action before it can be used to fire arrows again. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Medic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Medic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Diagnose.&#039;&#039; This power allows the character to perform the First Aid skill on two targets as the same time, so long as both are within arm’s reach.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Companion*&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Companion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to have a Tamed pet, so long as the pet is with the character they gain the benefit chosen from the pets list. A character can only have 1 pet at a time and must release their current pet to gain another. For more info on the pets, see [[Novices]].  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conduit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Conduit*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the character to use the Channel Class Feature two additional times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Corner of your Eye:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; This Power allows a Pixie to buy the Hide Skill for 6 SP and allows them to use Conceal once a day (at no energy cost but is only useable on Essence or a Prime plane). For further explanation of these skills, see the [[Rogue]] page.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Wondrous Item&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Create [[Wondrous Item]]:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Character level 4.&#039;&#039; This power allows the character to use a &#039;&#039;Create Wondrous Item&#039;&#039; recipe to craft items that are more interesting and useful than your average equipment but do not reach the level of a ritually empowered magic item.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Critical Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Critical Strike:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Blitz or Overpower.&#039;&#039; When the character uses the Blitz, Slay Strike or Overpower  special attacks, they may add the Critical Modifier to the damage call.  &lt;br /&gt;
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&#039;&#039;&#039;Decompose:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039;  As fungus is usually formed through a form of decomposition Myconids have similar abilities. This allows them to quickly decompose a body to heal themselves. This requires you to be in contact with a corpse that can naturally decay. If you remain in contact with the body for a minute you regain up to 4 body points, up to their Maximum, though in some cases larger creatures may temporarily increase the Max body for 1 hour. (this is up to plot discretion) or regenerate one body part. this process completely destroys the body.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deep Pockets&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Deep Pockets:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to more carefully stack and stow crafted goods allowing them to carry double the number of Ghost Tags as normally allowed, including doubling the value gained from items like Bags of Holding. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Defender&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Defender:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the character to use the Defend skill 1 additional times each Encounter. Additionally, it allows the character to use Weapon Ward to protect others so long as they are within weapons reach. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Defense is Good Offense:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the &#039;&#039;&#039;Blitz&#039;&#039;&#039; + &#039;&#039;&#039;Critical Strike&#039;&#039;&#039; skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
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&#039;&#039;&#039;Desperate Rush:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be a member of an Order or Attunement.&#039;&#039; This power reflects the character’s faith or investment into an Order or Attunement and grants them 6 Favor with the selected group. Once chosen the power can NEVER be removed by effects like Obliterate Mind. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Element Exclusion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Element Exclusion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Mage, Spellblade.&#039;&#039; This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Elemental Modality:&#039;&#039;&#039; &#039;&#039;Prerequisite: Elemental Duplication, Mage.&#039;&#039; once per encounter you can throw a spell or a spell pool attack with the Elemental vector.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Accuracy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Accuracy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High Elf.&#039;&#039; This power hones the elf’s senses. When a skill or spell that has a Mana or Energy cost misses its target or is defended against, such as with Parry, Dodge, etc., the High Elf may call “Elven Accuracy” and repeat the attack immediately at no additional cost. This power can be used twice each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; This power gives the character Weapon Proficiency: Long Bow&amp;amp; Long Sword.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Enhanced Shifting:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&#039;&#039;&#039;Enhanced Reclamation*:&#039;&#039;&#039; &#039;&#039;Prerequisite: Mage.&#039;&#039; This power allows a mage to use their Reclamation ability two more times per reset.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Element&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Element:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Spirit:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Paladin, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Endless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Endless Fury*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Energy Resistance&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Energy Resistance*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 8thCharacter Level.&#039;&#039; By now the character has been exposed to the elementals both natural and planar in origin and has developed a minor resistance to them. The character negates the first 5 points of any non-weapon delivered attack with their chosen flavor. The player must choose one of the following: Fire, Water, Wind, or Stone as the flavor that is affected. While this can be taken multiple time the effects to not stack, so a different flavor must be picked each time  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entmoot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Entmoot&#039;&#039;:&#039;&#039;&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; To use the power there must be at least 3 Ents with this power involved. Using this power takes 15 minutes of concentration and the Ents must be in a circle gently swaying. The Ents use this time to discuss and pool their knowledge; at the end of this they may ask a question of the world. This communion draws information from the world itself and because of this it may take some amount of time to receive the answer. Plot should be informed this power is going to be used and what the question or topic is as soon as possible so that the answer can be provided.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extended Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Extended Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk.&#039;&#039; This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Eye for Quality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Eye for Quality:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Owned Nodes, the character receives 20% more harvesting points. Additionally, when harvesting from a wild node you may re-roll one of the sticks you pull from the bag (set the stick you pulled aside, pull a new one then put the original stick back in the bag). You must give up the old result keep the new result.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Family Weapon&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Family Weapon:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power grants the character a masterfully crafted weapon that has been passed down through the ages. When the weapon is passed, their oath protects it. The weapon is chosen when this power is taken and will be tagged as such. The weapon is Immune to effects that would apply the Broken status to the item. Furthermore, when the character is wielding the weapon that weapon cannot be Disarmed. While the weapon will never expire, any effects added to it will carry their own expirations. The weapon must be an Axe, Hammer or Spear.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Learner&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fast Learner:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; While you might not always be a master at all things you have a knack for learning just about anything. In addition to your Basic Class skills you can also learn Basic Everyman skills without need of an instructor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Favored Enemy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Favored Enemy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Area) Rank 3.&#039;&#039; This power increases the characters’ damage when fighting a chosen type of creature. When fighting creatures of the chosen type the character gains the Bane effect, giving them +5 Temporary Weapon Damage against those targets. Or this power can affect Spell Pool. This will increase the damage of each Spell Pool attack by 5 points; however, this will only apply to castings of 10 points or more Spell Pool. When the character using this power announces it, they will be made aware of which creatures the bane effect should work on, and it is up to the player to keep track of which creatures they get the added damage on. This can be purchased multiple times for different categories each time. When this power is purchased one of the following types is chosen:    &lt;br /&gt;
&lt;br /&gt;
Nature: Animal or Plants  &lt;br /&gt;
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Cycle: Undead or Abominations    &lt;br /&gt;
