# CVS $Revision: 13764 $ $Author: amaitland $ -- Fri Nov  5 22:46:23 2010 -- reformated by prettylst.pl v1.39 (build 11455)
SOURCELONG:DHG - The Practical Enchanter	SOURCESHORT:dhg_tpe	SOURCEWEB:http://www.lulu.com/product/paperback/the-practical-enchanter/559616	SOURCEDATE:01-2001
#Original Entry: Andrew Maitland


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###BLOCK: Practical Enchanter Materials #
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# Hedge Mage Feat Work arounds
# Ability Name			Category of Ability		Type				Required Class		Description																							Ability																			List of Known Class Spells by Level
Hedge Mage ~ Wizard		CATEGORY:Special Ability	TYPE:HedgeMageChoice	PRECLASS:1,Wizard=1	DESC:Adds the Hedge Magic Spells to the this class; Add Template "01 - Allow Techno Hedge Magic Spells" if you are playing a futuristic game.	ABILITY:Special Ability|AUTOMATIC|Hedge Mage ~ Wizard / Techo|PRETEMPLATE:1,01 - Allow Techno Hedge Magic Spells		SPELLKNOWN:CLASS|Wizard=0|Clean Clothing,Dry,Umbrella,Air Mattress,Create Element,Blanket,Check Edibility,Check Health,Tally Up,Call Domestic Animal,Magnification,Soothe Infant,Gauntlets,Light,Unplug Drains,Painkiller,Pantomime,The Good Cook,Butcher,Contraception,Transfuse,Cure Hide,Extract (Butter),Mage Hand,Message,Mill,Purify Food and Drink,Sharpen,Mnemonic,Prestidigitation|Wizard=1|Alarm,Unseen Servant,Deodorize (House),Remove (Lice),Scarecrow,Tarp,Dowsing,Animal Influence,Sheer (Sheep),Snapshot,Dentistry,Relieve Illness,Relieve Poison,Process,Preservation,Unburn Meal,Child Ward,Expel Parasites|Wizard=2|Spring Cleaning,Ward versus Vermin,Fountain,Hearthfire,Find Stray,Herb Mastery,Harvest,TPE ~ Train Animal,Tree to Lumber,Dreamcatcher,Continual Flame,Render,Weedkill,Sow,Thresh,The Laborers's Word,Turn Soil
Hedge Mage ~ Sorcerer		CATEGORY:Special Ability	TYPE:HedgeMageChoice	PRECLASS:1,Sorcerer=1	DESC:Adds the Hedge Magic Spells to the this class; Add Template "01 - Allow Techno Hedge Magic Spells" if you are playing a futuristic game.	ABILITY:Special Ability|AUTOMATIC|Hedge Mage ~ Sorcerer / Techo|PRETEMPLATE:1,01 - Allow Techno Hedge Magic Spells	SPELLKNOWN:CLASS|Sorcerer=0|Clean Clothing,Dry,Umbrella,Air Mattress,Create Element,Blanket,Check Edibility,Check Health,Tally Up,Call Domestic Animal,Magnification,Soothe Infant,Gauntlets,Light,Unplug Drains,Painkiller,Pantomime,The Good Cook,Butcher,Contraception,Transfuse,Cure Hide,Extract (Butter),Mage Hand,Message,Mill,Purify Food and Drink,Sharpen,Mnemonic,Prestidigitation|Sorcerer=1|Alarm,Unseen Servant,Deodorize (House),Remove (Lice),Scarecrow,Tarp,Dowsing,Animal Influence,Sheer (Sheep),Snapshot,Dentistry,Relieve Illness,Relieve Poison,Process,Preservation,Unburn Meal,Child Ward,Expel Parasites|Sorcerer=2|Spring Cleaning,Ward versus Vermin,Fountain,Hearthfire,Find Stray,Herb Mastery,Harvest,TPE ~ Train Animal,Tree to Lumber,Dreamcatcher,Continual Flame,Render,Weedkill,Sow,Thresh,The Laborers's Word,Turn Soil
Hedge Mage ~ Adept		CATEGORY:Special Ability	TYPE:HedgeMageChoice	PRECLASS:1,Adept=1	DESC:Adds the Hedge Magic Spells to the this class; Add Template "01 - Allow Techno Hedge Magic Spells" if you are playing a futuristic game.	ABILITY:Special Ability|AUTOMATIC|Hedge Mage ~ Adept / Techo|PRETEMPLATE:1,01 - Allow Techno Hedge Magic Spells		SPELLKNOWN:CLASS|Adept=0|Clean Clothing,Dry,Umbrella,Air Mattress,Create Element,Blanket,Check Edibility,Check Health,Tally Up,Call Domestic Animal,Magnification,Soothe Infant,Gauntlets,Light,Unplug Drains,Painkiller,Pantomime,The Good Cook,Butcher,Contraception,Transfuse,Cure Hide,Extract (Butter),Mage Hand,Message,Mill,Purify Food and Drink,Sharpen,Mnemonic,Prestidigitation|Adept=1|Alarm,Unseen Servant,Deodorize (House),Remove (Lice),Scarecrow,Tarp,Dowsing,Animal Influence,Sheer (Sheep),Snapshot,Dentistry,Relieve Illness,Relieve Poison,Process,Preservation,Unburn Meal,Child Ward,Expel Parasites|Adept=2|Spring Cleaning,Ward versus Vermin,Fountain,Hearthfire,Find Stray,Herb Mastery,Harvest,TPE ~ Train Animal,Tree to Lumber,Dreamcatcher,Continual Flame,Render,Weedkill,Sow,Thresh,The Laborers's Word,Turn Soil
Hedge Mage ~ Cleric		CATEGORY:Special Ability	TYPE:HedgeMageChoice	PRECLASS:1,Cleric=1	DESC:Adds the Hedge Magic Spells to the this class; Add Template "01 - Allow Techno Hedge Magic Spells" if you are playing a futuristic game.	ABILITY:Special Ability|AUTOMATIC|Hedge Mage ~ Cleric / Techo|PRETEMPLATE:1,01 - Allow Techno Hedge Magic Spells		SPELLKNOWN:CLASS|Cleric=0|Clean Clothing,Dry,Umbrella,Air Mattress,Create Element,Blanket,Check Edibility,Check Health,Tally Up,Call Domestic Animal,Magnification,Soothe Infant,Gauntlets,Light,Unplug Drains,Painkiller,Pantomime,The Good Cook,Butcher,Contraception,Transfuse,Cure Hide,Extract (Butter),Mage Hand,Message,Mill,Purify Food and Drink,Sharpen,Mnemonic,Prestidigitation|Cleric=1|Alarm,Unseen Servant,Deodorize (House),Remove (Lice),Scarecrow,Tarp,Dowsing,Animal Influence,Sheer (Sheep),Snapshot,Dentistry,Relieve Illness,Relieve Poison,Process,Preservation,Unburn Meal,Child Ward,Expel Parasites|Cleric=2|Spring Cleaning,Ward versus Vermin,Fountain,Hearthfire,Find Stray,Herb Mastery,Harvest,TPE ~ Train Animal,Tree to Lumber,Dreamcatcher,Continual Flame,Render,Weedkill,Sow,Thresh,The Laborers's Word,Turn Soil
Hedge Mage ~ Druid		CATEGORY:Special Ability	TYPE:HedgeMageChoice	PRECLASS:1,Druid=1	DESC:Adds the Hedge Magic Spells to the this class; Add Template "01 - Allow Techno Hedge Magic Spells" if you are playing a futuristic game.	ABILITY:Special Ability|AUTOMATIC|Hedge Mage ~ Druid / Techo|PRETEMPLATE:1,01 - Allow Techno Hedge Magic Spells		SPELLKNOWN:CLASS|Druid=0|Clean Clothing,Dry,Umbrella,Air Mattress,Create Element,Blanket,Check Edibility,Check Health,Tally Up,Call Domestic Animal,Magnification,Soothe Infant,Gauntlets,Light,Unplug Drains,Painkiller,Pantomime,The Good Cook,Butcher,Contraception,Transfuse,Cure Hide,Extract (Butter),Mage Hand,Message,Mill,Purify Food and Drink,Sharpen,Mnemonic,Prestidigitation|Druid=1|Alarm,Unseen Servant,Deodorize (House),Remove (Lice),Scarecrow,Tarp,Dowsing,Animal Influence,Sheer (Sheep),Snapshot,Dentistry,Relieve Illness,Relieve Poison,Process,Preservation,Unburn Meal,Child Ward,Expel Parasites|Druid=2|Spring Cleaning,Ward versus Vermin,Fountain,Hearthfire,Find Stray,Herb Mastery,Harvest,TPE ~ Train Animal,Tree to Lumber,Dreamcatcher,Continual Flame,Render,Weedkill,Sow,Thresh,The Laborers's Word,Turn Soil
#Hedge Mage ~ Eclipse	CATEGORY:Special Ability	TYPE:HedgeMageChoice	PRECLASS:1,TYPE.Eclipse=1	SPELLKNOWN:CLASS|Eclipse=0|Clean Clothing,Dry,Umbrella,Air Mattress,Create Element,Blanket,Check Edibility,Check Health,Tally Up,Call Domestic Animal,Magnification,Soothe Infant,Gauntlets,Light,Unplug Drains,Painkiller,Pantomime,The Good Cook,Butcher,Contraception,Transfuse,Cure Hide,Extract (Butter),Mage Hand,Message,Mill,Purify Food and Drink,Sharpen,Mnemonic,Prestidigitation|Eclipse=1|Alarm,Unseen Servant,Deodorize (House),Remove (Lice),Scarecrow,Tarp,Dowsing,Animal Influence,Sheer (Sheep),Snapshot,Dentistry,Relieve Illness,Relieve Poison,Process,Preservation,Unburn Meal,Child Ward,Expel Parasites|Eclipse=2|Spring Cleaning,Ward versus Vermin,Fountain,Hearthfire,Find Stray,Herb Mastery,Harvest,TPE ~ Train Animal,Tree to Lumber,Dreamcatcher,Continual Flame,Render,Weedkill,Sow,Thresh,The Laborers's Word,Turn Soil	ABILITY:Special Ability|AUTOMATIC|Hedge Mage ~ Eclipse / Techo|PRETEMPLATE:1,01 - Allow Techno Hedge Magic Spells	DESC:Adds the Hedge Magic Spells to the this class; Add Template "01 - Allow Techno Hedge Magic Spells" if you are playing a futuristic game.
#COMMENT: These add the Spells from the Hedge Mage Feat to the Select Spell Classes. Will be nice once we have a Method of Choosing a Spellcasting class AND Applying it in SPELLKNOWN:
# Example SPELLKNOWN:CLASS|LIST=0|Blah,Spell Name 2,etc


