TEXT: Cody Forrester (order #7370342)
  
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  Evil Beagle Games Presents
  Shaintar: Legends 
  Unleashed
  Player’s Guide
  Created, Designed, and Written by
  Sean Patrick Fannon
  Additional Material and Assistance
  Clint Black, Barry Goldblum, Norm Hensley, Shane Hensley, Chris Kucsera, 
  Michael Nuckels, Sean Preston, the Silvermeet Gaming Crew
  Editing
  Carinn Seabolt, Al Bear
  Cover Illustration
  Tomasz Tworek
  Interior Art
  Aaron Acevedo, Chris Bivins, James Denton, Jason Engle, Johan Lindroos, 
  Stephen Najarian, Alida Saxon
  Graphic Design & Layout 
  Aaron Acevedo, Jason Engle
  Permission is granted to print this ebook. No site license is given.
  Shaintar is copyright 2008-2014, Sean Patrick Fannon. All rights reserved. Shaintar, Epic High Fantasy, and all associated trademarks and logos are 
  the property of Sean Patrick Fannon DBA Evil Beagle Games. This material is protected under the Copyright Act of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written consent of Sean Patrick Fannon.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all 
  associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty 
  as to the quality, viability, or suitability for purpose of this product. 
  Some Reality Blurs’ material is used in whole or in part with permission and is copyright Reality Blurs, LLC.. Reality Blurs makes no endorsement or 
  judgment as to the quality of this product.
  Cody Forrester (order #7370342)
  
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  What Does He Have Against Dungeons?..........................................................................................................................................3
  Chapter One: The View from On High.............................................................................................................................................5
  The War Of Flame................................................................................................................................................................................6
  The Blasted Land .................................................................................................................................................................................6
  The Unchained.....................................................................................................................................................................................6
  The Builders..........................................................................................................................................................................................7
  The Merchant........................................................................................................................................................................................8
  The Red Store........................................................................................................................................................................................9
  Other Outsiders....................................................................................................................................................................................9
  Chapter Two: Legends Of Shaintar..................................................................................................................................................10
  The Paths Of Legends........................................................................................................................................................................11
  Leaders and Commanders................................................................................................................................................................11
  Advisers and Diplomats.....................................................................................................................................................................11
  Emissaries and Insurgents................................................................................................................................................................12
  Liberators............................................................................................................................................................................................12
  Adventurers........................................................................................................................................................................................12
  Teachers..............................................................................................................................................................................................13
  Paragons Of The Races......................................................................................................................................................................14
  Aevakar................................................................................................................................................................................................14
  Alakar..................................................................................................................................................................................................14
  Brinchie ..............................................................................................................................................................................................15
  Dregordian..........................................................................................................................................................................................16
  Dwarf...................................................................................................................................................................................................17
  Eldakar.................................................................................................................................................................................................18
  Goblin..................................................................................................................................................................................................19
  Human................................................................................................................................................................................................20
  Korindian............................................................................................................................................................................................21
  Ogre.....................................................................................................................................................................................................22
  Orc.......................................................................................................................................................................................................22
  Techniques of the Masters................................................................................................................................................................23
  Combat Edges....................................................................................................................................................................................23
  Leadership Edges...............................................................................................................................................................................26
  Power Edges........................................................................................................................................................................................27
  Professional Edges.............................................................................................................................................................................27
  Social Edges........................................................................................................................................................................................33
  Weird Edges........................................................................................................................................................................................33
  The Tools of Legends.........................................................................................................................................................................34
  Additional Weapons and Armor...................................................................................................................................................34
  Potions, Concoctions, and Such.......................................................................................................................................................38
  Arcfire Devices...................................................................................................................................................................................40
  Great and Powerful Magic................................................................................................................................................................41
  New Powers........................................................................................................................................................................................41
  High Magic.........................................................................................................................................................................................42
  Delving Into Ritual Magic................................................................................................................................................................43
  War Magic...........................................................................................................................................................................................75
  Table Of Contents
  Cody Forrester (order #7370342)
  
  4
  What Does He Have Against 
  Dungeons?
  Shaintar developed primarily from my hatred of 
  dungeons.
  Yes, it’s true. I’ve never enjoyed dungeons. I accepted 
  them at an early age because “that’s how the game 
  was played”; note that it was 1977, and the hobby was 
  very much in its toddler years. Dave Arneson had 
  run his Blackmoor setting with a special dungeon; 
  Dave Meggary had fallen in love with the board game 
  aspect of it (and became the driving force behind the 
  “Dungeon” game); and that very structured, reveal-
  as-you go aspect intrigued Gary Gygax (and a ton of 
  other players at a certain very early GenCon) enough 
  to lead to the creation of “The Fantasy Game.”
  Of course, someone with a keener sense of 
  marketing (the story I got from the Man Himself, 
  Gary, was that it was his first wife, Mary) suggested a 
  much catchier name - “Dungeons & Dragons.”
  So, yeah, with half the name of the core product of 
  the hobby enmeshed in the minds of the players, and 
  a great deal of the earliest stuff published oriented on 
  these strange underground lairs full of monsters and 
  treasures, it became nearly impossible to escape the 
  dungeons. Not literally, of course –  unless it was the 
  Tomb of Horrors or the Temple of Elemental Evil.
  But I hated them. I had visions of standing atop 
  hills, sword raised, facing enemy armies with the 
  sun at my back. The sun doesn’t really get down 
  into dungeons, you know? I wanted to ride across 
  the plains with my companions, spiriting away the 
  princess or the Amulet of Carne from the Darkmist 
  Riders. I wanted to sail the seas, fending off terrible 
  serpents and heading off to far lands where lost 
  compatriots needing rescuing.
  Maybe they were in a dungeon, but it was of the 
  “cell underneath the Evil Lord’s Keep” variety, not 
  these inexplicable mazes full of alien creatures that 
  managed to be both terrifying and silly at the same 
  time. 
  So as I looked at the Keep on the Borderlands, I 
  turned away from the “Caves of Chaos” and took a 
  good look at what it would take to create a setting for 
  gaming that supported the kinds of stories I wanted 
  to tell. At the time, it didn’t seem anyone else wanted 
  to. I didn’t know about M.A.R. Barker’s Empire of 
  the Petal Throne... and sadly, hardly anyone else did, 
  either.
  It was a very long time before the name Shaintar 
  came into play. To begin with, it was simply called 
  “The Realm.” The dregordians, korindians, brinchie, 
  and aevakar (called “avanar” back then) were the first 
  races I created. Early on, I chose to throw out the 
  idea of “high elf” and “wood elf” for something that 
  I thought had more flavor. I always wanted things to 
  sound better, to look better, and to feel better.
  And to make more sense. 
  Internal consistency was important to me long 
  before I even knew the term. I needed rules – not 
  game rules, but rules of the story – to work internally 
  for me. Only then did I feel I could convey the level 
  of verisimilitude that I wanted. Yes, a five-dollar word 
  I came across in my childhood that stays with me 
  today.
  Internal consistency meant rules for magic that 
  everyone had to go by. It also meant monsters that 
  made some kind of sense within the setting; I threw 
  out most of the tomes of creatures popular at the 
  time and focused on a slimmer, concise bestiary 
  that spoke about the nature of the world and the 
  influences upon it. Variations on a particular species 
  of creature gave the necessary diversity, and also 
  allowed for independent development of individuals 
  within a category of beast. Common now, yes, but a 
  novel concept, if I may say so, for back then.
  As well, I focused heavily on the evil that men (and 
  elves, and dwarves, etc.) could do. Most of my really 
  great stories focused more on the machinations of 
  non-monster foes, just as you would find in most 
  great adventure stories. The monsters serve as tools 
  and means to an end; the one holding their leashes is 
  the one to be feared the most.
  I reined in the gods while I was at it. No more 31 
  Flavors of Deity. There was to be a clean, concise 
  cosmology. From that foundation sprang the Powers, 
  the Ascended (and their corrupted counterparts), 
  and the rest of it. Eventually, more would flow out 
  and upwards, as well.
  Which brings me to my most interesting revelation.
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  Shaintar teaches me who she is. Yes, there’s a gender 
  – the Silver Unicorn is the embodiment of Shaintar in 
  all ways, and she is most certainly a female. At some 
  point, the setting stopped being a playground for my 
  imagination and my design ideas. She came to life, 
  and she insisted I work with her in further defining 
  and developing her.
  Not only her, but her origins, as well. Enter the 
  Starfather, the Mother of Night, the Scions, the 
  Offspring, the planet of Starfall, and all of the other 
  realms that reside upon it. 
  And all that lies beyond.
  Shaintar is a living, breathing place, just on the 
  other side of our own Veil. If you visit, a part of you 
  becomes a part of her. Her lands thrive through 
  your victories, and bleed when you are defeated. She 
  honors your Fallen, and reveres your Legends. You 
  are meant to journey across her green and blessed 
  places, her snow-covered ridges, her deep and lush 
  jungles, her wind-blasted dunes, her blue, churning 
  waters...
  … and, yes, even through her deep, underground 
  realms...
  … to discover your place among the ranks of 
  Heroes and Legends that have fought to keep her safe 
  and help her grow to her potential.
  You were never meant to kill kobolds for their 
  copper pieces. You were never meant to poke at 
  floors with poles, map the next ten feet, and repeat as 
  needed. You were never meant to save against instant 
  death gasses in hopes for a potion or a scroll in some 
  wooden box. You were never meant to be digested by 
  cube-shaped blobs or have your armor scragged by 
  bizarre psuedo-bugs. 
  Those are challenges for others, in other lands. 
  Here, in Shaintar, you’re meant for greater glory, 
  and more terrible challenges. You’re meant for high 
  adventure, epic contests, and outcomes that bards 
  will sing of and poets will chronicle. 
  I created Shaintar not for Adventurers. Not for 
  perfectly-balanced parties of Dungeon Delvers. Not 
  for Self-Centered Rogues and Murder-Bent Warriors.
  Shaintar is a land for Heroes. Shaintar is a crucible 
  of Legends.
  Leave the dungeons for the grave robbers and the 
  mercenaries. You have greater, finer things to do.
  Liner Notes – What Is This?
  In all ways, Shaintar: Legends Unleashed is the 
  sequel to Shaintar: Legends Arise. Thematically, 
  it builds upon the foundations of that first book. 
  Mechanically, many of the Edges and other game play 
  elements derive from and advance similar elements 
  from Arise. Narratively, the story and timeline of 
  Arise continues into Unleashed.
  Truly clever GMs can find ways around needing 
  Legends Arise to use this book, but I feel essential 
  continuity of the experience will be lost for them and 
  their players if they try that. The experience would, 
  I feel, be like starting your Star Wars experience by 
  watching “Return of the Jedi” first and not really 
  dealing with “A New Hope” or “The Empire Strikes 
  Back.”
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  Chapter One: The View from On High
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  and prisoners of war and sacrificed them in mass 
  ceremonies to call forth Demon Lords and their 
  hordes into Shaintar. Fires raged, blood flowed in 
  rivers, and the very Life of the region was burned 
  away.
  This is the Blasted Land. 
  It is now mostly a wasteland. Burnt and bent trees, 
  charred rocks, and cracks mar the landscape. The few 
  villages that still have standing buildings are either 
  mostly or entirely abandoned. Any survivors lucky 
  or brave enough to remain nearby and alive lurk in 
  caves, small canyons, or clearings in what little forest 
  remains. 
  There are goblinesh gathers in the region that have 
  successfully survived through this living hell, and 
  in many cases it is thanks to them that anyone else 
  has survived as well. Many goblinesh have recently 
  begun following a mysterious being known simply as 
  the Crystal Lord; rumors have him clad in a strange, 
  multi-colored, crystalline armor and that he is 
  immensely powerful. He seems to be gathering the 
  disenfranchised, the refugees, and those who crave 
  vengeance against the destroyers of their homes.
  His purpose is wholly unknown.
  The Unchained
  Once merely a band of ex-slaves and freedom 
  fighters, this faction has steadily grown in size and 
  impact within the borders of the Kal-a-Nar Empire. 
  Some warlords and nobles who seek a nobler and 
  more honorable way have allied with Jerrik Tul. They 
  have freed their slaves and added their military might 
  to his. The inevitable result seems to be an impending 
  civil war.
  While such a thing might have been impossible 
  in the past, the full might of the Empire’s forces has 
  been thrown against the Southern Kingdoms. This 
  has created an opportunity for those who would rise 
  up against the immortal but damned Emperor – an 
  opportunity that is about to be exploited to its full 
  extent.
  What effect this will have on the war remains to be 
  seen, but it is very likely to turn things in the favor of 
  the Southern Kingdoms.
  Inevitably, those who struggle to save a world will 
  learn much about it. Secrets will be uncovered and 
  conspiracies revealed. Lost legends will come to 
  light, and the plans of great and terrible beings will 
  be discovered.
  The passage of time brings great change. Battles 
  won and lost, borders altered, and goals achieved or 
  prizes let slip make the world a different place from 
  the one the Heroes first journeyed in.
  The War Of Flame
  Utter chaos reigned in the Southern Kingdoms 
  during the war. Defenses were overrun everywhere 
  as murderous troops, hordes of childer, and demons 
  ran amok in Olara, Landra’Feya, and the Wildlands. 
  Even as the soldiers of Olara, the warriors and druids 
  of the fae, and the Grey Rangers scrambled to form 
  defenses as Galea and the Freelands brought up their 
  forces, the Maelstrom – a powerful mercenary army 
  based in the Malakar Dominion – burst through the 
  western edge of Landra’Feya and opened up a second 
  front in the war.
  This has been the defining conflict for a while 
  now. As time has passed, counter-offensives and 
  other efforts have effectively recaptured much of the 
  territory once lost. Galea’s mobilization reinforced 
  Olara’s lines, and the Freelanders helped the Rangers 
  push back against the Maelstrom in the west. While 
  it cannot be said that things are exactly stable – 
  outbursts of terrible, violent conflict happen all the 
  time – the followers of Flame have enjoyed no further 
  advances and are only just able to hold where they 
  are now.
  There are pockets throughout the region where 
  Maelstrom soldiers, childer, Kalinesh forces, and 
  even bands of demons continue to create havoc, 
  destruction, and death. This is especially true in the 
  southern parts of Landra’Feya and western realms of 
  the Wildlands. The Grey Rangers are kept constantly 
  busy dealing with these threats.
  The Blasted Land 
  The corridor that runs from the south-western 
  part of the Kal-a-Nar Empire into northwest Olara 
  has always suffered during any invasion, but never 
  more so than during the War of Flame. This is where 
  the Acolytes gathered thousands of villagers, slaves, 
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  The Builders
  There are actually three different factions of these 
  mysterious dwarf-like beings at work in Shaintar. It is 
  clear that they all hail from the Flame-touched lands 
  of Norcan Darr, and by all accounts they once ruled 
  Shaintar. 
  The largest faction within Shaintar apparently 
  wants to return to those days, and everything they 
  do is focused on that goal. They are retaking the 
  mostly-underground citadels they once lived and 
  worked in, long hidden by ancient magics that have 
  begun failing in recent times. There they prepare 
  arcfire-powered gates that will allow thousands of 
  their brethren and hordes of their war machines to 
  pour into Shaintar, launching an invasion of truly 
  frightening proportions.
  The next largest faction is actually the one that has 
  been in Shaintar the longest. Brought here by the 
  mysterious and nefarious Merchant, they have been 
  working as his agents among the various groups he 
  manipulates. Developing arcfire weapons and arms 
  specifically designed to fit the needs of their clients 
  – those the Merchant has made special arrangements 
  with – these Builders intend to be the masters of 
  power and magical technology in the realm the 
  Merchant seeks to create and rule.
  The smallest faction consists of individuals and 
  small groups advising various institutions and 
  leaders in the Southern Kingdoms, giving them 
  some sense of what they are up against with the other 
  two. For the most part, they are good-natured and 
  apologetic souls who believe what their fellows are 
  doing is wrong. Either they fear the endgame of the 
  Merchant, or they know the rule of their own people 
  will ultimately destroy much of what is beautiful and 
  good about Shaintar. In some cases, they simply don’t 
  get along with other Builders and want another life.
  Regardless of motives and goals, the presence of 
  the Builders represents a paradigm shift in Shaintar, 
  one where strange new magical devices and sources 
  of power will forever alter the lands.
  Liner Note – Millennia of Development, No 
  Technology?
  I’ve often been asked about this, and the answer is 
  both simple and complex. In the most basic terms, the 
  lack of real technological development in Shaintar has 
  to do with the radiation.
  “What? Radiation?”
  Yep. In this particular instance, we’re talking about 
  magical radiation, which sounds utterly cheesy until 
  you examine the deeper matter. Deeper is very much 
  the operative word here, too, because the radiation 
  in question comes from the entire core of the planet 
  of Starfall, upon which Shaintar resides. From the 
  crust to the very center of the planet, the crystalline 
  material known as crysarium permeates the earth, 
  and crysarium is the entire reason why magic works.
  It’s also the reason many processes necessary 
  for technological development don’t work. One 
  notable example for fans of Earth history is that of 
  gunpowder; the background radiation emitted by 
  cryarium neutralizes the chemical reaction before 
  true combustion occurs. This is true for any purely 
  physical deflagration or detonation effects – before the 
  reaction can truly get underway, the multidimensional 
  radioactive aura of the entire planet of Starfall creates 
  a neutralizing effect that causes it to simple fail. Pretty 
  much any other purely physical and chemical reaction 
  you might think of as key to advancing technology 
  past the late Medieval and early Renaissance era is 
  affected in the same way.
  This doesn’t mean there aren’t some pretty 
  impressive technological innovations at work in 
  Shaintar, including greatly advanced forging, intricate 
  gear-works, functioning clocks and printing presses, 
  and much more. Such things are extremely expensive 
  and can only be created or operated by highly gifted 
  individuals.
  One interesting advance that beats Real Earth in 
  terms of historical development is that of plumbing. 
  The dwarves developed highly effective water systems 
  for their underground realms, and the fae invented 
  and perfected aqueducts and similar systems as well. 
  These elements have been combined effectively in 
  most cities and large towns.
  As well, the dwarves are capable of crafting and 
  using highly advanced mechanical devices, the kinds 
  of things DaVinci and his peers envisioned. Most such 
  devices are one-offs or highly limited in presence and 
  use.
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  The Merchant
  This one man – if a man he is – has had more 
  influence over recent events throughout Shaintar than 
  any other faction or entity. Some believe he’s been 
  pulling strings behind the scenes for dozens, perhaps 
  even hundreds of years. The Black Lantern, a network 
  of information gatherers and spies that serves the 
  Council of Rulers in the Southern Kingdoms, first 
  encountered signs of his existence near the end of 
  the Betrayal War, just before the period known as the 
  “Hundred Years’ Peace.”
  By all indications, he began building his power 
  base in the heart of the Malakar Dominion; some 
  believe he was (and may still be) highly placed 
  within their league of assassins and spies known as 
  the Schozim, while others insist he is hidden deep 
  within the tangled web of guilds and associations that 
  vie for control there. What is certain is that much of 
  his power originally projected from the Dominion’s 
  borders, though he has long since exceeded those 
  limits.
  The Council of Rulers has made it the Black 
  Lantern’s highest priority to discover everything it 
  can about the Merchant and his operations, with a 
  definitive eye toward stopping him. No small order, 
  since no one knows what he looks like, and no one 
  outside his organization has apparently ever met him 
  in person. 
  He is believed to be directly responsible for pushing 
  the Empire directly into war as soon as Ceynara 
  awoke, as well as the plan to plant the Maelstrom in 
  the Dominion in order to open the second front. His 
  agents apparently hold key positions within the Tor 
  Mastak and the Az-Junin. 
  Evidence suggests he’s been hard at work 
  manipulating some of the key factions within 
  Shaya’Nor, and has brought the powerful De’Lear 
  family (currently the ruling House of the nation) 
  within his influence. By working with a large 
  faction of Builders, the plot to arm the Prelacy 
  with arcfire weapons most certainly comes from 
  him. Machinations within the Eternal Desert, the 
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  Freelands, and various parts of the Wildlands are 
  also believed to be in some way tied to his greater 
  schemes. 
  Grayson’s Grey Rangers have come in frequent 
  contact with the Merchant’s various agents and 
  have come across many apparent plots related to his 
  efforts. Their information leads to the theory that 
  he seeks to secure control of the natural resources 
  of Shaintar. In particular, his focus seems to be on 
  crysarium. Known to be a powerful resource for both 
  adepts and alchemists, it is the raw substance at the 
  heart of the Builders’ magical technology. The sudden 
  and dramatic increase in the discovery of crysarium 
  veins throughout Shaintar seems to tie directly into 
  the Merchant’s activities.
  The Red Store
  It is common knowledge (at least among those 
  who are actively working against the Merchant) 
  that the Red Store is his personal organization of 
  thieves, mercenaries, spies, and assassins. Moving 
  goods legitimate and illegal; capturing and selling 
  slaves; seeking out artifacts and hidden stashes of lost 
  knowledge; undermining and toppling governments 
  – these and more are the ongoing activities of the 
  innocuously named group. 
  In recent days, the Red Store has initiated a war for 
  control of the underground black markets of Lanthor, 
  Shaintar’s largest city and the key port of the Freelands. 
  They’ve also made a play for control of Camden (also 
  known as “Snakes Den”) in the Wildlands, though 
  with a great deal less success thanks to the combined 
  efforts of locals and Grey Rangers. Until recently, 
  the Wildlands kingdom of Erimar was strongly 
  associated with them, though recent upheaval there 
  shifted the balance back in favor of cooperation with 
  the Rangers and the Southern Kingdoms.
  Not surprisingly, the Red Store has become one of 
  the most powerful associations within the Malakar 
  Dominion, which grants them a high level of control 
  over that nation. There is also word spreading that 
  they are hiring mercenaries by the thousands, 
  possibly for a direct military action of some kind.