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Magic: Shapechangers, Dragons, or Golems    &lt;br /&gt;
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Planes: Outsiders or Elementals  &lt;br /&gt;
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Species: Must have Rank 3 Knowledge of the Species targeted.  &lt;br /&gt;
&lt;br /&gt;
Paladin Only for purposes of defining their Bane-able foes: Type of Evil do-er: Slavers, Murderers, Wanted Criminals (The authority in question must be recognized, this is not an excuse to Bane someone because your buddy says they&#039;re Wanted for Wheezing the Juice or some other made up crime. The Authority behind declaring someone a &#039;Wanted Criminal&#039; must be as least somewhat widely recognized, please remember Rule #1)  [Please keep in mind we&#039;re still working through this and it will likely continue to be tweaked]  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fearless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Fey Blooded&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Blooded:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Any Fey Species.&#039;&#039; You are more than just a child of the fey, the home world still courses in your veins. This power allows the character to cancel all magical effects currently on their person and for 1 minute they will be Immune to all magical effects (positive and negative) that affect them. While this power is active the character becomes Vulnerable: Iron. This can be used once each reset.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fey Lineage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Lineage:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnome.&#039;&#039; You are among the Gnomes whose link to the Fey is still strong. As such the character can tap into that power. The character can sometimes see bits of the Fey world through this world. This allows them to be able to see weak points in the barrier between the 2 worlds, as well as identify fey portals. Additionally, the character can spend a few moments studying a target and discern if they are Fey. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fight to the Death&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fight to the Death:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Adrenaline Rush x2.&#039;&#039; This power allows the character to fight off dying. When reduced to -1 Body Points the character may choose to be instantly healed for 16 Body Points. For the hour following the use of this power the characters bleed out count is reduced from 120 seconds to 60 seconds. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Flap your wings:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; The magic inherent into your wings may be expelled to allow you to affect a wide area with your sparkly particles. This allows the use of &amp;quot;Glitterdust&amp;quot; per the Nature spell twice per reset.&lt;br /&gt;
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&#039;&#039;&#039;Flit and Flutter:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039;  Being the smallest of the Fae races has allowed Pixies to have an inherent sense of self preservation. A Pixie with this power has two uses of Flee per reset. This Power may be purchased multiple times. This may not be used to flee into combat.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Florentine&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Florentine:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows a character to wield any 1-handed weapon in their main hand and up to a medium weapon in their off hand, with which they are skilled.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Follower&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Follower:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be at least 8th character level.&#039;&#039; A local from the area has shown some real talent, and you have taken them under your wing. Your character gains a follower with the following skills: 4 Ranks of Craftsman, Knowledge (Geography)Rank 2, Knowledge (History) Rank 1; the Talented Assistant Power, and the Local Power. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gnomish Talent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Gnomish Talent:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; This power allows the character to be able to attempt to Disable Device even if they do not have ranks and will always have a minimum of +2 Bonus. If they have at least 5 ranks of the Disable Device skill, they are always treated as having 5 more ranks for the purpose of Contested Rolls.  &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harden Skin&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Harden Skin:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power gives the character 10 points of natural armor, these points stack with other forms of armor and will allow the character to exceed their class maximum armor value by the 10 points gained. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Concentration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Concentration:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power improves the characters’ ability to stay focused on a task even with outside disturbance. This makes the character Immune to Cheap Shot, and while using a skill or ability that requires Concentration to maintain, taking damage will not interrupt them. This will allow a character refitting their Dexterity or Natural armor to maintain their concentration instead of being interrupted by incoming damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Familiar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Familiar:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Familiar.&#039;&#039; This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar. Flavor must be chosen at check in and noted on Player Character card.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Fire- Increases the character&#039;s Spell Pool by 5 Points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Water- Increases the character’s Spell Cap by 5 points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Wind- Grants the character the Evade skill once each reset.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Stone- Increase the character base Body Points by 5. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Phylactery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Phylactery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Phylactery.&#039;&#039; This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.  Glyph must be chosen at check in and noted on Player Character card.    &lt;br /&gt;
&amp;lt;p&amp;gt;Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Racial, Resist Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Species, Resist Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; This power allows the Resist Magic species abilities that are earned from levels, not purchased with Skill Points, to also be used to resist attacks with the Arcane Delivery Type.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inner Light&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Inner Light:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Will&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Iron Will*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This power allows the character to shrug off a mental attack. This can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kintsugi Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Kintsugi Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lancet&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lancet:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Lead Rain:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled. This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;. Lead Rain is usable once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lengthen Claws&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lengthen Claws:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Short Claws.&#039;&#039; This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lightning Reflexes:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; With this power the character has an amazing reaction time, to the point of seeming to have a precognitive awareness about their surroundings. Whenever they are caught in the area of a trap or limited AOE, if they are within 1 step of the radius they can step out of the area and avoid the attack.&lt;br /&gt;
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&#039;&#039;&#039;Limb Breaker:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;  This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Limber Form&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Limber Form:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’ Shen.&#039;&#039; This power allows the character to twist and contort their form granting them a few advantages. First, with a 60 counted action the character can break free of Pin, Bind, and Web effects in addition to non-magical bindings, Secondly, the character can squeeze through narrow openings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Living Armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Living Armor:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power allows the character to use their Spell Pool (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor. This is useable on Dexterity Armor.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Longshot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther. Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price. 20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart. (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lock Expert:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Main Gauche&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Main Gauche&#039;:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Florentine.&#039;&#039; This power gives a character, while fighting with two weapons, an off handed strike whenever they use a skill from a Defensive Technique. When they use one of these skills, they gain a +5 Temporary Weapon Damage as a Blade effect on their next off hand attack to be used in the same encounter. This ability can only be used while fighting with two weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magic Staff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Magic Staff:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One-Hand Block.