#

# Techo Flavor Hedge Magic Stuff - Added if Player Selects the Template
#L0	Implement,Jumpstart,Powercell,
#L1	Generator,Goldberg,Power Tool,
#L2	Fuel,Macgyver,Produce Kit,Technical Mastery,
#
Hedge Mage ~ Wizard / Techo	CATEGORY:Special Ability																																																					SPELLKNOWN:CLASS|Wizard=0|Implement,Jumpstart,Powercell|Wizard=1|Generator,Goldberg,Power Tool|Wizard=2|Fuel,Macgyver,Produce Kit,Technical Mastery
Hedge Mage ~ Sorcerer / Techo	CATEGORY:Special Ability																																																					SPELLKNOWN:CLASS|Sorcerer=0|Implement,Jumpstart,Powercell|Sorcerer=1|Generator,Goldberg,Power Tool|Sorcerer=2|Fuel,Macgyver,Produce Kit,Technical Mastery
Hedge Mage ~ Adept / Techo	CATEGORY:Special Ability																																																					SPELLKNOWN:CLASS|Adept=0|Implement,Jumpstart,Powercell|Adept=1|Generator,Goldberg,Power Tool|Adept=2|Fuel,Macgyver,Produce Kit,Technical Mastery
Hedge Mage ~ Cleric / Techo	CATEGORY:Special Ability																																																					SPELLKNOWN:CLASS|Cleric=0|Implement,Jumpstart,Powercell|Cleric=1|Generator,Goldberg,Power Tool|Cleric=2|Fuel,Macgyver,Produce Kit,Technical Mastery
Hedge Mage ~ Druid / Techo	CATEGORY:Special Ability																																																					SPELLKNOWN:CLASS|Druid=0|Implement,Jumpstart,Powercell|Druid=1|Generator,Goldberg,Power Tool|Druid=2|Fuel,Macgyver,Produce Kit,Technical Mastery
#Hedge Mage ~ Eclipse / Techo	CATEGORY:Special Ability	SPELLKNOWN:CLASS|Eclipse=0|Implement,Jumpstart,Powercell|Eclipse=1|Generator,Goldberg,Power Tool|Eclipse=2|Fuel,Macgyver,Produce Kit,Technical Mastery


###Block: Wealth Templates
# Ability Name							Unique Key							Category of Ability		Type						Restricted Ability							Description																														Stackable?	Multiple?	Choose																		Selections	Template					Ability								Bonus to Ability Pool				Combat bonus													Bonus to skill													Bonus to skill point for a level	Bonus to skill rank	Stat bonus					Cost		Source Page		Description of the Benefits
Wealth Level Selection														CATEGORY:Special Ability	TYPE:General.WealthTemplates																																																																																			BONUS:ABILITYPOOL|Wealth Level Choice|1																																															COST:0	SOURCEPAGE:p.184
#
01 Starting Wealth Level / Destitute			KEY:01 Starting Wealth Level ~ Destitute		CATEGORY:Special Ability	TYPE:WealthTemplate.StartingWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.StartingWealth																																		MULT:YES	CHOOSE:SKILLSNAMED|Appraise|Bluff|Diplomacy|Sleight of Hand|Gather Information|Move Silently|Search|Sense Motive	SELECT:4																																						BONUS:SKILL|%LIST|2|TYPE=Wealth																												SOURCEPAGE:p.184	BENEFIT:permanent +2 Wealth bonus to select skills.
02 Starting Wealth Level / Poor				KEY:02 Starting Wealth Level ~ Poor			CATEGORY:Special Ability	TYPE:WealthTemplate.StartingWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.StartingWealth																																		MULT:YES	CHOOSE:SKILLSNAMED|Profession%|Craft%													SELECT:1																																						BONUS:SKILL|%LIST|4|TYPE=Wealth	BONUS:SKILL|Bluff,Gather Information|2|TYPE=Wealth																			SOURCEPAGE:p.185	BENEFIT:permanent +4 Wealth bonus on selected skill, and a +2 wealth bonus on Bluff and Gather Information.
03 Starting Wealth Level / Common				KEY:03 Starting Wealth Level ~ Common		CATEGORY:Special Ability	TYPE:WealthTemplate.StartingWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.StartingWealth																																																																								BONUS:ABILITYPOOL|Common Wealth Choice|1																																																	SOURCEPAGE:p.186
04 Starting Wealth Level / Well-Off				KEY:04 Starting Wealth Level ~ Well Off		CATEGORY:Special Ability	TYPE:WealthTemplate.StartingWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.StartingWealth																																		MULT:YES	CHOOSE:SKILLSNAMED|Craft%|Diplomacy|Speak Language|Perform%|Profession%|Ride							SELECT:2																																						BONUS:SKILL|%LIST|2|TYPE=Wealth																												SOURCEPAGE:p.186	BENEFIT:permanent +2 Wealth bonus to select skills.
05 Starting Wealth Level / Affluent				KEY:05 Starting Wealth Level ~ Affluent		CATEGORY:Special Ability	TYPE:WealthTemplate.StartingWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.StartingWealth																																		MULT:YES	CHOOSE:SKILLSNAMED|Craft%|Diplomacy|Speak Language|Perform%|Profession%|Ride							SELECT:2																																						BONUS:SKILL|%LIST|2|TYPE=Wealth																												SOURCEPAGE:p.187	BENEFIT:permanent +2 Wealth bonus to select skills.
06 Starting Wealth Level / Wealthly				KEY:06 Starting Wealth Level ~ Wealthly		CATEGORY:Special Ability	TYPE:WealthTemplate.StartingWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.StartingWealth																																																																																																																															SOURCEPAGE:p.187
07 Starting Wealth Level / Imperial				KEY:07 Starting Wealth Level ~ Imperial		CATEGORY:Special Ability	TYPE:WealthTemplate.StartingWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.StartingWealth																																																																																																																															SOURCEPAGE:p.188
#COMMENT: This sets your starting Wealth Level - Permanent Bonuses