  Other Outsiders
  Travel through the mists that surround Shaintar 
  has always been impossible. No ship that ever sails 
  into them has returned, and there are precious 
  few stories of any craft from other lands making 
  their way to Shaintar’s shores. Demons and their 
  ilk come from Norcan Darr and the Abyss by way 
  of Cauldrons, mystic portals fueled by Flame. The 
  servants of Darkness traverse the cold and shadowy 
  under-realms of Corelisia to reach the green lands of 
  Shaintar, entering via the Ebonways where corruption 
  tears at the very fabric of reality.
  If there are other lands across the sea, the typical 
  resident of Shaintar reasons they are forever cut off 
  from the main continent and its small collection of 
  islands.
  In recent times, heroes and leaders have come to 
  realize there are those from beyond who can traverse 
  the treacherous waters and time/space altering effects 
  of the mists. Ships have come, landing small groups 
  of travelers. They bear strange arms and armor, and 
  are led by incredibly powerful beings, many of whom 
  seem on par with the Merchant in capabilities and 
  scope of influence.
  Spies and survivors of encounters with these beings 
  have named the leaders as “Offspring,” apparently 
  the children or grandchildren of the mysterious and 
  deity-like Scions. No one is really sure where such 
  entities are from, but it seems clear they have agendas 
  inimical to Shaintar’s residents, involving control of 
  the planet and her resources. Many who come are 
  allies of the Merchant, but others seem to be in some 
  kind of competition with him, or are even outright 
  enemies.
  Their retainers are powerful and armed with 
  weapons that rival or even exceed the violently 
  destructive tools of the Builders. Should they begin 
  arriving in even greater numbers, it may be that the 
  military might of all of Shaintar would not be enough 
  to repel them.
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  11
  Chapter Two: Legends Of Shaintar
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  It is one thing to be a Hero of the land; every day 
  a challenge, every conflict a moment where lives and 
  destinies are decided.
  To be a Legend, however, is to be the focal point of 
  events that change nations, where thousands of lives 
  are on the line. The stakes are incredibly high, and the 
  opponents wield powers far beyond mortal ken. 
  The Legends of Shaintar hold in their hands not 
  only the fate of nations, but the fate of the entire 
  realm itself.
  The Paths Of Legends
  There are professions and pursuits anyone might 
  take up, either before they become Heroes or on the 
  road to becoming such.
  Those who reach Heroic and Legendary Rank, 
  however, come to discover they have much more 
  grandiose and influential roles in the world around 
  them.
  Leaders and Commanders
  Inevitably, those who ascend to great levels of 
  achievement will be turned to for guidance and 
  leadership. While many will eschew such roles, there 
  are those who will either take up the responsibility, or 
  else have it thrust upon them.
  It may begin as a small thing at first; a few 
  courageous souls, weapons in hand, approach the 
  Hero and either ask to or insist on following her.
  It may be a grand and glorious moment; the king or 
  general steps forward after a terrible battle, bestowing 
  lands or a force upon the captain who led friends and 
  allies to victory.
  However it happens, such a Hero is going to 
  want to develop the ability to lead those who follow 
  effectively, if they are destined to join him in battle. 
  This means Leadership Edges.
  Liner Notes – Free Allies
  Despite the core Legendary Edges that can be taken 
  to gain Followers and Sidekicks, it may be that the 
  story has transpired such that one or more Heroes have 
  gained Followers freely. The GM should feel free to 
  treat them as less reliable resources that those attained 
  via Edges; they may leave when circumstances change 
  significantly, drawing them back home or to another 
  duty. 
  At the same time, Followers are a perfectly 
  acceptable “reward” to grant to successful Heroes, 
  even earlier in their careers. The game is set up for 
  exactly that, empowering the player characters to 
  easily travel and fight with non-player characters with 
  minimal negative impact on speed of play.
  At the Heroic and Legendary level of play, however, 
  it can get a bit crazy with how many men-at-arms a 
  team of Heroes have at their disposal. The GM should 
  feel free to find reasons for such Followers to not be a 
  part of every venture, emphasizing the more hardcore 
  loyalty of those achieved through actual Edges. As 
  well, non-Edge Followers can fairly easily be killed off 
  in droves to create tragedy and drama as the stakes get 
  ever higher.
  There are a couple of new Edges in this book – 
  Heroic Inspiration and Legendary Presence – that 
  will enable anyone with a Charisma bonus to become 
  very beneficial for his team.
  It is also during this era of a Hero’s career that he may 
  well be awarded the status of Noble, gaining lands and 
  resources as well as inherent responsibilities. If he’s 
  still actively traveling the world, engaged in efforts 
  to fight Darkness and Flame, he will want to make 
  sure he has an effective seneschal or other proxy to 
  manage his affairs. If, however, the story turns in a 
  way as to keep him in the area, perhaps to defend it 
  from invaders, or to rebuild it after a terrible crisis, 
  this can be an engaging series of sessions as well.
  Naturally, it can even come to pass that one of your 
  players’ Legendary characters becomes a patron for a 
  new group of Heroes, just beginning their own epic 
  adventures...
  Advisers and Diplomats
  Not all great Heroes are destined to lead nations 
  or companies of warriors. Those that become 
  such, however, will always be in need of peers and 
  mentors who can best guide and advise them in the 
  great matters they must weigh. Many Heroic and 
  Legendary characters are well suited to the role of a 
  trusted adviser. 
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  Similarly, it will take a deft tongue and a wise 
  perspective to find solutions to the problems that 
  plague communities and nations. While the early 
  days of a Hero might find her solving every challenge 
  with a sword thrust or well-delivered magical bolt 
  of energy, she will discover that the wider world 
  sometimes offers crises where diplomacy and 
  negotiation are the only way to prevent terrible loss.
  Heroes who reach such stations as Heroic and 
  Legendary are known; their names and their deeds 
  may well be enough to halt a battle or bring bitter 
  enemies to the parlay tent. They have traveled 
  and learned much. This makes them worldly and 
  enlightened enough to bring the right perspective to 
  a meeting where the fate of communities and even 
  kingdoms may hang in the balance.
  Emissaries and Insurgents
  In the early days of a roguish character’s career, 
  she may well be considered a thief, scout, or, if she 
  is particularly clever, a spy. Once she has achieved 
  enough successes and garnered a reputation, she can 
  find her services in demand for grander schemes. 
  Schemes that may well topple nations or change the 
  course of wars.
  Heroes with a penchant for skullduggery, if they 
  survive to such lofty ranks, will be powerful assets 
  to any nation or organization determined to foil the 
  plots of enemy factions and kingdoms. They have 
  the experience and talent necessary to infiltrate, 
  investigate, and determine the courses of action 
  needed to enact dramatic results. 
  They can also act as agents for a kingdom or group 
  that otherwise cannot openly act in the interests of 
  another, but wishes nonetheless to provide support. 
  This is often the case when the Southern Kingdoms 
  wish to send folks into the Malakar Dominion to help 
  factions they respect and have good relations with; 
  sending in aid openly would lead to outright warfare, 
  which is something they wish to avoid.
  Those who would act as high level spies, agents 
  provocateurs, and other such operatives need not 
  only to master their skills and talents with stealth and 
  covert actions, but also understand the far-reaching 
  matters at hand. They must grasp politics, strategy, 
  and be able to forecast the consequences of a series of 
  actions they might undertake while at work within a 
  theater of operation.
  After all, they will very much be on their own, 
  deciding not only their fate, but the future for those 
  they serve... and those they act against.
  Liberators
  All over Shaintar, there are those who are oppressed 
  and enslaved. It is one thing to free some slaves from 
  a caravan, or to remove a despotic robber baron 
  from power over a large town. It is an entirely more 
  complex undertaking to free an entire region or 
  nation from tyranny, or to destroy an entire network 
  of slavers and those who are their customers.
  In many cases, the work might never truly end, but 
  each success is reward enough as those freed from 
  slavery and oppression have their lives changed for 
  the better. At the same time, there is the terrible risk 
  to the very lives the Heroes are trying to help. There 
  is little in the way of middle ground for such a path; 
  triumph and tragedy can be met in equal measure on 
  such a road.
  Liberator Heroes will find themselves often going 
  back and forth between covert, guerrilla warfare 
  and open conflict with identified enemies. They 
  will constantly face overwhelming odds, and will 
  ultimately come to be hunted by entities every bit as 
  powerful as they are.
  At some point, they may well need to have one of 
  their numbers become a commander, as described 
  above, pulling together a force out of those willing to 
  fight for their liberation.
  Adventurers
  In usual gamer parlance, an “adventurer” is anyone 
  who wanders the world and gets into trouble. In more 
  classic terms Adventurers are people who explore 
  and search and break boundaries. The great hunters 
  and mountain climbers and treasure seekers of old 
  were adventurers, as is someone like Sir Richard 
  Branson, the man who uses his money to fly private 
  craft beyond Earth’s atmosphere and builds special 
  submarines to go deeper than anyone ever has in the 
  ocean.
  For the Heroic and Legendary of Shaintar, 
  becoming adventurers means going beyond the mists 
  that surround the lands, piercing the Veil to explore 
  the realms outside of their normal reality. It means 
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  delving into hidden tombs and lost cities under the 
  Eternal Desert, discovering artifacts and lore from 
  the ancient Empire of the Golden Crown. It means 
  facing the impossible and conquering it.
  Part of what will enable Heroes to become 
  adventurers doing impossible things is access to 
  artifacts and magical technologies that were lost to 
  Shaintar. Builder devices or magical talismans long 
  hidden by magical shrouds are now within reach of 
  those bold and daring enough to strive for them, or 
  to battle for them. As well, there are those who come 
  from lands beyond, and the means they used to get 
  to Shaintar could just as readily be used to leave the 
  boundaries of the land.
  The most likely means to travel to other lands will 
  be by sea, which means acquiring a ship and a crew; 
  no easy feat, especially if the sailors are told where 
  they are going. The other pathway to beyond will be 
  various portals and gateways, opened by magic and 
  mystical power, which will take both courage and 
  knowledge to manage.
  Teachers
  Mastering the great arts of magic, warfare, 
  engineering, and skullduggery will make any truly 
  Legendary Hero a treasure to those who would seek 
  to learn such things. Whether she wishes it or not, the 
  Hero will almost certainly be sought out by anyone 
  who desires to follow in her footsteps. This will be 
  especially true of anyone who is accomplished in the 
  realms of magic or warfare.
  Some Heroes may well decide to take up residence 
  at an academy or place of learning, applying their 
  knowledge and experience to a curriculum designed 
  for many to learn valuable lessons. Others are more 
  likely to take on an apprentice (or three), devoting 
  intensive time and drilling to ensure those they teach 
  will at least be able to survive in the path they’ve 
  chosen.
  In the former case, such a Hero is likely to become 
  a background character for new stories featuring 
  inexperienced Heroes. In the latter case, it may be 
  that Followers and Sidekicks are the apprentices 
  and students. It may, however, be that there is a mix 
  of different experience levels at work, with some 
  characters much higher in experience and Rank than 
  the others.
  Liner Notes - Mixed Experience Campaigns
  For one reason or another, you as a GM may find 
  yourself faced with the possibility of running a game 
  that features very high-ranked Heroes alongside those 
  of much lower status. Perhaps most of the party got 
  wiped out in a particularly deadly session, but one 
  or two survived. Alternately, it could simply be that 
  the story calls for a team of new recruits to go on a 
  dangerous mission, led by one or two “old hands” 
  who are there to both train them and keep them from 
  getting killed.
  This can work, but it will take a particularly mature 
  group that is willing to deal with the disparity of 
  capabilities between the characters. One way to make 
  things more fair and fun for those playing the less-
  experienced Heroes is to give them extra bennies 
  for each game session. I suggest +1 for every ten 
  Experience Points between them and the more 
  powerful characters.
  You might also want to award XP at different rates, 
  with a much slower rate for the really experienced 
  characters; this will eventually enable the lower Ranks 
  to catch up. Some may not like this idea, but there is 
  certainly cinematic precedence for it. One need only 
  look at how Luke became every bit as formidable as 
  the much more experienced Han to see that.
  Another alternative to doing such a game is to have 
  each player maintain two characters, one at the much 
  higher Rank, and one as a fresh newcomer. That way, 
  everyone can play whichever makes sense for the 
  session at hand. This works well in circumstances 
  where the Heroes are based out of a central location, 
  sent on missions and patrols.
  In game terms, it is best to treat the act of teaching 
  as a purely roleplaying experience; a Heroic or 
  Legendary teacher should be a great reason for other 
  Heroes to pick up things that should require training 
  under a master. Alternately, you can use the Day in 
  the Life rules (published separately by Evil Beagle 
  Games) to facilitate such interactions.
  One way that might be fun to reward the whole 
  “master/student” dynamic is to allow a Legendary 
  Hero to enable his students to learn Edges and Powers 
  that are one Rank higher than the student is.
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  Paragons Of The Races
  For each of the races, there are special gifts and 
  techniques that only the most advanced of their kind 
  can develop. These are the paragons, the symbols of 
  what is greatest of their race.
  Aevakar
  Eagle Eyes
  Requirements: Heroic, Alakar or Aevakar, Notice 
  d8+
  Aevakar and their alakar cousins have the capacity 
  to develop their eyesight to incredible acuteness, able 
  to pick out great details far away.
  This Edge confers the Farsight Power at the normal 
  level to the Hero, permanently. This means all Range 
  penalties are halved (Medium Range is -1, Long 
  Range is -2).
  Greater Eagle Eyes
  Requirements: Legendary, Eagle Eyes
  Aevakar with this Edge become true masters 
  of ranged combat. The raise level of the Farsight 
  Power is permanently granted, doubling all range 
  increments. For example, a bow’s range increments 
  become 24/48/96.
  Fly By
  Requirements: 
  Heroic, 
  Aevakar, 
  Greater 
  Aerobatics
  Many aevakar master the technique of winging past 
  targets, getting a powerful strike in while denying any 
  counter-strike as they pass right by.
  Masters of the Fly By can move through spaces 
  occupied by enemies, getting a Fighting attack in 
  while not suffering a counter attack for withdrawing. 
  Furthermore, the attack is made at +1 Fighting and 
  +1 damage (and can be combined with Wild Attack 
  for a total of +3 Fighting and +3 damage). 
  The aevakar with this Edge can choose to target 
  more than one opponent in a round by applying 
  multi-action penalties for each added target; resolve 
  this similarly to Improved Frenzy, with a Fighting 
  die for each target and a single Wild Die. Fly By 
  ignores First Strike but not Improved First Strike. On 
  Hold enemies can still interrupt, and if the aevakar 
  is Shaken or Wounded at any point in his attack, all 
  subsequent attacks are negated.
  Greater Aerobatics
  Requirements: 
  Heroic, 
  Aevakar, 
  Aerobatics, 
  Agility d10+
  Truly masters of flight, aevakar with Greater 
  Aerobatics increase the penalty to be hit by ranged 
  attacks to -2. Additionally, they cannot be Ganged Up 
  on while in the air.
  Zavonis’ Embrace
  Requirements: Legendary, Aevakar, Windmaster
  This ability is given to only a select few Windmasters, 
  and takes considerable time to learn. The aevakar 
  imbued with this gift is able to bestow the gift of flight 
  on his companions. 
  In a Large Burst Template centered on him, the 
  aevakar can take aloft up to his Spirit die in willing 
  recipients. He can maintain this for a number of 
  rounds equal to his Vigor die, and must make a Vigor 
  roll for each round beyond that. Failure indicates he 
  suffers an immediate level of Fatigue, after which he 
  and his passengers must land.
  At the end of any flight (extended or otherwise) 
  in which he transports others, he suffers a level of 
  Fatigue that requires an hour of rest to regain; this 
  stacks with any Fatigue incurred from failed Vigor 
  rolls from above. Heroic aevakar have lost their lives 
  saving innocents in this manner. 
  Alakar
  Eagle Eyes
  See Aevakar Racial Edges
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  Life Bound
  Requirements: Legendary, Alakar, Spirit Sight, 
  Woodwalker
  Some alakar truly connect with the essence of the 
  wild, Life constantly flowing through their spirit and 
  body.
  A Life Bound alakar benefits greatly from his 
  connection to the path of Spirit. While in a forest or 
  natural setting where Life is strong – often called the 
  Green – he enjoys the benefit of Slow Regeneration, 
  as the Monstrous Ability. He also gains a +2 to all 
  Spirit and Vigor checks in such settings.
  No Place to Hide
  Requirements: Heroic, Alakar, Woodwalker, 
  Shooting d8+
  Within the Green places, some alakar are impossible 
  to evade once they have begun the hunt. 
  This Edge grants the alakar an additional +2 to 
  all Notice and Tracking rolls within woodland and 
  related environments; these bonuses stack with other 
  bonuses. As well, no target of the alakar’s Shooting 
  will receive any Cover bonuses from trees, bushes, or 
  any living flora. 
  One With the Green
  Requirements: Legendary, Alakar, Life Bound
  In his element, such an alakar can inherently call 
  on Powers of spirit and nature at will.
  When in the Green, as per Life Bound above, an 
  alakar with this Edge can call upon the following 
  Powers at will, with no Essence cost: Beast Friend, 
  Entangle, Obscure, Succor. The alakar uses his Spirit 
  to enact the Powers, and they last for their base 
  Duration only.
  If the alakar is a druid, this Edge works somewhat 
  differently; he can use his Channeling skill instead of 
  his Spirit, and he can use his Essence to extend the 
  durations of the Powers. 
  If he already has any of the listed Powers as a Gift, 
  he can instead craft one or two Applications, as the 
  Power Edge of that name, using that Power as part 
  of said Applications. This can be done for each of 
  the listed Powers that he already has. For example, 
  an alakar druid with Entangle and Succor takes this 
  Edge; he now has Beast Friend and Obscure as Gifts 
  while in the Green. Furthermore, he can construct 
  Applications for both Entangle and Succor that apply 
  when he is in Green places.
  Brinchie
  Call Of the Wild
  Requirements: Heroic, Brinchie, Fireblood, Plains 
  Runner, Spirit d8+
  Those brinchie whose blood runs from the tribal 
  lines have the potential to truly call upon their 
  ancient heritage in times of need.
  As a free action, the brinchie can use Boost Trait 
  (Strength, Vigor, or Fighting) on himself, using his 
  Spirit for the roll. This particular use of the Power can 
  only be used once in a combat scene, but its Duration 
  is for the entirety of that scene.
  Once the battle is over, the brinchie automatically 
  suffers a Fatigue level that requires at least four hours 
  of rest to recover.
  Fireheart
  Requirements: Legendary, Brinchie, Fireblood, 
  Spirit d8+
  In the fullness of his combat fury, a brinchie is 
  immune to Fear.
  While Berserk, a Brinchie with this Edge has the 
  Fearless Monstrous Ability. As well, he enjoys the 
  effects of the Strong-Willed Edge at all times.
  Kalinata Mastery
  Requirements: Legendary, Brinchie, Kalinata 
  Expertise, Fighting d12+
  True masters of this powerful art become blinding 
  furies of violence and masters of the combat field.
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  Kalinata Mastery gives the Hero one Fighting attack 
  per turn as a free action (no Multiple Action Penalty), 
  regardless of any other Edges or maneuvers the Hero 
  has used. This includes Defend, Full Defend, and All 
  Out Move. This attack can stack with Two-Fisted 
  and Frenzy attacks. The attack can use any weapon 
  or form the Hero has, regardless of whether it was 
  used already in the round, but it must be a single, 
  one-target attack (no Sweep, Frenzy, etc.). If the Hero 
  Wild Attacked in the round, that effect applies.
  Silverclaw
  Requirements: Legendary, Brinchie, Content, 
  Spirit d8+
  There are some brinchie who carry in them the 
  blood of an ancient, noble line, one that legends 
  claim did battle against the werewolves for centuries. 
  These legends maintain that the Silverclaw Clan, 
  blessed by the Silver Unicorn herself, was all that 
  stood between the horror of a werewolf horde and 
  the rest of Shaintar.
  Those who carry the blood, if they find a state of 
  inner peace and withstand the more fury-driven 
  aspects of their nature, can summon forth claws 
  of White Silver at will. In addition to the inherent 
  benefits, such as extra damage against supernaturally 
  evil creatures, the claws gain AP 2.
  Dregordian
  Stream Channeler
  Requirements: Heroic, Dregordian, Spirit d8+
  Dregordians can reach out to connect to their 
  patron Ascended, Illiana, and gain gifts from this 
  connection. 
  A Stream Channeler has a constant connection 
  to water, no matter where they are. This means they 
  are never in danger of being thirsty, and they can see 
  to the water needs of up to their Spirit die in other 
  people. This water literally flows from their hand in a 
  gentle trickle at will.
  Stream Channelers also have constant access to 
  water for purposes of Trappings.
  Tears Of Illiana
  Requirements: Legendary, Stream Channeler
  This dregordian has shown true faith. The water 
  this character creates is blessed by Illiana, and any 
  drinker recovers any lost Fatigue. This works once 
  per drinker per day, and the imbiber is cleared of all 
  poisons and toxins, even those magical in nature.
  Drinking the Tears of Illiana takes a Full Round.
  Total Discipline
  Requirements: Heroic, Calm the Beast, Spirit d10+ 
  Some dregordians attain such a complete focus of 
  mind, body, and spirit that they are quite difficult to 
  overcome in any way.
  Total Discipline grants the dregordian the ability 
  to ignore one wound level (this stacks with Nerves 
  of Steel/Improved Nerves of Steel) and one Fatigue 
  level. 
  Waverider
  Requirements: Legendary, Dregordian, Stream 
  Channeler, Spirit d12+, Vigor d10+
  Illiana’s chosen – those who gain her title of 
  Waverider – gain a great deal of strength and power 
  from their connection with water. This Edge may be 
  taken multiple times. Each time, the character selects 
  a new benefit from the list below:
  • 
  Strength of the Ocean: The dregordian gains a 
  die type increase in Strength and Vigor.
  • 
  Flow Like Water: The dregordian gains a die 
  type increase in Agility, as well as doubling 
  their Swim Pace and using their Swimming die 
  as their “Run” die.
  • 
  Illiana’s Embrace: Those within 12” of the 
  character gain the ability to breathe underwater 
  and increase their Swimming die one die 
  type (those that don’t have Swimming gain a 
  temporary d4).
