Showing posts with label Dungeon Master. Show all posts
Showing posts with label Dungeon Master. Show all posts

Friday, 30 November 2012

Dungeon Masters Series #21: Syra, Child Of Nature

Name: Syra, Child Of Nature.
Kindred: Elf.
Type: Wizard.
Level:  3.

Strength: 18
Constitution:  24
Dexterity:  17
Speed:  9
Intelligence:  29
Wizardry:  30
Luck:  39
Charisma:  20

Combat Adds:  +38
Missile Adds:  +43

Languages:
Common, Elven.

Weapon:
None.

Armor:
Elven Doublet (2 hits, STR: 2, 75WU).

Other Items:
1 x Provisions (15WU), Tabard (8WU).

Spells:
Call Water (8 WIZ), Freeze Please (11 WIZ), Hard Stuff (15 WIZ), Slush-Yuck (15 WIZ).

Talents:
Gift of the Earth (WIZ+6): Daroou takes 6 less damage each round/turn from "Earth" effects (Such as a cave-in or, stone weapons). 

Gift of the Ocean (WIZ+3): Syra takes 3 less damage each round/turn from "Water" effects (Such as drowning or the Freeze Pleeze spell).

Healing Touch (WIZ+2): Syra may lay hands on any willing party and restore 2 CON at the cost of 2 WIZ.

Dungeon Masters Series #20: Halk, The Barbarian

Arnold Schwarzenegger as Robert E. Howard's Conan.
Name: Halk, The Barbarian.
Kindred: Human.
Type: Warrior.
Level:  2.

Strength: 23
Constitution: 25
Dexterity: 22
Speed:  17
Intelligence: 14
Wizardry: 13
Luck: 22
Charisma: 14

Combat Adds:  +36
Missile Adds:  +46

Languages:
Common.

Weapon:
Club (3+0, STR: 5, DEX: 3, 50WU).

Armor:
Bezerker Helm (Open-face Helm with Small Horns, 2 hits, STR: 2, 35WU).

Other Items:
Barbarian Hide (Bear fur Loincloth, 10WU), Sandals (1WU).

Talents:
Brute Strength (STR+1): ou may add 1 to your combat total every round due to your immense natural strength.

Dodge (DEX+2): Your natural agility grants you 2 points of "natural armor" when dodging blows that you are aware of. 

Monday, 26 November 2012

Dungeon Masters Series #19: Daroou

Name: Daroou.
Kindred: Daroou.
Type: Monster.
Level:  8.

Strength: 72
Constitution:  84
Dexterity:  19
Speed:  11
Intelligence:  16
Wizardry:  11
Luck:  15
Charisma:  60

Combat Adds:  +70
Missile Adds:  +77

Languages:
Wizard Speech.

Weapon:
None.

Armor:
None.

Other Items:
None.

Talents:
Brute Strength (STR+4): You may add 4 to your combat total every round due to your immense natural strength. 

Gift of the Earth (WIZ+6): Daroou takes 6 less damage each round/turn from "Earth" effects (Such as a cave-in or, stone weapons). 

Healing Touch (WIZ+3): Daroou may lay hands on any willing party and restore 3 CON at the cost of 2 WIZ.

Hive Mind (INT+1): This talent can be applied to any SR and CBT generated by a Daroou when there is more than one present.

Insight (INT+4): Able to fully explore any given situation quietly and quickly within their own thoughts, Daroou are often able to give good advice to those who seek it.

Resist Intoxication (CON+3): This bonus applies to any substance that would normally debilitate an individual (Ale, Wine, Poisons that cause paralysis etc).

Tough Hide (CON+1): Your hardened and earthy flesh reduces damage taken by 1 point.

Tracking (INT+6): The ability to follow trails and tracks left by others as well as the ability to hide your own.

Friday, 23 November 2012

Dungeon Master And The Daroou

In my ongoing project to convert the entire cast of champions from Dungeon Master to Tunnels and Trolls, I have again reached a point where it has become necessary to create another new kindred. The Daroou.

It's no surprise that Tunnels and Trolls didn't have this one covered as even looking at Daroou (the name of the champion in question after which I have named the kindred) I had a great deal of difficulty working out exactly what it was supposed to be.

