Upon attaining sixth skill level, and for every level thereafter, the mage may choose one attribute from the following list.

These attributes help round out and individual- ize the mage.

They are mainly defensive in nature and require no active control.

Unless otherwise specified, the attributes may be chosen repeatedly and their effects stack.

Clairvoyance Clairvoyance is the ability to see events at a distance.

Once a day the mage may specify any location within 10 x MGSL miles and receive impressions of events at that location for one minute.

Impressions mean the information is not precise and has a dreamlike quality.

Stacking increases the number of times a day this attribute can be used.

Clairvoyance cannot penetrate a shield.

Magic Sense Magic Sense is the ability to actually see magical forces in spells and enchant- ments, and to identify the branches of magic involved.

The mage will immediately be aware of magical forces in an Enchanted object, person, or illusion.

The basic range is 5 hexes and each level of stacking increases range by 5 hexes.

Protection Protection is a specialized form of Grounding or Transfer.

For each stack of this attribute 3 MF is removed from any incoming spell in the Protection's chosen sub- ject.

Note that this Protection is subject specific and inexhaustible.

As an example, a two stack Protection against Fire will remove 6 MF against all incoming Fire spells, but does not affect other forms of magic.

Resolve Mage must have at least 50 LP in Body Magic This attribute permanently adds 10 to the mage's normal Knockout Value each time it is chosen.

Sentinel A sentinel is a spirit allied with one of the elements:

Earth, Air, Fire, or Water.

Each time this attribute is selected, the mage may choose one of these four Sentinels as an information source.

The Sentinel monitors usage of his element.

A mage may re- quest information on magic usage, in MF, and an approximate location of usage once per day.

He may request this information from an area of three miles radius (centered about himselD.

Stacking doubles the range in which the mage may re- quest information.

Warning 3 Stack Limit Mage must have at least 50 LP in Mental Magic This ability alerts the mage when someone begins casting a spell at him.

The range of this ability is MGSL miles.

Not only is the mage alerted, but the direction the spell will come from is also known.

The second stack extends this warning to physi- cal attacks such as archery, and the third stack extends it to any time someone takes more than casual interest in the mage.

WeatheIWise Mage must have at least 50 LP in Air Magic Weatherwise is the ability to accurately predict weather one day in advance within the mage's immediate 6 mile hex.

Each stack increases the range by one 6 mile hex and the forecast time by one day.

08.11-attributes.txt