&#039;&#039; This power allows the character to use a Staff as a wand rep, instead of a Short Blunt. So a character using this power can have his Wand tag used with a Staff physical representation (phys-rep). This power may also be used to control some powerful magical objects, dependent on the marshal on the field and subject to change. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Magical Training:&amp;lt;/b&amp;gt;  &#039;&#039;Prerequisite: A class that does not have access to magic.&#039;&#039; This power allows the character to be trained in the very basics of magic. When taken the player must choose a School of magic Elemental, Spirit, or Nature; Paladin and Spellblade spells are not in &#039;schools&#039; and thus cannot be chosen. Void is also not a valid choice at this time. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.&amp;lt;/p&amp;gt;   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Craftsman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Craftsman:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: An Advanced Production Skill.&#039;&#039; This power allows the character to produce two identical items at the same time, when creating goods in-game. You must still pay the Component price for both items.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Make It Work&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Make It Work*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnomish Talent.&#039;&#039; All Gnomes were born with the mindset that everything can function with a little kick. With this power once each reset the character can use any Engineering item even if they don&#039;t have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Martial Style&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Martial Style:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk, 4th Character Level.&#039;&#039; With extensive training the character has mastered a favored style in which they fight. By specializing on this style, they are granted a static bonus.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mantis Style- Grants 1 Additional swing to their Flurry limit.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Crane Style- Grants 10 points of Dexterity Armor.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master of the Wilds&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master of the Wilds:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to now affect 2 additional targets when they cast Aspects.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Smithing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Smithing:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf and Advanced Smithing.&#039;&#039; This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. (This free temper does not add to the market standards value of the item for the purposes of selling via Merchant)  Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mentor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mentor:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 1st Character Level, can only be taken at character creation.&#039;&#039; While you have a standard education like many adventurers there was someone along the way who took a shining to you. It could have been a relative, a teacher, a blacksmith, or even a local knight; no matter who it is, they have some kind of specialized training. You may begin play with one Advanced skill, and once each event, you can seek out your mentor to help you along in your career and they can perform one of the following tasks: Give you a single instruction session in one skill, Research a single question for you, or craft 4 basic items for you. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Merciful Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Merciful Strike:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Brawl, Monk.&#039;&#039; This power allows the character to add the “Padded” flavor to their melee weapon attacks.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mighty Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mighty Fury:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active they additionally gain 4 Blade Effects that are +5 Temporary Weapon Damage and Critical.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Might of the Tiger&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Might of the Tiger:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Much as when the Tiger carried the Sage until he died, you are a symbol of his feat. When moving a downed/Helpless ally you are considered to have +2 Base Strength. This strength can also be called to overcome challenges (physical) that endanger the Deep Elf in addition to his allies. You are recognized as a champion of your people. Reactions from Deep Elf NPCs will be affected as such. This means your actions will be more noticed, both good and bad.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Hunter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Natural Hunter:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; This power improves the character’s scent and vision to an extreme level, allowing them a few advantages; first the character can spend a 10 counted action sniffing an item and can determine if the item contains any toxins, second, they receive a +1 Bonus on tracking Contested Rolls, and lastly at night or in dark lighting conditions the player will always get a species description of a target when they ask the question “What do I see”. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Noxious Spores:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Some Myconids have developed a better defense against those who startle them. Once per reset you may upgrade your Blinding Spores to Poison Nausea Aura.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Oathbound&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Oathbound:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to Command effects. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;One with the Land&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;One with the Land*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power allows the character to generate any effect from the Knowledge Nature chart in Appendix 2, twice each reset. They do not need the Knowledge Nature skill to use the power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Only when called:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Overwhelming Power&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Overwhelming Power:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Warrior and Overpower.&#039;&#039; This power grants the character an additional +1 Base Strength when wielding a Great Weapon. Additionally, their Blitz skill grants the Massive Modifier when used. This is not limited only to Great Weapons; however, a Great Weapon must still be in hand to gain this effect on Blitz.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pack Mentality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Pack Mentality*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power awakens in the character their nature to hunt with a pack. Once each reset the character can use a Natural version of the Wolf Pack spell, allowing the character and up to 10 allies to Flee. This is announced as &amp;quot;Natural Wolf Pack!&amp;quot; and follows the normal rules for the Wolf Pack spell.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Photosynthesis&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Photosynthesis:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a &#039;tree position&#039; with arms outstretched towards the sky for the duration and maintain concentration. For each minute they will regain up to 4 Body Points, up to their maximum. This power can only be used outdoors, in daylight (clouds will not stop you, but rain will). &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Point Blank&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Point Blank:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Combat Archery.&#039;&#039; This power allows the character to continue to fire a bow while blocking with it, once the bow has been struck 5times, it will become unstrung and needs to be restrung as normal.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Potent Blood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Potent Blood:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pounce&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Pounce:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis.&#039;&#039; This power allows the character to make an attack that duplicates the Knockdown skill. This can be used once each reset, and the call is the same as the skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Chord&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Power Chord:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Preparation&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Preparation:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambush.&#039;&#039; This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Increases the Flurry of pistols by 1.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Royalty Candidate&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Royal Candidate:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf, 10th Character Level.&#039;&#039; You gain a weapon skill of your choice, Knowledge (Nobility) x1, Survival x 1, and Adrenaline Rush x1 at no Skill point cost. You are a strong candidate for Tson’chi royalty. This is something you and your rivals are aware of…. Good luck.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Recover:&#039;&#039;&#039; &#039;&#039;Prerequisites: 10th level character.&#039;&#039; Once per encounter, you may draw back in the spent resources. This can only be done if your skill (spell, technique, etc.) got the &#039;No Effect&#039; response and only once per Encounter. This take Concentration and 2 minutes to complete.  This may only be taken once.&lt;br /&gt;