In one respect it reminded me of the imps from the original Doom game, but after a conversation with a Dungeon Master old-hand, we agreed that Daroou looked a lot more like a Wookie. At least that's what he had always thought, and looking over the Internet, it seems he was not alone. The concept presented here in particular really captured my imagination, and shaped the Daroou as I will be casting them.

Given that a large proportion of the previously cast kindreds for the Dungeon Masters Series wouldn't be out of place in the jungle, I have decided that the Daroou will represent the all encompassing spirit of nature given physical form, protecting natural order as caretakers of the canopies and guardians of those who live in harmony with it.

All of the Daroou are in truth one entity (the jungle), taking many physical forms in order to protect itself and could be thought of as an immune system of sorts, called into action when the land feels threatened. As such all Daroou share a hive mind and cannot truly ever be killed, crumbling into dirt and dust when slain. This also makes them a poor choice for a PC as they would be totally out of place in most dungeons.

That being said, the Daroou still need to be statted out in order to be played, and in order for me to be able to complete the Dungeon Masters Series. So in relation to that I have decided to give them the attributes of a Jungle Troll (with the STR modifier rounded up for good measure) as they are in many respects, identical.

So the modifiers for the Daroou are as follows:

The Daroou
Attribute Modifiers: CHR x 4, CON x 3, INT x 0.75, LK x 0.75, STR x 3.

I hope you have as much fun introducing them to your campaign or, maybe their forest cousins as I did creating them.. Well, converting them. ;0). 

Monday, 19 November 2012

Dungeon Masters Series #18: Wu Tse, Son Of Heaven

Name: Wu Tse, Son of Heaven.
Kindred: Human.
Type: Warrior.
Level:  2.

Strength: 21
Constitution: 24
Dexterity: 21
Speed: 11
Intelligence: 31
Wizardry: 10
Luck: 21
Charisma: 11

Combat Adds:  +18
Missile Adds:  +18

Languages:
Common

Weapon:
3 x Throwing Star (4+0, STR: 2, DEX: 10, 10WU per three carried).

Armor:
None.

Other Items:
Sandals (1WU), Silk Shirt (8WU), Tabard (8WU).

Talents:
Acrobatics (DEX+4): Allows Wu Tse to perform flips and somersaults as accompanied with an enhanced sense of balance and agility.

Cling To The Shadows (INT+5): Grants a bonus to any attempt to stealthy activities in which your opponent has their senses impaired (In darkness, they are drunk, there is a lot of noise etc).

Dungeon Masters Series #17: Tiggy Tamal

Image property of Dan Scott
Name: Tiggy Tamal.
Kindred: Gnome.
Type: Rogue.
Level:  5.

Strength: 6
Constitution: 8
Dexterity: 26
Speed: 10
Intelligence: 56
Wizardry: 30 (31)
Luck: 29
Charisma: 10

Combat Adds:  +28
Missile Adds:  +42

Languages:
Common, Dwarvish.

Weapon:
None.

Armor:
None.

Other Items:
Cotton Kirtle (1WU), Gunna (1WU), Sandals (1WU), Wand (+1 WIZ whilst wielded, 1WU).

Spells:
TTYF! (6 WIZ).

Talents: 
At One With the Earth (INT+3): This talent allows Tiggy to navigate when underground with great ease.

Gift of the Ocean (WIZ+4): Tiggy takes 4 less damage each round/turn from "Water" effects (Such as drowning or the Freeze Pleeze spell).

Gift of the Sky (WIZ+2): Tiggy takes 2 less damage each round/turn from "Air" effects (Such as falling or missile weapons).

Roguery (CHR, INT, LK+4): As per the rulebook.

Stonecutter (INT+6): Grants you a bonus in detecting changes in stonework and naturally formed stone (changes in elevation, secret walls, stonework traps etc).

Friday, 9 November 2012

Alchemy's Workbench #7: A Couple Of More Design Ideas

Whilst in recent times I have not had much time to work on the projects that I already have on the go, it certainly hasn't stopped me coming up with more. As it should be!

My two most recent musings both revolve around cards. One simple.. One not so.

My simplest idea is simply to maybe produce a Top Trumps deck or two. There are a lot of legitimate sets and clones already out there, covering nearly every subject that you can imagine but there are a few themes that I would like to explore, the Dungeon Master Champions for instance or, maybe something a little more imaginative. Any which way I do this though, I don't ever see this becoming a commercial or even independent release. Just something spun off the home printer but, it should still be fun none the less.

