Specialist Caster

Title:

AirAeromancer

DeathNecromancer

EarthGeomancer

EnchantmentEnchanter/Enchantress

FirePyromancer

KineticKineticist

LifeShepherd

NatureDruid

WaterHydromancer

Description: Specialist Casters are those that dedicate themselves to a specific school or sphere of magic. Due to the dedication required, an individual may only ever specialize in one school or sphere of magic. One who is not truly willing to give themselves completely to a chosen school or sphere can never attain the rank of specialist and those who do have such dedication that they would never consider pursuing another school or sphere with such fervor. That is not to say that a specialist caster cannot learn other magics, even to the 8th tier, but the truly dedicated would never consider learning past that to the specialist skills that lay beyond. Besides that, no teacher would ever consider training the specialist skills to a student who chose their art only second to another. Even requesting such would not only be an insult to the teacher and his dedicated path, but also to the one who granted the skills of the original art in the first place.

With that said however, there are rumors and legend of masters of a dedication of magic that, for some reason or another, betray their chosen path. Whether jaded by a weakness of their art or lured by the power of another, Specialists have been rumored to fall from grace, so to speak. Not so unlike a paladin who is corrupted by darkness and becomes a dark paladin, specialist casters have been known to fall and acquire the skills of another school.

One such rumor is of a legendary Shepherd… his name now lost in the annals of time. The tale tells of his plight after the ravaging of a monstrous demon that pillaged his village. This Shepherd, as benevolent and he was powerful, had saved countless innocent lives with his healing, sometimes merely by the shear will of his thoughts. On one day however, as legend has it, his power was not great enough.

This demon was too powerful and too terrible for his healing to overcome and he was endured to watch as his family died before him, dying by wounds too great for his magics to heal. At that moment, his despair at the inability of his art to save them, combined with his anger at the demon for having wounded them, drove him to the brink of insanity. With all hope of curing them lost, his will turned from healing and focused on their death. In a desperate attempt to not lose those that he loved, he raised them as sentient undead. Little did he know that the demon’s plan was to turn him all along, but what the demon did not expect was the persistence of his hatred for him. The now necromancer focused his newly acquired rage toward the demon that assaulted his village and he raised an army from his now fallen villagers to hunt down and destroy the demon… and that he did. Now, centuries have past since the legend was rumored to occur, but sightings of the lich he later became still persist to this day.

Specialist Casters receive 1 power point or mana (corresponding to their specialty) and 0.05 body for each skill point spent in Specialist skills.

Prerequisites: Intellect or Spirit of 8 and 45+ Skill points spent in Intellect or Spirit skills (corresponding to the trait being specialized in), which must include a 6th tier of magic in the school or sphere to be specialized in.

Additionally skill ranks 7-9 require 15 skill points to have been spent in Specialist Caster, while rank 10 skills require 30 skill points to have been spent before purchase.

Rank 4 (I or S of 8 & 4th level) Rank 5 (I or S of 8 & 5th level) Rank 6 (I or S of 8 & 6th level)
(1) Specialist’s: Tier 2

(3) Class Skill: Basic

(6) Duration Extension
(2) Force of Will

(4) Specialist’s Pool 1, 2, 3
(2) Specialist’s: Tier 4

(6) Spell Immunity
Rank 7 (I or S of 9 & 7th level) Rank 8 (I or S of 9 & 8th level) Rank 9 (I or S of 10 & 9th level)
(3) Specialist’s: Tier 6

(6) Class Skill: Advanced

(6) Spell Casting Potency
(3) Redirect Specialty

(8) Reflect Trait
(4) Specialist’s: Tier 8

(4) Nullify
Rank 10 (I or S of 10 & 10th level)
(5) Specialist’s: Tier 9

(9) Class Skill: Expert

(12) Innate Casting

Rank 4:

Specialist’s: Tier 2

Purchase: Once Ever

Rank: 4

Cost: 1

Prerequisites: Specialist Prestige Class, Level 4, Intellect or Spirit of 8 Uses: see below