# Current Wealth Level:
01 Current Wealth Level / Destitute				KEY:01 Current Wealth Level ~ Destitute		CATEGORY:Special Ability	TYPE:WealthTemplate.CurrentWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.CurrentWealth																																		MULT:YES	CHOOSE:STAT																		SELECT:2							ABILITY:Special Ability|AUTOMATIC|TYPE.WTDestitute								BONUS:COMBAT|AC|-2|TYPE=Armor|PREEQUIP:1,ARMOR	BONUS:COMBAT|TOHIT|-2|PREEQUIP:1,WEAPON	BONUS:SKILL|Disguise,Knowledge (Local)|2|TYPE=Circumstance						BONUS:SKILLPOOL|NUMBER|2						BONUS:STAT|%LIST|-2					SOURCEPAGE:p.184
02 Current Wealth Level / Poor				KEY:02 Current Wealth Level ~ Poor			CATEGORY:Special Ability	TYPE:WealthTemplate.CurrentWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.CurrentWealth																																																															ABILITY:Special Ability|AUTOMATIC|TYPE.WTPoor																																							BONUS:SKILLPOOL|NUMBER|2														SOURCEPAGE:p.185
03 Current Wealth Level / Common				KEY:03 Current Wealth Level ~ Common		CATEGORY:Special Ability	TYPE:WealthTemplate.CurrentWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.CurrentWealth																																																															ABILITY:Special Ability|AUTOMATIC|TYPE.WTCommon																																																									SOURCEPAGE:p.186
04 Current Wealth Level / Well-Off				KEY:04 Current Wealth Level ~ Well Off		CATEGORY:Special Ability	TYPE:WealthTemplate.CurrentWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.CurrentWealth																																																															ABILITY:Special Ability|AUTOMATIC|TYPE.WTWellOff																																																								SOURCEPAGE:p.186
05 Current Wealth Level / Affluent				KEY:05 Current Wealth Level ~ Affluent		CATEGORY:Special Ability	TYPE:WealthTemplate.CurrentWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.CurrentWealth																																																															ABILITY:Special Ability|AUTOMATIC|TYPE.WTAffluent																																						BONUS:SKILLPOOL|NUMBER|1														SOURCEPAGE:p.187
06 Current Wealth Level / Wealthly				KEY:06 Current Wealth Level ~ Wealthly		CATEGORY:Special Ability	TYPE:WealthTemplate.CurrentWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.CurrentWealth																																		MULT:YES	CHOOSE:STAT																										ABILITY:Special Ability|AUTOMATIC|TYPE.WTWealthy																																						BONUS:SKILLPOOL|NUMBER|2						BONUS:STAT|%LIST|2|TYPE=Wealth			SOURCEPAGE:p.187
07 Current Wealth Level / Imperial				KEY:07 Current Wealth Level ~ Imperial		CATEGORY:Special Ability	TYPE:WealthTemplate.CurrentWealth	!PREABILITY:1,CATEGORY=Special Ability,TYPE.CurrentWealth																																		MULT:YES	CHOOSE:STAT																										ABILITY:Special Ability|AUTOMATIC|TYPE.WTImperial																																						BONUS:SKILLPOOL|NUMBER|2						BONUS:STAT|%LIST|2|TYPE=Wealth			SOURCEPAGE:p.188
#COMMENT: This sets your current Wealth Level - Current Bonuses/Perks of the level.


# Starting Wealth Bonus
Starting Wealth / Common Skills				KEY:Starting Wealth ~ Common Skills			CATEGORY:Special Ability	TYPE:SpecialQuality.WTCommonChoice																																										STACK:YES	MULT:YES	CHOOSE:SKILLSNAMED|Craft%|Profession%													SELECT:4																																																											BONUS:SKILLRANK|%LIST|1												BENEFIT:+4 SP to be spent on background skills (usually Craft or Profession skills).
Starting Wealth / Common Bonus Classes			KEY:Starting Wealth ~ Common Classes		CATEGORY:Special Ability	TYPE:SpecialQuality.WTCommonChoice											DESC:Alternatively, they may take two levels in non-adventuring classes (like Adept, Noble, and Expert) and count them as a +1 ECL adjustment together. This is often well worthwhile.																										TEMPLATE:Poor Wealth ECL Modifier

# Wealth Level Selection Abilities that are grouped in that Tier. Note: Unable to Implement a step up as in the Above your Wealth Section.

# Current Wealth - Destitute
Wealth Level Perk / Armor, Shields, and Weapons		KEY:Wealth Template ~ Destitute Equipment		CATEGORY:Special Ability	TYPE:SpecialQuality.WTDestitute																																																																																																																																												BENEFIT:Even if pristine to start with, any armor, shields, or weapons you pick up will shortly be in horrible shape. Half AC bonus from armor and shields (minimum +1 apiece), weapons get -2 to hit and damage.
Wealth Level Perk / Magical Items				KEY:Wealth Template ~ Destitute Magic		CATEGORY:Special Ability	TYPE:SpecialQuality.WTDestitute																																																																																																																																												BENEFIT:You might possess a single charm, provided that something weird is going on.
Wealth Level Perk / Mounts, Pets, and Familiars		KEY:Wealth Template ~ Destitute Companions	CATEGORY:Special Ability	TYPE:SpecialQuality.WTDestitute																																																																																																																																												BENEFIT:Any mount you can lay your hands on gets -5 move, one-half normal HP, and a -3 on all rolls. As far as pets and familiars go, you could probably manage a rat or something.
Wealth Level Perk / Recognition				KEY:Wealth Template ~ Destitute Recognition	CATEGORY:Special Ability	TYPE:SpecialQuality.WTDestitute																																																																																																																																												BENEFIT:Even people who know you are likely to pretend they don't. Anyone at this wealth level gains a +2 circumstance modifier to Disguise and Knowledge: Local.
Wealth Level Perk / Training					KEY:Wealth Template ~ Destitute Training		CATEGORY:Special Ability	TYPE:SpecialQuality.WTDestitute																																																																																																																																												BENEFIT:Training: +2 Skill points per level gained at this wealth rank in any of skills listed above; -2 on any two chosen attributes due to illness/hunger exposure/ etc while the character remains at this wealth level.