  • 
  Illiana’s Kiss: This chosen is immune to all 
  poisons and gains Slow Regeneration.
  • 
  Each benefit may be taken only once.
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  Dwarf
  Legendary Wright
  Requirements: Legendary, Master Wright
  Given the right tools and team, this amazing 
  craftsman can create true mechanical marvels. He 
  may create a device that emulates any Power with 
  a successful Repair roll – it takes him a number of 
  hours equal to the number of Essence required to 
  cast the Power. 
  For each raise on the Repair roll, the time is halved. 
  For every four Extras and/or two Wild Cards helping, 
  he gains a +1 to his roll. Devices created do not 
  expend Essence; they function for 1d6 hours. In all 
  other ways, this Edge works like the Wright Edges 
  from Legends Arise.
  Earth Talker
  Requirements: Heroic, Dwarf, Spirit d8+, Vigor 
  d10+ 
  Most dwarves don’t pursue particularly spiritual 
  paths; those that do, however, can find their way to a 
  much stronger connection to the earth and stone that 
  is so important to their people. In this way, the greater 
  spirits of the Firmament – those that are closest to 
  Dranak, the Stonewalker, himself – can provide 
  insight to history and even more recent matters.
  By spending at least an hour within a space 
  connected directly to earth or stone, the Earth Talker 
  can make a Spirit check and gain the benefits of the 
  Postcognition Power. If the Spirit roll fails, the Earth 
  Talker suffers a Fatigue level that requires a night’s 
  rest to recover.
  Stonewalker
  Requirements: Legendary, Dwarf, Earth Talker, 
  Spirit d10+, Vigor d12+
  Dwarves can achieve a truly extraordinary 
  connection to their patron Ascended, Dranak, giving 
  them truly magical connections to the Firmament of 
  the land.
  A Stonewalker can move through soft earth, metal, 
  or stone at his Pace as a full round action. He is the 
  equivalent of prone when doing this, in case someone 
  attacks him at some point.
  While entombed within the earth, the Stonewalker 
  has no need to eat, drink, or breathe. He can effectively 
  remain within such environs for up to his Vigor x2 in 
  days; his natural healing rate is doubled during this 
  period.
  While Stonewalking, all Notice checks are 
  unimpeded; the surrounding earth and stone tells the 
  dwarf all he needs to know.
  Legendary Constitution
  Requirements: Legendary, Dwarf, Improved 
  Nerves of Steel, Mighty Constitution, Vigor d12+
  Nothing seems to shake or stagger a dwarf with a 
  Legendary Constitution. 
  With this Edge, the dwarf can drink anything, eat 
  anything, inhale anything, and never get sick. They 
  are immune to poison and disease.
  Assume any environmental or hazard situation that 
  would inflict Fatigue on someone to take four times 
  the effort to affect the dwarf. For example, while a 
  normal person starts having to roll Vigor checks 
  after going twenty-five hours without sleep, a dwarf 
  with this Edge doesn’t have to roll until one hundred 
  hours have passed. Where a dwarf is being affected 
  by Monstrous Abilities, Edges, or Powers that cause 
  Fatigue, he gains a +4 to any roll to resist the Fatigue.
  Everlasting
  Requirements: Legendary, Dwarf, Legendary 
  Constitution
  A dwarf with this Edge effectively has Slow 
  Regeneration, gaining a Vigor check to recover 
  wounds once per day. Such a dwarf can even come 
  back from death with this Edge (their spirit lies 
  dormant within the body while it heals); this is 
  negated, however, by decapitation or utter destruction 
  of the body (such as from fire).
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  Eldakar
  Armor of the Aether
  Requirements: Legendary, Ascension
  This character gains +2 to Toughness against non-
  magical attacks. This Edge may be taken up to two 
  times, giving a +4 Toughness in total. As black iron 
  and blood steel are considered magical in nature, this 
  does not offer any additional protections against an 
  Eldakar’s Weaknesses. 
  Liner Notes – Magical vs Non-magical 
  Weapons
  There are times when the matter of what is a 
  magical vs a non-magical weapon or attack is in 
  question, especially as far as someone’s defenses are 
  concerned. In Shaintar, any weapon crafted from a 
  mystical substance – white silver, black iron, blood 
  steel, everwood, and crysarium being the most likely 
  – is considered fully magical for purposes of affecting 
  creatures and defenses that ignore non-magical 
  attacks.
  As well, any weapon with a Power on it, either 
  temporarily or permanently, is considered magical 
  while the Power is active. The most common iteration 
  of this is Smite, but the GM may rule that other 
  enhancements that are applied to a weapon will make 
  it magical.
  Ascension
  Requirements: Legendary, Eldakar, Spirit d12+, 
  Knowledge (Cosmology) d8+
  The original eldakar were the children of the faelakar 
  that first entered Shaintar at the very beginning of the 
  realm’s existence. Some bloodlines of eldakar retain 
  the capacity to reconnect to that ephemeral, powerful 
  status, although it takes great effort and dedication.
  The eldakar that reaches Ascension becomes, in 
  essence, a faelakar. They immediately gain one of the 
  following abilities. This Edge may be taken multiple 
  times with the character gaining a new ability each 
  time:
  • 
  Aura of Grace and Power: The sheer 
  eminence of a faelakar’s aura is such that they 
  can engender great awe and admiration – this 
  adds +2 to Charisma. By spending a benny, the 
  character can Intimidate or Persuade a crowd 
  of people; alternately, they can instill a group 
  with Fear (in a Large Burst Template at a range 
  equal to their Spirit).
  • 
  Eternal: Faelakar have Slow Regeneration that 
  will bring them back even from death, although 
  wounds suffered from black iron or blood steel 
  cannot heal this way (they must heal normally 
  or via other means).
  • 
  Spirit Made Flesh: The ability to become 
  Aethereal at will; this works the same as the 
  Intangibility Power. Every hour spent in this 
  state requires a Vigor check to avoid gaining a 
  Fatigue level. While Aethereal, the faelakar can 
  Fly at their Pace.
  Power Of The Ascended
  Requirements: Legendary, Adept, Druid, or 
  Sorcerer, Ascension (taken at least once)
  Faelakar are able to make their magic an even more 
  intrinsic part of themselves.
  Each time this Edge is taken, the character chooses 
  one of his known Powers to activate at will. Such a 
  Power costs no Essence to use. If the Power has a 
  Duration greater than Instant, it can be maintained 
  indefinitely if the caster uses it on himself. If it is 
  cast on another, however, the Power only has the 
  base listed Duration and costs Essence to maintain 
  past that point. These Powers are still susceptible to 
  disruption, as per the Savage Worlds core rules.
  Note that only base Powers may have this Edge 
  applied to them; it may not be used for Applications, 
  nor may it be used for High Magic effects.
  Sorcerous Virtuosity
  Requirements: Heroic, Eldakar, Mage, Sorcerous 
  Clarity, Smarts d10+, Spirit d8+ 
  The eldakar knack for sorcery is further expressed 
  by their ability to achieve inherent efficiency with the 
  wielding of such forces.
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  An eldakar sorcerer with this Edge spends one less 
  Essence automatically whenever casting a sorcery 
  Principle. This means Principles normally only 
  costing 1 Essence are free to cast. As well, this effect 
  stacks with that of the Mage Edge.
  Goblin
  A Goblin For All Occasions
  Requirements: Legendary, Goblin, Clever Nit, 
  Versatile Nit
  Goblins who manage to live long enough can be 
  among the most useful folk anyone could hope 
  to know. They’ve picked up enough knowledge, 
  experience, understanding, and stuff to make the 
  improbable easy, and bring the impossible within 
  reach.
  Once per session, a goblin with this Edge can spend 
  a benny to provide whatever is needed to overcome 
  a particular challenge. This can manifest in any 
  number of ways: 
  • 
  Having just the item needed in his pack or 
  pockets or hidden away.
  • 
  Having a contact with exactly the right pull or 
  resources, or being owed a favor by someone 
  who can help in a major way.
  • 
  Knowing a particular and pertinent piece of 
  knowledge, or having a book or scroll with the 
  needed knowledge on hand.
  • 
  Knowing the trick needed to overcome a lock, 
  trap, or similar kind of challenge, or to defeat 
  some kind of device that is otherwise going to 
  cause terrible damage or calamity.
  • 
  Any other way the player and the GM can 
  agree this Edge might be useful.
  In addition, this Edge expands the Jack-of-All-
  Trades Edge so that all untrained skills are rolled 
  without a -2 penalty.
  Dabbler
  Requirements: Heroic, Goblin, Smarts d8+, Spirit 
  d8+, Special (see below)
  The “least” of the beings of Shaintar may well 
  have the strongest connection to the Great Beings of 
  Myth...
  Only goblins that have no Arcane Backgrounds, 
  or Professional Edges that give access to Arcane 
  Backgrounds, may take this Edge. Once this Edge 
  is taken, the goblin is no longer able to follow any 
  of those paths; accessing magic in this way prevents 
  grasping the principles of the other methods.
  Upon taking this Edge, the goblin may choose any 
  one Novice, Seasoned, or Veteran Rank Power. He 
  uses his Smarts to cast it, and has 5 Essence that will 
  only work for that Power. He cannot take the Power 
  Points Edge and is limited to only ever having 5 
  Essence for casting that Power.
  This Edge may be taken more than once; this grants 
  another Novice-to-Veteran Rank Power with its own 
  pool of 5 Essence. The nature of these magical gifts 
  doesn’t conform to normal expectations; they are raw 
  manifestations of magical energy that are only seen 
  practiced by one other type of being – the Scions and 
  their Offspring!
  Fortuitous Nit
  Requirements: Heroic, Goblin, Lucky Nit, at least 
  three other Nit Edges
  It is unwise to ever, ever underestimate a goblin.
  The wee goblinesh who refuse to shy away from 
  danger and embrace all that the world has to offer 
  become indefatigable and unyielding in their pursuits. 
  There are no odds that daunt them, no challenges 
  that give them pause. The Patterns themselves align 
  with certain goblins, making them truly impossible 
  to dismiss.
  A Fortuitous Nit gains a d4 as an additional Wild 
  Die for all Trait rolls! This is treated in all ways 
  just like the normal Wild Die, becoming another 
  alternative for results. 
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  Serendipitous Nit
  Requirements: Legendary, Goblin, Fortuitous Nit
  Even more aligned with the Patterns and all that 
  the universe has to offer, the Serendipitous Nit’s extra 
  Wild Die is increased to a d6. 
  Human
  Back to Basics
  Requirements: Legendary
  Of all the races, humans have the greatest capacity 
  to adapt and overcome whatever challenges are put 
  before them. Some reach a point where, seeing a 
  difficult road ahead, they can quickly train and learn 
  foundational gifts that they will need to survive, and 
  to thrive.
  Upon taking Back to Basics, the Hero gains 
  two Novice Rank Edges. He must meet all other 
  qualifications for the Edges in question. Any Edges 
  that provide Arcane Backgrounds may not be chosen 
  and Background Edges must meet with GM approval. 
  Back to Basics may be taken multiple times.
  Blood of Heroes
  Requirements: Heroic, Human, Epic Destiny
  Humans of all origins have an amazing potential 
  for greatness, but some truly are born to it. Perhaps 
  they are descended from one of the faelakar, or 
  perhaps they simply come from a long line of those 
  who refuse to let destiny leave them behind.
  A Hero with this Edge may, on any round they 
  receive a face card (Jack or higher) for initiative, 
  spend a benny to gain the benefits of a Joker.
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  Blood of Legends
  Requirements: Legendary, Human, Blood of 
  Heroes
   
  Now when the Hero draws a face card, he 
  may spend a benny to gain +4 to all trait and damage 
  rolls for the round (instead of just +2), in addition 
  to “automatic interrupt” benefits of a Joker. When 
  an actual Joker is drawn, these benefits replace the 
  normal Joker benefits (no benny required).
  Indomitable
  Requirements: Heroic, Human, Brave, Strong 
  Willed
  Humans seem to have a special gift for facing 
  down the worst possible odds and refusing to fail 
  or to falter. Once committed to a path, some human 
  Heroes cannot be turned away.
  Indomitable grants the Hero the Fearless Monstrous 
  Ability; as well, he gains +4 on any Trait roll to resist 
  the Puppet Power.
  Korindian
  Greater Kor-In
  Requirements: Heroic, Korindian, Kor-In, Spirit 
  d8+, Fighting d10+
  Having continued to practice and train to 
  extraordinary levels, the Kor-In practitioner has 
  achieved truly phenomenal proficiency.
  Upon first taking this Edge, the character selects 
  one particular style from the list below. This effect 
  stacks with that of his Kor-In form, thus creating a 
  style particular to that character.
  • 
  Dauntless: Although slow of movement (Pace 
  is reduced by half, rounded up), the Hero gains 
  the ability to ignore one wound level while 
  in this stance. This stacks with Edges such as 
  Nerves of Steel/Improved Nerves of Steel. The 
  Hero also temporarily gains the benefit of the 
  Monstrous Ability, Hardy.
  • 
  Decisive: Such is the intensity of this form 
  that the Hero rolls a d10 for any raise damage, 
  instead of the usual d6. He also gains +1 AP for 
  his melee strikes.
  • 
  Elusive: While in this stance, the Hero gains 
  +1 Parry and a “deflection” effect of -1, which 
  applies to both melee and ranged attacks 
  against them.
  • 
  Mighty: Mastery of this form allows the Hero 
  to perform a Wild Attack with +3 Fighting and 
  Damage and only suffer a -1 to their Parry.
  For example, a character could use the Decisive 
  Monkey style that would increase his Reach by +1, 
  grant AP 1, and any raise does a d10 damage. His 
  counterpart, schooled in Mighty Whirlpool, has a 
  Pace reduction of 2, gains +1 Parry and can Wild 
  Attack with only a -1 Parry penalty (a net-zero change 
  to Parry) and +3 to hit and damage.
  This Edge can be taken multiple times, adding a 
  new component that can be combined with a single 
  Kor-In form. Each round, a Kor-In practitioner may 
  only combine a single Kor-In form with a single 
  Greater Kor-In form.
  Kor-In Mastery
  Requirements: Legendary, Korindian, Greater 
  Kor-In, Spirit d10+, Fighting d12+
  A true master of the fighting forms originally 
  developed by Kor comes to understand the constant 
  ebb and flow of combat. They learn that absolute 
  adaptability is the key to victory.
  At the beginning of his round of action, the hero 
  with Kor-In Mastery declares one of the following 
  benefits to be in effect; the benefit remains in effect 
  until the start of his next round of action:
  • 
  +2 to all Fighting rolls.
  • 
  +2 Parry.
  • 
  -2 to be hit by ranged attacks.
  • 
  +2 Toughness.
  • 
  +2 damage.
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  Secret of the Precise Strike
  Requirements: Legendary, Kor-In Mastery
  Kor-In Masters ignore up to two points of called 
  shot penalties; this means a called shot to a limb 
  suffers no penalty, and head or vital shots are only 
  made at -2. This benefit also applies to bypassing 
  Armor.
  Shattering Blow
  Requirements: Heroic, Tsunami Strike
  Understanding flows of force and will, the Kor-In 
  practitioner becomes capable of penetrating defenses 
  and eliminating any object in their way.
  With this Edge, when this Hero strikes inanimate 
  objects, he gains the bonus damage for a raise and 
  may Ace his damage roll. In addition, he gains AP 
  2 with Kor-In attacks (which stacks with any other 
  Armor Piercing bonuses he may have).
  Ogre
  Enduring
  Requirements: Legendary, Ogre, Behemoth, Hard 
  to Kill, Nerves of Steel, Strength d12+, Vigor d12+
  The mightiest of all ogres become nearly impossible 
  to put down.
  Enduring grants a truly powerful advantage, in 
  that it bestows the capacity for the ogre Hero to 
  take one additional wound level before going to the 
  Incapacitation chart. This means the ogre has four 
  Wound Levels total; all other normal rules apply. 
  This means an Enduring ogre will suffer -4 Wound 
  Penalties as well, should he take that many.
  Juggernaut
  Requirements: Heroic, Ogre, Nerves of Steel, Siege 
  Strength
  There are those among the ogres that are truly 
  valued for their ability to put their heads down and 
  plow right through any opposition, no matter what 
  happens.
  A Juggernaut can charge straight through enemy 
  forces, knocking them aside to create a hole through 
  the lines. The Juggernaut rolls a “Run” die and moves 
  the full distance in a straight line. He then rolls his 
  Strength Trait; anyone in his path must roll either 
  an opposed Strength check to hold their position, 
  thus stopping the Juggernaut’s charge, or a successful 
  Agility check to get out of the way. Failure on the 
  opposed Strength roll of an enemy in the Juggernaut’s 
  path results in them suffering the Juggernaut’s 
  Strength damage, and they suffer the Bash and Knock 
  Prone effects of the Push maneuver (see the Savage 
  Worlds core rules).
  If anyone manages to launch an attack against the 
  Juggernaut, because they are on Hold or have First 
  Strike, and they cause a Shaken result, the Juggernaut 
  still completes the maneuver; they are simply Shaken 
  at the end of their movement.
  Lesser non-living obstacles, like small trees, 
  temporary barricades, and such will just be knocked 
  aside or crushed.
  When the Juggernaut is done, assuming no one 
  could stop him, there should be an open path from 
  where he started to where he stopped; anyone who 
  was not otherwise Pushed will have been shoved to 
  one side or the other 1”.
  Massive Sweep
  Requirements: Heroic, Ogre, Improved Sweep, 
  Strength d10+
  Some ogres learn how to make the most of their 
  Size and Reach in the midst of melees.
  Using the Massive Sweep Edge, an ogre can use 
  their Sweep to strike everyone within their Reach.
  Orc
  Protector of the Gather
  Requirements: 
  Legendary, 
  Orc, 
  Improved 
  Defender of the Gather, Vigor 10+, Fighting d12+
  Whenever the Hero Incapacitates an enemy in 
  combat, he may move up to half his Pace (rounded 
  up) and attack another enemy at no multi-action 
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  penalty. This must be a single Fighting attack; no 
  Frenzy, Sweep, or related Actions. Wild Attack is fine. 
  This may happen once per round.
  Tireless
  Requirements: Heroic, Orc, Spirit d8+, Strength 
  d8+, Vigor d10+
  Leaders and defenders of their people, some 
  orcs develop the ability to shrug off the effects of 
  exhaustion, poison, the environment, and anything 
  else that would drain others.
  A Tireless orc suffers no Fatigue penalties. They can 
  still be Incapacitated by Fatigue, they just don’t suffer 
  penalties; they go at full capacity until they drop.
  Unbowed
  Requirements: Heroic, Orc, Harder to Kill, 
  Improved Nerves of Steel, Vigor d10+
  Once engaged in battle, some orcs are so dedicated 
  to victory that even death can be shoved aside... for 
  a time.
  When making the immediate Vigor check after 
  being Incapacitated, if this orc rolls a Raise, he may 
  continue fighting instead of falling down. He must 
  still deal with any Shaken effect he may have.
  If he rolls anything less than a Raise, he can declare 
  that he gains that result anyway. However, at the 
  end of the combat, he immediately rolls another 
  Incapacitation Vigor check, this time at -6. He ignores 
  bonuses for the Hard to Kill or Improved Nerves of 
  Steel Edges, and he must roll regardless of whether or 
  not he is healed before the combat ends. No matter 
  what he rolls, the best result he can achieve is the 
  Success status; he falls to the ground, Incapacitated 
  (all Healing done to him during the battle is undone).
  Note that Harder to Kill still applies to the final 
  result of this roll.
  Unstoppable
  Requirements: Legendary, Orc, Rage Master, Spirit 
  d8+, Vigor d10+
  Some orcs, in the depths of their fury, cannot be 
  stopped short of being completely incapacitated.
  An Unstoppable orc, when he is Berserk, can still 
  make a single Fighting attack (nothing special like 
  Sweep or Frenzy, though the Wild Attack Maneuver 
  is allowed) even if he is Shaken. This can come 
  even after he has rolled his Spirit check and failed 
  to recover from being Shaken. Free actions are still 
  allowed while Shaken, as normal.
  Techniques of the Masters
  These are the Heroic and Legendary Edges for 
  Shaintar, organized in the same fashion as presented 
  in Legends Arise. Note that many of these should 
  probably not be used in most other Savage Settings, 
  unless the GM wants a truly over-the-top experience 
  for his story and the players.
  Combat Edges
  Expert of Forms
  Requirements: Heroic, Student of Forms, At least 
  four other Combat Edges
  At this stage, the Hero has become truly impressive 
  with the forms, gaining a +2 with Fighting rolls in the 
  style chosen.
  Heroic Charge
  Requirements: Heroic, Improved Charge, Spirit 
  d8+, Strength d10+
  With great strength and absolute dedication, a 
  warrior can plow through any opposition to get to an 
  intended target and hit it with terrible force.
  A Hero with Heroic Charge declares a target on the 
  field, one that is within his maximum Pace + “Run” 
  distance. So long as it is possible for him to reach that 
  target, declaring Heroic Charge ensures that he will 
  without having to roll his Run die.
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  The Hero must move to the target, and he must 
  launch an attack on that target to use this Edge. When 
  doing so, he gains the following advantages: 
  The ability to bypass any opposing foes with an 
  opposed Strength check if they are directly in the 
  path; the Hero gains a +4 on this roll. Failure means 
  the Hero is stopped in his tracks at that point.
  If anyone comes off Hold and launches a successful 
  interrupting attack, the ability to shrug off any 
  Shaken results with a free immediate Spirit check (or 
  by spending a benny). This free Spirit check may be 
  made once per interrupting attack. Failure does mean 
  the Hero is stopped, however, and their turn is over.
  The bonus damage from this maneuver is an 
  additional Strength die added to the usual Str+Weapon 
  damage (instead of the +2 from Improved Charge).
  This maneuver is not without risk; at the end of the 
  action, the Hero must make a Vigor check at -2 or 
  suffer a Fatigue level for over-exertion. It takes a full 
  night of rest to recover Fatigue suffered this way.