Effect: This skill grants the caster access to a 1st or 2nd Tier spell, depending on the Specialty.

o Aeromancer (2nd): Shield of Gas Reflection – “I summon air to grant you a shield of gas reflection”. Grants a shield that reflects the next gas attack (not selective)

o Necromancer (1st): Restore Unlife – “I invoke the dark arts to restore unlife”. Restores 5 body to undead

o Geomancer (2nd): Earthen Armor – “I summon earth to grant you Earthen Armor”. Imbue +5 armor. (Does not stack with Barkskin)

o Enchanter (2nd): Magic Blade – “I conjure arcana to grant you a magic blade”. Swing magic for 1 minute

o Pyromancer (2nd): Scorch – “I summon fire to scorch you”. 5 flame torment

o Kineticist (1st): Blast – “I channel kinetic force to blast you”. 5 magic damage

o Shepherd (1st): Guide Spirit Home – “I draw upon life force to guide your spirit home”. Self only while resurrecting another. No backlash pick is needed for the Shepherd on the next resurrection. Additionally, the next resurrection takes only 1 minute. The person being resurrected still picks as normal.

o Druid (2nd): Shocking Blade – “I call upon nature to grant you a shocking blade”. Selective +6 lightning blade

o Hydromancer (2nd): Frozen Blade – “I summon ice to grant you a frozen blade”. Selective +6 ice blade

Activation: As per a spell of the appropriate rank

Notes: N/A

Class Skill: Basic

Purchase: Once Ever

Rank: 4

Cost: 3

Prerequisites: Specialist Prestige Class, Level 4, Intellect or Spirit of 8 Uses: see below

Effect: This skill grants an effect specific to the Specialist, as follows:

o Aeromancer: Air Elemental Communication: May communicate with Air creatures at will.

o Necromancer: Influence Greater Undead: Once per convergence, the necromancer can influence a greater undead by will by saying “Innate Influence Greater Undead” influence by will. (must then hit with spacket)

o Geomancer: Earth Elemental Communication: May communicate with Earth creatures at will.

o Enchanter: Identify: The Enchanter may Identify an item once per convergence (can be used away from the arcane circle)

o Pyromancer: Fire Elemental Communication: May communicate with Fire creatures at will.

o Kineticist: Bridge/Ladder of Force: Once per convergence, the Kineticist can create a bridge or ladder made of force that is five feet wide and up to 100 ft long by saying “innate ladder of force”. The bridge lasts until the end of the convergence.

o Shepherd: Distance Touch: Once per convergence, the Shepherd may use the Healing Touch skill at a range as per the rules for True Aim.

o Druid: Pass without Trace: The druid cannot be tracked by any means. This skill is permanent and need not be activated or stated in order to work. The druid may however ignore this ability and leave tracks if they wish.

o Hydromancer: Water Elemental Communication: May communicate with Water/Ice creatures at will.

Activation: See Above

Notes: See Above

Duration Extension

Purchase: Once Ever

Rank: 4

Cost: 6

Prerequisites: Specialist Prestige Class, Level 4, Intellect or Spirit of 8

Uses: Unlimited

Effect: This skill allows the specialist to double the duration of any spell (of at least 1 minute duration) within their specialty at will.

Activation: After calling the effect of a spell, state “double duration”. For example “paralyze by blood, double duration”

Notes: This skill is optional and is only in effect if “double duration” is stated at the time of casting. This skill cannot be used in conjunction with spell binding. This skill has no effect on spells of less than 1 minute duration.

Rank 5:

Force of Will

Purchase: Up to 5 Times

Rank: 5

Cost: 2

Prerequisites: Specialist Prestige Class, Level 5, Intellect or Spirit of 8 Uses: Once per Convergence per Purchase

Effect: This skill allows the caster to cast a spell within their specialty with sheer force of will instead of the trait normally associated with the spell.

Activation: When calling the effects of any spell within their specialty that normally has a trait associated with it, the specialist can use the trait “by will” instead of the normal trait of that spell.