# Current Wealth - Poor
Wealth Level Perk / Armor, Shields, and Weapons		KEY:Wealth Template ~ Poor Equipment		CATEGORY:Special Ability	TYPE:SpecialQuality.WTPoor																																																																																																																																													BENEFIT:There really isn't any money to spare for this; staves, slings, clubs, improvised spears, and work knives, are about the limit. You can usually get someone to make up a crude suit of padded armor for you. Your best bet is to try to join the militia; that'll get you some basic gear, such as leather armor, spear, shortsword, small wooden shield, and a few javelins along with the training to use them effectively.
Wealth Level Perk / Magical Items				KEY:Wealth Template ~ Poor Magic			CATEGORY:Special Ability	TYPE:SpecialQuality.WTPoor																																																																																																																																													BENEFIT:One minor, and usually utilitarian, charm. Fire- and light- stones, healing charms, minor enhanced tools, and other handy items are the most common.
Wealth Level Perk / Mounts, Pets And Familiars		KEY:Wealth Template ~ Poor Companions		CATEGORY:Special Ability	TYPE:SpecialQuality.WTPoor																																																																																																																																													BENEFIT:Any animals you have are going to either be common, inexpensive working beasts or sources of food. Ferrets are useful, if a bit pungent. A pack-ox or horse is possible, a real mount is unlikely.
Wealth Level Perk / Acquaintances				KEY:Wealth Template ~ Poor Aquaintances		CATEGORY:Special Ability	TYPE:SpecialQuality.WTPoor																																																																																																																																													BENEFIT:Guildmembers, past employers, and possibly a few members of the local underworld. If you really need an assistant, you may be able to manage an apprentice, impressionable kid, or one of your relatives.
Wealth Level Perk / Training					KEY:Wealth Template ~ Poor Training			CATEGORY:Special Ability	TYPE:SpecialQuality.WTPoor																																																																																																																																													BENEFIT:Any character who levels while at this wealth level gains +2 SP to be spent on Profession, Craft, Bluff, or Gather Information, but it's rare for an adventurer to spend much time at this level.

# Current Wealth - Common
Wealth Level Perk / Armor, Shields, and Weaponry	KEY:Wealth Template ~ Common Equipment		CATEGORY:Special Ability	TYPE:SpecialQuality.WTCommon																																																																																																																																													BENEFIT:You can afford light armor, shields, common, inexpensive, weapons (shortswords, short bows, javelins, etc) and equipment of ordinary quality.
Wealth Level Perk / Magical Items				KEY:Wealth Template ~ Common Magic			CATEGORY:Special Ability	TYPE:SpecialQuality.WTCommon																																																																																																																																													BENEFIT:Normally three minor "charms." At least at first, these will usually be utilitarian, but the definition of "utilitarian" can vary a good deal depending on the character's background.
Wealth Level Perk / Mounts, Pets, and Familiars		KEY:Wealth Template ~ Common Companions		CATEGORY:Special Ability	TYPE:SpecialQuality.WTCommon																																																																																																																																													BENEFIT:You can obtain common animals, a light riding horse (likely a bit long in the tooth, but serviceable) and a healthy mutt to act as a guard dog. "Noble" animals, including hawks, purebred hounds, hunting cats, warhorses and exotic imports, are still out of reach.
Wealth Level Perk / Retainers					KEY:Wealth Template ~ Common Retainers		CATEGORY:Special Ability	TYPE:SpecialQuality.WTCommon																																																																																																																																													BENEFIT:You may have a house- or errand-boy and know an old woman or man who purports to be a witch. For the most part you won't know anyone the least bit important.
Wealth Level Perk / Training					KEY:Wealth Template ~ Common Training		CATEGORY:Special Ability	TYPE:SpecialQuality.WTCommon																																																																																																																																													BENEFIT:Any character who levels while at this wealth level gains no special benefits, and suffers no unusual penalties.

# Current Wealth - Well Off
Wealth Level Perk / Armor, Shields, and Weapons		KEY:Wealth Template ~ Well Off Equipment		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWellOff																																																																																																																																													BENEFIT:You can afford full plate armor, exotic weapons, longbows and specialized equipment. Still, at least for the time, masterwork equipment remains out of reach.
Wealth Level Perk / Magical Items				KEY:Wealth Template ~ Well Off Magic		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWellOff																																																																																																																																													BENEFIT:Three charms and one talisman.
Wealth Level Perk / Mounts, Pets, and Familiars		KEY:Wealth Template ~ Well Off Companions		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWellOff																																																																																																																																													BENEFIT:You can afford high quality common animals, trained warhorses, and so on. Exotic imports are still simply too expensive.
Wealth Level Perk / Retainers					KEY:Wealth Template ~ Well Off Retainers		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWellOff																																																																																																																																													BENEFIT:You may have a single extremely loyal assistant, guard, or henchman, connections with assorted skilled professionals in various fields and a dozen or so ordinary employees. While these usually won't be going on adventures, they make life a lot easier most of the time.
Wealth Level Perk / Training					KEY:Wealth Template ~ Well Off Training		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWellOff																																																																																																																																													BENEFIT:Any character who levels while at this wealth level gains no special benefits, and suffers no unusual penalties.

# Current Wealth - Affluent
Wealth Level Perk / Armor, Shields, and Weapons		KEY:Wealth Template ~ Affluent Equipment		CATEGORY:Special Ability	TYPE:SpecialQuality.WTAffluent																																																																																																																																												BENEFIT:Are all treated as being "masterwork." The character can readily afford to buy specialized equipment from high-quality crafters.
Wealth Level Perk / Legal Privileges			KEY:Wealth Template ~ Affluent Legal		CATEGORY:Special Ability	TYPE:SpecialQuality.WTAffluent																																																																																																																																												BENEFIT:Characters at this level enjoy a good deal of leeway about things like the use of deadly force against an "attacker," carrying armor, shields, and weapons, or riding in the city streets, and will virtually always get the benefit of the doubt unless the other side is even richer. It's also almost impossible to drive you insane; you're usually limited to eccentric.
Wealth Level Perk / Mounts, Pets, and Familiars		KEY:Wealth Template ~ Affluent Companions		CATEGORY:Special Ability	TYPE:SpecialQuality.WTAffluent																																																																																																																																												BENEFIT:You can afford exotic pets, like fine hawks and rare imported animals. Trained warbeasts, chargers, and packtrains are at your disposal.
Wealth Level Perk / Magical Items				KEY:Wealth Template ~ Affluent Magic		CATEGORY:Special Ability	TYPE:SpecialQuality.WTAffluent																																																																																																																																												BENEFIT:Five charms and two talismans.
Wealth Level Perk / Retainers					KEY:Wealth Template ~ Affluent Retainers		CATEGORY:Special Ability	TYPE:SpecialQuality.WTAffluent																																																																																																																																												BENEFIT:You may have a couple of competent and loyal guards and assistants, possibly connections with an eccentric hedge wizard or minor priest (these are often related to you, and prone to sending you on odd missions or having weird visions), and quite a few employees and general gofers.