&#039;&#039;&#039;Refracted Light:&#039;&#039;&#039; &#039;&#039;Prerequisites: Shared Light, Mage.&#039;&#039; You gain 2 extra targets when using chain spell.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Researcher&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Researcher:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: At least one Knowledge (Area) at Rank 4.&#039;&#039; Bookworm does not quite cover your commitment to knowledge. When doing BGA’s (Between Game Action) you can research 2 questions with a single action. Additionally, characters with an Advanced Production skill may also research up to two Advanced Recipes at the same time, instead of only one, though each takes a BGA action each month.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resilient&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Resilient*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; You have had more near-death experiences than a blind bull fighter; you have been blown up, burned, taken shrapnel, and fate knows what else. Once each reset when an attack would reduce your Body Points to 0 or lower you can call “Resilient” as a defense and be left at 1 Body Point and ignore any other effect the attack may have had. This is a Passive skill and can be used once each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Right Between the Eyes:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense. This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&lt;br /&gt;
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&amp;lt;p&amp;gt; &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Retain Magic&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Retain Magic:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 30 Mana.&#039;&#039; This power allows the caster to better control the magic around them. This skill can be used to &#039;keep&#039; spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Righteous Chorus:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet. It can deliver Life, and if this is not also Desperate Rushed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target. Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five. Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Roll With It&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Roll With It:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Acrobatics.&#039;&#039; This power changes the effect of the Roll skill to now reduce the damage of an attack to 1 point instead of half damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Scent&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Scent:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to follow targets with their nose. They gain +2 Bonus to Track Contested Rolls. In addition, they can determine species of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Self-Stabilize&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Self-Stabilize:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to use their Regeneration skill while they are Dying to set their current Body Points to 0, thus Stabilizing them, after 5 minutes they will wake up with 1 Body Point as normal.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shadow Strike&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shadow Strike:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Conceal, Move Silent.&#039;&#039; This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Small&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Small:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This power allows a character to use a Small Shield.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Medium&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Medium:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Small Shield.&#039;&#039; This power allows a character to use a Medium Shield. This cannot be taken if you have the Power: Shield proficiency, Small. You must have gained the small shield proficiency from your class or other source that isn&#039;t a Power to be able to take this. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Shield Proficiency, Large&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Large:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Medium Shield.&#039;&#039; This power allows a character to use a Large Shield. This cannot be taken if you have the Power: Shield proficiency, Medium. You must have gained the medium shield proficiency from your class or other source that isn&#039;t a Power to be able to take this.   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shred&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shred*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis and Lengthen Claws.&#039;&#039; This power allows the character to rip apart a target&#039;s armor. Twice each reset the character can make an attack with their Claws called as “Destroy Armor Strike” this attack is one swing hit or miss. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shrug It Off&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shrug It Off:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Survival x 2.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used  twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Shot:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; You can safely employ very simple firearms, granting you Weapon Proficiency in single shot pistols.  Single Shot here refers to any pistol that must be reloaded after every shot - CarnyRex&#039;s excellent [https://www.etsy.com/listing/889692677/flintlock-foam-blaster-v1-3-files-only?click_key=959b34b5379a927227bcc62e3ad6d58e6b59621f%3A889692677&amp;amp;click_sum=3e42091c&amp;amp;ref=shop_home_active_2&amp;amp;crt=1 flintlock], or Nerf&#039;s surprisingly powerful [https://www.amazon.com/Nerf-N-Strike-Elite-Jolt-Blaster/dp/B01HEQHXE8 Jolt], for example.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Minded Fury&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Minded Fury:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambidexterity.&#039;&#039; This power will increase the characters’ Base Weapon Damage by 1 when fighting with 2 weapons of the same length and type; this does not include Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sir Sneaks-a-lot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sneak Sneaky, Rogue.&#039;&#039; This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sling Arrow&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Sling Arrow:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; This power all the character to use a stringed instrument weapon (Lute, Harp, Ect.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialization&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialization:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion, Trooper or Warrior, 4th Character Level.&#039;&#039; This power increases the characters Base Weapon Damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialist:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Advanced Production skill in the specialization being chosen&#039;&#039;. A character can only have one specialization. Once a character is specialized they gain the following bonuses with the related skills. First they receive 10 additional Production Points for the chosen skill at check-in, and then each one has an additional bonus as follows. (Any &amp;quot;free&amp;quot; additions have no effect on the Market Value of an item for the purposes of selling via the Merchant skill)  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Brewmaster&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Brewmaster:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Apothecary&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Apothecary:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Metalsmith&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Metalsmith:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Smithing recipes, those items get one free Temper.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Arcane Sculptor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Arcane Sculptor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Inventor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Inventor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Engineering recipes, those items get one free Master’s Workings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: High-Elf.&#039;&#039; Once each reset the character can cast any spell from the Spirit or Elemental Path of Magic that is 5th level of lower, as “Natural &amp;lt;Effect&amp;gt;”.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 1:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Pool 2.&#039;&#039; This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 2&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 2:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Spell Pool 3 and Spell Focus 1.&#039;&#039; This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprouts:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Fungus never stops growing, a Myconid is similar. You produce a number of herbs equal to 75 Component Points form the [[Harvesting]] page. Eye for Quality does not apply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stalwart Guard&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Stalwart Guard:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Born to Serve.&#039;&#039; This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes Helpless. In this stance the character becomes Immune to Fear and gains Damage Cap 5. This can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Strong Arm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Strong Arm:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion or Trooper.&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the Massive Modifier, treating all such attacks that strike their shield as normal weapon swings. Additionally, while wielding a shield, they can use Deflect and Parry with their shield, as well as on attacks with the Massive Modifier. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Subtlety&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Subtlety:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Rogue or Ranger and 4th Character Level.&#039;&#039; This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swamp Thing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Swamp Thing:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to breath underwater as well as in the air. In addition, the character gains the power Terrain Adaptation: Water.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take it like a Champ:&#039;&#039;&#039; &#039;&#039;Prerequisite: Survival x2, Champion.