The second idea that I am toying with is a revamp and re-skin of Dominion with a Dungeon Keeper theme. Again, something that'll never be a commercial release (and never see the light of day beyond my close gaming friends because licensing would likely be a nightmare!) but should be fun to work on.

Initially I plan to simply swap the art on existing cards that best fit the feel of room or what have you from Dungeon Keeper before addressing the more tricky aspects of new mechanics and new victory conditions. All being well, what comes out the other end won't look any more like Dominion than any other game that uses deck construction as a mechanic. At least that's the plan.. Or as close to a plan as I have for the moment, considering I only dreamed the project up yesterday.

Then there is of course the fact that I already have more than enough on the go at once. Still, I would value any input on the matter. What do you all think?

Dungeon Masters Series #16: Leif, The Valiant

Leif Ericson
Name: Leif, The Valiant.
Kindred: Human.
Type: Leader.
Level:  4.

Strength: 29
Constitution:  41
Dexterity:  27
Speed:  7
Intelligence:  16
Wizardry:  6
Luck:  22
Charisma:  23

Combat Adds:  +40
Missile Adds:  +55

Languages:
Common.

Weapon:
None.

Armor:
Full Soft Leather (5 hits, STR: 7, 75WU).

Other Items:
None.

Talents: 
Explorer (INT+3): As an explorer, Lief can often tie new experiences in with knowledge of the world that he has already seen. This gives him a bonus in identifying plants, animals and, phenomena that he their likely properties in strange new lands he may visit.

Insight (INT+1): Able to fully explore any given situation quietly and quickly within his own thoughts, Leif is often able to give good advice to those who seek it.

Leadership (CHR+4): Special ability, as per the rulebook.

Shipbuilding (INT, STR+6): Leif is a master at both designing and building his own ships, able to draw up plans, source appropriate materials and, build vessels with his own hands.

Friday, 26 October 2012

Dungeon Masters Series #15: Azizi Johari

Diana, The Acrobat. My inspiration for Azizi.
Name: Azizi Johari.
Kindred: Human.
Type: Rogue.
Level:  2.

Strength: 21
Constitution: 29
Dexterity: 29
Speed: 15
Intelligence: 13
Wizardry:  10
Luck:  22
Charisma:  11

Combat Adds:  +39
Missile Adds:  +58

Languages:
Common.

Weapon:
2 x Fang-Wing (2+4, STR: 8, DEX: 3/12, 17 WU, Each inlaid with a tiger tooth in the pommel).

Armor:
Target Shield (4 hits, STR: 10, 300 WU).

Other Items:
Halter (10 WU), Tiger Fur Loincloth (10 WU).

Spells:
Call Water (8 WIZ).

Talents: 
Acrobatics (DEX+4): Allows Azizi to perform flips and somersaults as accompanied with an enhanced sense of balance and agility

Roguery (CHR, INT, LK+1): As per the rulebook.

Sunday, 21 October 2012

Dungeon Masters Series #14: Stamm Bladecaster

Name: Stamm Bladecaster.
Kindred: Dwarf.
Type: Warrior.
Level:  5.

Strength: 52
Constitution: 54
Dexterity: 24
Speed: 8
Intelligence: 22
Wizardry: 8
Luck: 15
Charisma: 17

Combat Adds:  +54
Missile Adds:  +66

Languages:
Common, Dwarven

Weapon:
Dwarven War Axe (6+2, STR: 25, DEX: 8, 240 WU).

Armor:
Leather Trouser (1 hit, 40 WU).

Other Items:
Ankle-High Soft Leather Boots (15 WU), Cotton Tunic (15 WU).

Talents:
At One With The Earth (INT+4): A life spent largely underground grants you a bonus when trying to navigate your way through environments made primarily of stone (Tunnels, Caves, Dungeons etc).

Barter (CHR+6): Dwarves love a bargain and, Stamm is stingier than most.

When selling goods Stamm can get his level x5% more for items and, when buying goods Stamm pays his level x5% less. This cannot reduce or increase the value of items by more than 50%.

Brute Strength (STR+5): You may add 5 to your combat total every round due to your innate Dwarvish strength.

Resist Intoxication (CON+1): This bonus applies to any substance that would normally debilitate an individual (Ale, Wine, Poisons that cause paralysis etc). 