Notes:N/A

Specialist’s Pool 1, 2, 3

Purchase: Up to 3 Times Ever

Rank: 5

Cost: 4 per purchase

Prerequisites: Specialist Prestige Class, Level 5, Intellect or Spirit of 8

Uses: As per power points and mana, bonus replenishes every convergence

Effect: This skill grants the specialist additional power points or mana that can only be spent on their specific discipline. The first purchase grants a bonus equal to 10% of the specialist’s normal mana or power point total. The second purchase grants a 20% bonus and the final purchase grants a 30% bonus.

Activation: These bonus power points or mana are used like any other, but can only be spent on spells within the specialists discipline.

Notes: As power points and mana increase, so does this bonus. These bonus points replenish every convergence like normal power and mana. All fractions are rounded down. The bonus is based on the normal maximum total, not the current remaining. An example is as follows: A caster normally has 55 power points, the first purchase of this skill would grant 5 additional power points that can be spent only on spells within their discipline. Later, the specialist’s power points rise to 60. The bonus power points are now 6. The specialist then buys a second purchase of this skill and their bonus rises to 12. The specialist then casts two 8th tier spells within their specialty. The first uses 8 of these bonus points and the second uses the remaining 4 bonus points plus 4 of their normal pool. These points then replenish at the next convergence like any other power or mana.

Rank 6:

Specialist’s: Tier 4

Purchase: Once Ever

Rank: 6

Cost: 2

Prerequisites: Specialist Prestige Class, Level 6, Intellect or Spirit of 8, & the 1st-2nd Rank Specialist spell

Uses: see below

Effect: This skill grants the caster access to a 3rd or 4th Tier spell, depending on the Specialty.

o Aeromancer (4th): Enslave Air Spirit – “I summon air to enslave an air spirit”. Dominate an air elemental for 10 minutes.

o Necromancer (3rd): Feign life – “I invoke the dark arts to feign life”. Causes an undead to appear and detect as living.

o Geomancer (4th): Enslave Earth Spirit – “I summon earth to enslave an earth spirit”. Dominate an earth elemental for 10 minutes.

o Enchanter (4th): Selective Shield of Negation – “I conjure arcana to grant you a selective shield of negation”. As per Shield of Negation, but the user may chose when to invoke it instead of affecting the first spell that hits.

o Pyromancer (4th): Enslave Flame Spirit – “I summon fire to enslave a flame spirit”. Dominate a fire elemental for 10 minutes.

o Kineticist (4th): Pull – “I channel kinetic force to pull you”. Force push 10 toward the caster.

o Shepherd (3rd): Life Bolt – “I draw upon life force to conjure a life bolt”. Cure 15 body.

o Druid (4th): Dominate Animal – “I call upon nature to dominate this animal”. Dominate an animal for 10 minutes.

o Hydromancer (4th): Enslave Water Spirit – “I summon water to enslave a water spirit”. Dominate a water elemental for 10 minutes.

Activation: As per a spell of the appropriate rank

Spell Immunity

Purchase: Once Ever

Rank: 6

Cost: 6

Prerequisites: Specialist Prestige Class, Level 6, Intellect or Spirit of 8

Uses: Continuous

Effect: Through the use of this skill, the specialist forsakes a spell within their specialty. This causes them to forever be completely immune to that spell, but also prevents them from ever casting it again.

Activation: At the time of this skill’s purchase, the specialist designates a spell within their discipline to be immune to. They may never cast that spell again and if they are ever hit by it, they must call “no effect”.

Notes: Once designated, the immunity is not optional. If for some reason the specialist wanted to be effected by the designated spell, they would not be able to. Due to the serious nature of this ability, ritualists have developed a ritual that will allow the specialist to re-designate their chosen immunity. The ritual however has a fairly high monetary cost and is taxing on the specialist to the extent that it can only be cast after having a designated immunity for at least 6 months.