  Liner Notes - Heroic Edges
  These are special Edges designed specifically to 
  emphasize the Heroic nature of things in the Shaintar 
  setting. In other words, once your Hero reaches 
  Heroic Rank, it’s time to start acting like it, and these 
  Edges are meant to help. Note that most of them 
  require a risk or direct sacrifice of some kind, usually 
  resulting in at least a Fatigue effect. Magic (specifically 
  the Succor Power) can be used to remove this Fatigue; 
  otherwise, it requires rest to recover.
  Heroic Effort
  Requirements: Heroic, Spirit d8+
  With intense concentration, total conviction, or 
  desperate need, Heroes can call upon something deep 
  within themselves to accomplish miraculous things.
  When spending a benny for an Extra Effort 
  (see Legends Arise Setting Rules), the Extra Effort 
  die automatically aces and can be rolled again 
  immediately. 
  Doing so really takes something out of the 
  character, though. They automatically suffer a Fatigue 
  level after the task is resolved. It takes a full night of 
  rest to recover Fatigue suffered this way.
  Heroic Leap
  Requirements: Heroic, Acrobat, Agility d10+, 
  Strength d8+
  Heroes of the acrobatic inclination can perform 
  some rather amazing stunts by the time they reach 
  the Heroic Rank, covering incredible distances with 
  grace and style.
  A Hero with this Edge, when jumping, can make an 
  Agility check (with the bonus of +2 from Acrobat) to 
  gain extra distance; with a success, they gain an extra 
  1d4”, instead of just 1”. If they have the Fleet-Footed 
  Edge, this bonus distance becomes a 1d6”. Brinchie 
  gain this automatically, due to their inherent extra 
  speed.
  A Heroic Leap can carry Heroes over enemy ranks 
  or other obstacles, enabling them to avoid things like 
  First Strike and similar attacks. The GM is the final 
  arbiter of what can be avoided and bypassed this way.
  Finally, a Hero with Heroic Leap can do a “strike 
  from above” maneuver, which functions much like 
  a mounted charge. By making the jump as part of a 
  full “Run” before an attack, the Hero gains +2 to their 
  damage, though they suffer the multi-action penalty 
  of -2 to their Fighting roll.
   This maneuver is not without risk; at the end of 
  the action, the Hero must make a Vigor check at -2 
  or suffer a Fatigue level for over-exertion. It takes a 
  full night of rest to recover Fatigue suffered this way.
  Heroic Shot
  Requirements: Heroic, Spirit d8+, Shooting d10+
  There comes a time in every archer’s life when that 
  one shot will make the difference between victory 
  and complete disaster. That’s the time to make a 
  Heroic Shot.
  When a Hero invokes the use of Heroic Shot, 
  he must Aim. (Marksman comes in handy in this 
  situation). This cannot be combined with Double 
  Shot or Split Shot. A single Shooting roll is made.
  If the shot hits, damage is rolled normally, but all 
  1s are treated as Ace results. As well, a bonus die of 
  damage is rolled for each raise that is achieved, not 
  just the first. 
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  Once the attack results are determined, the Hero 
  automatically suffers a Fatigue level, and he must roll 
  a Vigor check to avoid suffering a second one. This 
  represents the Hero truly putting his heart into that 
  shot. It takes a full night of rest to recover Fatigue 
  suffered this way.
  Note: If a player wants to take this for Throwing 
  instead, it should be allowed.
  Heroic Strike
  Requirements: Heroic, Spirit d8+, Fighting d10+
  There comes a time in every warrior’s life when that 
  one blow will make the difference between victory 
  and complete disaster. That’s the time to make a 
  Heroic Strike.
  When a Hero invokes Heroic Strike, he must make 
  a Wild Attack. This cannot be combined with Frenzy 
  or Two-Fisted, though it can be used with Sweep. A 
  single Fighting roll is made.
  If the strike hits, damage is rolled normally, but all 
  1s are treated as Ace results. As well, a bonus die of 
  damage is rolled for each raise that is achieved, not 
  just the first. 
  Once the attack results are determined, the Hero 
  automatically suffers a Fatigue level, and he must roll 
  a Vigor check to avoid suffering a second one. This 
  represents the Hero truly leaving a piece of himself 
  on the field with that strike. It takes a full night of rest 
  to recover Fatigue suffered this way.
  Heroic Surge
  Requirements: Heroic, Adept, Druid, Priest, or 
  Sorcerer, Spirit d10+, Arcane Skill d10+
  Those who manipulate magical forces actively 
  are sometimes able to discover how to truly push 
  themselves and their craft when the moment calls 
  for it. In doing so, they can gain extra effect over and 
  above what is normally expected.
  This Edge allows the Hero to effectively double or 
  otherwise dramatically increase the effectiveness of 
  a Power. This either means doubling the dice rolled 
  for damage, adding a +4 to the Arcane Skill roll for 
  opposed effects, or applying a -4 penalty to any roll to 
  resist an effect. The GM is the final arbiter of what is 
  possible using this Edge.
  In order to enact a Heroic Surge, the caster must 
  expend fifty percent more Essence for the Power as 
  well, rounded up. Thus a 3d6 Bolt that is being Heroic 
  Surged into a 6d6 Bolt will cost a total of 3 Essence to 
  cast. A Puppet Power that is being Heroic Surged to 
  add +4 to the Arcane Skill roll would cost 5 Essence 
  to cast.
  Heroic Surge can be very risky for the caster. After 
  casting the Power, he must roll a Spirit check at -2/
  Rank of the Power (-2 for Novice, -6 for Veteran, 
  etc.). Failure means he takes a Fatigue level from 
  over-extending himself and a final result of one or 
  less means he suffers a wound as well. It takes a full 
  night of rest to recover Fatigue suffered this way.
  Heroic Sweep
  Requirements: Heroic, Fighting d10+, Improved 
  Sweep, One Against Many
  Through great effort, the Hero becomes a 
  whirlwind of destruction, assaulting all around him. 
  A Medium Burst Template is centered on the Hero 
  and he makes a single Fighting roll at -4. The result 
  is applied against the Parry of everyone within the 
  area of effect. Damage is rolled individually against 
  any target hit. 
  The Hero may not move or take any other actions 
  or maneuvers (such as Wild Attack) and suffers a level 
  of Fatigue at the end of the action, which requires a 
  full night’s sleep to recover. The speed and intensity 
  of this attack allows the Hero to ignore any Edges 
  that may allow targets to interrupt his action (such as 
  Reach, First Strike, etc.).
  Improved Double Shot
  Requirements: Heroic, Double Shot
  The archer now suffers no penalty in making this 
  shot. 
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  Legendary Sweep
  Requirements: Legendary, Fighting d12+, Heroic 
  Sweep
  The Hero is now a true destructive force in his part 
  of any battlefield. 
  The basic rules are the same as for Heroic Sweep. 
  The area of effect is a Large Burst Template, and the 
  penalty is only a -2. In all other ways, using this Edge 
  is exactly like Heroic Sweep, including the automatic 
  Fatigue level.
  Shield Guardian
  Requirements: Heroic, Shield Expertise
  For some warriors, the shield becomes a powerful 
  symbol of not only self-defense, but the defense of 
  others they are sworn to protect. The Shield Guardian 
  has learned to use his shield to effectively protect 
  another as well as himself. 
  Before taking an action, a character with this 
  Edge can declare an adjacent character as receiving 
  all of the same defensive bonuses he receives from 
  the shield (Parry bonuses, shield bonuses to Armor 
  against ranged damage); these bonuses are shared, 
  not lost. If the declared target moves away from the 
  Shield Guardian, the bonuses are lost to the target 
  (though not to the Shield Guardian).
  The shared defenses remain applied until the Shield 
  Guardian acts again.
  Split Shot
  Requirements: Legendary, Improved Double Shot, 
  Agility d10+, Shooting d12+
  Some archers can perform nearly miraculous feats 
  with their bows, making them some of the most 
  dangerous opponents on the field.
  With this Edge, the Hero lays down a Cone 
  Template and chooses two different targets to fire at 
  with one Shooting roll, as long as they are within the 
  Cone Template.
  Leadership Edges
  Hero’s Company
  Requirements: 
  Legendary, 
  War 
  Band, 
  4+ 
  Leadership Edges
  The GM must approve this Edge, as it can have a 
  truly massive impact on a campaign. If allowed, all 
  of the Hero’s remaining Followers (of the initial five 
  he got from the Followers Edge) become Wild Cards, 
  gaining an immediate Advance. The rest of the War 
  Band also gains an Advance, and each is considered 
  to have one benny per session, as well.
  An additional twenty followers join the Hero; 
  they operate under the same guidelines as those 
  who joined under the War Band Edge (gaining an 
  Advance whenever the Hero does, if warranted).
  War Band
  Requirements: Legendary, Command, Followers, 
  One other Leadership Edge, Knowledge (Battle) d6+
  Some Heroes gain such a reputation for effective 
  leadership and glorious battles that they draw men 
  and women of courage and valor to them, ready to 
  forge great destinies.
  The GM must approve this Edge. If it is allowed, 
  the Hero’s Followers expand to a group of ten. 
  Furthermore, every time the Hero Advances, the War 
  Band members also gain an Advance if they were 
  significantly involved in the sessions that generated 
  the Advance. Generally, such Advances should be 
  universal to the group, but some variations may 
  be allowed at the GM’s discretion. The initial five 
  Followers should gain an immediate Advance when 
  this Edge is taken.
  There are a number of write-ups in the Denizens 
  section of Legends Arise that would work for such 
  Followers; suggestions include Marauders, Enforcers, 
  Thieves, Paladins, Rovers, and Experienced Soldiers.
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  Power Edges
  Exceptional Rapid Recharge
  Requirements: Heroic, Improved Rapid Recharge, 
  Spirit d8+
  The caster with this Edge recovers Essence at a rate 
  of one point every five minutes.
  High Magic Spell
  Requirements: Legendary, Knowledge (Magic) 
  d8+, One of the following: Archmage, Archon, 
  Order of the Sapphire Citadel, Life in the Balance, or 
  Pathmaster 
  Legendary casters use High Magic to create mystical 
  effects of grand vision, or terrible consequence. 
  Each time this Edge is taken, the hero selects one 
  Power he knows. He may now make use of any and 
  all High Magic options listed for that Power (see 
  Powers, later in this section). This Edge may be taken 
  any number of times, applied to a new Power each 
  time.
  Additionally, for any non-Instant Duration Power 
  to which the caster has the High Magic Spell Edge 
  applied, he no longer has to concern himself with 
  maintaining that Power when it is cast. Its Duration 
  changes to its Meditative value (see More for the 
  Casting in the Setting Rules of Legends Arise), and 
  it does not count as a “maintained Power” for any 
  penalties. Such a Power will still cease if the caster is 
  injured and fails the requisite roll, is Incapacitated, or 
  goes to sleep, unless another effect is in place to keep 
  it going.
  Liner Notes – High Magic for..?
  Players who favor alchemists may be wondering why 
  there are no High Magic options for their characters. 
  There are story and game balance reasons. Alchemists 
  have so many other amazing opportunities to change 
  their world, and being able to carry around a supply of 
  High Magic potions could be very destructive to even 
  a Legendary campaign.
  As for the villainous types, it should be noted that 
  necromancers gain access to High Magic when they 
  become either High Clerics of Vainar or Warlocks, 
  while acolytes who reach Minister of the Undying Fire 
  status gain High Magic.
  Improved Hard To Resist
  Requirements: Heroic, Hard to Resist, Knowledge 
  (Magic) d8+
  The caster gets a +6 to overcome targets’ opposed 
  rolls.
  Professional Edges
  Archmage
  Requirements: Legendary, Mage, Smarts d12+, 
  Sorcery d12+
  Some very few masters of eldritch forces achieve 
  the coveted title of archmage, and they are truly 
  magical giants to be reckoned with. They no longer 
  master the Patterns – they are integral parts of the 
  Patterns.
  Archmages have such mastery over Sorcery they 
  may cast two Powers a round (this can be the same 
  Power twice, if they wish), though they still take a 
  multi-action penalty in doing so. Archmages also 
  ignore all maintenance penalties.
  Archon
  Requirements: Legendary, Celestial Star, Faith 
  d12+, Special
  The rarest of rare heroes in service to the Light 
  experience a kind of ascension, becoming beings not 
  quite of the world anymore. They attain a celestial 
  quality, becoming a kind of “living angel” in Shaintar.
  Archons cease aging, perhaps even losing a few 
  years to return to a state of peak physical health. They 
  become immune to all forms of disease and poison, 
  and they only breathe and eat as a matter of choice. 
  Archons are immortals, and are only capable of dying 
  from damage done to them. That may prove difficult, 
  however, as they also have Slow Regeneration.
  The Light of an Archon acts as sunlight to any 
  vampires, and the area within that Light is considered 
  sanctified such that supernaturally evil creatures 
  must make a Spirit roll every round they are within 
  the Light or suffer a wound. As well, the aura of the 
  Archon automatically acts as a Fear effect to any 
  creatures or followers of Darkness or Flame; all Spirit 
  checks made against this aura are at -2.
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  A player cannot simply choose to take this Edge 
  when their character reaches Legendary status. The 
  GM must determine at what point the character is 
  worthy, if ever. The player may set aside an Advance, 
  unused, that the GM may then use to reward the 
  Hero with this Edge should circumstances in the 
  story merit it.
  Celestial Star
  Requirements: Heroic, Lightbringer, Spirit d12+, 
  Faith d10+
  Some followers of the Light achieve a truly 
  extraordinary connection with the Celestial Halls, 
  and their light shines forth with great intensity and 
  presence.
  The Light of a Celestial Star is doubled in radius 
  and strength. It causes vampires to roll a Vigor check 
  every round they are in it; on a failure, the vampire 
  suffers a Fatigue level. If the Celestial Star invokes his 
  Holy Warrior effect, all rolls against it are at -2.
  The aura of the Celestial Star is such that the Hero 
  receives a +2 Charisma when it is active.
  Combat Archer
  Requirements: 
  Heroic, 
  Archer, 
  Trademark 
  Weapon (bow), Agility d8+, Fighting d8+, Shooting 
  d10+
  The Azure Feathers. The Silver Arrows. The Third 
  Freelord Archery Company. These are some of the 
  distinguished units whose members specialize in 
  combat archery techniques. Their members train 
  with heavy-duty bows, made from either Ironwood 
  or Everwood, and they are capable of firing in the 
  midst of a melee. They can also use their bows in 
  hand-to-hand combat very effectively.
  Combat Archers may fire their bows in Close 
  Combat, using the target’s Parry as the Target 
  Number. They may also strike opponents with their 
  stout bows in melee (doing Str+d4 damage).
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  Fencing Master
  Requirements: Legendary, Counterattack, Fencer, 
  Lunge, Fighting d12+
  True fencing masters are some of the most 
  dangerous combatants in Shaintar. They have studied 
  the forms and styles to a point that is nearly mystical 
  in effectiveness.
  • 
  The Fencing Master gains the following 
  benefits: 
  • 
  They are not subject to First Strike or Improved 
  First Strike attacks.
  • 
  They may use their Lunge in combination with 
  First Strike and Improved First Strike.
  • 
  They may withdraw from combat without 
  incurring free attacks against them.
  • 
  They suffer no penalties to Disarm an opponent, 
  and any attempt to Disarm a Fencing Master is 
  at -2.
  • 
  Fencing Masters may use their Counterattack 
  against all adjacent foes that miss them in a 
  round.
  Force of Will
  Requirements: Legendary, Adept, Spirit d10+, The 
  Way d10+
  The adept who attains this level of mastery knows 
  how to direct his will forcibly into any discipline he 
  wishes to enact.
  Through Force of Will, the adept can spend Essence 
  to empower his skill; each Essence point spent on a 
  skill check with The Way, before rolling, adds +2 to 
  the roll (to a maximum of +8). If the player chooses 
  to spend Essence after the roll, each point spent adds 
  +1 to the total (with a maximum of +4).
  Using Force of Will automatically negates any 
  negative effect of rolling a 1 on the The Way die.
  Life in Balance
  Requirements: Legendary, Druid, Spirit d12+, 
  Channeling d12+, Knowledge (Cosmology) d10+ 
  The pinnacle of achievement for a druid is to reach 
  a oneness with the Paths and the Ascended who 
  oversee them. The druid who reaches this apex is 
  truly a conduit between the Life realms and Shaintar.
  A druid who is Life in Balance gains the abilities 
  of all of the following Racial Edges immediately: 
  Earth Talker, Spirit Singer, Stream Channeler, and 
  Wind Whisperer. They may take this Edge multiple 
  times after the first. Each additional time they take 
  this Edge, they may select one of the following Racial 
  Edges: Soulfinder, Stonewalker, Waverider, and 
  Windmaster.
  Note that a druid may not take Path Walker if they 
  take Life in Balance (and vice versa).
  Maestro
  Requirements: Legendary, Savant, Smarts d10+, 
  Alchemy d10+
  Maestros understand the patterns in all things 
  on such a deep and meaningful level that they can 
  coax mystical properties out the way a conductor 
  urges music from his orchestra, with beautiful and 
  powerful results.
  Maestros need only expend half their Essence 
  (rounded up) to attain the same effects when crafting 
  a potion, and the potion always has the raise effect (if 
  applicable) on a successful roll to create. Thus, a Boost 
  Trait (Strength) potion would only require 1 Essence 
  to craft and would provide +2 die levels.
  Maestros may imbue the same Minor Quality, via 
  Arcane Artificer, up to five times into the same item 
  (instead of the normal limit of three). A Maestro who 
  is also a Master Artificer reduces the final Essence 
  cost of enchanting an item with a Power or Edge 
  by one for every raise achieved on the Knowledge 
  (Magic) roll and the Knowledge (Craft) roll. The 
  time to create such an enchantment is cut in half also 
  (rounded up).
  Finally, Maestros never face a “Kaboom” result 
  when a Mishap occurs.
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  Master Artificer
  Requirements: 
  Legendary, 
  Arcane 
  Artificer, 
  Arcane Skill d10+, Knowledge (Crafting; appropriate 
  to items) d12+, Knowledge (Magic) d12+
  The Master Artificer has achieved the education 
  and experience necessary to imbue truly powerful 
  abilities into items, crafting treasures worthy of story 
  and song. There is, however, sacrifice to be made 
  in the pursuit of such items as the Hero expends a 
  permanent part of their magical self into the item.
  In order to enchant an item with a Power, the 
  Master Artificer must invest an amount of Essence 
  equal to the Rank of the Power x2. This imbues the 
  Power with the capacity for base and raise level effects 
  (based on the roll to activate the Power, described 
  below). This cost is a permanent reduction in the 
  Hero’s total Essence.
  For example, if a sorcerer wished to imbue his staff 
  with the Deflection Power, it will cost 2 of his Essence 
  permanently. If he wanted to imbue the same staff 
  with the Invisibility Power, it will cost 4 permanent 
  Essence.
  Once it has been enchanted, the Power doesn’t cost 
  Essence to use the item. Instant Duration Powers 
  simply go off when activated; longer Duration Powers 
  will last for the base Duration when activated, after 
  which it will need to be activated again.
  If the Master Artificer wishes to make the Duration 
  truly permanent, the final cost in Essence for the 
  item is doubled for the base level effect, and tripled 
  for the raise effect to be permanently active. In the 
  above examples, it would cost 4 permanent Essence 
  for a permanent -2 Deflection effect, or 6 permanent 
  Essence for a permanent -4 Deflection effect.
  Non-casters using an item with a Power roll their 
  Spirit to activate and, if necessary, target it. Casters of 
  the same type as the Master Artificer may instead use 
  their relevant Arcane Skill. 
  Some Powers require a specific cost, as follows: 
  • 
  Analyze Foe: 2 Essence for the base effect; 3 
  Essence for the extra (weakness detection) 
  effect.
  • 
  Barrier: 2 Essence per section.
  • 
  Beast Friend: Size of the desired creature x2 
  added to cost.
  • 
  Blast: +4 Essence for Large Burst Template, +4 
  Essence to raise to 3d6 damage.
  • 
  Bless/Curse: +2 Essence for Large Burst 
  Template.
  • 
  Blind: +3 Essence for Medium Burst Template, 
  +6 Essence for Large Burst Template.
  • 
  Bolt: 2 Essence for each bolt; 4 Essence per bolt 
  if 3d6 damage.
  • 
  Confusion: 2 Essence per target.
  • 
  Disguise: +2 Essence per each Size step up.
  • 
  Entangle: +3 Essence for Medium Burst 
  Template.
  • 
  Fly: Double Essence (12) for the double Pace.
  • 
  Greater Healing: Flat 10 Essence for base effect, 
  20 Essence for total effect.
  • 
  Growth/Shrink: 4 Essence per Size step.
  • 
  Havoc: +3 essence for Large Burst Template.
  • 
  Mend: Base cost (6 essence, or 12 essence for 
  raise effect); assume multiple applications for 
  mending big/tough things.
  • 
  Summon Ally: Base on Rank desired; thing(s) 
  summoned is fixed when item is made.
  • 
  Teleport: 4 essence per range increment.
  A Master Artificer may also imbue an item with an 
  Edge. It costs 3 permanent Essence per Rank of the 
  Edge. Note that many Edges simply aren’t appropriate 
  for use as magical Powers. As well, putting an 
  improved version of an Edge into an item requires 
  the base version be invested first.
  In order to enchant an item, the Master Artificer 
  needs one hour per Essence being spent. About 
  halfway through this period, the Master Artificer’s 
  Knowledge (Craft) roll is made at -4 (modified for 
  conditions and materials, as per Arcane Artificer); if 
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  this roll fails, the item is ruined, losing any existing 
  magic properties, and the process must be restarted. 
  The invested Essence is not lost.
  At the end of the process, Knowledge (Magic) 
  is rolled at -2 per Rank of the Power or Edge (also 
  modified for conditions and materials). Failing this 
  roll doesn’t ruin the item, but the process will still 
  have to be restarted. Again, the invested Essence is 
  not lost.
  If the Master Artificer is attempting to imbue a 
  Power they don’t know into the item, or any Edge, 
  they must also make an Investigation roll at -2 in 
  order to find the proper formulas, sigils, techniques, 
  etc.