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Talented Assistant&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Talented Assistant:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent years working odd jobs in and around craftsmen and while you might have never taken the time to learn the trades, you have a skill at helping others get work done. You can aid a player who is crafting in a workshop and cut down their creation time by 1 minute per rank of the item being crafted.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Taproot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Taproot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; Ents can remove negative effects on themselves by rooting into the ground. Rooting down takes 1 minute of concentration and standing in a ‘tree position’, arms raised toward the sky. Once rooted negative effects are considered to be removed per the Dispel effect. There are some effects this power may not work on. This power can be used so long as the character can freely move and is conscious.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Adaptation&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Terrain Adaptation:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Planes) Rank 3.&#039;&#039; This power allows a character to become attuned with a certain Terrain Type that is associated with one of the Inner Elements (Fire, Stone, Water, or Wind). This allows the character to ignore many of the normal penalties that the Terrain would inflict on them.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;The Trees Are Angry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;The Trees Are Angry:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; If a target desecrates a tree in the presence of the Ent, the Ent may choose to take a Berserk effect against the person doing the damage to the forest and gain +4 Temporary Strength or +50 Spell Pool 1n their attacks against that person for 5 minutes or one Encounter.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touch of the Wind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touch of the Wind*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; High elves have always been known for their exceptional grace. Mix that with dwelling in the peaks of mountains that are said to be touched by the planar power of Wind itself, and you unlock a powerful gift. This power allows a character to automatically succeed on a physical challenge; this can be used once each reset. Additionally, when falling, the character is granted an effect similar to a Featherfall with the exception that they suffer half their max Body Points in damage but are never reduced below 1.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touched by the Shadow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touched By The Shadow&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;b&amp;gt;*:&amp;lt;/b&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Being so adapted to the shadows, you have learned how to use them to your advantage. This power allows the character to wrap themselves in shadows, and by spending 1 minute concentrating the character will be Dispelled of all negative effects upon their character. This can be used three times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Toughen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Toughen*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&#039;&#039;&#039;T&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;rapper:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Hunter’s Call and Snare.&#039;&#039; This Power improves the Hunter’s Call and Snare skills. For Snare, the Phys-Rep color will be changed to red; the trap becomes undetectable by most means and will change the effect to Natural Web. For Hunter’s Call, the uses of the skill can be used at NPC Camp to gather Foodstuffs (up to 10 Common Foodstuffs, or 2 Uncommon Foodstuffs).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trollsblood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Trollsblood:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Regeneration x 5.&#039;&#039; This power allows the character to return from the grip of death. At any time during the character’s normal 4-minuteDeath Count, they can make a 3 counted action to Revive (the call is “Revive 3, Revive 2, Revive 1”). This power can be used by expending 3 Regenerations. Being burned or receiving a killing blow with the Fire flavor will prevent the character from using this power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tumble&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tumble:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Athletics.&#039;&#039; This power reflects the character’s advanced training in how to take a fall. The character takes half damage from falls less than 100 feet, and they can jump an additional 10 feet during Feats of Strength. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Tunnel Fighter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tunnel Fighter:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf or Deep Dwarf.&#039;&#039; While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Undying Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character Helpless they can Resist that attack. This can be used once during each use of Primal Fury.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power gives the character proficiency and the ability to use a single weapon of their choice, which their class does not already grant them. (Weapon Proficiency does not provide for guns.)   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Wild Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wild Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: (Caller Only).&#039;&#039; This power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Wrath of Nature&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 Base Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana  &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;HEROIC POWERS&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
=== Beginning at 20th level character can now choose from the Heroic Powers list. While they will continue to grow in levels the character can still choose powers for the core book as well as from this list. Powers notated with an asterisk (*) can be taken multiple times. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&amp;lt;caption&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt; &amp;lt;th&amp;gt;Prerequisite&amp;lt;/th&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Magical Training&lt;br /&gt;
|Power: Magical Training&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Strike*&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Armored to the teeth&lt;br /&gt;
|Power - &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Backlash&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath&lt;br /&gt;
|Power - &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Body Guard&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|Power - &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Iron&lt;br /&gt;
|Background - &#039;&#039;Nomad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bathe in Poison&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Cat Like Reflexes&lt;br /&gt;
|&#039;&#039;Felis&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cataclysm&lt;br /&gt;
|Mage, Warlock&lt;br /&gt;
|-&lt;br /&gt;
|Chakra Focus&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Combat Challenge&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Combo Move&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Dedication&lt;br /&gt;
|Scholar&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity Armor*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Skin*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Dual Spirit&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting, Greater&lt;br /&gt;
|Caller, Enhanced Shifting&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Totems&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Emulation&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Kintsugi Barrier&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|-&lt;br /&gt;
|Escape Plan&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Exotic Ammo*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Feedback Loop &lt;br /&gt;
|Spell Pool 4&lt;br /&gt;
|-&lt;br /&gt;
|Focus Zen*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Full-Blooded&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|-&lt;br /&gt;
|Greater Specialization&lt;br /&gt;
|Specialization&lt;br /&gt;
|-&lt;br /&gt;
|Hardened Training &lt;br /&gt;
|Soldier Background &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Heroic Toughness* &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Nova*&lt;br /&gt;
|Path of Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Hype Man&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;m on a Boat&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|Improved Parry&lt;br /&gt;
|Parry, KA Warfare Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|Jam Device*&lt;br /&gt;
|Power - Gnomish Talent&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|5 different read and write skills&lt;br /&gt;
|-&lt;br /&gt;
|Mana Tap&lt;br /&gt;
|Elemental School of Magic&lt;br /&gt;
|-&lt;br /&gt;
|Mark up&lt;br /&gt;
|Merchant rank 10&lt;br /&gt;
|-&lt;br /&gt;
|Master Merchant&lt;br /&gt;
|Merchant Background&lt;br /&gt;
|-&lt;br /&gt;
|Master of Creation&lt;br /&gt;
|Create [[Wondrous Item]], KA Magic Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Creation&lt;br /&gt;
|Artisan&lt;br /&gt;
|-&lt;br /&gt;
|Momentum&lt;br /&gt;
|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Embrace &lt;br /&gt;
|Caller&lt;br /&gt;
|-&lt;br /&gt;
|One Voice&lt;br /&gt;
|Entmoot&lt;br /&gt;
|-&lt;br /&gt;
|Paralytic Spores&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Posse&lt;br /&gt;
|Outlaw&lt;br /&gt;
|-&lt;br /&gt;
|Practiced Crafter&lt;br /&gt;
|Craftsman&lt;br /&gt;
|-&lt;br /&gt;
|Purge the Shadows&lt;br /&gt;
|School of spirit, KA Cycle Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Shot*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Regrowth&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Renown&lt;br /&gt;
|Aristocrat&lt;br /&gt;
|-&lt;br /&gt;
|Reverberate&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Adept&lt;br /&gt;
|Ritualism&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|Woodsman Background&lt;br /&gt;
|-&lt;br /&gt;
|Strengthen Bloodline&lt;br /&gt;
|5 Species Resists&lt;br /&gt;