# Current Wealth - Wealthy
Wealth Level Perk / Armor/Shields				KEY:Wealth Template ~ Wealthy Equipment		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWealthy																																																																																																																																													BENEFIT:Treat armor as one category lighter for movement and special ability purposes. This applies to shields as far as proficiencies go. Add a +2 Wealth AC bonus to shields and armor and improve the Armor Check Penalty (if any) by 2.
Wealth Level Perk / Legal Privileges			KEY:Wealth Template ~ Wealthy Legal			CATEGORY:Special Ability	TYPE:SpecialQuality.WTWealthy																																																																																																																																													BENEFIT:At this point you're virtually above the law; having the resources to fund private armies tends to have that effect. Those with grievances usually resort to outlaw tactics or even larger armies.
Wealth Level Perk / Magical Items				KEY:Wealth Template ~ Wealthy Magic			CATEGORY:Special Ability	TYPE:SpecialQuality.WTWealthy																																																																																																																																													BENEFIT:Seven charms and three talismans.
Wealth Level Perk / Mounts, Pets, and Familiars		KEY:Wealth Template ~ Wealthy Companions		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWealthy																																																																																																																																													BENEFIT:Mounts gain 2d4 levels of Magical Beast, +1d3 to each attribute, and +5' to Move. Pets and Familiars gain 1d4 levels of Magical Beast, +1d2 to each attribute, and +5' to Move.
Wealth Level Perk / Recognition				KEY:Wealth Template ~ Wealthy Recognition		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWealthy																																																																																																																																													BENEFIT:Anyone at this level of wealth will be widely known, influential in the community and often "on call." With power comes authority - and a great deal of responsibility unless the character opts to become a hermit.
Wealth Level Perk / Retainers					KEY:Wealth Template ~ Wealthy Retainers		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWealthy																																																																																																																																													BENEFIT:You often have a hedge wizard or minor priest, a sage or scholar (if desired), some bodyguards and agents, and an assortment of craftsmen and ordinary employees numbering up to the hundreds at this level. Standard d20, you may have a dozen wizards.
Wealth Level Perk / Skill Bonuses				KEY:Wealth Template ~ Wealthy Skill			CATEGORY:Special Ability	TYPE:SpecialQuality.WTWealthy																																																																																																																																													BENEFIT:+2 nameless bonus to Diplomacy, Gather Information, and Intimidate, thanks to the use of cash and high-quality gear. Masterwork tools and reference material (for knowledge-based skills) is presumed wherever it is useful.
Wealth Level Perk / Training					KEY:Wealth Template ~ Wealthy Training		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWealthy																																																																																																																																													BENEFIT:Superb. You gain +2 SP and +1 HP per level gained while this template applies, and a +2 to any single attribute (total, not per level).
Wealth Level Perk / Weapons					KEY:Wealth Template ~ Wealthy Weapons		CATEGORY:Special Ability	TYPE:SpecialQuality.WTWealthy																																																																																																																																													BENEFIT:Your weaponry gains +2 built-in Wealth bonuses. It may be made of adamantine, silver, or of exotic materials as desired. Wealth bonuses stack with magical enhancement.

# Current Wealth - Imperial
Wealth Level Perk / Armor/Shields				KEY:Wealth Template ~ Imperial Equipment		CATEGORY:Special Ability	TYPE:SpecialQuality.WTImperial																																																																																																																																												BENEFIT:Treat as one category lighter for movement and special ability purposes, half the usual weight, with +3 AC Wealth bonus, and -3 on Armor Check Penalty (if any).
Wealth Level Perk / Magical Items				KEY:Wealth Template ~ Imperial Magic		CATEGORY:Special Ability	TYPE:SpecialQuality.WTImperial																																																																																																																																												BENEFIT:Seven charms and three talismans.
Wealth Level Perk / Mounts, Pets, and Familiars		KEY:Wealth Template ~ Imperial Companions		CATEGORY:Special Ability	TYPE:SpecialQuality.WTImperial																																																																																																																																												BENEFIT:Mounts gain 3d4 levels of Magical Beast, +1d4 to each attribute, and +10' to Move. Pets and Familiars gain 1d4+2 levels of Magical Beast, +1d3 to each attribute, and +10' to Move.
Wealth Level Perk / Recognition				KEY:Wealth Template ~ Imperial Recognition	CATEGORY:Special Ability	TYPE:SpecialQuality.WTImperial																																																																																																																																												BENEFIT:You will be widely recognized and will have a lot of calls on your time. Adventurers will be expected to deal with major menaces, organize the defense of the realm, and similar things. You're above the law.
Wealth Level Perk / Retainers					KEY:Wealth Template ~ Imperial Retainers		CATEGORY:Special Ability	TYPE:SpecialQuality.WTImperial																																																																																																																																												BENEFIT:You gain a competent mage, a skilled priest, and superb scholars and advisors, as well as an assortment of "special agents," accountants, servants, skilled craftsmen, bodyguards, and ordinary employees. This presumes that powerful spellcasters are relatively rare. In many d20 worlds you may command the services of whole academies of mages and temples full of clerics.
Wealth Level Perk / Skill Bonuses				KEY:Wealth Template ~ Imperial Skill		CATEGORY:Special Ability	TYPE:SpecialQuality.WTImperial																																																																																																																																												BENEFIT:You gain a +4 Wealth bonus to Diplomacy, Gather Information, and Intimidate, thanks to the ready availability of cash and the finest gear. You are assumed to have masterwork equipment whenever it would help you (and you have equipment at all), including superb reference works for knowledge-based skills.
Wealth Level Perk / Training					KEY:Wealth Template ~ Imperial Training		CATEGORY:Special Ability	TYPE:SpecialQuality.WTImperial																																																																																																																																												BENEFIT:The finest. +2 SP and +2 HP per level gained while this template applies. The character also gains a +2 wealth bonus to any one attribute while at this wealth level and a +10%% experience bonus.
Wealth Level Perk / Weapons					KEY:Wealth Template ~ Imperial Weapons		CATEGORY:Special Ability	TYPE:SpecialQuality.WTImperial																																																																																																																																												BENEFIT:All your weaponry gains a +4 innate Wealth bonus and may be made of adamantine, silver, or exotic materials as you desire.


