ðHgeocities.com/area51/vault/6396/blood16.htmloocities.com/area51/vault/6396/blood16.htmlelayedx•ŽÕJÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÐý’  OKtext/html€¨¾  ÿÿÿÿb‰.HSun, 19 Apr 1998 19:27:37 GMTœMozilla/4.5 (compatible; HTTrack 3.0x; Windows 98)en, *”ŽÕJ  Divine Magic Blood Abilities Theme

Divine Magic

(Minor, major, great)

Derivation: Vorynn

This power is availabe only to those blooded scions of Great or True bloodlines of the old Lord of Magic, Vorynn.  The blooded character is able to draw upon the powerful energies of his bloodline, thus enabling the scion to empower his own personal spellcasting abilities.  At minor ability, anyone making a saving throw to escape the effects of a spell cast by the scion does so with a -2 penalty and a reduction in their magic resistance (if any) of 25%.  If the scion himself must make a saving throw
to escape or reduce the effects of a magical spell (or spell-like magical attack), he receives a +2 bonus to his saving throw.  Major ability imposes a -4 saving throw penalty, a 50% reduction in the victum's magic resistance (if any), and grants the scion a saving throw bonus of +4 versus magic attack.  At Great ability, divine magic inflicts a -6 saving throw penalty, a 75% reduction in the victum's magic resistance (if any), and grants the scion a saving throw bonus of +6 versus magical attack.

By Brett Lang


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