Rank 7:

Specialist’s: Tier 6

Purchase: Once Ever

Rank: 7

Cost: 3

Prerequisites: Basic Class Skill, Level 7, Intellect or Spirit of 9, 15+ skill points spent on Specialist skills, & the 3rd-4th Rank Specialist spell

Uses: see below

Effect: This skill grants the caster access to a 5th or 6th Tier spell, depending on the Specialty.

o Aeromancer (6th): Purify Breaths – “I summon air to purify your breaths”. Allows the target to breathe in any circumstance for 10 minutes. This spell will also protect the target from the Drown spell for the duration of the spell.

o Necromancer (5th): Bind Spirit and Bones / Bind Spirit and Flesh – “I invoke the dark arts to bind your spirit and <bones> to do my bidding”. This spell creates a skeleton or zombie. This spell will only create an undead if the spirit is still with the body (i.e. the body must have been dead for five minutes or less). This spell may only be cast by KBA (killing blow active) NPCs.

o Geomancer (6th): Seize with Stone – “I summon earth to seize you with stone”. Paralyze by force.

o Enchanter (6th): Selective Mirror Shield – “I conjure arcana to grant you a selective mirror shield”. As per Mirror Shield, but the user may chose when to invoke it instead of affecting the first spell that hits.

o Pyromancer (6th): Burning Blade – “I summon fire to grant you a burning blade”. Imbue selective +18 flame blade

o Kineticist (6th): Selective Aura of Reflection – “I channel kinetic force to grant you a selective aura of reflection”. As per Aura of Reflection, but the user may chose when to invoke it instead of affecting the first strike that hits.

o Shepherd (6th): Aura of Healing – “I draw upon life force to grant you an aura of healing”. When the subject reaches zero body from damage, this Aura activates and cures the subject for 15 body. The subject must fall down (or take a knee depending on ground conditions) when they are reduced to zero before calling this aura. The aura must be called within 5 seconds of reaching zero. This does not work against death effects.

o Druid (6th): Reek of a Skunk – “I call upon nature to reek of a skunk”. Nausea by voice

o Hydromancer (6th): Walk with the Waves – “I summon water to walk with the waves”. Allows everyone in voice range to walk on water for 1 hour. It does not allow breathe or unfettered movement underwater however.

Activation: As per a spell of the appropriate rank

Notes: N/A

Class Skill: Advanced

Purchase: Once Ever

Rank: 6

Cost: 6

Prerequisites: Basic Class Skill, Level 7, Intellect or Spirit of 9, 15+ skill points spent on Specialist skills.

Uses: see below

Effect: This skill grants an effect specific to the Specialist, as follows:

o Aeromancer: Innate Levitation: The Aeromancer can levitate at will by saying “innate levitation” (self only)

o Necromancer: Drain Immunity: The Necromancer becomes permanently immune to all Drain effects.

o Geomancer: Stone Skin: The Geomancer gains a permanent threshold of 3 (i.e. no damage from swings of 2 damage or less, otherwise full damage)

o Enchanter: Irresistible: Once per convergence, the enchanter can negate any resist mind attempt against one of their enchantment spells by calling “Irresistible” after the resist mind is called. The resist mind is cancelled and no further resist mind can be called.

o Pyromancer: Incinerate: Destroy up to a size 1 object by touch. This skill takes a 10 second count and can be used without limit.

o Kineticist: Pin Immunity: The Kineticist becomes permanently immune to all Pin effects.

o Shepherd: Shelter Soul: The shepherd may never be raised as an undead and is immune to rend soul. Additionally, by-voice effects no longer affect the Shepard while in a sanctuary spell.

o Druid: Aspects of Nature. Once per convergence, the druid can take on one of the aspects listed below. The druid acquires traits of the animal and possibly a few physical characteristics (like gills for example), but does not shape shift so to speak. Absolutely no benefits are gained as a result of these aspects beyond those listed below. None of the granted abilities can be dispelled.

o Aspect of the Fish: Druid gains water breathing until the end of the convergence.

o Aspect of the Crow: Druid gains a Levitation effect for 1 hour.

o Aspect of the Badger: Druid gained base claws and may dig, tunnel, or burrow at three times the speed of a skilled miner for 1 hour.

o Aspect of the Monkey: Druid may jump/climb (per the assassin skill of the same name) up to 3 times until the end of the convergence.

o Hydromancer: Water Affinity: The Hydromancer can exist in water comfortably. I.e. they can breathe and move normally while under water. This is a constant effect.