  Use of Master Artificer is fairly expensive; 
  fortunately, most Legendary Heroes have access to a 
  lot of funding. The material cost of such enchantments 
  is 50 gold per base Essence cost for the enchantment. 
  If using the Resource Rolls system, use the guidelines 
  given for The Costs of Alchemy in Legends Arise.
  Master of Forms
  Requirements: Legendary, At least six other 
  Combat Edges, Expert of Forms, Spirit d8+
  The Hero has become so in tune with the fighting 
  style they pursue, there’s almost nothing they can’t 
  do with that weapon or attack form. They draw upon 
  their inner Power to perform preternatural acts. 
  In choosing this Edge, the player must select one 
  of the following Powers: Analyze Foe, Confusion, 
  Deflection, Quickness, Smite. They can take an action 
  to activate the chosen Power, which will last for the 
  base Duration (3 rounds). They use their Spirit to 
  activate the Power, and it only works when they are 
  using their chosen fighting style.
  Note that Confusion works a little differently; it 
  has no Duration, and the Master of Forms uses his 
  Fighting to activate it. If he chooses to affect two 
  targets, the roll is at -2, and it’s -4 if he tries for three 
  targets.
  This Edge can be taken multiple times, adding an 
  additional Power each time.
  Master of Horse
  Requirements: Heroic, Cavalryman, Mount must 
  be trained for combat
  Masters of Horse are experts of mounted combat, 
  able to urge their horses to great deeds and protect 
  them in the chaos of combat. The term is usually used 
  with great respect for such mounted warriors as the 
  “Riders of Vale” in Galea, the “Desert Riders” in the 
  Eternal Desert, and the “Horsemasters of Fortune” in 
  the Freelands.
  A rider’s mount uses the rider’s Parry, including the 
  use of Edges and shields. As well, the rider’s mount 
  gains a +2 to its Pace and a Run die of d10 instead 
  of d8.
  Noble Sacrifice
  Requirements: Heroic, Paladin of Light, Spirit 
  d10+
  There comes a point in many paladins’ lives when 
  the greatest good requires the greatest sacrifice. Those 
  who are most prepared can be empowered to go out 
  in a true blaze of glory.
  The paladin with this Edge has prepared his soul 
  for his final reward, and he can call out to the Light 
  to give him great strength to achieve his final goal 
  even as he pours the entirety of his life force into his 
  final act. Upon enacting this Edge (a free action), the 
  player declares a final goal for the Hero. It must be 
  something conceivably achievable within the scene. 
  Examples include the death of a main villain or 
  seeing to it that everyone else on the paladin’s side of 
  a conflict gets safely away.
  At this point, the paladin’s fate is sealed. He will die 
  at the end of the scene. However, he gets the following 
  immediate benefits: 
  • 
  Five bennies are awarded to him; they must be 
  spent in this scene.
  • 
  He will suffer no wound penalties during the 
  scene.
  • 
  Any Shaken result coming from an Extra is 
  ignored, unless a Wound is also done.
  • 
  Any Extra Shaken by the paladin is 
  automatically Incapacitated.
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  33
  • 
  The paladin is Fearless while under the effects 
  of this Edge.
  • 
  It takes Five wounds to force a roll on the 
  Incapacitation table, and no penalties are 
  applied to any Incapacitation rolls if the 
  paladin’s goal has not been achieved.
  • 
  His paladin bonuses are doubled; he does +4 
  damage to supernaturally evil entities, and 
  enjoys +4 Toughness against their attacks.
  • 
  Whenever he chooses to “Run”, he gets the 
  maximum result instead of rolling.
  If the paladin achieves his goal before the scene is 
  over, he will still fall dead on the spot. He will get 
  a “final soliloquy,” lingering long enough for at least 
  one of his companions to reach him. If there are 
  no companions available or able to reach him, the 
  paladin may elect to instead give a dying speech “to 
  the Light itself.”
  Of course, choosing to have a destiny like this 
  looming over you does come with a couple of 
  additional advantages. Those paladins with this Edge 
  enjoy +2 on any Healing rolls (magical or otherwise) 
  made on them, and they have a +1 Charisma when 
  dealing with anyone who honors the Path of Light.
  This is, admittedly, one heck of a way to go, and 
  anyone into the concept of a paladin should enjoy 
  and appreciate it. However, it may be that this is not 
  really the end of the story for this character. After all, 
  the Lord of Light does occasionally send aethereal 
  warders to help those Heroes on great quests. Who’s 
  to say Archanon might not send back a beloved 
  friend, at least for a time?
  Order of the Sapphire Citadel
  Requirements: Legendary, Adept, Order of the 
  Azure Citadel, Spirit d10+, The Way d12+
  Those of the Order of the Azure Citadel who 
  remain committed to the mastery of their Disciplines 
  can, with great effort and skill, become initiated into 
  the Order of the Sapphire Citadel.
  Once so initiated, an adept with this Edge can 
  spend 3 Essence to substitute his Spirit for any Trait 
  roll, instead of having to spend a benny. As well, he 
  enjoys Connections with the Sapphire Citadel, a very 
  powerful organization in the Southern Kingdoms, 
  and he gains a +2 Charisma when dealing with other 
  adepts who know of and respect the Sapphire Citadel.
  Path Walker
  Requirements: Legendary, Druid, Spirit d12+, 
  Channeling d12+, Knowledge (Cosmology) d10+
  For some druids, a single Path calls them more 
  than any other. Their channeled gifts flow from 
  and through the Path of their calling exclusively (or 
  nearly so), and eventually they form a very distinct 
  connection to that Path that further empowers them.
  Upon taking Path Walker, the druid must select 
  one of the Four Paths to claim as their primary Path. 
  This choice should naturally evolve from how they’ve 
  played their character, with the Game Master’s 
  approval. Once the choice is made, they gain the 
  following: 
  One of these four combinations – Earth Talker/
  Stonewalker; 
  Spirit 
  Singer/Soulfinder; 
  Stream 
  Channeler/Waverider; 
  or 
  Wind 
  Whisperer/
  Windmaster. 
  A +2 on all Channeling rolls when they rely on 
  their Path, and a -2 to any Channeling rolls involving 
  other Paths.
  The Wizard Edge effect whenever channeling with 
  their Path.
  If the Spirit Singer/Soulfinder or Stream Channeler/
  Waverider combination is selected, the character may 
  continue using level ups to take additional Soulfinder 
  or Waverider effects. If the character already had one 
  or more effects from Soulfinder or Waverider, this 
  allows the selection of another one. In any instance 
  where the character already has the Racial Edge in 
  question, there is no added benefit.
  Note that a druid may not take Life in Balance if 
  they take Path Walker (and vice versa).
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  34
  Righteous Fury
  Requirements: Heroic, Paladin of Light, Strength 
  d8+
  Paladins of Light can reach a point of great faith 
  and strength in their service to Archanon, and can 
  call upon his righteous strength to empower them to 
  face great and terrible odds.
  With a successful Spirit check, as an action, the 
  paladin can invoke the effects of the Berserk Edge. 
  They do not need to suffer a wound to do this, but 
  they must be in the presence of great evil or danger 
  to innocents. Paladins do not hit friendly targets in 
  combat; all other aspects of the Edge apply.
  When the Righteous Fury is ended, the paladin 
  must make a Spirit check at -2 or suffer a level of 
  Fatigue. It takes a full night of rest to recover Fatigue 
  suffered this way. The Succor Power can also alleviate 
  this Fatigue.
  Social Edges
  Heroic Inspiration
  Requirements: Heroic, Bard or Noble, Charismatic, 
  Spirit d10+, Persuasion d8+
  Some Heroes are able to stand before their 
  comrades and give such a rousing speech, no enemy 
  can douse the flames of passionate commitment to 
  the fight. These are the speeches that bring victory 
  from defeat, and rally forces otherwise in total rout.
  Either immediately before a battle (if time permits 
  and the battle is anticipated), or during a fight, the 
  Hero with the Edge may take a full round to give a 
  rallying oration that is intended to steel the hearts of 
  their fellow Heroes and all Allies in hearing range. 
  With a successful Persuasion check (Charisma 
  modifier added), all who hear the speech are granted 
  one-half (round down) the Hero’s Charisma bonus 
  to all Spirit checks for the duration of the combat. 
  With a raise, the total Charisma bonus of the Hero 
  is granted.
  Legendary Presence
  Requirements: Legendary, Heroic Inspiration, 
  Spirit d12+, Persuasion d10+
  Heroes of this stature can give speeches that change 
  the tides of battle – and the course of history.
  In addition to the benefits described under Heroic 
  Inspiration, a successful speech grants half the orator’s 
  Charisma bonus (round down) to all allied Trait rolls 
  in the first round of engaged combat; with a raise, the 
  total Charisma bonus is added. This benefit may only 
  be achieved a total of twice during a single combat; 
  once right at the beginning, if a speech is given prior 
  to the engagement, and a second time from a mid-
  battle rallying speech (which takes a full Round to 
  perform).
  Weird Edges
  Artifact
  Requirements: Legendary, Greater Soul-Bonded 
  Item (same item)
  Upon taking this Edge, the item has become 
  truly powerful, bonding closely with the owner and 
  dedicating itself to the path and goals he is.
  The GM is in charge of whatever happens at this 
  point. A combination of Minor Qualities, Powers, 
  and Edges can be applied, and/or the GM can simply 
  come up with some kind of unique ability that truly 
  differentiates the item. In addition to all the Shaintar 
  material, there’s plenty of good stuff in Savage Worlds 
  Fantasy Companion a GM might use for this.
  Greater Soul-Bonded Item
  Requirements: Heroic, Improved Soul-Bonded 
  Item, Spirit d8+
  Upon taking this Edge, the item in question gains 
  another Minor Quality, as well as either a Power or 
  Edge of the player’s choice. The rules for Powers are 
  as found in Improved Soul-Bonded Item. If an Edge 
  is chosen, its Rank requirement can only be up to one 
  Rank higher than the Hero, and must be appropriate 
  to the item (and the Hero). The GM must, as usual, 
  approve all such choices.
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  The Tools of Legends
  Once Heroes reach this level of achievement, they 
  begin to seek out items and devices that will help them 
  against the much tougher threats they are bound to 
  face. Though Shaintar is not the kind of place where 
  one finds “magic shops” chock full of random items 
  for sale, it is possible to find some rather interesting 
  specialized and enchanted items here and there.
  As well, the presence of alchemists and artificers 
  makes it possible to get limited-use items, or 
  enchantments put on favored gear. 
  Finally, the presence of the Builders means Heroes, 
  and Villains, are entirely capable of picking up arcfire-
  enhanced weapons and armor, which can make for 
  significant advantages for those who manage to learn 
  how to use them.
  Additional Weapons and 
  Armor
  Not all that follows is necessarily for “advanced” 
  characters only; some are added options that might be 
  found in places the Heroes haven’t yet ventured, and 
  much of this material simply adds more texture and 
  stylistic choice rather than different game mechanics.
  However, there are a few items that are much 
  harder to find that normal, and some that require the 
  skills of truly experienced and talented folks to use to 
  best effect.
  Additional Armor Chart
  Type
  Armor
  Coverage
  Weight
  Cost
  Value
  Availability
  Partial Studded Leather
  +2
  -2
  14
  175
  +0
  +2
  Full Studded Leather
  +2
  -4
  18
  220
  +0
  +2
  Partial Ring Mail
  +2
  -1
  15
  120
  +0
  +2
  Full Ring Mail
  +2
  -3
  20
  200
  +0
  +0
  Partial Brigandine
  +3
  -2
  16
  320
  +0
  +0
  Full Brigandine
  +3
  -4
  22
  450
  +0
  -2
  Tinker Leathers
  +2
  -5
  8
  900
  -2
  -4
  Builder Armor
  +4
  -4
  20
  n/a
  -4
  -6
  Builder Armor, Enhanced
  +5
  -4
  20
  n/a
  -6
  -6
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  Additional Shields
  Type
  Weight
  Cost
  Value
  Availability
  Notes
  Nazatiran Spike Bracers
  4
  120
  +0
  -4
  +1 Parry, two must be worn, doesn't 
  stack with shields; Minimum Agility d8; 
  Str+d4 melee damage, AP 1
  Orc Blade-Shield
  15
  200
  +0
  -4
  +1 Parry, +2 Armor vs ranged damage; 
  Str+d6 melee damage
  Arcfire Bracers
  7
  n/a
  -6
  -6
  +2 Parry,  two must be worn, doesn't 
  stack with shields; Minimum Agility d6
  Additional Hand Weapons
  Type
  Damage
  Weight
  Cost
  Value
  Availability
  Notes
  Arcfire Blade
  Str+d8
  6
  n/a
  -4
  -6
  AP 2
  Danataran Combat 
  Whip
  Str+d4
  2
  150
  +0
  -4
  -1 Parry, Reach 2, see below
  Kal Barbed Whip
  Str+d8
  9
  n/a
  -4
  -4
  -1 Parry, Reach 2, see below
  Lanthorian Knuckle 
  Spikes
  Str+1
  .5
  20
  +0
  -2
  Easily concealable, user still 
  counts as Unarmed Defender
  Obsidian Blades
  varies
  half
  x2
  -2
  -4
  See below
  Additional Ranged Weapons
  Name
  Range
  Damage
  Cost
  Value
  Availability
  Weight
  Min Str
  Notes
  Arcfire Handcaster
  12/24/48
  2d8
  n/a
  -6
  -6
  6
  -
  AP 2, 4 shots 
  before reload
  Crossbow w/ 
  Cocking Lever
  15/30/60
  2d6
  750
  -2
  -2
  12
  -
  AP 2, Full 
  Turn to reload
  Dregordian Javelin
  4/8/16
  Str+d6
  400
  -2
  -4
  3
  d6
  Dwarven Crossbow, 
  Hammerbolt 
  Modification
  25/50/100
  2d6+2
  n/a
  -4
  -6
  24
  d8
  AP 2, 8 shots 
  before reload
  Ironwood Bow
  15/30/60
  2d6
  700
  -2
  -4
  8
  d6
  Str+d4 melee 
  damage
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  37
  Brigandine: Though fine as a stand-alone armor, 
  this can also be combined with available Chain to 
  create a combined suit that provides the equivalent of 
  Plate & Chain armor (+4 Toughness). Use the lower 
  Coverage if the values are different.
  Tinker Leathers: Though each suit is tailor crafted, 
  often by the wearer, they share similar properties. 
  With hooks, pockets, loops, pouches, and other 
  places to attach and/or store gear, the wearer of 
  Tinker Leathers has their effective carrying capacity 
  increased by fifteen pounds! This works to offset the 
  already low weight of the Tinker Leathers and give 
  more carrying ability, besides.
  Builder Armor: Exceedingly rare, most such suits 
  are either the spoils of combat with the Builders or 
  found in one of the many caches that have suddenly 
  began appearing. The wearer must be Arcfire Trained 
  (see Shaintar: Legends Arise, page 149) to wear such 
  armor and gain full benefits; if he is not, the effective 
  weight is tripled and he only gains a +2 Armor value 
  from it. Whether the normal or enhanced version, 
  Builder Armor has a special energy field always 
  active that negates any Armor Piercing (AP) value 
  of incoming attacks. To properly don and activate 
  Builder Armor requires a basic success with the 
  Arcmancy Skill or a Repair check at -2.
  Nazatiran Spike Bracers: Much like normal 
  bracers, except these have been designed to both 
  carry and integrate Nazatiran throwing spikes. Each 
  bracer holds nine such spikes, though the last three 
  are what gives the bracers their offensive damage 
  capabilities (they can be extended out from the wrist 
  area to act as “claws”). If the wearer has the Throwing 
  Spike Proficiency Edge (from Legends Arise), he 
  gains the benefit of Quick Draw with the contained 
  spikes.
  Orc Blade-Shield: With a curved blade fully 
  integrated into half of the circumference of this 
  medium shield, the wielder can attack with it and do 
  the listed damage. If he has the Shield Mastery Edge 
  (from Legends Arise), the damage is increased to 
  Str+d8.
  Arcfire Bracers: In all ways, these function as 
  normal bracers, except they require the Arcfire 
  Trained Edge and only require an Agility of d6 to use.
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  Arcfire Blade: This requires the Arcfire Trained 
  Edge, and a steady supply of crysalites to keep it 
  powered. A normal set will keep a moderately 
  used blade active for about two weeks. Without the 
  crysalites, it is functionally a poor long sword (-2 to 
  Fighting and damage, -1 Parry, and no AP)
  Danataran Combat Whip: The flashy Danatar 
  family of Galea came up with this, mastering 
  techniques that confound opponents. On a raise, 
  the whip does not do an extra d6 damage; instead, 
  the target suffers a -2 Parry until their next action. 
  Alternately, on a raise, the wielder can force an 
  opposed roll (attacker’s Strength versus the higher of 
  the target’s Strength or Agility); if the target fails, they 
  are tripped to the ground, lying prone.
  Kal Barbed Whip: This massive, horrific weapon 
  is used as much as a weapon of terror as anything. 
  Covered in wicked barbs, not only does it have the 
  effects of the Danataran whip, but on a raise the target 
  must make a Vigor check or be Shaken, regardless of 
  any damage they might have actually suffered.
  Lanthorian Knuckle Spikes: A fist-load popular 
  with bruisers and thugs in the streets of Shaintar’s 
  largest city. They do not help the wielder against 
  anyone with a real weapon, as the user is still 
  considered unarmed in such situations.
  Obsidian Blades: In recent times, a small group 
  of dwarves traveled to Korindia and, abiding by 
  the rules of the island elders, made their way into 
  the mountain area with tools of stone, wood, and 
  other non-proscribed materials. They delved into 
  depths of the highest mountain, a dormant volcano, 
  and brought forth great amounts of a black, glassy 
  substance – obsidian.
  Returning to Kor-Davine, where the rules of 
  the island are lifted for non-korindians, they set to 
  work fashioning weapons and arrowheads from the 
  material. Exceedingly sharp when properly worked, 
  this new material allowed the dwarves to provide 
  korindians with knives, short swords, and arrowheads 
  of considerable quality without using any metal.
  Obsidian can be used to make knives, short swords, 
  spears and similar smaller weapons that function 
  the same as their metal counterparts, but with two 
  exceptions. First, they have an Armor Piercing value 
  of 1, or add +1 AP if a style crafted normally has 
  an AP value. Second, due to their relative fragility, 
  when used on metal armor, they break on a natural 
  1, whether rolled on the Fighting die or the Wild Die.
  Arcfire Handcaster: Another item requiring the 
  Arcfire Trained Edge, as well as a supply of crysalites 
  crafted for it. The damage is caused by an arcfire-
  charged crystalline “bullet” fired from one of four 
  rotating chambers. It looks like a small, blocky 
  revolver with vaguely tuning fork like protrusions 
  alongside the barrel. It fires small crystalline bullets 
  surrounded by raw arcfire. To recharge it requires 
  new, especially dedicated crysalites be put into it.
  Crossbow w/ Cocking Lever: This clever 
  modification makes it possible for anyone to reload a 
  crossbow, thus eliminating the Strength requirement. 
  However, it is a tedious process, taking an entire turn 
  to accomplish, during which the user can do nothing 
  else (including move).
  Dregordian Javelin: A well-crafted, aerodynamic 
  throwing spear that also functions as a short spear in 
  melee; use all spear values, except it has no Reach and 
  does not require two hands.
  Dwarven Crossbow, Hammerbolt Modification: 
  This highly sought-after variant, invented by Cracken 
  Hammerbolt at the outset of the War of Flame, 
  uses advanced design elements to enhance both 
  the damage and Range of the weapon. As well, the 
  holding chamber can cycle up to eight bolts before it 
  must be replaced with a new chamber. Any dwarven 
  crossbow can receive the modification, but it requires 
  a master craftsman who knows the secret techniques 
  and takes at least a week.
  Ironwood Bow: There are times when an archer 
  finds himself in the middle of melee, and the best 
  weapon at hand is his bow. Most cannot stand up 
  to the punishment for long, but the ironwood bow 
  is designed specifically to endure melee usage. A 
  trained Combat Archer (see the Edge, above) is best 
  suited to using such a weapon. Anyone without that 
  Edge suffers a -2 penalty for unfamiliar use in melee.
  Special Arrowheads
  Truly clever folks have, over the years, figured out 
  some interesting things to do with arrows and bolts 
  beyond just causing other folks to stop moving...
  Cody Forrester (order #7370342)
  
  39
  Blunt: Some accuracy and distance is lost, but such 
  arrows do non-lethal damage, making them useful for 
  capturing criminals and the like. -1 Shooting, -2 off 
  of the Short Range increment (recalculate Medium 
  and Long), non-lethal damage. Cost: Negligible.
  Explosive: Enterprising alchemists sometimes 
  craft these special arrows, with heads only angled 
  enough to enable reasonable flight and not meant to 
  pierce anything. Instead, the integrated vial full of 
  extremely volatile liquid (almost always a variant of 
  the “Explosive Consequences” formula) which cracks 
  on contact, releasing a small-but-deadly explosion. 
  The arrow does 2d6 over a Small Burst Template, 
  but it subtracts 4 from the Short Range increment 
  (recalculate Medium and Long). Cost: 750 Copper 
  [Value -2, Availability -4]
  Fishing: Virtually useless in combat, fishing arrows 
  can make an archer very handy when it comes time 
  to find food near bodies of water. Such arrows allow 
  Shooting to act as a cooperative roll for another’s 
  Survival check. Cost: 1 Copper each [Value +0, 
  Availability +0]
  Line: This is more than a simple head for an arrow 
  shaft; it is a prepared arrangement of thin, strong, line 
  carefully attached and intended to be fired into a solid 
  structure. Once embedded, it is meant to facilitate 
  “zip-line” travel or climbing. Cut the Range numbers 
  in half for such a shot, and the Shooting rolls must 
  achieve a raise in order to embed strongly enough. 