Stonecutter (INT+3): Grants you a bonus in detecting changes in stonework and naturally formed stone (changes in elevation, secret walls, stonework traps etc).


Monday, 15 October 2012

Dungeon Masters Series #13: Wuuf, The Bika

Name: Wuuf, The Bika.
Kindred: Bika.
Type: Rogue.
Level:  5.

Strength: 10
Constitution: 11
Dexterity: 52
Speed: 10
Intelligence: 52
Wizardry: 16
Luck: 27
Charisma: 12

Combat Adds:  +55
Missile Adds:  +75

Languages:
Canine.

Weapon:
None.

Armor:
Leather Jerkin (1 hit, STR: 2, 15 WU).

Other Items:
Glass Flask (5 WU).

Spells:
Detect Magic (1 WIZ).

Talents: 
Acrobatics (DEX+2): Allows Wuuf to perform flips and somersaults as accompanied with an enhanced sense of balance and agility.

Cling To The Shadows (INT+6): Grants a bonus to any attempt to stealthy activities in which your opponent has their senses impaired (In darkness, they are drunk, there is a lot of noise etc).

Dodge (DEX+2): Your natural agility grants you 2 points of "natural armor" when dodging blows that you are aware of.

Roguery (CHR, INT, LK+2): As per the rulebook.

Superior Sense of Smell (CON+5): Allows Wuuf to sense enemies on the wind, toxins in food, as well as any other item or individual that she has the "scent" for, over great distances.

Dungeon Masters Series: The Bika

One of the more curious champions to be included in the original Dungeon Master is Wuuf, The Bika.

I say curious, as the avatar for Wuuf in the Atari ST release of the game clearly depicts her as an anthropomorphised fox but, in later releases Wuuf has become a dog / wolf (it's hard to tell which of the two it is).

Not a great leap in fairness but, this does shift my focus significantly when I am looking to convert the character concept into Tunnels and Trolls terms, which involves creating a new kindred.

This is because when we think of dogs, we attach words to them such as faithful and loyal. Wolves get words like lone and, foxes get words like cunning. It's the general perception of the species and, it's that which we want to translate into game terms.

So how do I see the Bika?

Very similar to Hobb's was my initial thought. Small and wily creatures of no great physical stature who need to be quick on their feet. So from an attributes point of view, I am looking to give them bonuses in DEX, INT and maybe SPD, with penalties in CON (unlike Hobbs who actually receive a bonus here due to their stout nature) and STR. They are quite fragile after all.

So after consideration, here is what I have decided to go with:

The Bika
Attribute Modifiers: CON x 0.5, DEX x 2, INT x 2, STR x 0.5.

In the end I opted not to modify the speed of the Bika. Although they may move a lot faster than your average delver, they are a lot closer to the ground too, so any gains granted by their agility would be lost by their short legs.

The Bika's cunning (an INT modifier greater than that of any of the common kindreds) gives them a great advantage in staying one step ahead of anyone who might try to make a meal of them and, their DEX is matched only by the Fae folk (who are no physical match for them).

All-in-all, quite a balanced kindred that could definitely make for some interesting role playing situations.

Sunday, 7 October 2012

Dungeon Masters Series: The Parties Half Over... The Parties Just Begining!

Mophus, The Healer marks the halfway point of our Dungeon Masters Series.. Or at least the halfway point of series one!

I have had so much fun rolling up these new characters, taking the originals as inspiration that I have decided that I will definitely be (T)rolling up the Chaos Strikes Back adventurers too.

So in the future expect to see Hawkkin (who I seriously need to dream up a creative name for), Centaurs, Bug-people (The Leef), and, some Alligator themed folk (distant cousins of the Makan and currently lacking a name).

With all of these new kindreds, I am also slowly drawing up a new setting. At the moment I am picturing it as being a rich and fertile rain forest, teaming with all variety of exotic wonders and perils to challenge even the hardiest Kaball's wayfarers.

Dungeon Masters Series #12: Mophus, The Healer

Mophus in his youth.
Name: Mophus, The Healer.
Kindred: Human.
Type: Wizard.
Level:  1.

Strength: 20
Constitution:  23
Dexterity:  10
Speed:  8
Intelligence:  19
Wizardry:  13
Luck:  12
Charisma:  10

Combat Adds:  +7
Missile Adds:  +7

Languages:
Common

Weapon:
None.

Armor:
None.