Activation: See Above

Notes: See Above

Spell Casting Potency

Purchase: Once Ever

Rank: 7

Cost: 6

Prerequisites: Specialist Prestige Class, Level 7, Intellect or Spirit of 9, 15+ skill points spent on specialist skills.

Uses: Unlimited

Effect: This skill increases the power of the Specialist’s direct healing and damage spells. This skill only affects spells of their specialty. Healing or damage is increased for non-shield, non-aura, non-blade, non-wall spells that do damage or healing as follows:

o Spells that normally do 5 or 10 healing or damage get a +2 bonus.

o Spells that normally do 15 to 25 healing or damage get a +5 bonus.

o Spells that normally do 30 or more healing or damage get a +10 bonus.

Activation: Same as any spells, but stating the enhanced value instead of the normal value.

Notes: This skill applies to numerical damage and healing values only. It can be used in conjunction with the Double Power skill (double the enhanced result… i.e. rock blast, which normally does 15 damage, would do 20 with this skill, but 40 if used with the double power skill). This skill has no effect on spells that don’t either heal or inflict direct damage. This ability will affect Flame Shower and Chain Lightning.

Rank 8:

Redirect Specialty

Purchase: Up to 5 times ever

Rank: 8

Cost: 3

Prerequisites: Specialist Prestige Class, Level 8, Intellect or Spirit of 9, 15+ skill points spent on specialist skills.

Uses: Once per convergence per purchase

Effect: Being the master of their discipline’s domain, a specialist is rarely defeated by their own means. This skill allows the specialist to redirect any spell of their specialty that has been cast on them.

Activation: After a spell of the specialist’s own school or sphere hits them, they say “Redirect”. They must then immediately select another target in range who takes the effects of the spell in the same fashion as one enhanced by a True Aim skill. The range of the spell follows that of a True Aim spell.

Notes: Normal shield spells will automatically trigger as soon as a spell hits, thus occurring before any possibility of a Redirect skill being used. The triggering of regular shield spells cannot be purposefully bypassed. The Specialist is considered the caster of the spell for purposes of Reflected or Redirected spells. Spell defenses and further redirects can be used against redirected spells. Redirects may never be used on spells originating from the user of the redirect.

Reflect <trait>

Purchase: Up to 2 Times Ever

Rank: 8

Cost: 8

Prerequisites: Specialist Prestige Class, Resist Mind 3 or Resist Will 3, Level 8, Intellect or Spirit of 9, 15+ skill points spent on specialist skills.

Uses: Once per convergence per purchase

Effect: This skill reflects an attack with a trait, depending on the school or sphere of the specialist. The trait reflected is as follows:

o Reflect Blood – All Spirit Specialists (i.e. Shepherd, Necromancer, and Druid)

o Reflect Force – Kineticist

o Reflect Mind – Enchanter/Enchantress

o Reflect Will – Elementalists (i.e. Aeromancer, Geomancer, Pyromancer, and Hydromancer)

Activation: After being hit by an attack aligned to a trait of the Specialty Caster’s discipline (for example: “paralyze by blood” for a Shepherd or “stun by force” for a Kineticist), call “Reflect <trait>” (i.e. “reflect blood” or “reflect force”) and state the effect back on the source of the original attack. They may then call appropriate defenses.

Notes: This skill follows the rules of all other reflections.

Rank 9:

Specialist’s: Tier 8

Purchase: Once Ever

Rank: 9

Cost: 4

Prerequisites: Specialist Prestige Class, Level 9, Intellect or Spirit of 10, 15+ skill points spent on Specialist skills, Tier 7 spell of their specialty & the 5th-6th Rank Specialist spell.