  For horizontal travel, make an Agility roll (Acrobat 
  Edge bonuses counts); otherwise, use Climbing. A 
  roll of 1 in either case (regardless of the Wild Die) 
  means the arrow dislodges or the line breaks, usually 
  about halfway through the journey. Cost: 25 Copper 
  [Value +0, Availability -4]
  Obsidian: Sharper than metal arrows, but 
  unrecoverable if used against metal armored 
  opponents or similarly hard surfaces. AP 1. Cost: 5 
  Copper each [Value +0, Availability -2]
  Whistler: Emitting a high-pitched, piercing sound 
  that serves as an excellent signal for those knowing 
  to listen for it. Cost: 3 Copper each [Value +0, 
  Availability -2]
  Potions, Concoctions, and 
  Such
  Legends Arise introduced both alchemy and the 
  enchantments of artificers, including the rules for 
  creating potions and adding enhancements to items. 
  What follows are a few items that enterprising Heroes 
  with access to great resources may be able to acquire, 
  if they find themselves in the right place to look.
  Note that there is a new Minor Quality that many 
  may wish to have imbued into certain weapons – 
  Unbreakable.
  Archer’s Dram: Light and sweet, this potion 
  induces far greater visual acuity on the imbiber over 
  long distances. Farsight (3 Essence). [1000 Copper; 
  Value: -4; Availability; -2]
  Bow of the Hunter: A masterfully-crafted Elvish 
  longbow enchanted for accuracy (Range 18/36/72, 
  2d6+1, +2 Shooting). [100 Gold; Value -4; Availability: 
  -6]
  Chameleon Cordial: Thick, syrupy, and yet 
  salty, this is not pleasant to drink at all. It must also 
  contain some small amount of the intended target of 
  impersonation, though most alchemists keep a few 
  on standby that are just “someone else” for those 
  seeking no disguise in particular, other than to hide 
  their own appearance. Disguise (3 Essence). [1000 
  Copper; Value: -4; Availability: -4]
  Elixir of Ghostliness: A smoky flavor accompanies 
  this potion, giving the drinker the quality of 
  etherealness. Intangibility (5 Essence). [1500 Copper; 
  Value: -4; Availability: -6]
  Elixir of Mousiness: Pouring this oily concoction 
  over a person causes him and his possessions to 
  shrink immediately (down 2 Size steps). It can be 
  thrown onto an unwilling target for a rather shocking 
  combat effect. Shrink (4 Essence). [1250 Copper; 
  Value: -4; Availability: -4]
  Elixir of Spiderfeet: Gooey and sticky, this syrupy 
  liquid makes the drinker able to move across walls 
  and ceilings with great ease. Wall Walker (2 Essence). 
  [750 Copper; Value: -2; Availability: -2]
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  Enchanted Long Sword: High-quality steel and 
  exceptional craftsmanship (Str+d8+2, +1 Fighting, 
  AP 1) [200 Gold; Value: -6, Availability: -6]
  Enchanted Obsidian Blade: A short sword crafted 
  from the strange black glass of Korindia, treasured 
  for its unbreakable nature (Str+d6, +1 Fighting, AP 
  2, Unbreakable) [180 Gold; Value: -6; Availability: -6]
  Hair of the Dog: An obnoxious brew that smells 
  like wet dogs and tastes just as bad, but it allows the 
  imbiber to assume the form of any sort of canine. 
  Shapechange (dogs only; 4 Essence). [1250 Copper; 
  Value: -4; Availability: -2]
  Lifting Libation: Odorless and tasteless, this 
  clearer-than-water liquid gives the drinker the ability 
  to fly at great speeds. A highly treasured potion, 
  indeed. Fly (6 Essence). [2000 Copper; Value: -4; 
  Availability: -6]
  Lightning Breath Seltzer: This fizzing concoction 
  stings as it goes down, but it doesn’t stay down for 
  long – seconds later, the imbiber belches out a literal 
  storm of lightning bolts! Burst (3 Essence) [1000 
  Copper; Value: -4; Availability: -4]
  Lozenge of the Linguist: A hard, apple-flavored 
  candy that allows the user to understand and speak 
  any language. Speak Language (1 Essence). [500 
  Copper; Value: -2; Availability: -2]
  Mage’s Staff: An Everwood staff imbued with 
  properties of great value to any practicing sorcerer 
  (Str+d4, Parry +2, Reach 1, 2 hands, 5 Essence, 1 less 
  maintenance penalty, +2 to resist Disruption). [220 
  Gold; Value: -6; Availability: -6] 
  Mint of Refreshment: A small wafer that clears the 
  sinuses even as it relieves fatigue and shock. Succor 
  (1 Essence). [500 Copper; Value: -2; Availability: -2]
  Night Eyes Drops: A couple of drops in each eye 
  grants the ability to see perfectly in the dark. Darksight 
  (1 Essence). [500 Copper; Value: -2; Availability: -2]
  Octopus Bag: Possibly one of the most bizarre 
  alchemical creations ever, invented by a rather mad 
  hermit who lived by the sea and hated visitors. The 
  pouch is opened and hurled (Throwing skill), and 
  tentacles burst forth to wrap up the target. Entangle 
  (2 Essence). [750 Copper; Value: -2; Availability: -6]
  Oil of Stone Skin: Not consumed, you instead rub 
  this oil over all the parts of your body you wish to 
  protect. It feels like mud hardening, but has a more 
  profound effect. Armor (2 Essence). [750 Copper; 
  Value: -2; Availability: -4]
  Ointment of Arcane Cloaking: This greasy, mildly 
  unpleasant smelling application will conceal magical 
  auras emanating from the wearer. Conceal Arcana (2 
  Essence). [750 Copper; Value: -2; Availability: -4]
  Paladin’s Great Sword: A mighty white silver 
  blade designed to slay demons. Note that the normal 
  Parry penalty is eliminated with a Minor Quality. 
  Str+d10+2, Slayer (Demon). [1000 Gold; Value: -6; 
  Availability: -6]
  Potion of Disappearing: One usually believes 
  he has been cheated when buying this potion, as 
  nothing can be seen inside the vial. Nonetheless, it 
  can be felt and tasted – a cool, minty flavor – as you 
  drink it, causing you to immediately vanish from 
  sight. Invisibility (5 Essence). [1500 Copper; Value: 
  -4; Availability: -4]
  Potion of Greatness: Though it tastes like old, 
  flat, beer, this potion not only makes the drinker feel 
  great, it literally makes him great – in Size (3 steps 
  worth). Growth (6 Essence) [2000 Copper; Value: -4; 
  Availability: -6]
  Quicksilver Concoction: A surprisingly sludgy 
  gray slush that goes down with effort, yet it instantly 
  bestows a great rapidity to your body and mind. 
  Quickness (4 Essence). [1250 Copper; Value: -4; 
  Availability: -4]
  Razor Skin Brew: Always leaving something of a 
  sore throat behind as it goes down, this vaguely juice-
  like concoction causes razor-like points and blades 
  to spring out all over the drinker’s body, poking out 
  through everything but plate mail. Damage Field (4 
  Essence). [1250 Copper; Value: -4; Availability: -4]
  Runner’s Rum: A fusion of high-quality rum and 
  the usual mysterious ingredients of alchemy, this is a 
  tasty dram that makes the drinker fleet of foot. Speed 
  (1 Essence). [500 Copper; Value: -2; Availability: -2]
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  41
  Liner Notes – The Costs of Enchantments
  Most groups of Heroes are likely to have someone 
  among them who learns the gifts of an artificer. 
  However, in case such a person is not among the 
  group, or in situations where the time necessary to 
  craft all that is desired simply isn’t there, it may be that 
  the Heroes will seek out others to do the work.
  In such situations, the GM should use the following 
  ranges for costs; for those using the optional Resource 
  Rolls, those numbers are provided as well.
  Obviously, it is insanely expensive and difficult 
  to get enchantments on your items, especially 
  those of a Master Artificer’s doing. Only those of 
  great accomplishment, or with access to incredible 
  resources, can hope to achieve it.
  Arcfire Devices
  Arcfire and arcmancy represent a dramatic and 
  powerful change to what is possible with magic. 
  Devices that can, with training, put magical power 
  into the hands of anyone. There are many who 
  believe that arcmancy may be one of the oldest forms 
  of magic; that it may be the cause of the fall of the 
  fabled Empire of the Golden Crown, and the reason 
  for the mists that surround Shaintar.
  In part, at least, they are right.
  With the coming of the Builders, and the opening 
  of a number of their long-hidden underground 
  citadels throughout Shaintar, it has become possible 
  for a daring few to lay their hands on some rather 
  powerful and dangerous items. What follows is a 
  list of those likely of interest to Heroes, which they 
  might acquire either through battle with Builders or 
  by exploring one of their ancient strongholds.
  Note that neither a cost, nor any information 
  as regards the use of the Resource Roll system, is 
  provided. Heroes will not find such things available 
  for trade or purchase anywhere (except for a few 
  listed above); if someone has one, they aren’t selling 
  it to the highest bidder. They will hold onto such a 
  treasure as a means of attaining great personal power.
  Note that all such devices require both the Arcfire 
  Trained Edge and a supply of appropriately designed 
  crysalites to make them function. 
  Arclance: Possibly the most elegant Builder 
  weapon ever created, these devices are wielded by 
  specialized troops called Arclancers. The arclance 
  looks like a strange spear or staff with a crossbow-like 
  stock on one end and various flanges and protrusions 
  on the “firing” end. There are triggers, knobs, wires, 
  and crysalites integrated all over the device. 
  Arclances project arcfire energy in a number of 
  ways – raw bolts of energy that are fairly devastating; 
  a pulse of shocking energy (Stun); and a disruption 
  ray that can unravel any magical effect (Dispel). 
  Arclance (Range: 18/36/72, 2d8, AP 2, RoF 3, 24 
  shots until reload, Alt. Effects: Dispel, Stun; Str+d6 
  melee damage, 2 hands)
  Boomcaster: The Builder boomcaster troops are 
  burly even by Builder standards, wearing special 
  armor and a backpack/harness system designed 
  to help them manage the powerful boomcaster 
  weapon system. Hoses, cables, wires, gears, and 
  crysalites cover the whole system, which consists of 
  a power generator worn on the back and a hose-like 
  projector held with both hands. The generator has 
  enough power for extended use, but eventually more 
  crysalites are needed to keep it running.
  The boomcaster can project raw, destructive arcfire 
  (Burst, Jet) or concussive force (Pummel). If engaged 
  in melee, the tube can even be used as a club!
  Boomcaster (Burst, Jet, Pummel; Heavy Weapon; 2 
  hands, Str min d8, used as club for Str+d4 damage)
  Elite Builder Armor: A much-advanced version 
  of the Builder armor, more fully covering than even 
  plate armor. It creates an energy field that protects 
  the wearer from environmental conditions (such as 
  extreme heat and poisonous air), and its construction 
  confounds any armor piercing effects.
  Type of Enchantment
  Cost Range
  Value
  Availability
  Minor Quality
  20-50 Gold
  -4
  -4
  Power or Edge
  200 gold/Essence spent
  -6
  -6
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  42
  Elite Builder Armor (+6 Armor, Full Coverage, 
  ignores AP, Environmental Protection)
  Great and Powerful Magic
  One of the great aspects of truly epic high fantasy 
  is “big magic,” and Shaintar is meant to be the setting 
  that opens this wide for the Heroes.
  And the Villains.
  There are new Powers for those of Heroic and 
  Legendary Ranks. More importantly, there is an epic 
  new option for casters – High Magic, the expansion 
  of Powers to world-shaking, destiny-altering effects.
  New Powers
  Greater Curse
  Rank: Heroic
  Essence: 10
  Range: Sight
  Duration: Permanent
  Some casters may call upon great magics or dire 
  spirits to bring great, long-lasting harm to those that 
  cross them. This goes far and above the effects of a 
  mere Curse.
  The caster pits their relevant Arcane Skill against 
  the victim’s Spirit. If the caster is successful, the 
  victim becomes sick and might even die. The 
  character becomes Fatigued immediately, and each 
  day thereafter he must make a Vigor check (with the 
  appropriate penalties) to resist becoming Exhausted. 
  After becoming Exhausted, he must then pass a Vigor 
  check once a day or become Incapacitated. Once he 
  becomes Incapacitated, he makes a Vigor roll each 
  day to avoid death. 
  Fatigue gained from Greater Curse can only be 
  ameliorated by the use of Succor; with a successful 
  casting, the Fatigue is abated for 10 minutes, and it’s 
  kept at bay for an hour with a raise. After that time, it 
  comes right back to the full level it was when Succor 
  was cast. No amount of rest or other efforts will 
  remove the Fatigue until the Greater Curse is lifted.
  Instead of sickness and death, the Greater Curse 
  may also be used to cause one of the following effects: 
  Blind, Deaf, Dumb (as in unable to speak), Horrid (as 
  the Ugly Hindrance except that the Charisma penalty 
  is -4), Clumsy (Agility drops a die type, which cannot 
  be raised until the curse is lifted, and all Agility-
  linked skills are at -2), or Unlucky (as the Bad Luck 
  Hindrance, plus a -1 to all rolls).
  The Greater Curse can be lifted by the caster or 
  use of the Dispel Power. Additionally, most Greater 
  Curses have some special task or set of circumstances 
  that can be fulfilled to remove them. A caster who 
  clearly states the task, circumstances, or conditions 
  of the Greater Curse’s removal to the victim during 
  casting receives a +2 to their Arcane Skill roll to cast 
  the Greater Curse.
  Postcognition
  Rank: Heroic
  Essence: 3
  Range: 1 mile radius or less (see text)
  Duration: Varies
  By opening their mind to the flows of psychic 
  energy, the caster can catch glimpses of past events in 
  the area. The caster can try to shrink the area of effect 
  to a one hundred yard radius by taking a -2 penalty to 
  their Arcane Skill roll. By taking a -4, they can focus 
  their attention to the area of a Large Burst Template.
  On a success, the caster witnesses a surge of 
  memories, focused on emotionally charged events 
  from the last ten years. Each raise allows the caster 
  to see farther into the past (per the GM’s discretion). 
  Note that really major, dramatic, or emotion-filled 
  events (such as a murder or a couple falling in love) 
  are always treated as “fresher” memories and, thus, 
  can be witnessed on a normal success regardless of 
  how far in the past they occurred.
  After getting a “reading,” the caster can make 
  a Smarts roll to try and pick out pertinent pieces 
  of information (based on what they were trying to 
  discover by using the Power). Each raise allows them 
  to attain more information. By successfully shrinking 
  the area of the reading, the caster gets a +2 or +4 to 
  their Smarts roll, based on how focused the reading 
  was.
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  Rending
  Rank: Heroic
  Essence: 5
  Range: Smarts
  Duration: Instant
  This grotesque Power uses raw force to squeeze, 
  pull, and tear internal organs, bones, and other vitals. 
  A good attack can kill a foe in one quick blast, leaving 
  nothing but a mangled pile of bleeding flesh and 
  busted bones. Regardless of the specific effect and 
  reaction, the attack is an opposed roll between the 
  caster’s Arcane Skill and the victim’s Vigor. Success 
  inflicts 1d6 damage, with an additional 1d6 damage 
  per raise, up to a maximum of 3d6. Living beings gain 
  no Armor or Toughness against this damage, thus 
  taking straight wounds over an effective Toughness 
  of 0. Non-living entities and objects gain their full 
  Toughness ratings, but not Armor.
  High Magic
  Legendary casters can gain access to epic options 
  for the Powers they know, via the High Magic Spell 
  Edge. Casting High Magic Powers is somewhat 
  different than casting normal magic, with greater 
  and possibly world-changing effects, but also greater 
  costs and risks.
  Each Power is listed with one or more High Magic 
  options; if a Hero has the High Magic Spell Edge for 
  that Power, all of the listed options are available to 
  him. Sorcerers may also apply Applications to this 
  form. There are two types of High Magic Powers – 
  Combat and Ritual.
  Combat High Magic Powers are cast like normal 
  Powers in a combat round. Ritual High Magic is cast 
  over a much longer period of time – ten minutes for 
  every Essence that is required to cast the Power. So 
  a High Magic Ritual that costs a total of 13 Essence 
  would take one hundred thirty minutes to cast; such 
  rituals last much longer than combat Powers (see 
  below). 
  High Magic options are also listed with Essence 
  cost modifiers; Casting Modifier (CM), the penalty 
  applied to the casting roll of that effect; and whether 
  or not the option can be made Permanent, and the 
  permanent Essence cost.
  In the case of the Permanent option, casters will 
  have to give up permanent Essence to empower the 
  effect so that it lasts. Fortunately, the use of Essence 
  Link can enable casters to spread that cost around. 
  For example, if a caster wanted to cast Armor 
  permanently on someone, the essence cost would be 
  two times the permanent modifier for the Power; in 
  the case of Armor this is 15, so this would need a total 
  of 30 permanent Essence. That is an insane amount, 
  yes, but it can be spread out by other participating 
  casters, so a large ritual group is a great idea here.
  For those combat Powers that are not Instant or 
  Permanent, the Duration is calculated as though 
  the Powers were cast in a Meditative fashion, even 
  though it is cast as a normal action in a round. This 
  means most such Powers will last in terms of minutes 
  (see “More for the Casting” in Legends Arise, page 
  112).
  Ritual High Magic Durations are different, lasting 
  one hour for every Essence invested into the casting. 
  It is possible (and often preferable) for casters to 
  dump more Essence than needed just for the purpose 
  of extending a Ritual High Magic Power.  
  Casting at certain places of power, or during certain 
  times, or using specific kinds of power sources can be 
  very useful for shouldering the burdens of difficult 
  Powers (see “Places of Power,” “Times of Power,” and 
  “Sources of Power” below for more on this). Casting 
  on Filament lines, or at Loci points can make the 
  Essence costs an even easier burden to bear. 
  For Ritual High Magic, other casters of the same 
  style as the main caster can aid in one of two ways; 
  they can either assist in the casting roll, via the 
  Cooperative Roll rules, or donate Essence, assuming 
  they and the main caster both have the Essence Link 
  Edge. In the former case, the normal rules for limits 
  on cooperative rolls are ignored; there is no limit to 
  the bonuses granted by those rolling to assist. 
  After casting any High Magic Power, the main 
  caster must make a Vigor check; for Combat magic, 
  the penalty is -2, while it is -4 for Ritual magic. With 
  a raise, he suffers no negative effects. With a simple 
  success, he suffers a Fatigue level. With a failure, he 
  suffers two levels of Fatigue. 
  If there were any other casters assisting in the High 
  Magic Power, they must all make a simple Vigor 
  check or suffer a level of Fatigue.
  Cody Forrester (order #7370342)
  
  O
  44
  Liner Notes – Dispelling High Magic
  The Dispel Power can be applied to trying to get rid 
  of a High Magic effect, but it is very difficult. Whatever 
  the CM (Casting Modifier) for the initial High Magic 
  Power was, that value is added to the opposing roll 
  against Dispel. Furthermore, Dispel can only be 
  attempted once against a particular High Magic effect; 
  if it fails, Dispel from that caster cannot be tried again 
  against that effect. The normal Dispel Power cannot be 
  used against Permanent effects. 
  Of course, there is a High Magic Dispel effect that is 
  much more effective against other High Magic
  Delving Into Ritual Magic
  Rituals are not only the stuff of legendary tales; they 
  have real and powerful value. This is how great things 
  of lasting significance are done with magic; fates are 
  decided, wars are begun or ended, and realms are 
  destroyed or saved by such rites. Even at smaller 
  scales, rituals are used to extend the reach, duration, 
  or effect of a Power such that it becomes more than a 
  tool of momentary use and instead becomes a major 
  factor in a plot or plan.
  The Essence Link Edge and Cooperative Roll rules 
  address what it takes for others to help in a ritual, 
  either by providing additional Essence or assistance 
  in the casting roll. Many rituals have great Essence 
  requirements, and should not be undertaken lightly. 
  Below are some of the ways various casters obtain 
  the necessary Essence to perform powerful rites. 
  Remember, a central caster can “pool” all kinds of 
  Essence by way of the Essence Link Edge, which is 
  why it’s a good idea for rituals to involve as many 
  supportive casters as possible. Whenever a Permanent 
  effect is in the works, at least one-fourth (¼, rounded 
  up) of all Essence needed must come from the 
  personal reserves of one or more of the involved 
  casters. The rest can come from Filaments, Loci, 
  and the providers listed below. For non-permanent 
  effects, all Essence can come from external sources.
  Places of Power
  There are places throughout Shaintar that resonate 
  with inherent power. Many of them do so due to the 
  presence of Filaments and Loci (discussed at length 
  in Legends Arise, page 110), but some are either the 
  sites of great and terrible moments in history, or are 
  fundamentally empowered due to the presence of 
  inherent magical substances.
  Most such places are attuned to a specific form of 
  magic; they are not useful to just any style, but only to 
  a particular one. A graveyard may have connections 
  to Darkness; a sacred grove given to the powers of 
  Life; the site of a terrible and bloody battle resonates 
  with Flame; a chamber full of crysarium pulsates 
  with energy for the Way; and so on.
  Such places are measured in terms of overall 
  strength, which corresponds to how much total 
  Essence may be present to be tapped at any given 
  time. 
  Site Strength
  Available Essence
  Weak
  3d4
  Fair
  4d6
  Strong
  5d8
  Powerful
  6d10
  Staggering
  7d12
  The GM decides what the Site Strength is, then has 
  one of the players roll the corresponding dice. These 
  dice can Ace as normal. Once a total is achieved, this 
  is the amount of Essence (of the stated type for the 
  site) that can be drawn on for any ritual cast here. 
  The Essence Link Edge must be possessed by anyone 
  attempting to draw upon such power. Instead of 
  automatically rolling d4’s, however, the caster (and 
  anyone helping with the ritual) is allowed to roll the 
  same die type as is associated with the Site Strength.
  Before officially beginning a ritual, a caster may 
  decide to tap as much of the site’s available Essence 
  as possible. As per the Essence Link Edge, such 
  power can be tapped well above the caster’s normal 
  maximum; it will fade away at a rate of 1 point per 
  hour, but enough excess can be absorbed to be more 
  than useful. 
  Essence drained from a place of power regenerates 
  at a rate of 1 per hour (though the maximum amount 
  is still randomized).