###Block:  FEAT Choosers
# Ability Name						Unique Key							Category of Ability		Type								Define						Description																																																																																																																																																																																				Multiple?	Choose				Bonus to Ability Pool														Modify VAR
Arcanum Minimus Feat Choice												CATEGORY:Special Ability									DEFINE:ArcanumMinimusFeatCounter|0																																																																																																																																																																																														BONUS:ABILITYPOOL|Arcanum Minimus Feat Choice|ArcanumMinimusFeatCounter						BONUS:VAR|ArcanumMinimusFeatCounter|-2	BONUS:VAR|ArcanumMinimusFeatCounter|count("ABILITIES","CATEGORY=FEAT","NAME=Arcanum Minimus")*2
#
Arcanum Minimus / Ambient Magic			KEY:Arcanum Minimus ~ Ambient Magic			CATEGORY:Special Ability	TYPE:SpecialQuality.ArcanumMinimusFeatChoice								DESC:Conventionally used to power cantrips and trivial talismans, ambient magical energy is freely available, but very weak. The casting time increases greatly - from free actions to actions, from actions to minutes, and from minutes to hours. Ambient magic cannot power spells that normally require more than ten minutes to cast.
Arcanum Minimus / Catalyst Materials		KEY:Arcanum Minimus ~ Catalyst Materials		CATEGORY:Special Ability	TYPE:SpecialQuality.ArcanumMinimusFeatChoice								DESC:The magical forces which lie within certain materials selected by the game master (a vampire's fang, the dust from a dragon's eggshell, ogre magi blood, odd minerals and rare earths, magical woods, certain crystals, etc), may be tapped to power magic. Sadly, such materials are difficult to acquire and are only good for a limited number of castings of particular spells before their power is exhausted.
Arcanum Minimus / Powers of Chaos			KEY:Arcanum Minimus ~ Powers of Chaos		CATEGORY:Special Ability	TYPE:SpecialQuality.ArcanumMinimusFeatChoice								DESC:Calling on the powers of Chaos to aid you is straightforward, but reckless. The caster must save against his or her own spell (use Will if no save is specified): On a "1", it goes drastically wrong and produces a wild magical effect rather than what you want. On a failure, or a "2" in any case, it is somewhat distorted or has strange side effects (treat as a secondary spell of up to one-half of the original spell's power level).
Arcanum Minimus / Life Energy				KEY:Arcanum Minimus ~ Life Energy			CATEGORY:Special Ability	TYPE:SpecialQuality.ArcanumMinimusFeatChoice								DESC:One of the most common sources of extra energy for spells, but also one of the least friendly, this technique draws out the internal strength of the caster. Spellcasters using this energy source may draw on their own life force, either saving against their own spell (Will if no save is listed) to avoid fatigue (doing this twice causes the exhausted state as usual) or expending HP (usually Spell Level/2 d6), XP (5 per spell level), or temporary attribute drain (usually 1d4) in the spellcasting. Ruthless mages may draw on the life energy of sacrifices (small animals and large plants will suffice for low-level spells; a ninth level spell might require multiple sentient beings), or on the surrounding environment. Using this option reduces soil and vegetation to lifeless ash in a radius of roughly 3 feet per level of the spell, a condition that may persist for lengthy periods. This is definitely an evil act and is unpopular with everything dependent on the land.
Arcanum Minimus / Magical Devices			KEY:Arcanum Minimus ~ Magical Devices		CATEGORY:Special Ability	TYPE:SpecialQuality.ArcanumMinimusFeatChoice								DESC:The energies stored within charged, or "uses-per-day", magical items may provide power for compatible spells. Simply enough, this depletes one charge or use per spell. Certain items, such as the Rod of Wonder, are compatible with almost any spell. The GM must rule on compatibility for other items. In general, a similar effect or descriptor is compatible.
Arcanum Minimus / Powers of Darkness		KEY:Arcanum Minimus ~ Powers of Darkness		CATEGORY:Special Ability	TYPE:SpecialQuality.ArcanumMinimusFeatChoice								DESC:The forces of corruption are always ready to supply quick and easy power - for a price. Black magic slowly twists and warps thosewho use it, leaving a taint that's difficult to purge away. This is represented by an accumulating Corruption score. Calling on black magic normally results in 1d4 points of corruption. When your corruption score exceeds your current Will save (plus constant bonuses) plus your stage of descent you must make a Will save (DC 13 if you've been using your magic for good purposes, 16 if you've been using it for a general tool, 21 if you've been using it for selfish or evil purposes) or descend a step into the power of evil. On a success, the mage has resisted the temptations of the powers of darkness. In either case, the corruption score resets to zero. Barring such a dramatic resolution, a character's corruption score falls by one point a week automatically, by one point a day via penance, rituals, or meditation in a holy place, and by 1d4 points whenever the character makes a great commitment to good or a major sacrifice in its pursuit.
Arcanum Minimus / Powers of Light			KEY:Arcanum Minimus ~ Powers of Light		CATEGORY:Special Ability	TYPE:SpecialQuality.ArcanumMinimusFeatChoice								DESC:The powers of light are stern and demanding masters, as pure and terrible as the fires of the sun. The price of drawing upon such power is purity of purpose, mind, and spirit: being a sword to stand against the darkness. This is hell on your social life. Unfortunately, unless a character lives up to very high standards, his or her spells start fizzling as the powers that be, whatever they are, decline to help him or her out. Optionally, similar benefits can be derived from the Lords of Order, but such entities issue endless orders and directives. Few mortals care to call on them.
Arcanum Minimus / Karmic Debts			KEY:Arcanum Minimus ~ Karmic Debts			CATEGORY:Special Ability	TYPE:SpecialQuality.ArcanumMinimusFeatChoice								DESC:Calling on supernatural beings to help you out has one basic flaw: they tend to want you to return the favor, and are powerful enough to enforce such a debt. While they rarely call upon low level characters, truly powerful individuals make truly useful pawns. Karmic debts are unlikely to be a problem at first, but lead to many unanticipated adventures later. As a variation, a character might be linked with some sort of minor entity, which the caster must keep happy if he or she wishes to continue using such spells. In either case, the karmic creditor sends irresistible curses if the character refuses to pay up.
Arcanum Minimus / Reduced Power			KEY:Arcanum Minimus ~ Reduced Power			CATEGORY:Special Ability	TYPE:SpecialQuality.ArcanumMinimusFeatChoice								DESC:This isn't actually a power source; it's what happens when a spell is cast without building up the power to do it properly, usually due to failure to fulfill other conditions from this list. Spells suffer a -2 on the DC of saving against them and a -4 on the effective caster level per "missing" condition. Factors such as duration and range are reduced as the game master wishes. A few very high-level mages may not care ("So who cares if it only goes off at L12? It maxes out at 10!"), but lesser magi need every scrap of power they can muster.
Arcanum Minimus / Special Conditions		KEY:Arcanum Minimus ~ Special Conditions		CATEGORY:Special Ability	TYPE:SpecialQuality.ArcanumMinimusFeatChoice								DESC:The spell is more restricted than usual. It may require peculiar environmental conditions (e.g., moonlight), that the caster possess special knowledge or skills (such as a target's "True Name" or an extensive knowledge of biophysics), won't affect certain targets, and so on. In general, this is a catch-all category. On the other hand, if the limitation doesn't really limit the spell, it certainly doesn't count. A Fireball which only affects enemies is improved, not restricted. In general, mages shouldn't make a habit of using many of these; special conditions should be closely tied to the character concept or an integral part of very special spells. Optionally, the game master may permit spells to gain up to a -3 level modifier from special conditions, provided that they are both extremely specific (e.g. only during the great once-a-century conjunction at the Gate of Ebon while holding the Scepter of Night) and have been built into the spell formula.

Enchantment Feat Choice Counter											CATEGORY:Special Ability									DEFINE:EnchantmentFeatCounter|0																																																																																																																																																																																														BONUS:ABILITYPOOL|Enchantment Feat Choice|EnchantmentFeatCounter							BONUS:VAR|EnchantmentFeatCounter|-2	BONUS:VAR|EnchantmentFeatCounter|count("ABILITIES","CATEGORY=FEAT","NAME=Enchantment")*2
#
Enchantment / Artificer					KEY:Enchantment ~ Artificer				CATEGORY:Special Ability	TYPE:SpecialQuality.EnchantmentFeatChoice									DESC:You may reduce the GP or XP cost of making devices of this type by 50%%. The time required does not change.
Enchantment / Artisan					KEY:Enchantment ~ Artisan				CATEGORY:Special Ability	TYPE:SpecialQuality.EnchantmentFeatChoice									DESC:You may double the GP cost of creating an item to eliminate the XP cost or vice versa. Either option doubles the time required.
Enchantment / Bonded					KEY:Enchantment ~ Bonded				CATEGORY:Special Ability	TYPE:SpecialQuality.EnchantmentFeatChoice									DESC:Spells from the item use the wielder's caster level and attribute modifiers if those are better than its own. This usually increases the sale price by 20%%; it does not increase the base cost for making an item.
Enchantment / Excellence				KEY:Enchantment ~ Excellence				CATEGORY:Special Ability	TYPE:SpecialQuality.EnchantmentFeatChoice									DESC:Your items use your full attribute bonus to determine the DC of saving against them rather than the minimum required to cast the spell. This usually increases the sale price by 10%%, it does not increase the base cost for making an item.
Enchantment / Fabrication				KEY:Enchantment ~ Fabrication				CATEGORY:Special Ability	TYPE:SpecialQuality.EnchantmentFeatChoice									DESC:You may increase the divisor used to determine how long it takes to make items by +2000 GP. This option may be taken repeatedly.
Enchantment / Living Magic				KEY:Enchantment ~ Living Magic			CATEGORY:Special Ability	TYPE:SpecialQuality.EnchantmentFeatChoice									DESC:You may enchant living or undead creatures, including your own flesh and blood. This can also embed magic in words, ideas, songs, computer programs, and other intangible "items". Use-activated spells embedded in creatures are usually used by them at will or activate when triggered. Words are spoken, songs sung, and ideas concentrated on. You may transfer intangible items to other characters. The original character may still know the song, word, or idea, but it will no longer possess any power.
Enchantment / Multiple					KEY:Enchantment ~ Multiple				CATEGORY:Special Ability	TYPE:SpecialQuality.EnchantmentFeatChoice									DESC:You may place multiple spell formulas in the same item, although all must use the same caster level. The cost is based on the highest level spell used plus 75%% of the value of the next highest level spell plus 50%% of the value of any other spells used. You may reduce the cost of a particular spell by increasing the number of charges it costs to use (2 for half cost, 3 for one third, etc, up to a limit of 5 for one fifth).