Uses: see below

Effect: This skill grants the caster access to a 7th or 8th Tier spell, depending on the Specialty.

o Aeromancer (8th): Relocate – “I summon the four winds to lift your body and relocate you”. Cast on subject then immediately throw a spacket. Subject must move to where the spacket lands.

o Necromancer (8th): Tomb Walk – “I invoke the dark arts to travel by tombs”. Allows travel between tombs by opening a portal. Duration: concentration

o Geomancer (8th): Tomb of Earth – “I summon earth to entomb your body”. Death by force.

o Enchanter (8th): Soul Slave – “I conjure arcana to dominate your mind and bind your soul”. Undetectable dominate by mind which lasts until the end of the convergence.

o Pyromancer (8th): Improved Flame Shower – “I summon fire to create an improved flame shower”. This spell acts per the flame shower spell accept the caster can move. This spell has a duration of one minute.

o Kineticist (7th): Disassemble – “I channel kinetic force to take you apart piece by piece”. This spell will disarm a trap, unlock a door, or open a box that a skilled rogue could normally disarm or unlock. Alternatively, this spell will deal 35 points of damage to golems only.

o Shepherd (8th): Word of Health – “I draw upon life force to speak the word of health”. By voice, cure 10 body. The healing from this spell will damage undead.

o Druid (8th): Chain Lightning – “I call upon nature to conjure chain lightning”. This spell deals 30 damage. If the spacket hits its target (automatic if true aim), the caster may then chain the lightning to up to two additional targets within 20 ft of the original target. The two chained lightning act as true aim spells and do 15 damage to each target. All three targets must be different. If only one target is selected, the other bolt simple diffuses harmlessly.

o Hydromancer (8th): Drown – “I summon water to drown you”. Death by blood

Activation: As per a spell of the appropriate rank.

Notes: N/A

Nullify

Purchase: Up to 5 times ever

Rank: 9

Cost: 4

Prerequisites: Specialist Prestige Class, Level 9, Intellect or Spirit of 10, 15+ skill points spent on Specialist skills.

Uses: Once per convergence per purchase

Effect: By use of this skill, the specialist cancels a spell of his specialty anywhere in his presence. The specialist does not need to be personally effected by the spell. It simply must be cast or active in his presence. This ability can also be used to cancel a spell of the specialist’s discipline in effect, like a paralysis, or one invoked, like gaseous form.

Activation: After the announcement of the spell to be nullified, call “Nullify, no effect”. Make sure the person casting, invoking, or being effected by the spell understands that it’s been nullified.

Notes: This ability can be used on spells only, never on spell like effects or abilities. If used to cancel a defensive spell being invoked, then the invoker may then call another defensive, if available.

Rank 10:

Specialist’s: Tier 9

Purchase: Once Ever

Rank: 10

Cost: 5

Prerequisites: Advanced Class Skill, Level 10, Intellect or Spirit of 10, 30+ skill points spent on Specialist skills, Tier 8 spell of their specialty & the 7th-8th Rank Specialist spell.

Uses: Once per convergence per purchase

Effect: This skill grants the caster access to the Specialists 9th rank spell. Unlike normal spells, a 9th rank spell may only be cast once per convergence.

o Aeromancer (9th): Wind Walk – “I summon the four winds to conjure the wings of the zephyr”. This spell will allow mass travel. Up to 10 subjects surround the caster and focus for 1 minute to conjure the winds. They may then safely travel to any location known by the caster. Locations that have not previously been visited by the caster will be subject to marshal decision as to whether enough is know about the location to travel there. This can be asked in advance of casting the spell.

o Necromancer (9th): Rend Spirit – “I invoke the dark arts to rend your spirit and destroy your soul”. This spell kills the target such that they cannot resurrect ever again. The subject must be disabled and the spirit must still be present for this spell to work. This spell can only be touch cast. This spell may not be cast without explicit plot approval. The act of destroying a soul is abhorrent to civilized people and typically caries extreme legal ramifications if discovered. Also, Sap Life – “I invoke the dark arts to drain the life of all those around me”. By voice, drain by will.

o Enchanter (9th): Sleep – “I conjure arcana to summon the sands of sleep”. By voice, sleep by mind.