Other Items:
Provisions x 3 (15 WU each, 45 WU), Robe (40 WU), Sandals (1 WU).

Spells:
Creme De La Kremm (Varies), Supress Kremm (Varies).

Talents: 
Healing Touch (WIZ+5): Mophus may lay hands on any willing party and restore 5 CON at the cost of 2 WIZ.

Thursday, 4 October 2012

Dungeon Masters Series #11: Leyla Shadowseek

Name: Leyla Shadowseek.
Kindred: Human.
Type: Rogue.
Level:  2.

Strength:  25
Constitution:  28
Dexterity:  21
Speed:  18
Intelligence:  14
Wizardry:  8
Luck:  20
Charisma:  14

Combat Adds:  +36
Missile Adds:  +45

Languages:
Common

Weapon:
None.

Armor:
Leather Trousers (1 hit, 40WU).

Other Items:
50' Silk Rope (20WU), Knee-High Soft Leather Boots (20WU), Silk Shirt (8WU).

Spells:
Oh There It Is (4 WIZ).

Talents: 
Burglary (DEX / INT+2): This talent grants Layla a bonus when attempting any task that a burglar may commonly perform. When applying this bonus, it stacks with the bonus granted by roguery.

Roguery (CHR, INT, LK+6): As per the rulebook.

Monday, 1 October 2012

Dungeon Masters Series #10: Sonja, She Devil

Red Sonja by Bryan Baugh
Name: Sonja, She Devil.
Kindred: Human.
Type: Warrior.
Level:  2.

Strength:  25
Constitution:  25
Dexterity:  22
Speed:  10
Intelligence:  14
Wizardry:  8
Luck:  17
Charisma:  8

Combat Adds:  +28
Missile Adds:  +38

Languages:
Common

Weapon:
Great sword (6+0, STR: 21, DEX: 18, 170 WU).

Armor:
None.

Other Items:
Choker (5 WU), Gunna (1WU), Halter (10 WU) Sandals (1WU).

Talents: 
Defensive Flurry (DEX+3): Every dice not rolled by Sonja in attack, grants her 3 hits of armor.

Unmatched Sword Arm (DEX / STR+4): When battling any male whilst wielding a sword, Sonja rolls 4 additional dice.

Sunday, 30 September 2012

Dungeon Masters Series #9: Gothmog

Name: Gothmog.
Kindred: Human.
Type: Wizard.
Level:  2.

Strength:  21
Constitution:  28
Dexterity:  24 (32)
Speed:  10
Intelligence:  28
Wizardry:  12
Luck:  13
Charisma:  12

Combat Adds:  +22 (+30)
Missile Adds:  +34 (+50)

Languages:
Common

Weapon:
None.

Armor:
None.

Other Items:
Cloak of Night (Worn as a robe, +8 DEX whilst worn, 40WU).

Spells:
Dem Bones Gonna Rise (10 WIZ), Catseyes (6 WIZ), Spirit Mastery (8 WIZ).

Talents: 
Commune (WIZ+6): Gothmog may make a LXSR on WIZ to commune with the spirit of anyone who's body he can physically touch and has been dead no more than 1 hour. X is equal to level of the deceased or, it's MR divided by 10. Only one attempt may be made per individual.

Dissect (INT+5): Given the right tools and appropriate time, Gothmog may attempt to dissect a body for "useful parts". A successful dissection requires a SR to be made of an appropriate level (1 for common creatures, 4 for very rare, almost unheard of ones).

Thursday, 27 September 2012

Dungeon Masters Series #8: Hissssa, Lizar Of Makan

Name: Hissssa, Lizar Of Makan.
Kindred: Makan Abomination.
Type: Monster.
Level:  4.

Strength:  42
Constitution:  28
Dexterity:  30
Speed:  11
Intelligence:  18
Wizardry:  19
Luck:  19
Charisma:  26

Combat Adds:  +55
Missile Adds:  +73

Languages:
Serpentine

Weapon:
None.

Armor:
None.

Other Items:
None.

Talents: 
Brute Strength (STR+6): You may add 6 to your combat total every round due to your immense natural strength.

Dodge (DEX+1): Your reptilian build makes short, swift movements easier for you than it does for other kindreds. As a result, you have 1 point of "natural armor" when dodging blows that you are aware of.

Slither (SPD+1): Stooping down low and almost pressing yourself to the ground you increase your movement SPD by 1.