|-&lt;br /&gt;
|Subsonic&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Tolerance&lt;br /&gt;
|Terrain Mastery or Survival x5&lt;br /&gt;
|-&lt;br /&gt;
|Triage&lt;br /&gt;
|Healer Background&lt;br /&gt;
|-&lt;br /&gt;
|Triple Jointed&lt;br /&gt;
|Power - Limber Form&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combat&lt;br /&gt;
|Brawl&lt;br /&gt;
|-&lt;br /&gt;
|Unleash Elements&lt;br /&gt;
|KA Magic/Warfare Rank 3 &amp;amp; KA Planes 3&lt;br /&gt;
|-&lt;br /&gt;
|Unyeilding&lt;br /&gt;
|Must have successfully resurrected 3 times&lt;br /&gt;
|-&lt;br /&gt;
|Warp Magic&lt;br /&gt;
|Deep Elf, Power - Improved Species, Resist Magic&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|Trooper&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|Power - Overwhelming Power&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form, Greater&lt;br /&gt;
|Power - Wisp Form&lt;br /&gt;
|-&lt;br /&gt;
|Wyld Soul&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Years of Mastery&lt;br /&gt;
|High-Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Dedication&lt;br /&gt;
|Single Attunement &amp;amp; 100+ Favor&lt;br /&gt;
|-&lt;br /&gt;
|Flutter Harder!&lt;br /&gt;
|Pixie, Flit &amp;amp; Flutter&lt;br /&gt;
|-&lt;br /&gt;
|Harder to Spot&lt;br /&gt;
|Pixie, Corner of Your Eye&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Magical Training:&#039;&#039;&#039; &#039;&#039;Prerequisites: Magical Training.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power further extended the characters understanding on magic and allows them to use &#039;&#039;Scrolls&#039;&#039; from a second &#039;&#039;School&#039;&#039; of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the&#039;&#039;Arcane&#039;&#039;Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armored to the Teeth:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Armor Proficiency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s armor value. The character gains an additional 10 points of armor that go over their class maximum and are readjusted with their normal armor. &#039;&#039;Temporary Armor&#039;&#039; effects do not stack with this Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backlash:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade, Aura Emulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By manipulating your power, you can cause your &#039;&#039;Barrier&#039;&#039; to lash out instead of providing protection. To use this, you must activate your &#039;&#039;Barrier&#039;&#039; skill and on the first hit that strikes you can use the effect “&#039;&#039;Magic Aura&amp;lt;Flavor&amp;gt;”.&#039;&#039;This functions as per the &#039;&#039;Aura Emulation&#039;&#039; skill. This removes the &#039;&#039;Barrier&#039;&#039; from you and does not protect from any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Oath:&#039;&#039;&#039; &#039;&#039;Prerequisite: Family Weapon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier &#039;&#039;Ward&#039;&#039;. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bodyguard:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cast Iron:&#039;&#039;&#039; &#039;&#039;Prerequisite: Nomad.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Years of surviving in the wilds have hardened the character’s fortitude, making them &#039;&#039;Immune&#039;&#039; to the effect of &#039;&#039;Rot&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. Additionally, their &#039;&#039;Resist Rot&#039;&#039; can be used to &#039;&#039;Resist&#039;&#039; the following effects: &#039;&#039;Plague&#039;&#039;, &#039;&#039;Vampiric, and Wounding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm:&#039;&#039;&#039; &#039;&#039;Prerequisite: Evoker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict &#039;&#039;Vulnerability&#039;&#039; on their foes in combat. To use this Power, the character must announce, “All enemies &#039;&#039;Voice Vulnerability &amp;lt;Flavor&amp;gt;”,&#039;&#039; where &amp;lt;Flavor&amp;gt; is one of those from their &#039;&#039;Spell Pool.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat-Like Reflexes:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Felis.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to automatically succeed on physical challenges, which are based on dexterity or grace; meaning this does not help lifting a heavy object. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combo Move:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Scholar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the Scholar to expend fewer resources when generating effects with their &#039;&#039;Knowledge Points&#039;&#039;. This reduces the cost of the abilities for their favored &#039;&#039;Knowledge (Area)&#039;&#039; skills by 1 point, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dexterity Armor*:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power grants the character Dexterity Armor. Each time this Power is taken, the character gains up to 20 points of Dexterity Armor, though they are still limited by their Class and Powers for maximum armor they can benefit from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Skin:&#039;&#039;&#039; &#039;&#039;Prerequisite: Monk.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Emulation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aura Emulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to change the Delivery Type of the &#039;&#039;Aura Emulation&#039;&#039; skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape Plan:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;. Note: &#039;stay concealed for the full ten seconds&#039; means the character cannot transition into Hide via his Conceal skill if they want to use the negative status effect removal feature of this power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic Ammo:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Going in for the kill is not always about just a good shot but knowing your foes weaknesses. This Power allows the character to create an &#039;&#039;Exotic Quiver,&#039;&#039; this is a 10 counted action and lasts for the Encounter or until all 10 charges are used. The effect of the ammo is as follows: +3 &#039;&#039;Temporary Damage&#039;&#039; and a Flavor Carrier (Fire/Stone/Water/Wind/Iron/Magic), and each charge is one shot, hit or miss. This Power can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feedback Loop:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spell Pool 4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flutter Harder!:&#039;&#039;&#039; &#039;&#039;Prerequisite: Flit &amp;amp; Flutter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The uses of Flee that a Pixie has gained through purchases of Flit and Flutter may now be used even when the Pixie is under a Binding effect, excluding Prison. May not be used to flee into combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Zen*&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Blooded&#039;&#039;&#039; Prerequisites: &#039;&#039;Half-Troll&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character gains &#039;&#039;Slow Regeneration;&#039;&#039; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum &#039;&#039;Body Points&#039;&#039;, cured of all &#039;&#039;Toxins&#039;&#039;, and &#039;&#039;Regenerate&#039;&#039; all missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Specialization&#039;&#039;&#039; Prerequisites: &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardened Training:&#039;&#039;&#039; &#039;&#039;Prerequisite: Soldier Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of service and training have honed your prowess to the point that you can push yourself beyond your own ability. This Power grants the character either 2 Energy, 4 Mana, or 10 &#039;&#039;Spell Pool&#039;&#039;. The character must already possess at least the same amount base of the source they choose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harder to Spot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Corner of Your Eye.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A pixie may now turn invisible when they use their once per day Conceal from the prerequisite skill. This will last up to 1 hour or module and must be physically represented with a green headband. This effect ends instantly if the Character interacts with any in game object or attacks any target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Toughness*:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power permanently increases the characters &#039;&#039;Body Points&#039;&#039; by 10.In addition, this increases the effects of &#039;&#039;Recovery&#039;&#039; by an additional 3 points. This power can be taken multiple times with stacking effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Nova:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spirit school of magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hype Man:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I’m on a Boat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sailor Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years on the Sea has given you the skill, knowhow, and contacts. You possess a small vessel. This ship is large enough to carry 10 people but can be sailed with as few as 2. Additionally, the character gains &#039;&#039;Underwater Combat&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Parry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Parry, Knowledge(Warfare)Rank 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through extensive training and study, the character has learned to defend themselves from a larger array of attacks. This Power allows the character to use &#039;&#039;Deflect, Parry, and Riposte&#039;&#039; against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jam Device:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gnomish Talent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to overload a mechanical device causing it to fail and become dormant for 5 minutes. In the case of a trap it will not trigger, in the case of a lock it becomes undone. If used against a construct it will bring the creation to a halt for up to 1 minute. This Power can be used twice each reset, and is delivered as “&amp;lt;Target&amp;gt; Voice Jam Device.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linguist:&#039;&#039;&#039; &#039;&#039;Prerequisites: 5 different Read and Write skills.