o Geomancer (9th): Sunder Earth – “I summon earth to tear the ground asunder”. This spell creates a permanent chasm. Consult the marshal for the specific effects for each situation.

o Pyromancer (9th): Inferno – “I summon fire to consume you all in flames”. By voice, 20 flame damage.

o Kineticist (9th): Force Cage – “I channel kinetic force to forge an unbreakable cage”. After casting the spell, the caster throws four spackets in a rough rectangle no more than 20 ft on a side. These packets form the boundaries of the cage, which has four walls of force connected at the corners, and a wall of force on the floor and ceiling. Duration: concentration

o Shepherd (9th): Cure All – “I draw upon life force to return this being to the land of the living”. This spell will completely restore the target to full health and cure all diseases, mental afflictions, poisons, detrimental spells, etc. If the target requires (and is able to receive) a resurrection, it will also restore them to life, at full health, in addition to the above affects. If cast on undead, it will reduce the undead to 0 body (“death by will”).

o Druid (9th): Insect Swarm – “I call upon nature to summon an insect swarm”. By voice, 15 body damage

o Hydromancer (9th): Ice Storm – “I summon water to rend your flesh with ice”. By voice, 10 ice stun

Activation: As per 8th rank spells, but may be used only once per convergence.

Notes: N/A

Class Skill: Expert

Purchase: Once Ever

Rank: 10

Cost: 9

Prerequisites: Advanced Class Skill, Level 10, Intellect or Spirit of 10, 30+ skill points spent on Specialist skills.

Uses: see below

Effect: This skill grants an effect specific to the Specialist, as follows:

o Aeromancer: Air Elemental Form: This skill turns the Aeromancer into a powerful air elemental for 10 minutes. This skill can be used once per event. The Aeromancer gains +20 body (healable) and a spell like effect of immunity to all gas delivered attacks. The Aeromancer can also innately phase 5 times during the duration (selective). Once during the duration, the Aeromancer may innately cast wispy veil. The spell like effects cannot be dispelled and all will last for the 10 minute duration regardless of the duration of the spells of the same name. The Aeromancer may continue to cast spells in this form. When the duration ends, the Aeromancer loses 20 body to a minimum of 1, all spell like effects end, and the wispy veil can no longer be used. This ability’s duration cannot be extended in any way.

o Necromancer: Leech Life: Each cast of Cause Wounds will heal the necromancer in addition to doing its normal damage. If used, add “cure 15 body” after the “15 magic damage” call. Body is recovered whether the necromancer is living or undead. This skill may be used without limit.

o Geomancer: Earth Elemental Form: This skill turns the Geomancer into a powerful earth elemental for 10 minutes. This skill can be used once per event. The Geomancer gains +50 body (healable) and spell like effect of stone skin (threshold 4). The Geomancer can also swing a tremor (3 second stun by force) attack 3 times during the duration. Once during the duration, the Geomancer may innately cast shockwave (by voice, stun by force). The spell like effects cannot be dispelled and all will last for the 10 minute duration regardless of the duration of the spells of the same name. The Geomancer may continue to cast spells in this form. When the duration ends, the Geomancer loses 50 body to a minimum of 1, all spell like effects end, and the shockwave can no longer be used. This ability’s duration cannot be extended in any way.

o Enchanter: Mind Link: Three times per convergence, the Enchanter can contact one person who they know personally with their mind. This is accomplished by meditating for one minute and then contacting a marshal who will use their radio to contact another marshal who will relay the message to the appropriate person. If a marshal or the person to be contacted is not available, or if the person refuses the message, then the enchanter cannot make contact and retains their use of this skill. This skill has a 10 mile radius and allows the caster to have a two-way conversation up to one minute long with the recipient and send an image of a location or directions, provided they know their location.