Harvest of Artifice Feat Counter											CATEGORY:Special Ability									DEFINE:HarvestOfArtificeFeatCounter|0																																																																																																																																																																																													BONUS:ABILITYPOOL|Harvest Of Artifice Feat Choice|HarvestOfArtificeFeatCounter				BONUS:VAR|HarvestOfArtificeFeatCounter|-2	BONUS:VAR|HarvestOfArtificeFeatCounter|count("ABILITIES","CATEGORY=FEAT","NAME=Harvest Of Artifice")*2
#
Harvest of Artifice / Alchemic Mastery		KEY:Harvest of Artifice ~ Alchemic Mastery	CATEGORY:Special Ability	TYPE:SpecialQuality.HarvestOfArtificeFeatChoice								DESC:You may distill the XP you harvest into alchemical compounds. These function as universal power components, storing those XP for later use by anyone. Unfortunately, this is only 50%% efficient.
Harvest of Artifice / Gleaning			KEY:Harvest of Artifice ~ Gleaning			CATEGORY:Special Ability	TYPE:SpecialQuality.HarvestOfArtificeFeatChoice								DESC:You may gather an extra 50 XP per month. This option may be taken repeatedly.
Harvest of Artifice / Philosopher's Stone		KEY:Harvest of Artifice ~ Philosopher's Stone	CATEGORY:Special Ability	TYPE:SpecialQuality.HarvestOfArtificeFeatChoice								DESC:This application requires both Alchemic Mastery and Transmutation. It allows both effects to be stored in an alchemical talisman, to be used at the option of the possessor. In the case of Transmutation, the holder of the item can use it to transmute materials even without possessing this feat.
Harvest of Artifice / Transmutation			KEY:Harvest of Artifice ~ Transmutation		CATEGORY:Special Ability	TYPE:SpecialQuality.HarvestOfArtificeFeatChoice								DESC:You may infuse XP into material to transmute it into more useful forms. This costs 1 XP per 2 GP worth of equipment so produced.

Imbuement Feat Choice Counter												CATEGORY:Special Ability									DEFINE:ImbuementFeatCounter|0																																																																																																																																																																																															BONUS:ABILITYPOOL|Imbuement Feat Choice|ImbuementFeatCounter							BONUS:VAR|ImbuementFeatCounter|-2	BONUS:VAR|ImbuementFeatCounter|count("ABILITIES","CATEGORY=FEAT","NAME=Imbuement")*2
#
Imbuement / Advanced					KEY:Imbuement ~ Advanced				CATEGORY:Special Ability	TYPE:SpecialQuality.ImbuementFeatChoice									DESC:You may store spells of level 5 and up.
Imbuement / Artificer					KEY:Imbuement ~ Artificer				CATEGORY:Special Ability	TYPE:SpecialQuality.ImbuementFeatChoice									DESC:You may reduce the GP or XP cost of making devices of this type by 50%%.
Imbuement / Artisan					KEY:Imbuement ~ Artisan					CATEGORY:Special Ability	TYPE:SpecialQuality.ImbuementFeatChoice									DESC:You may double the GP cost of creating an item to eliminate the XP cost or vice versa. Either option doubles the time required.
Imbuement / Bonded					KEY:Imbuement ~ Bonded					CATEGORY:Special Ability	TYPE:SpecialQuality.ImbuementFeatChoice									DESC:Spells from the item use the wielder's caster level and attribute modifiers if those are better than its own. This usually increases the sale price by 20%%, it does not increase the base cost for making an item.
Imbuement / Excellence					KEY:Imbuement ~ Excellence				CATEGORY:Special Ability	TYPE:SpecialQuality.ImbuementFeatChoice									DESC:Your items use your full attribute bonus to determine the DC of saving against them rather than the minimum required to cast the spell. This increases the sale price by 10%% when it makes a difference, it does not increase the base cost for making an item.
Imbuement / Fabrication					KEY:Imbuement ~ Fabrication				CATEGORY:Special Ability	TYPE:SpecialQuality.ImbuementFeatChoice									DESC:You may increase the divisor used to determine how long it takes to make items by +2000 GP. This option may be taken repeatedly.
Imbuement / Living Magic				KEY:Imbuement ~ Living Magic				CATEGORY:Special Ability	TYPE:SpecialQuality.ImbuementFeatChoice									DESC:You may enchant living or undead creatures, including your own flesh and blood. This can also be used to embed magic in words, ideas, songs, computer programs, and other intangible "items". Spells embedded in creatures are usually used by them at will or activate when triggered. Words are spoken, songs sung, and ideas concentrated on. You may transfer intangible items to other characters. The original character may still know the song, word, or idea, but it will no longer possess any power.
Imbuement / Multiple					KEY:Imbuement ~ Multiple				CATEGORY:Special Ability	TYPE:SpecialQuality.ImbuementFeatChoice									DESC:You may place multiple spell formulas in the same item, although all must use the same caster level. The cost is based on the highest level spell used plus 75%% of the value of the next highest level spell plus 50%% of the value of any other spells used. You may reduce the cost of a particular spell by increasing the number of charges it costs to use (2 for half cost, 3 for one third, etc, up to a limit of 5 for one fifth).

Scribing Feat Choice Counter												CATEGORY:Special Ability									DEFINE:ScribingCounter|0																																																																																																																																																																																															BONUS:ABILITYPOOL|Scribing Feat Choice|ScribingCounter								BONUS:VAR|ScribingCounter|-2	BONUS:VAR|ScribingCounter|count("ABILITIES","CATEGORY=FEAT","NAME=Scribing")*2
#
Scribing / Bonded						KEY:Scribing ~ Bonded					CATEGORY:Special Ability	TYPE:SpecialQuality.ScribingFeatChoice									DESC:Spells from the item use the wielder's caster level and attribute modifiers if those are better than its own. This usually increases the sale price by 20%%, it does not increase the base cost for making an item. Optionally, you may set the base caster level of a bonded item of this type to one, regardless of the level of the spell, but if you take this option, the user must supply the power required to use the spell in the form of an appropriate unused spell slot. Obviously enough, such items are only useful to spellcasters using the same style of magic and capable of casting spells of the same level in the first place. Excellence: Your items use your full attribute bonus to determine the DC of saving against them rather than the minimum required to cast the spell. This usually increases the sale price by 10%%, but it does not increase the base cost for making an item.
Scribing / Fabrication					KEY:Scribing ~ Fabrication				CATEGORY:Special Ability	TYPE:SpecialQuality.ScribingFeatChoice									DESC:You may increase the divisor used to determine how long it takes to make items by +2000 GP. This option may be taken repeatedly.
Scribing / Hieroglyphics				KEY:Scribing ~ Hieroglyphics				CATEGORY:Special Ability	TYPE:SpecialQuality.ScribingFeatChoice									DESC:You may double the GP cost of creating an item to eliminate the XP cost or vice versa, but using either option doubles the time required.
Scribing / Living Magic					KEY:Scribing ~ Living Magic				CATEGORY:Special Ability	TYPE:SpecialQuality.ScribingFeatChoice									DESC:You may enchant living or undead creatures, including your own flesh and blood. This can also be used to embed magic in words, ideas, songs, computer programs, and other intangible "items". Spells embedded in creatures are usually used by them. Words are spoken, songs sung, and ideas concentrated on. You may transfer intangible items to other characters. The original character may still know the song, word, or idea, but it will no longer possess any power.
Scribing / Master Scribe				KEY:Scribing ~ Master Scribe				CATEGORY:Special Ability	TYPE:SpecialQuality.ScribingFeatChoice									DESC:You may reduce the GP or XP cost of making inscribed items by 50%%.