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By studying a wide range of languages, you have learned to pick out nuances in the written text, with time of course. The character can study written text for a language they do not have and figure out what is written; Common languages take 15 minutes, and Rare languages take 60 minutes. At the end of the time, the character can read the text, as well after studying a text the character could write in the same language.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Tap:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Evoker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to fully utilize power stored into &#039;&#039;Mana Gems&#039;&#039;. While normally such items store &#039;&#039;Mana,&#039;&#039; a character with this Power can refresh their &#039;&#039;Spell Pool&#039;&#039; by expending 7 of that mana from the gem. Additionally, this power reduces the &#039;&#039;Knowledge Point&#039;&#039; cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markup:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Rank 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When selling, you may increase the value of one Merchant action by 10% each Reset. (Note: This might change to once an event but we don&#039;t know until we see it in action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Merchant:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In their non-adventuring time, the character spends an inordinate amount of time working the market, and as such, they receive 4 silver for each level of the &#039;&#039;Merchant&#039;&#039; skill they possess at Check-In each game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Creation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Create Wondrous Item, Knowledge (Magic)Rank 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of forging items has honed your skill, leaving you almost unmatched. You have found short cuts and ways to get the most out of every effort, and this comes with several benefits. First, the character can use a &#039;&#039;Wondrous Item&#039;&#039; recipe twice before it is destroyed, after the first use it will be noted on the scroll that it can only be used by that person (for everyone else it is just a blank sheet of paper). Second, when researching, they can make two rolls and choose which recipe they receive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Shifting, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power doubles the stats of the shifter including the Enhanced Shifting strength bonus. Additionally, the Caller may use a single two-handed claw or a long and medium claw instead of paired medium claws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Totems:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your totems gain the following effect options:&lt;br /&gt;
&lt;br /&gt;
* Aerial Totem: You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* Aquatic Totem: You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter&lt;br /&gt;
* Earthen Totem: +10 Body and Recovery 5&lt;br /&gt;
* Fire Totem: Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Shifting:&#039;&#039;&#039;  &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the caller to use a single Caller spell delivered as &#039;Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of &#039;Natural 30 lightning&#039; delivered via packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentum:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature’s Embrace:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Voice:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Ent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to use &#039;&#039;Entmoot&#039;&#039; on their own, needing no other Ents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Posse:&#039;&#039;&#039; &#039;&#039;Prerequisite: Outlaw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have friends in all kinds of places, and among those you have a few that would have your back in fight. These allies can be called in to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your posse create a distraction allowing you to skip an Encounter or two of a Module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practiced Crafter:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Craftsman Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reduces the character’s creation time by an additional minute, to a minimum on 1 minute per item level for basic items, and 5 minutes for advanced items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Shot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power may be used when the character has successfully made a ranged weapon attack upon a target, and the target defended against it in ANY fashion. The character may then call &amp;quot;Double Attack&amp;quot;, forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renown:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aristocrat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have spent years as an adventurer making a name for yourself through your exploits; and because of the circles you come from, your deeds have not been overlooked. When this Power is taken, a noble of the kingdom will extend their gratitude. Your character is considered to be a minor noble, Tier 1 granting you the title of Esquire, additionally you gain 2 Favor with an Order if you are a member, if not an Order will accept you on the spot and boost you to 4 Favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reverberate:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the Bard to unleash a mighty chord that lingers in the air long after they have finished their song. Twice each reset, they can gain the benefits of &#039;&#039;Encore&#039;&#039; without needing to continue the performance. Once activated, the performance will last for 5 minutes or one Encounter, allowing the Bard to take other actions and still announce the effect every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Adept:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ritualism.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power lowers the cost of rituals that the character has memorized, lowering the Fuel cost by up to 5, and the Named Component cost by 1, minimum 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; &#039;&#039;Prerequisite: Woodsman.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of &#039;&#039;Track&#039;&#039; they are still allowed to make a tracking &#039;&#039;Contested Roll&#039;&#039; as though they had 1 level, if they have at least 1 level of &#039;&#039;Tracking&#039;&#039; they receive +3 Bonus when &#039;&#039;Tracking&#039;&#039; or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal &#039;&#039;Contested Roll&#039;&#039;, and will always have a chance to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengthen Bloodline:&#039;&#039;&#039; &#039;&#039;Prerequisite: 5 Species Resists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species &#039;&#039;Resist&#039;&#039; to negate an effect, they become &#039;&#039;Immune&#039;&#039; to further effects of the same type generated by the same attacker. While the effect is negated, any damage that might be attached to the attack is not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subsonic:&#039;&#039;&#039; &#039;&#039;Prerequisites: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing &#039;&#039;“Everyone in the sound of my Voice Suppress Verbal”,&#039;&#039; this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tolerance:&#039;&#039;&#039; &#039;&#039;Prerequisite: Terrain Adaptation or Survival x 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the &#039;&#039;Fatigue&#039;&#039; severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triage:&#039;&#039;&#039; &#039;&#039;Prerequisite: Healer Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power gives the character two benefits: First, when using the &#039;&#039;First-Aid&#039;&#039; skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the &#039;&#039;Diagnose&#039;&#039; skill is changed to Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triple Joined:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rok’Shen, Limber Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes &#039;&#039;Immune&#039;&#039; to all &#039;&#039;Pin&#039;&#039; effects, and additionally, the duration of &#039;&#039;Bind&#039;&#039; and &#039;&#039;Web&#039;&#039; effects is reduced to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Brawl.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows a character trained in the &#039;&#039;Brawl&#039;&#039; skill to use medium length reps, as well they can use Special Attacks with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unleash Elements:&#039;&#039;&#039; &#039;&#039;Prerequisite: Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to unleash and mold the power locked inside of some Named Components. To use the power, the target must spend one-minute concentrating and touching the weapons for that time. At the end the character destroys the component and up to 5 weapons gain the assigned Flavor Carrier for 5minutes or one Encounter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Named Component&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Flavor Carrier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Fire&lt;br /&gt;
|Fire&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Water&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Wind&lt;br /&gt;
|Wind&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Stone&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Shadow&lt;br /&gt;
|Shadow&lt;br /&gt;
|-&lt;br /&gt;
|Phoenix  Talon&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|Shattered  Star&lt;br /&gt;
|Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unyielding:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have successfully resurrected 3 times.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reflects the character resolve to live, having already returned from the brink on more than one occasion. When a character pulls a fails on a resurrection &#039;&#039;Contested Roll&#039;&#039;, they can instantly make a second draw if they choose. This Power can only be used once each reset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Trooper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Magic:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Deep-Elf or Deep-Dwarf, Improved Species, Resist Magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the character uses their &#039;&#039;Resist Magic&#039;&#039;, they absorb some of the power; gaining 2 Energy or 20 &#039;&#039;Spell Pool&#039;&#039;. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind:&#039;&#039;&#039; &#039;&#039;Prerequisite: Overwhelming Power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite: Wisp Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