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  Liner Notes – Filaments And Places of Power
  What happens when one or more Filaments are 
  near a place of power? There’s a whole lot of magical 
  might to draw on, that’s what! As a general rule, the 
  GM should simply use the higher values in the above 
  table to represent the influence of Filaments and Loci 
  on a place of power; it’s just easier that way.
  Times of Power
  As there are places that pulse with inherent power, 
  there are certain times that reverberate with magic 
  might. There are very good reasons why mighty 
  casters and their followers choose to cast at specific 
  times, or on specific dates. 
  Times of power, unlike places, do not provide pools 
  of Essence to draw on. Instead, they are multipliers 
  on the available Essence for a ritual. The way this 
  works is simple – take the total Essence contributed 
  to the main caster of the ritual (via Essence Link) and 
  multiply it accordingly before the spell is cast.
  The chart below is broken down according to magic 
  type and the special times that have an impact on one 
  or more of them.
  “Important Days” are entirely subjective and based 
  on the magic style in question; there will be different 
  times throughout the year that are minor and major 
  holidays, holy remembrances, festivals, and the like 
  for each of the Four Powers. 
  Stellar conjunctions refer to certain alignments 
  of stars; there are, of course, all kinds of variations 
  in this idea, so the GM can determine if and when 
  a conjunction may be coming up to help a caster’s 
  ritual.
  Naturally, the question comes up as to what happens 
  when certain times overlap, such as when the 13th 
  Hour happens on a night with two full moons, or 
  it’s noon on a high holy day for a priest. Simply take 
  the highest multiplier and then add +1 to it for each 
  additional condition that applies and grants higher 
  than a x1 multiplier.
  For example, if a necromancer chooses to cast his 
  ritual at the 13th Hour (x3) on a night with two full 
  moons (x3) that also happens to be a Very Important 
  Day (x2), his Essence multiplier will be x5 (x3 for the 
  highest one, and +1 for each other condition). 
  Time of Power
  Channeling
  Faith
  Necromancy
  Sorcery
  Thaumaturgy
  The Way
  Dawn
  x2
  x3
  --
  --
  --
  --
  Noon
  x2
  x2
  --
  --
  --
  --
  Twilight
  x2
  --
  x2
  --
  --
  --
  13th Hour
  --
  --
  x3
  x2
  x3
  x2
  One Full Moon
  --
  --
  x2
  --
  --
  --
  Two Full Moons
  --
  --
  x3
  x2
  --
  --
  Three Full Moons
  x2
  --
  x4
  x3
  x2
  --
  Moderately Important Days
  x2
  x2
  x2
  x2
  x2
  x2
  Very Important Days
  x3
  x3
  x2
  x2
  x3
  x2
  Moderate Stellar Conjunctions
  --
  --
  --
  x2
  --
  --
  Major Stellar Conjunctions
  --
  x2
  --
  x3
  --
  x2
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  Liner Notes – Does This Stuff Work for 
  Normal Magic?
  The simple answer is – no. 
  The out-of-game reasons should be fairly obvious; 
  not only does it dramatically complicate normal spell 
  casting as part of the game, it essentially breaks the 
  balance of the game thoroughly. Spellcasters would 
  simply make sure they had all the right conditions in 
  place for any important battle and then pretty much 
  own the scene.
  The in-game reason is fairly consistent with the 
  world rules, as well. Quite simply, these various means 
  of tapping power require the time and investment of a 
  ritual to make any use out of them. A caster’s personal 
  Essence is something he can easily shape to his needs, 
  but a raw river of such power needs more coaxing, 
  manipulation, and craftsmanship to make effective 
  use out of it.
  Sources of Power
  There are other sources of power, vessels of varying 
  degree that can be sacrificed and used up to provide 
  needed Essence for a ritual. As a general rule, they 
  fall into three categories – raw sources, magical items, 
  and living beings.
  Raw sources are such things as deposits of white 
  silver (Faith) or black iron (Necromancy); unshaped 
  everwood (Channeling); and unprocessed crysarium 
  (The Way); Bloodsteel doesn’t count, as it is actually 
  a processed result, rather than a raw form. With all 
  of the advantages Sorcery has, this is one area of 
  limitation – there are no raw sources to draw upon 
  for that style of magic. Other sources of power work 
  just fine, however.
  Like places of power, sources provide a set amount 
  of Essence that can be tapped for a ritual. Unlike 
  places, however, tapping these raw sources destroys 
  them, removing any and all future potential they 
  might have for crafting items or being used for other 
  magical efforts.
  Raw sources are rated in terms of the relative 
  amount that’s available. The same rules apply for 
  making use of the sources as for tapping a place of 
  power (see above). 
  Magical items can also be sacrificed to enable 
  a ritual, using the Essence Link Edge. The basic 
  calculation for how much Essence an item can 
  contribute is fairly simple, though the GM can feel 
  free to adjust the number based on less tangible 
  elements (such as the story importance of the item).
  For every Minor Quality the item has, it can provide 
  3d8 of Essence. For every Power or Edge, the item 
  provides 5d10. If it’s an Heirloom, add a die of the 
  highest appropriate type. If it is Soul-Bonded, raise 
  the die types to d10s and d12s. If the item has Greater 
  Soul Bond, treat all 1s rolled as being Ace results, 
  and roll again. Multiple casters can draw on the freed 
  Essence at the moment the item is sacrificed, which is 
  often wise, as it will minimize the wasting of Essence 
  from a bad roll. Essence freed this way only remains 
  in the immediate area for three rounds; after that, it 
  dissipates into the Aether.
  Sorcerers can draw upon the Essence freed from a 
  sacrificed magical item.
  Note that this must be a sacrifice. This cannot be 
  used as a means to destroy unwanted evil items. The 
  overall nature of the item will determine what spell 
  types it can support in a ritual, which is the GM’s call. 
  Almost all items can be used in a sorcerous ritual, 
  though if an inherently Flame or Darkness oriented 
  item is used, the spell itself (and the caster) will be 
  corrupted or turned by it.
  Raw Source Amount
  Available Essence
  Small (sack full)
  4d4
  Medium (barrel full)
  5d6
  Large (cart full)
  6d8
  Huge (cottage full)
  7d10
  Massive (castle full)
  8d12
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  The final and most reprehensible source of power is 
  that drawn from the sacrifice of living things. Blood 
  magic in Shaintar is inherently evil; only thaumaturgists 
  (not necromancers) can make use of it. Even though 
  this makes it more or less a plot device, there may be 
  circumstances where a GM wishes to know just how 
  much power is derived from killing how many people, 
  at least in order to give scope to a particularly powerful 
  and horrible ritual.
  Each living being killed in a ritual provides their Spirit 
  die x2 in Essence to the ritual. If the person is a child 
  (generally younger than 15), or is a Fae other than an 
  Eldakar, the amount is their Spirit x3. Eldakar provide 
  their Spirit x4 when sacrificed in this way. Anyone 
  murdered on a specially prepared altar provides double 
  the final calculated Essence.
  Whoever commits the actual act of killing either 
  gains the Essence (through the Essence Link Edge), or 
  immediately transfers it to the main caster (again, using 
  Essence Link). Thus, the murderer must be a caster. It 
  is possible, through this means, to waste a great deal 
  of Essence, which is why such rituals often have many 
  victims on hand.
  Yes, acolytes are the vilest of the vile...
  High Magic Effects
  Note that many of the Powers have a Master effect 
  listed, one that has Essence and Casting Modifiers of 
  0. In these cases, the use is considered a default “free” 
  option, essentially replacing the original Power. As well, 
  the caster does not have to make a Fatigue-check when 
  using only a Master effect.
  As a reminder, the listings will indicate the following: 
  whether the effect is a Combat one or a Ritual; what 
  added Essence cost there may be; what Casting Modifier 
  may be applied; and whether or not the effect can be 
  a Permanent one (and the necessary total Essence to 
  make it so). 
  For Permanent effects that are passive in nature 
  (such as Armor or Invisibility), imbuing a raise effect is 
  entirely dependent on whether or not the casting roll of 
  the ritual is a raise or not. For Permanent effects which 
  are more active (usually requiring an opposed roll, such 
  as Analyze Foe and Conceal Arcana), raise effects are 
  dependent on how well the character with the imbued 
  ability rolls when using the ability. Such rolls default to 
  Spirit if no other Trait is obvious for them.
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  Many High Magic effects list in the “Permanent?” 
  response as “No, but can be added to {x},” where {x} 
  is another High Magic effect for the same Power that 
  can be made Permanent. Simply apply the additional 
  Essence cost and Casting Modifier to the ritual when 
  adding in this additional aspect to the permanently 
  imbued ability.
  Analyze Foe – High Magic
  Foe Sense
  Ritual; Essence [Normal]; CM [-8]; Permanent? 
  [x10]
  This is the ritual necessary to imbue someone with 
  the Analyze Foe Power as a permanent ability. The 
  caster must choose whether to imbue the base level 
  effect or the weakness detection enhancement when 
  casting.
  Greater Combat Vision
  Combat; Essence [+3]; CM [-3]; Permanent? [No, 
  but can be added to Foe Sense]
  This is a greater version of the Analyze Foe Power, 
  giving two benefits. First off, there’s no limit to the 
  number of bonuses and penalties acquired (multiple 
  raises mean multiple levels of effect). Second, it can 
  be used against a number of opponents equal to 
  the caster’s Smarts at the same time. His one roll is 
  made against all of the opponents; opponents of the 
  same type only require a single roll in resistance. For 
  example, a group of minotaurs with the same stats 
  only require one roll to gain an advantage against 
  all of them. Opponents of different types, or unique 
  individual opponents, all get their own opposing roll.
  Animation – High Magic
  Crafted Servant
  Combat; Essence [+1 per Enhancement]; CM [-1 
  per Enhancement]; Permanent? [No, but these can be 
  added to Eternal Servant]
  Use of this High Magic enables the caster to modify 
  his animated wood or stone creature, adding to its 
  attributes, skills, Edges, or abilities. Each application 
  of this effect counts as an Advance for the entity, 
  much like any other character. In addition to normal 
  options for an Advance, the caster can add abilities 
  from the following list: 
  • 
  Armor +2 (+6 maximum)
  • 
  Burrowing (at Pace)
  • 
  Hardy (costs +3 Essence and a CM of -3)
  • 
  Infravision
  • 
  Multiple Limbs (+1 limb per application of this 
  effect)
  • 
  Regeneration (normal cost for Slow; +4 
  Essence and -4 CM for Fast)
  • 
  Size (+1 Size per application of this effect)
  • 
  Wall Walker
  Eternal Servant
  Ritual; Essence [Normal]; CM [-10]; Permanent? 
  [x15]
  This is the ritual necessary to create a permanent 
  animated servant with the same stats as one resulting 
  from casting Animation. The caster must decide on a 
  stone or wooden servant when the ritual is cast.
  March of the Unyielding
  Combat; Essence [+2 per doubling]; CM [-2 per 
  doubling]; Permanent? [No]
  This High Magic enables a caster to animate more 
  than a single object, creating a force of servants or 
  warriors to do his bidding. For each +2 Essence and 
  -2 CM, he doubles the number of objects animated; 
  two objects for 5 Essence at -2, four objects for 7 
  Essence at -4, and so on.
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  Arcane Shield – High Magic
  Enduring Shield
  Ritual; Essence [Normal]; CM [-8]; Permanent? 
  [x10]
  This is the ritual necessary to imbue someone 
  with a permanent Arcane Shield. Note that there are 
  negative consequences to this, as positive magic is 
  affected by Arcane Shield.
  Greater Shield
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but this can be added to Enduring Shield]
  The effect of Arcane Shield is doubled when 
  this High Magic effect is invoked. This means +4 
  resistance for a success and +8 for a raise.
  Stronghold Shield
  Ritual; Essence [+5 Level 1, +2 per each added 
  Level]; CM [-1 per Level]; Permanent? [No, but can 
  be added to Enduring Shield]
  Using this ritual, a structure can be magically 
  shielded. The following list should be used as a 
  guideline for how much Essence and what the CM 
  will end up being: 
  • 
  Level 1: Covered wagon or hut
  • 
  Level 2: Small house or shop
  • 
  Level 3: Medium house or shop
  • 
  Level 4: Manor home, small keep, or small 
  sailing ship
  • 
  Level 5: Mid-sized keep, castle, medium sailing 
  ship
  • 
  Level 6: Large castle or sailing ship
  Armor – High Magic
  Armorskin
  Ritual; Essence [Normal]; CM [-8]; Permanent? 
  [x15]
  This is the ritual necessary for bestowing permanent 
  Armor on someone (or something of roughly Hero 
  size). 
  Bulwark
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but it can be added to Armorskin]
  This effect makes the recipient of the Armor Hardy 
  (as per the Monstrous Ability), meaning they do not 
  take extra damage from a second Shaken result. They 
  also gain +2 to all Vigor rolls and +2 on all rolls to 
  resist the Push maneuver or other efforts to move 
  them.
  Immunity
  Combat; Essence [+6 per Immunity]; CM [-3 per 
  Immunity]; Permanent? [No, but it can be added to 
  Armorskin]
  Use of this effect allows the recipient to enjoy 
  Immunity from a source of damage, much like the 
  Monstrous Ability of the same name. An Immunity 
  can be chosen from the list below: 
  • 
  Air (including druid Powers of that type; heat 
  and cold Trappings are also included here)
  • 
  Darkness (including necromancer Powers that 
  do damage; this counts as two Immunities for 
  Essence and CM)
  • 
  Earth (including druid Powers of that type; 
  metal is included here, but not magical metal 
  weapons)
  • 
  Fire (this includes Flame-based damage; this 
  counts as two Immunities for Essence and CM)
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  • 
  Light (this includes all damaging priest Powers; 
  this counts as two Immunities for Essence and 
  CM)
  • 
  Lightning (including druid Powers of that 
  type)
  • 
  Metal (including any normal and magical 
  metal weapons; this counts as two Immunities 
  for Essence and CM)
  • 
  Water (including druid Powers of that type; 
  this also protects against ice Trappings)
  • 
  Wood (including druid Powers of that type)
  Other variations can be considered, as the GM 
  permits. Overly broad or common damage sources 
  should require double costs and penalties, as noted 
  above.
  Banish – High Magic
  Banish the Horde
  Combat; Essence [+5]; CM [-5]; Permanent? [No]
  With this effect, the caster is able to target all entities 
  of a certain type on a battlefield. For example, all 
  thratchen could be sent away, or all wraiths. The GM 
  is the final arbiter on what constitutes a “battlefield,” 
  but the area in question can be pretty massive.
  Rebuke the Named
  Ritual; Essence [+20]; CM [-8]; Permanent? 
  [Special]
  This ritual allows the caster to name a previously 
  banished Wild Card entity (such as a demon lord 
  or the spirit of a liche) and cause this entity to be 
  unable to come back to Shaintar for a long time. For 
  the initial cost and CM, the entity is banned from 
  Shaintar for a century. For every 5 additional Essence 
  and -2 CM applied, the time is doubled.
  The only way for such an entity to break the 
  rebuke is via truly ancient and vile rituals with great 
  complications and requirements. In other words, the 
  plot of a campaign...
  Barrier – High Magic
  Conjured Fortress
  Ritual; Essence [+2 Essence per 10x10 section]; 
  CM [-2 per 10 x 10 section]; Permanent? [x20]
  Using this ritual allows the caster to create an 
  actual structure, with internal walls, windows, doors 
  and such. A raise on the casting roll means even more 
  detailed furnishings can be added in, though each 
  piece (bed, chair, etc.) will be firmly attached to the 
  structure.
  The structure built by this ritual will settle itself 
  properly into the environment it is cast into, within 
  reason; building one on a swamp isn’t going to be a 
  particularly good idea, nor is trying to put one on the 
  side of a mountain. Multiple stories are possible, such 
  that a two-story inn or a tower can be crafted. With 
  enough sections, an entire castle can be constructed 
  with this ritual.
  The Toughness of the structure remains that of the 
  base Barrier Power: 10. Other High Magic effects will 
  be needed to give it more durability than that.
  Stalwart Walls
  Combat; Essence [+2 per section]; CM [-4]; 
  Permanent? [No, but it can be added to Conjured 
  Fortress]
  This effect makes Barrier sections as strong as 
  castle walls or ships’ hulls, giving them the quality 
  of Heavy Armor. This means only attacks with the 
  Heavy Weapon quality will do damage.
  Beast Friend – High Magic
  Exalted Beast Friend
  Combat; Essence [+5]; CM [-5]; Permanent? [No]
  This High Magic enhancement to the Beast Friend 
  Power confers the following added benefits: the Range 
  becomes unlimited, allowing the caster to call as far as 
  needed for a particular creature; mythical and semi-
  intelligent creatures can be reached out to, though 
  they will have more self-will about approaching and 
  helping the caster, possibly requiring a service or 
  favor in return; while a creature is within the caster’s 
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  influence, the caster gains any sensory gifts that the 
  creature enjoys; as well, any attributes the creature 
  has above the caster’s causes the caster to enjoy a die 
  increase during the Power’s Duration.
  For example, if a druid (Strength d6, Vigor d8) 
  calls forth a war horse, his Strength and Vigor both 
  temporarily go up by a die each.
  King (or Queen) of the Wild
  Combat; Essence [+5]; CM [-5]; Permanent? [No]
  This powerful High Magic effect enables the caster 
  to reach out to all creatures, great and small, within 
  a roughly twenty-five square mile area (five by five 
  miles) and encourage them all toward some general 
  actions. The caster cannot cause every critter to 
  suddenly start building complex structures, but he 
  might instruct them all to begin bringing food to a 
  certain location. He might also set them all to acting 
  wildly and disruptively, hindering the movements of 
  enemy troops through an area. He might also have 
  them all seek out people who are lost and in need in 
  a region.
  The GM is final arbiter of what is possible, but this 
  should be an interesting and creative experience for 
  the Hero. Note that if the caster tries to simply have all 
  the creatures in range come and attack his immediate 
  enemies, the Game Master should limit how many 
  show up at a time to keep things reasonable (up to 
  ten smaller creatures, or no more than three-to-five 
  really large beasts).
  Blast – High Magic
  Greater Blast
  Combat; Essence [+3]; CM [-3]; Permanent? [No]
  Enhancing Blast with this High Magic effect raises 
  the damage dice to d10s. 
  Hellstorm
  Combat; Essence [+5]; CM [-5]; Permanent? [No]
  With this hideous High Magic enhancement, the 
  Blast Power now throws down three Medium or 
  Large Burst Templates at once, wherever the caster 
  wishes within the Range limits. They can overlap, go 
  off right next to one another, or be spread around 
  wherever the caster can reach. As well, Hellstorm 
  damage is Armor Piercing 4.
  If this is combined with Greater Blast, the CM and 
  Essence penalties stack.
  Bless – High Magic
  Battlefield Blessing
  Combat; Essence [+8]; CM [-8]; Permanent? [No]
  Using this High Magic effect allows the caster to 
  give a Bless effect to every ally considered to be a 
  part of a given conflict; the GM is the final arbiter of 
  what constitutes a “battlefield,” but it is usually fairly 
  obvious. 
  The effect is selective, aiding only those who are 
  friendly to the caster. 
  Greater Blessing
  Ritual; Essence [+30]; CM [-12]; Permanent? [No]
  Use of this ritual greatly expands the gifts of Bless 
  on those who receive it. For the Duration, they enjoy 
  not only the normal Bless effects, but each recipient 
  may select two additional Traits to enjoy the same 
  elevation; this is independent of what the caster 
  selects as the primary Trait, and the choices can be 
  different for each target.
  As well, each recipient automatically receives an 
  additional benny, and they also gain the Champion 
  Edge for the duration of the Power (or the evil 
  equivalent of it, if appropriate). If they already have 
  this effect, such as from being a paladin or Soulguard, 
  then the benefits stack.
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  Blind – High Magic
  Eternally Sightless
  Combat; Essence [Normal]; CM [-4]; Permanent? 
  [x6]
  This terrible High Magic variant of the Blind Power 
  casts the target (or targets) into eternal blindness. If 
  the lesser (non-raise) effect is attained, the victim 
  develops the Bad Eyes Hindrance; if they already 
  have that Hindrance, they are instead Blind. The raise 
  effect results in permanent blindness for the victim.
  Only Exalted Healing can be used to remove these 
  effects.
  Master Blind
  Combat; Essence [+0]; CM [-0]; Permanent? [No]
  Using this High Magic effect lets the caster make 
  the Blind Power an opposed check, which pits the 
  victims’ Agility directly against the skill of the caster.
  Bolt – High Magic
  Greater Bolts
  Combat; Essence [+3]; CM [-3]; Permanent? [No]
  Applying this High Magic effect to Bolt empowers 
  it tremendously. The damage dice are raised from d6 
  to d10.
  If combined with Onslaught, the Essence and CM 
  modifiers stack (the Casting Modifier total becomes 
  -8, and each bolt costs a total of 6 Essence to cast).
  Onslaught
  Combat; Essence [+2 per each additional bolt]; CM 
  [-4]; Permanent? [No]
  When using this High Magic option for the Bolt 
  Power, the caster can throw forth a number of 
  additional bolts equal to one-half his Smarts die. The 
  caster may use either version of the Bolt Power (three 
  2d6 bolts, or a single 3d6 bolt) when using this effect; 
  all of the additional bolts are equivalent in Power.
  The Power works just like the normal Bolt Power 
  in all other ways; a separate Arcane Skill die is rolled 
  for each bolt, with a single Wild Die for the whole 
  thing. For example, if a Smarts d10 archmage casts 
  Onslaught with three 2d6 bolts, he rolls eight Arcane 
  Skill dice and one Wild Die, assigning each one to a 
  target. It’s still a single action.
  Boost Trait – High Magic
  Exalted Boost Trait
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but it can be added to Pattern Crafted]
  This High Magic enhancement to the Boost Trait 
  Power has the following additional effects: there are 
  no limits to the number of die raises possible, allowing 
  one for each raise scored; any Trait rolls made with 
  the boosted Trait combine the results of the Trait 
  die and the Wild die when rolled; the boosted Trait 
  cannot be negatively affected by any magic while it is 
  thus boosted (except Exalted Dispel).