Venemous (CON+6): When fighting in unarmed combat you may choose to bite your opponent. If you do so, halve the damage you inflict but reduce either their STR or MR by 6. The effects of this venom wear off after a week with a successful L1SR on CON. If the SR is missed, the victim may roll again once every day afterwards until successful.

Dungeon Masters Series: Hisss

Well it's got to a point in the project where it has become necessary to build a new kindred, Something I have really been looking forward to from the outset.

The task at hand is to create a species of snake human hybrids (the original was apparently supposed to be a lizard according to a write up but as I have always seen it as snake, a snake it's going to be).

For inspiration I decided to look up the Yuan-Ti of Dungeons and Dragons fame. I have always thought that they were pretty cool, so the chance to play as one seems like something I should really jump at. Not to mention how well I think they'll compliment my Frogkin (which still need a little tweaking) should I decide to introduce them all into a campaign setting.

That's a post for another day though. Right now, I have my keen reptilian senses set on the here and now. ;0).

Looking over this entry I found in a Dungeons and Dragons 4th Edition Wiki, I think the way forward is to introduce Purebloods, Half-Bloods and, Abomonations. I'll be keeping the Makan name from Dungeon Master however, even though I am pretty sure that it has nothing to do with his species and, is probably just an indicator of where he hails from. Still, it sounds cool, so it's staying.

I have chosen Purebloods, Half-Bloods and, Abomonations as it seemed a very Tunnels and Trolls way to go. One is a 50/50 mix of man and snake, whilst the other two lean more towards 80/20 in either direction. This to me is very similar (but not identical) to way that Tunnels and Trolls handles Types. Rogues are the middle ground when it comes to magic / combat balance with Warriors and Wizards leaning more one way or the other.

That's my logic anyhow.

Purebloods: The "perfect" combination of human and snake, often resembling tall and slender humans with strong reptilian features in their faces and scales ordaining their bodies. Some Purebloods also possess a stub or short tail. Like all Makan kindreds, Purebloods have an innate distrust of the "goodly" kindreds who for centuries have hunted them as monsters.

Attribute Modifiers: CHR x 2, DEX x 1.5, INT x 1.5.

Half-Bloods: Similar in appearance to Purebloods, Half-Bloods are often the result of a coupling between a human (or humanoid such as an Elf) and as such possess more humanoid traits than their Pureblood cousins.

Makan DNA is significantly more dominant than human however, so such breeding will still always result in offspring possessing the scales and striking facial features that are the hallmark of all Makan.

Attribute Modifiers: CHR x 1.5, DEX x 1.5, INT x 1.5.

Abominations: Throwbacks that have inherited more than their fair share of reptilian DNA. Not much is known of the process that creates the Abomination as both of the parents are often Purebloods but, being born as such stands you in great stead in Makan society. Often refered to as the "Pure of the Pure" amongst their own kindred they are afforded great luxury by them and often hold positions of power and influence. 

Abominations are almost purely snakelike, with only a human chest and arms to separate them from the giant serpents that inhabit their homeland and, could be the missing link that connects the Pureblood to other races such as the Lamia or the Naga.

Attribute Modifiers: CHR x 2, DEX x 1.5, INT x 1.5, STR x 2.

Tuesday, 25 September 2012

Dungeon Masters Series #7: Nabi, The Prophet

Name: Nabi, The Prophet.
Kindred: Human.
Type: Wizard.
Level:  2.

Strength:  19
Constitution:  27
Dexterity:  26
Speed:  11
Intelligence:  20
Wizardry:  16 (18)
Luck:  16
Charisma:  13

Combat Adds:  +25
Missile Adds:  +39

Languages:
Common

Weapon:
Magical Quarterstaff (2+0, STR: 2, DEX: 8, WIZ+2 whilst held, 50WU).

Armor:
None.

Other Items:
Cotton Trouser (8WU), Cotton Tunic (15WU), Sandals (1WU).

Spells:
Detect Magic (0 WIZ), Oh There It Is (4 WIZ), Who's There? (5 WIZ), Find Object (4 WIZ), Omnipotent Eye (5 WIZ).

Talents: 
Foresight (WIZ+4): Nabi may add 4 to the total of any one SR once per day.

Third Eye (WIZ+1): The cost of any Cosmic spell cast by Nabi is reduced by 1 (to a minimum of 1 WIZ).