| mr | Ankh of Protection - Wearer gains a Normal save for each point of energy drain (CON, STR, etc.). If made, the point is not lost.
Tree of Life - Wearer can invoke one Cure Serious Wounds once per day. This uses one attack action.
Grave Flower - The attuned owner gains a bonus of +20 to Undead Lore.
Jade Stone - Can only be used by a cleric. Each of the following spells can be cast once per day: Invisibility to Undead. Invisibility to Undead 10' radius, Negative Plane Protection.
Zircon of the Phoenix - This reddish gem is shaped like the legendary bird of the same name. The wearer will regain one point of drain every 6 hours. If drain normally comes back faster (e.g., STR drain from Shadows), it come back 4 times faster. No System Shock roll is needed to recover the drain.
Water Charm - Once per day, the attuned wearer can invoke the charm to have water pour from the charm. A total of one gallon will so pour.
Sun Barrier - Can only be used by a mage with knowledge of the Circle of Protection vs Undead. The circle may be cast with a savings of 1 spell point (minimum cost of 1 spell point). The circle's duration is increased by 25%. Damage to creatures who attempt to enter the circle and fail is increased by 2d4. Undead who successfully enter the circle suffer 3d4 damage.
Seeds of Strength - This talisman gives the wearer a +2 to all damage rolls with any weapon used against undead. This applies to all melee and ranged weapons. It also applies to fists. |
| mr | A Master of Battle Magics is skilled at casting spells in combat. The master skill cannot exceed the lower of the mage's Spell Energy and Spell Memory skills (i.e., if the mage is rank 8 with Spell Energy and rank 12 with Spell Memory, they are limited to rank 8 in this skill).
Bonus to Initiative
Starting at rank 2, the master gains a +1 to their initiative every 3 ranks (ranks 2, 5, 8, etc.) when casting spells in combat(s).
Concentration
Spell casting comes easier to a Master of Battle Magics in that they do not need to concentrate as hard when they are casting spells. This allows them to get one half normal defense vs ranged attacks when casting spells (all other spell casters have a 0 DEF when casting spells). If hit with a ranged weapon while casting, there is a chance that the hit does not disrupt their spell casting. This chance is equal to ((Rank / 2) + WP - damage) x 4. Damage is the damage that penetrates PROT. Thus, if a mage with a 15 WP and rank of 11 gets hit for 6 damage (after PROT), there is a 60% chance that their spell was not disrupted (15 WP + (rank / 2) - 6 Dmg = 15, 15 x 4 = 60). This roll must be made for each hit. Wound penalties also apply. Note that if the mage is hit but no damage penetrates protection, he must still make a roll of to get the spell off.
This ability is virrtually identical to the single-classed mage ability. If the Master of Battle Magics is also a single-classed mage, their chance to maintain concentration is increased by their rank with this skill.
Overcasting
Overcasting allows the mage to increase the effective rank of the spell by spending endurance and suffering a penalty to cast chance and initiative. Masters of Battle Magics gain some bonuses when overcasting.
Single Class Mage - Endurance cost is only 2 per overcast rank instead of 3. Cast chance penalty is -2 per overcast rank instead of -3. Fast cast initiative is -0 for 1 rank of overcasting and -1 for 2 ranks of overcasting. Slow cast initiative is 15 seconds per overcast rank instead of 30.
Dual Class Mage - Endurance cost is reduced by 1 (i.e., 2 endurance to overcast 1 rank and 5 endurance to overcast 2 ranks). Cast chance penalty is reduced by 1 (i.e., -2 to overcast 1 rank and -5 to overcast 2 ranks). Slow cast initiative is 15 seconds per overcast rank instead of 30.
Reduced Chance of Backfire
If a backfire is indicated while fast-casting a spell in combat, and the result would not have been a backfire if it had been slow cast, the mage is allowed a second roll to avoid the backfire. If they roll less than ((Rank + MA) x 2), no backfire occurs and the spell simply fails. The roll can be made before deciding whether to use a Luck point to reroll the cast attempt.
Reduced Spell Point Cost on Failed Spells
A mage who is rank 5 in this skill spends 1 less spell point on failed spells. Thus, if they fail a GK spell, they do not use any spell points in the attempt. If they fail an SK spell, they use only 1 spell point in the failed attempt.
A mage who is rank 10 in this skill spends 2 less spell points on failed spells. |