25 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 3&lt;br /&gt;
&lt;br /&gt;
½ Damage from all attacks&lt;br /&gt;
&lt;br /&gt;
Non-corporeal&lt;br /&gt;
&lt;br /&gt;
Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
&lt;br /&gt;
+75 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039;  Prerequisite: &#039;&#039;Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Years of Mastery:&#039;&#039;&#039; Prerequisite: &#039;&#039;High-Elf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to pick a &#039;&#039;Knowledge (Area)&#039;&#039; skill that they have no ranks in, and gain 3 ranks instantly; in the case of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills, the character must still meet the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zealous Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have a single attunement and 100 favor.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Your strict dedication to your beliefs has suffused you with additional power drawn rom your core tenants. All of your Per Day abilities granted form your attunement may now be used 1 additional time per day. Any Spell Pool&#039; made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.&lt;/div&gt;</summary>
		<author><name>Peter</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Scribe_Scroll&amp;diff=2237</id>
		<title>Scribe Scroll</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Scribe_Scroll&amp;diff=2237"/>
		<updated>2025-11-30T03:23:40Z</updated>

		<summary type="html">&lt;p&gt;Peter: Made the Magic Staff and Rune staff match the description of the Magic Staff Power.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe Scrolls allows a character to store a spell into a scroll. To make a scroll, the character must have: the Recipe, the corresponding Components, and have the appropriate rank of Scribe Scrolls (For Mages, Callers, and Warlocks: Rank 1 for 1st&amp;amp; 2nd level spells; Rank 2 for 3rd&amp;amp; 4th level spells; Rank 3 for 5th&amp;amp; 6th level spells, Rank 4 for 7th&amp;amp; 8th level spells; and rank 5 for 9th level spells, For Paladins and Spellblades the level of the spell directly correlates to the Production skill rank required).&lt;br /&gt;
&lt;br /&gt;
When a character wants to use a scroll, they must follow the entire standard spell casting rules, and they must state, “Scroll” either before or after the normal incant for the spell. The scroll does not have to be in hand, but does have to be in your possession, when used.&lt;br /&gt;
&lt;br /&gt;
Wands are a special weapon that can be made by Craft Wondrous Item. To use a wand, a character must have a Short Blunt or other appropriate rep as determined by Plot in hand in order to gain the benefits.&lt;br /&gt;
&lt;br /&gt;
Scrolls can never be used in conjunction with the Channel Class Feature, or the Chain Spell skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Healing and Damage scrolls may be created via Scribe Scroll by with the relevant school and at least 1 rank of the appropriate pool. The level of the crafted item will be equivalent to the amount of pool used (Rank 1 is a Heal 5/Summon 5 [flavor], Rank 8 is a Heal 40/Summon 40 [flavor] for example). Each of level will be a different recipe.&lt;br /&gt;
&lt;br /&gt;
==== Mage, Caller, and Warlock scrolls ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Spell Level&lt;br /&gt;
!Rank&lt;br /&gt;
!Component Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1 Common&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2 Common&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3 Common&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|4 Common&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2 Common, 1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|4 Common, 1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|4 Common, 2 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|8 common, 2 uncommon&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|5&lt;br /&gt;
|10 Common, 4 Uncommon, 2 Rare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Paladin and Spellblade Scrolls ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Spell Level/Rank&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Common&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Common&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Common,&lt;br /&gt;
1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Common,&lt;br /&gt;
2 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|8 Common, 3 Uncommon, 2 Rare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Reactive/Invokable spell recipes will be marked &#039;&#039;&#039;Scrolls made with this recipe to be marked as &#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;Memorization Only&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039; and cannot be used in combat.&#039;&#039;&#039; These scrolls should be marked as such on the back.&lt;br /&gt;
&lt;br /&gt;
Spell Pool scrolls for Paladins and Spellblades are done at 10 per level instead of the usual 5.&lt;br /&gt;
==== &amp;lt;u&amp;gt;Advanced Items&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&#039;&#039;&#039;9TH LEVEL SPELL SCROLL&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;: 10 Common Residuum 4 Uncommon Residuum &amp;amp; 2 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description Creates a Scroll of the 9th level spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EVERLASTING QUILL&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;: 3 Uncommon Residuum &amp;amp; 2 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GOLD LEAF&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time&#039;&#039;&#039;: 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  3 Uncommon Residuum  1 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASTER STAFF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 60 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  20 Uncommon Residuum  5 Rare Residuum  3 Named Residuum  2 Silvered Ink  1 Staff&lt;br /&gt;
&lt;br /&gt;
Description These staves have had mystic runes inscribed onto them to enhance the wielder’s magical prowess. When the wand is actively wielded by a character with Spell Pool, the wand will grant 20 Permanent Spell Pool. Additionally, twice each reset the character can refresh their Spell Pool on a 3 counted action, instead of the normal 3 minute count. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PIGMENT REMOVER&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  3 Uncommon Residuum  2 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUNE STAFF&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 60 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  10 Uncommon Residuum  2 Rare Residuum  2 Named Residuum  1 Silvered Ink  1 Staff&lt;br /&gt;
&lt;br /&gt;
Description These staves have had mystic runes inscribed onto them to enhance the wielder’s magical prowess. While in hand, this item increases a characters Spell Pool by 10, so long as they had already had Spell Pool charges. Additionally, once each reset the character can refresh their Spell Pool on a 3 counted action, instead of the normal 3 minute count. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUNESTONE INLAY&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  3 Uncommon Residuum  2 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF MASTERY (BARRIER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 15 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  10 Uncommon Residuum  1 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
Description This powerful scroll stores a single use skill that can be used by any character for whom the skill is a &amp;quot;Class Skill&amp;quot;. They must still meet the skill requirements to active this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF MASTERY (QUICKNESS)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 15 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  10 Uncommon Residuum  1 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
Description This powerful scroll stores a single use skill that can be used by any character for whom the skill is a &amp;quot;Class Skill&amp;quot;. They must still meet the skill requirements to active this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF POWER&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  10 Uncommon Residuum  2 Rare Residuum  1 Named Residuum  1 Scroll of the spell to be stored&lt;br /&gt;
&lt;br /&gt;
Description This powerful scroll stores a spell that can be cast by anyone so long as they have the Mana required; meaning they do need to be able to cast the spell stored normally. Casting spells using this scroll consumes the Mana from the character. Once activated, the scroll will last for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF THE NOVICE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039;15 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  2 Uncommon Residuum  1 Rare Residuum  1 Scroll of the spell to be stored&lt;br /&gt;
&lt;br /&gt;
Description This scroll is written such that anyone can use the spell stored within, even those who lack the abilities to cast spells normally. The difficulty in crafting these scrolls leaves their power limited and only spells of 3rd level and lower can be crafted this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;SILVERED INK&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Creation Time&#039;&#039;&#039;: 10 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  3 Uncommon Residuum  1 Rare Residuum&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;VELLUM&#039;&#039;&#039; &lt;br /&gt;
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&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 10 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  10 Uncommon Residuum&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;/div&gt;</summary>
		<author><name>Peter</name></author>
	</entry>
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