Siddhisyoga Feat Choice Counter											CATEGORY:Special Ability																																																																																																																																																																																																												BONUS:ABILITYPOOL|Siddhisyoga Feat Choice|count("ABILITIES","CATEGORY=FEAT","NAME=Siddhisyoga")-1
#
Siddhisyoga / Kamayoga					KEY:Siddhisyoga ~ Kamayoga				CATEGORY:Special Ability	TYPE:SpecialQuality.SiddhisyogaFeatChoice									DESC:This feat provides an extra 10,000 GP worth of innate magic.
Siddhisyoga / Hathayoga					KEY:Siddhisyoga ~ Hathayoga				CATEGORY:Special Ability	TYPE:SpecialQuality.SiddhisyogaFeatChoice									DESC:This feat converts up to 10,000 GP worth of innate magical powers from Spell-Like to Supernatural abilities.
Siddhisyoga / Rajayoga					KEY:Siddhisyoga ~ Rajayoga				CATEGORY:Special Ability	TYPE:SpecialQuality.SiddhisyogaFeatChoice									DESC:This feat allows the user to use up to [Charisma Modifier +3] potions per day.

Spell Expertise Feat Choice Counter											CATEGORY:Special Ability									DEFINE:SpellExpertiseCounter|0																																																																																																																																																																																														BONUS:ABILITYPOOL|Spell Expertise Feat Choice|SpellExpertiseCounter						BONUS:VAR|SpellExpertiseCounter|-2	BONUS:VAR|SpellExpertiseCounter|count("ABILITIES","CATEGORY=FEAT","NAME=Spell Expertise")*2
#
Spell Expertise / Increased Caster Level +2	KEY:Spell Expertise ~ Increased Caster Level	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellExpertiseFeatChoice								DESC:You may cast the spell as if you were two levels higher (+4 maximum)																																																																																																																																																																									MULT:YES	CHOOSE:SPELLS|ANY[KNOWN=YES]
Spell Expertise / Conversion				KEY:Spell Expertise ~ Conversion			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellExpertiseFeatChoice								DESC:You may convert any memorized spell of equal or higher level into the chosen spell.																																																																																																																																																																							MULT:YES	CHOOSE:SPELLS|ANY[KNOWN=YES]
Spell Expertise / Immunity to Effects		KEY:Spell Expertise ~ Immunity			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellExpertiseFeatChoice								DESC:You gain immunity to the effects of the specific spell in question.																																																																																																																																																																									MULT:YES	CHOOSE:SPELLS|ANY[KNOWN=YES]
Spell Expertise / Free Cast				KEY:Spell Expertise ~ Free Cast			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellExpertiseFeatChoice								DESC:You may invoke it once per day without expending a spell slot or requiring any components worth less then one GP (three times maximum).																																																																																																																																																														MULT:YES	CHOOSE:SPELLS|ANY[KNOWN=YES]
Spell Expertise / Increased DC			KEY:Spell Expertise ~ Increased DC			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellExpertiseFeatChoice								DESC:You may increase the DC of saving against your chosen spell by +2 (+4 maximum).																																																																																																																																																																							MULT:YES	CHOOSE:SPELLS|ANY[KNOWN=YES]
Spell Expertise / Counterspell			KEY:Spell Expertise ~ Counterspell			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellExpertiseFeatChoice								DESC:You automatically recognize the spell in question when it is being cast and can attempt to counterspell it without using a spell of your own as a swift action with a DC 18 will check.																																																																																																																																																						MULT:YES	CHOOSE:SPELLS|ANY[KNOWN=YES]
Spell Expertise / Metamagic Modifier		KEY:Spell Expertise ~ Metamagic Modifier		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellExpertiseFeatChoice								DESC:You may apply a +1 level metamagical modifier to the spell formula in question without actually increasing the spell level as far as you are concerned (maximum of once per spell).																																																																																																																																																							MULT:YES	CHOOSE:SPELLS|ANY[KNOWN=YES]

Spell Shorthand Feat Choice Counter											CATEGORY:Special Ability									DEFINE:SpellShortHandCounter|0																																																																																																																																																																																														BONUS:ABILITYPOOL|Spell Shorthand Feat Choice|SpellShortHandCounter						BONUS:VAR|SpellShortHandCounter|-2	BONUS:VAR|SpellShortHandCounter|count("ABILITIES","CATEGORY=FEAT","NAME=Spell Shorthand")*2
#
Spell Shorthand / Cryptoglypics			KEY:Spell Shorthand PE~ Cryptoglypics		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellShorthandFeatChoice								DESC:You can read dangerous magical inscriptions, including Glyphs, Symbols, and magical Tomes without triggering the magic they contain.
Spell Shorthand / Encryption				KEY:Spell Shorthand PE~ Encryption			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellShorthandFeatChoice								DESC:You may convert spell formulas into complex mystical diagrams. While they take up only one page in this format regardless of level, no one without this enhancement can understand them at all.
Spell Shorthand / Formal Notation			KEY:Spell Shorthand PE~ Formal Notation		CATEGORY:Special Ability	TYPE:SpecialQuality.SpellShorthandFeatChoice								DESC:Other spellcasters can prepare spells from your books without a spellcraft check or having to already have the spell recorded in their own books. Sadly, thanks to the special inks and procedures required, spellbooks still cannot be printed en mass.
Spell Shorthand / Runemaster				KEY:Spell Shorthand PE~ Runemaster			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellShorthandFeatChoice								DESC:You may mystically inscribe spells on bizarre mediums. For example, you may embed them in pearls, paint them on shields, or tattoo them as strange glyphs on the skin.
Spell Shorthand / Scribe				KEY:Spell Shorthand PE~ Scribe			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellShorthandFeatChoice								DESC:You may copy two spells per day, rather than one.
Spell Shorthand / Hieratics				KEY:Spell Shorthand PE~ Hieratics			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellShorthandFeatChoice								DESC:You have an inherent ability to Read Magic and can prepare spells from other character's spell books without a spellcraft check.


###Block: Tempoary Spell Bonuses
# Ability Name			Category of Ability		Ability						Add to base move			Stat bonus
Spirit of the Wolf Spell	CATEGORY:Special Ability	ABILITY:Special Ability|AUTOMATIC|Scent	BONUS:MOVEADD|TYPE.Walk|30	BONUS:STAT|CON|2	BONUS:STAT|STR|4

###Block: Equipment Bonuses
# Ability Name			Category of Ability		Type				Define							Innate Spells																																								Description
Andoril's Helpful Turret	CATEGORY:Special Ability	TYPE:SpecialQuality									SPELLS:Andoril's Helpful Turret|TIMES=ATWILL|CASTERLEVEL=9|Magic Missile	SPELLS:Andoril's Helpful Turret|TIMES=3|CASTERLEVEL=3|Cure Moderate Wounds	SPELLS:Andoril's Helpful Turret|TIMES=ATWILL|CASTERLEVEL=1|Mage Armor|Shield|Unseen Servant	DESC:Rank 5 Sentient - Int 14, Wis 22, Chr 15. 120 Ft Vision, Darkvision, and Hearing. Speaks common and elven. Telepathic with wearer. Skills - Spot +13, Listen +13, Sense Motive +11 and Spellcraft +7. Feats - Material Link, Alertness
Charms and Talismans		CATEGORY:Special Ability	TYPE:SpecialQuality	DEFINE:CharmCount|0	DEFINE:TalismanCount|0																																											DESC:You own %1 charms & %2 talismans|CharmCount|TalismanCount


###Block: Race Abilities
#abilities
# Ability Name	Unique Key					Category of Ability		Type				Description
Hurl Rock		KEY:Animated Caravan ~ Rock Hurling	CATEGORY:Special Ability	TYPE:SpecialAttack	DESC:May hurl one rock as per a Light Catapult or fire up to two heavy crossbow shots per round.
Energy Resistance	KEY:Animated Caravan ~ Resistance	CATEGORY:Special Ability	TYPE:SpecialQuality	DESC:5 to all Energy Types.

#EOF