o Pyromancer: Fire Elemental Form: This skill turns the Pyromancer into a powerful fire elemental for 10 minutes. This skill can be used once per event. The Pyromancer gains +35 body (healable) and swings +3 fire damage. The Pyromancer can invoke a selective Flame Aura (negate a physical attack and deal 5 fire damage to the attacker) 3 times during the duration. Once during the duration, the Pyromancer may innately cast flame shower (unlimited spacket-delivered 5 flame damage, no walking no talking). The spell like effects cannot be dispelled and all will last for the 10 minute duration regardless of the duration of the spells of the same name. The Pyromancer may continue to cast spells in this form (talking will still end the flame shower however). When the duration ends, the Pyromancer loses 35 body to a minimum of 1, all spell like effects end, and the flame shower can no longer be used. This ability’s duration cannot be extended in any way.

o Kineticist: Unshatterable: Anything in possession of the Kineticist is unshatterable (i.e. all is immune to the shatter effect). Additionally, armor points from physical armor are doubled while worn (see Champion skill: Armor Proficiency for details).

o Shepherd: Turn Undead: This skill will keep all undead at bay from the Shepherd and shields the Shepherd in a sanctuary. The Shepherd should frequently state “Turn Undead, shun all undead by will”. Undead cannot approach within 10 feet of the Shepherd unless they can resist the will effect. If they do resist will, they still cannot harm the Shepherd within the sanctuary provided by this ability. To maintain this skill, the player must hold one hand up as if in a sanctuary and the other hand out as if shunning. This skill can be used once per convergence and lasts as long as both hands are held in the appropriate positions.

o Druid: Bear Form: This skill will turn the druid into a powerful bear for 10 minutes. This skill can be used once per event. The druid gains spell like effects as follows: +35 body (healable), Bark Skin (+10 armor), Claws of the Cat (base 2 claws), Strength of the Bear (+4 strength), Stone Skin (threshold 4), can Speak with Nature at will, and can Slay (bite) once during the duration. The spell like effects cannot be dispelled, all will last for the 10 minute duration regardless of the duration of the spells of the same name, and none will stack with any spells of the same name. The druid may continue to cast spells in this form, but may not wield weapons other than claws. When the duration ends, the druid loses 35 body to a minimum of 1, all spell like effects end, and the slay (bite) can no longer be used. This ability’s duration cannot be extended in any way.

o Hydromancer: Water Elemental Form: This skill turns the Hydromancer into a powerful water elemental for 10 minutes. This skill can be used once per event. The Hydromancer gains +35 body (healable) and swings +3 ice damage. The Hydromancer can invoke a selective frost aura (negate a physical attack and deal 5 ice damage to the attacker) 3 times during the duration. Once during the duration, the Hydromancer may swing a cold snap (30 ice damage + 3 second stun). The spell like effects cannot be dispelled and all will last for the 10 minute duration regardless of the duration of the spells of the same Version 1.1 Page 11 of 12 name. The Hydromancer may continue to cast spells in this form. When the duration ends, the Hydromancer loses 35 body to a minimum of 1, all spell like effects end, and the cold snap can no longer be used. This ability’s duration cannot be extended in any way.

Activation: See Above

Notes: See Above

Innate Casting

Purchase: Up to 2 Times Ever

Rank: 10

Cost: 12

Prerequisites: Specialist’s Pool 2, Level 10, Intellect or Spirit of 10, 30+ skill points spent on Specialist skills.

Uses: Once per convergence per purchase

Effect: Innate Casting is the ultimate culmination of the expertise of the Specialists casting ability. With this ability, they may cast a spell innately and with True Aim. The innate spell costs no mana or power points, may be used while bound as if a Still Spell, and is silent as per Silent Spell. Only one spell per purchase can ever be mastered in this way. The selected spell must be designated when this skill is purchased and cannot be changed.

Activation: The Specialist says “Innate Spell, True Aim “effect”.

Notes: The spell designated must be within the specialty and one normally castable by the specialist. As with any silent and still spell, those who see it used will know the origin of the spell. The spell can be blocked by effects that would normally stop the spell, like spell shield. The designated spell cannot be changed (choose carefully). 9th rank spells can be enhanced in this way, but they may still only be used once per convergence.

Specialist Caster

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