  Pattern Crafted
  Ritual; Essence [+0]; CM [-8]; Permanent? [x15]
  This rather powerful and highly-prized ritual 
  allows the caster to permanently enhance a Trait for a 
  recipient. This can include giving the recipient a skill 
  he did not previously have (at the base d4 level)!
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  Burrow – High Magic
  Earth Swimmer
  Ritual; Essence [+0]; CM [-8]; Permanent? [x15]
  This is the ritual necessary to bestow the Burrow 
  Power on someone permanently.
  Long-Distance Burrow
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but this can be added to Earth Swimmer]
  This High Magic enhancement to the Burrow 
  Power greatly increases the distance that can be 
  covered with the Power. The Range increments per 
  round become Smarts x20!
  Tunnel
  Combat; Essence [+4]; CM [-4]; Permanent? 
  [Special]
  Using this High Magic enhancement to the Burrow 
  Power causes the caster’s movement through the 
  earth to leave permanent tunnels, or to undermine 
  the stability of the ground above if that is the intent. 
  Through ground that is at least Toughness 4 in value, 
  the tunnel can be assumed to be shored up and stable 
  if desired, and large enough for up to Size 2 creatures 
  to move through.
  Using Tunnel, the caster can Burrow through up 
  to Toughness 10 barriers; clever use of this effect can 
  literally bring down castle walls over time.
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  Burst – High Magic
  Fan of Devastation
  Combat; Essence [+5]; CM [-5]; Permanent? [No]
  This High Magic effect broadens the Burst effect 
  such that the caster lays down five Cone Templates, 
  side-by-side, in front of the caster in a semi-circle 
  effect, affecting all who are touched by any one of the 
  cones. Any attempt to escape the damage is rolled at 
  a -4 penalty.
  Greater Burst
  Combat; Essence [+3]; CM [-3]; Permanent? [No]
  Use of this High Magic enhancement of the Burst 
  Power raises the damage dice to d12+2.
  Clairvoyance – High Magic
  Realmscry
  Ritual; Essence [+15]; CM [-10]; Permanent? [x8]
  This High Magic effect allows the Clairvoyance 
  Power to reach anywhere in the realm of  
  Shaintar, within the border of the Mists. The lead 
  caster must simply think of the place desired to be 
  observed, with at least a general idea of where it is; 
  once the point of observation is established, it can be 
  “walked” around at a Pace of 10” per round. 
  While the ritual is active, the point of observation 
  can be turned off, then moved to a completely new 
  location. Doing this requires an Arcane skill roll 
  (including the Casting Modifier), though no new 
  Essence or other resources must be spent. 
  Areas of strong magical presence may interfere 
  with the scrying; treat them as offering the 
  equivalence of Darkness penalties, based on strength 
  of the magical sources and other factors. In an area 
  of low interference, the penalty is “Dim” (-1), while 
  moderate power levels make the area “Dark” (-2). A 
  very strong source of magic power is equal to “Pitch 
  Black,” giving a -4 penalty.
  If cast permanently, some kind of item is crafted or 
  prepared to serve as a focus for the effect; traditionally, 
  this is a mirror, pool, or crystal orb. Other such focal 
  points are possible.
  Spirit Track
  Combat; Essence [+5]; CM [-5]; Permanent? [No]
  Though it has the same potential Range of effect as 
  the Realmscry Power, spirit track works differently in 
  that it is focused on finding, observing, and following 
  a specific entity. When the Power is cast, it is opposed 
  by the subject’s Spirit; on a success, he is found and 
  will be followed for as long as the Power is kept 
  active, but he is aware that something magical is near 
  and following him around. On a raise, the effect is 
  invisible to the target.
  Anyone with Detect Arcana will gain a roll to sense 
  the magical presence when they are within their 
  Spirit in inches of the subject.
  The Power can find someone anywhere in Shaintar, 
  though penalties for strong magic interference (as 
  described under Realmscry) applies to any attempts. 
  As well, if the target enters such an area, a new roll 
  may be required, applying those penalties.
  Conceal Arcana – High Magic
  Exalted Conceal Arcana
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but can be added to Invisible Pattern]
  Casting this High Magic effect creates an area equal 
  to a Large Burst Template centered on the caster or 
  target of the casting. Everything within that field 
  enjoys the Conceal Arcana effect, and whenever there 
  is an effort to penetrate the concealment with any 
  form of detection, the resistance roll is made at +6.
  Invisible Pattern
  Ritual; Essence [+0]; CM [-8]; Permanent? [x10]
  This is the High Magic ritual necessary to bestow 
  permanent Conceal Arcana on someone or some 
  thing.
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  Confusion – High Magic
  Greater Confusion
  Combat; Essence [+6]; CM [-6]; Permanent? [No]
  In casting Greater Confusion, the caster can choose 
  as many targets as he wishes, up to his Smarts die. In 
  addition to the given effect of the Power, each target 
  who fails his Smarts roll suffers -2 to all Trait rolls for 
  a number of minutes equal to the caster’s Smarts die.
  Mass Confusion
  Combat; Essence [+8]; CM [-8]; Permanent? [No]
  Casting this High Magic effect (add the +8 Essence 
  to the 3 Essence needed for three targets), the caster 
  can cause the Confusion Power to be applied to every 
  enemy on a battlefield (as defined by the GM).
  Master Confusion
  Combat; Essence [+0]; CM [-0]; Permanent? [No]
  Using this High Magic effect lets the caster make 
  the Confusion Power an opposed check, which pits 
  the victims’ Smarts directly against the Arcane Skill 
  of the caster.
  Curse – High Magic
  Battlefield Curse
  Combat; Essence [+8]; CM [-8]; Permanent? [No]
  Using this High Magic effect allows the caster to 
  give a Curse to every enemy considered to be a part 
  of a given conflict; the GM is the final arbiter of 
  what constitutes a “battlefield,” but it is usually fairly 
  obvious. The Power must be cast at its highest area 
  of effect (the 6 Essence level). The effect is selective, 
  impairing only those who are enemies of the caster. 
  Mighty Curse
  Ritual; Essence [+40]; CM [-16]; Permanent? [No]
  Use of this ritual greatly expands the banes of a 
  Curse on those who receive it. For the Duration, they 
  suffer not only the normal Curse effects, but each 
  target also suffers the following negative effects: -2 to 
  all Trait rolls; -1 Toughness; -2 Pace. In addition, any 
  Wild Cards affected lose a benny.
  When casting the Mighty Curse ritual, the lead 
  caster must decide, upon completion, where the 
  curse falls. This usually means it’s a good idea for the 
  caster to know where his chosen targets are going 
  to be for a while. The Range of a Mighty Curse is 
  unlimited, though – it can be cast against any spot 
  within Shaintar!
  Damage Field – High Magic
  Chain Damage Field
  Combat; Essence [+3]; CM [-3]; Permanent? [No]
  When a Damage Field is cast with this High Magic 
  effect, each time an enemy is affected by it, the damage 
  lashes out to strike every other known enemy within 
  a radius of the caster’s Smarts x3 inches. This works 
  whether the field was activated by someone striking 
  the caster, or the caster intentionally touched or 
  attacked someone with it. 
  This effect is selective and will only affect those the 
  caster perceives as an enemy.
  Mighty Damage Field
  Combat; Essence [+5]; CM [-5]; Permanent? [No]
  Use of this High Magic effect increases the damage 
  of the Power to 2d10. Furthermore, the Power lashes 
  out in such a way that even those striking the caster 
  with Reach will be affected by the Power. On a raise, 
  the damage is 2d12!
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  Darksight – High Magic
  Exalted Darksight
  Combat; Essence [+2]; CM [-2]; Permanent? [No, 
  but this can be added to Eyes of the Night]
  With this High Magic enhancement to Darksight, 
  it is literally impossible to impair the target’s vision 
  in any way. Blind will not work on him, nor will 
  blindfolds. He can see through physical substances 
  up to a foot thick and 4 Toughness in value.
  Eyes of the Night
  Ritual; Essence [+0]; CM [-8]; Permanent? [x10]
  This is the High Magic ritual necessary to bestow 
  permanent Darksight on someone.
  Night Maneuvers
  Combat; Essence [+6]; CM [-6]; Permanent? [No]
  When this High Magic version of the Darksight 
  Power is in effect, the caster can imbue every ally on 
  a battlefield (as defined by the GM.)  This is selective, 
  affecting only allies.
  Deflection – High Magic
  Constant Guardian
  Ritual; Essence [+0]; CM [-8]; Permanent? [x15]
  This is the ritual necessary to create a permanent 
  Deflection effect around someone.
  Exalted Deflection
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but this can be added to Constant Guardian]
  This High Magic enhancement to Deflection gives 
  the Power these effects; the Deflection effect can go 
  as high as -8 with enough raises. Once per round, in 
  reaction to any single attack that successfully hits, 
  the caster can make an Arcane Skill roll (ignoring 
  the CM in this case) in opposition to the attack roll 
  to actively deflect it away (even if Exalted Deflection 
  was cast on someone other than himself, though he 
  must be able to see the attack to do this); the recipient 
  is automatically immune to any non-magic ranged 
  attacks.
  Disguise – High Magic
  Doppleganger
  Combat; Essence [+7]; CM [-7]; Permanent? [No, 
  but can be added to Transform]
  Use of this High Magic version of Disguise allows 
  the caster to truly transform himself or his target into 
  another person. Effectively, the recipient of the Power 
  takes on most or all of the characteristics, qualities, 
  abilities, and talents of the entity being mimicked. 
  In other words, whoever is playing the transformed 
  character should take on the character sheet of the 
  person being copied.
  If a specific person isn’t being exactly mimicked, a 
  “generic” version of that entity (preferably someone 
  from the Denizens section) is copied.
  At the choice of both the caster and the recipient 
  (if not the same person, they must both concur, 
  and this Power cannot be used against an unwilling 
  target), the Power can exclude Smarts, Spirit, skills 
  associated with those two attributes, and Hindrances. 
  If both agree to alter those as well, the recipient truly 
  becomes the target in all ways.
  However, no memories are transferred. All that the 
  target of the Power knew and experienced prior to the 
  casting remains as it was in his mind, and he gains no 
  memories or sense of what the person he has become 
  knows. As such, no passwords, hidden passages, or 
  solutions to a murder mystery will be attained even 
  if the Power gives him every Knowledge skill the 
  person he’s mimicking has.
  Arcane Backgrounds, Monstrous Abilities, and 
  related gifts and talents are also bestowed by this 
  Power, making it one of the most sought-after High 
  Magic Powers in Shaintar. Note, however, that the 
  size restrictions of Disguise remain in effect.
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  Transform 
  Ritual; Essence [+0]; CM [-10]; Permanent? [x15]
  This is the High Magic ritual necessary to make 
  a magical Disguise truly permanent, forever 
  transforming the target’s appearance.
  Dispel – High Magic
  Battlefield Dispel
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  Over the area of a battlefield (as defined by the 
  GM), the caster can choose a single effect and Dispel 
  it from all enemies. Alternately, a broad negative 
  effect cast on allies can be dispelled. In both cases, 
  the casting is selective, affecting only those the caster 
  chooses.
  If the GM doesn’t easily know the Arcane Skill 
  of the opposing caster(s), he should simply choose 
  a reasonable die level and roll it, usually between 
  d8 and d12 at the Legendary Rank the Heroes are 
  operating at by this point.
  Breaking the Pattern
  Ritual; Essence [+20/+40]; CM [-4/-8]; Permanent? 
  [N/A]
  This ritual is required to undo the magic of 
  any permanent magical Power, or to remove an 
  enchantment from a magical item.
  In order to remove a Minor Quality from an item, 
  the lower CM and Essence modifier is applied; the 
  higher values are used for Major Qualities and any 
  High Magically-gifted permanent Powers.
  Note that, unless otherwise indicated, Breaking 
  the Pattern cannot be used to remove permanent 
  negative conditions like eternally sightless or forever 
  mute (this requires Exalted Healing).
  Exalted Dispel
  Combat; Essence [+3]; CM [-0]; Permanent? [No]
  This is the ultimate directed Dispel Power, able to 
  undo any magic Power that is currently active. In 
  order to undo permanent magically-gifted Powers 
  or magic effects on items, use Breaking the Pattern. 
  This is the Power necessary to deal with High Magic 
  Powers effectively. At the same time, if used against 
  any non-High Magic Power, the caster gains a bonus 
  of +8 on his roll to Dispel the magic.
  Divination – High Magic
  Communion
  Ritual; Essence [+35]; CM [-14]; Permanent? [No]
  Use of this ritual elevates Divination to an exalted 
  level, allowing a much more intimate and interactive 
  connection with one or more divine beings from 
  the Celestial Halls of Archanon. The Covenants 
  still govern things to a degree, and the beings in the 
  discussion may not be able to reveal certain things, 
  even if they know, which they may not.
  At the completion of the ritual, the lead caster 
  is able to enter into a spiritual state in which his 
  consciousness is firmly within the Aether, in the 
  region that most closely touches upon the Celestial 
  Halls of Light. There he may spend up to an hour 
  conversing with angels, aethereal warders, and other 
  beings of the realm, gaining whatever insight and 
  advice he can. He may bring a number of others 
  with him equal to his Spirit die, thus enabling his 
  companions to join him on this journey.
  While in this state, the participants’ bodies are 
  completely helpless, so it’s a good idea to do this 
  either in a safe area or with plenty of guards on hand. 
  The spirit forms of those who make the “journey” 
  cannot go far into the realm of Light, and will only 
  catch distant and indistinct glimpses of what lies in 
  Archanon’s lands.
  The GM may choose this as a valuable opportunity 
  to convey key information or advice. At the same time, 
  he may decide that only the vaguest of information 
  can be conveyed, and that the Heroes have not yet 
  gained enough notice or attention for their deeds to 
  warrant more useful guidance or attention.
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  Divine Link
  Ritual; Essence [+0]; CM [-14]; Permanent? [x25]
  Enacting this powerful ritual allows the Archon to 
  permanently gain a direct link to the divine halls of 
  the Lord of Light. This makes Divination a permanent 
  effect, but there are limits still.
  Divination can only be called upon once a day, 
  during the dawn hour. The caster must be awake and 
  praying during this time. The usual minute must be 
  taken, and a Faith roll made at -7 in order to gain an 
  effective response (the GM may arbitrarily alter this 
  for plot-driven purposes).
  Drain Power Points – High Magic
  Essence Thief
  Combat; Essence [+2]; CM [-2]; Permanent? [No]
  When using the High Magic variant of Drain 
  Power Points, the Essence drained is actually gained 
  by the caster. This can raise the caster’s temporary 
  Essence to a level above his normal maximum, 
  but any additional Essence will fade away at a rate 
  of 1 point per round until his normal maximum is 
  reached. Furthermore, the roll for how many points 
  are drained can Ace.
  If combined with Mighty Essence Drain (below), 
  the modifiers stack; the CM is -10, and the additional 
  Essence cost for the casting is +10.
  Mighty Essence Drain 
  Combat; Essence [+3]; CM [-3]; Permanent? [No, 
  but can be added to Pattern Shear]
  This High Magic effect raises the draining effect to 
  2d8+2, or 2d10+4 with a raise.
  Pattern Shear
  Ritual; Essence [+0]; CM [-14]; Permanent [x25]
  This terrible High Magic effect permanently strips 
  the drained Essence from the target; this can end the 
  mystical career of any caster.  
  As it is a ritual, the intended target will need to be 
  in hand and immobilized in order for this to work.
  Draining Touch – High Magic
  Everlasting Death Touch
  Ritual; Essence [+0]; CM [-10]; Permanent? [x15]
  Enacting this ritual causes Draining Touch to 
  become a permanent effect on the caster. While this 
  makes normal physical contact impossible, it does 
  mean that the caster can drain the life force from 
  anyone at will.
  Master Draining Touch
  Combat; Essence [+0]; CM [-0]; Permanent? [No, 
  but it can be added to Everlasting Death Touch]
  Using this High Magic effect lets the caster make 
  the Draining Touch Power an opposed check, which 
  pits the victim’s Vigor directly against the Arcane 
  Skill of the caster. In this case, a raise on the part of 
  the caster causes a second Fatigue level.
  Entangle – High Magic
  Battlefield Entangle
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  This High Magic effect allows the caster to cause 
  every enemy on a battlefield (as defined by the GM) 
  to suffer the effects of the Entangle Power. The Power 
  is selective, affecting only those the caster chooses.
  Entombment 
  Ritual; Essence [+0]; CM [-8]; Permanent? [x10]
  This terrible ritual permanently entombs the victim 
  in a manner appropriate to the casting style of the 
  ritual leader. The Entombment inherently sustains life, 
  so anyone so entombed will not starve or suffocate. 
  Depending on the trappings of the Entombment, they 
  may or may not be awake and aware during their 
  imprisonment.
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  It is assumed that the intended victim is already 
  captured and unable to move, so a simple success is 
  all that is needed for complete immobility.
  The Entombment cannot be broken out of by 
  normal means; the victim is utterly motionless and 
  can gain no leverage to use Strength or Agility to 
  break out, and he cannot cast any Powers, unless he 
  is an adept.
  If allies can find the prison, they can attempt to 
  break it open. The Break the Pattern effect for Dispel 
  is the best chance, but magical attacks with the Heavy 
  Weapon effect can also break through. The tomb 
  is considered to have a Toughness of 16 for these 
  purposes.
  Master Entangle
  Combat; Essence [+0]; CM [-0]; Permanent? [No]
  Using this High Magic effect lets the caster make 
  the Entangle Power an opposed check, which pits the 
  victim’s Agility directly against the Arcane Skill of the 
  caster. 
  Environment Protection – High 
  Magic
  Castle Shield
  Ritual; Essence [+0]; CM [-2/environment effect]; 
  Permanent? [x15]
  Use of this ritual allows the caster to cover a 
  structure as big as a large castle with the Environment 
  Protection Power. Not only does this make the walls 
  immune to the ravages of fire, normal lightning bolts, 
  and other hazards, it ensures that anyone inside the 
  walls is also protected and has plenty of fresh, clean, 
  air to breathe at all times. By casting at a flat -10 
  CM, the structure is considered protected against all 
  reasonable effects of the setting.
  Protective Cloak
  Ritual; Essence [+0]; CM [-8]; Permanent? [x15]
  This is the ritual necessary to bestow permanent 
  Environment Protection on someone.
  Farsight – High Magic
  Eyes of the Falcon
  Ritual; Essence [+0]; CM [-8]; Permanent [x10]
  This is the ritual necessary to bestow permanent 
  Farsight on someone.
  Greater Farsight
  Combat; Essence [+3]; CM [-3]; Permanent [No, 
  but can be added to Eyes of the Falcon]
  This High Magic enhancement for Farsight removes 
  all range-oriented penalties for any attack or other 
  check. Whatever the maximum range of a weapon or 
  Power, a Hero with Greater Farsight can use it to that 
  limit with no penalties for range. As well, all Coverage 
  Penalties, including those applied to armor, are cut in 
  half (round down).
  Fear – High Magic
  Deadly Terror
  Combat; Essence [+3]; CM [-3]; Permanent? [No, 
  but it can be added to Fearful Visage]
  This terrible High Magic enhancement for the Fear 
  Power makes it possible for those who fail their Fear 
  checks to suffer immediate physical trauma. For each 
  success and raise the caster gets against a victim, 
  the victim suffers a Fatigue level. Without magical 
  assistance, each such level sustained requires a full 
  night’s rest to restore.
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  Fearful Visage
  Ritual; Essence [+0]; CM [-8]; Permanent? [x10]
  This is the ritual necessary to bestow the Fear effect 
  permanently upon someone. The recipient can take 
  an action in combat to activate the effect, using their 
  Spirit if they do not have the same Arcane Skill as the 
  caster of the ritual.
  Master Fear
  Combat; Essence [+0]; CM [-0]; Permanent? [No]
  Using this High Magic effect lets the caster make 
  the Fear Power an opposed check, which pits the 
  victims’ Spirit directly against the Arcane Skill of the 
  caster. 
  Fly – High Magic
  Greater Fly
  Combat; Essence [+3]; CM [-3]; Permanent? [No, 
  but this can be added to Mystic Wings]
  Using this High Magic effect for Fly greatly increases 
  its value. The recipient’s Flying Pace is increased to 
  20” (or 40” if the base 6 Essence version is cast). 
  Mystic Wings
  Ritual; Essence [+0]; CM [-12]; Permanent? [x20]
  This is the ritual necessary to bestow permanent 
  Fly on someone.
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  Greater Healing – High Magic
  Exalted Healing
  Ritual; Essence [+20]; CM [-6]; Permanent? [n/a]
  This is the ultimate healing Power, capable of 
  healing any wound, removing any negative condition, 
  and otherwise restoring someone to perfect health. 
  All diseases are cured, poisons removed, crippling 
  injuries healed, and even lost limbs are regrown!
  A permanent loss of Charisma due to scars or 
  other injuries or inflictions is restored by this Power. 
  Anyone suffering the permanent effects of another 
  High Magic – blindness, deafness, lost Essence, a 
  permanently lowered trait – will be similarly healed 
  and restored by Exalted Healing.
  If there is any doubt about what can or cannot be 
  healed by Exalted Healing, the Game Master’s word 
  is final here. It may be that there are some things that 
  simply cannot be healed, no matter how powerful 
  the magic is that’s brought to bear. Exalted Healing 
  cannot, under any circumstances, bring anyone back 
  from the dead (though there is a limited version of 
  this under the Healing greater magic).
  Note that using this ritual assumes the use of 
  the more complicated version of Greater Healing, 
  including the inherent -4 Casting Modifier and the 
  base Essence of 20. As such, not taking into account 
  any other modifiers, the base cost is 40 Essence and a 
  total penalty of -12 to cast the Power.
  Heal the People
  Ritual; Essence [+30]; CM [-10]; Permanent? [n/a]
  This High Magic ritual brings Greater Healing to 
  everyone within a small region, equal to a standard-
  sized town (roughly 2500 people). All of the effects 
  of whichever version of Greater Healing the caster 
  makes use of are applied to everyone within that area.
  Wound penalties that would normally apply are 
  ignored; use the base Casting Modifier instead. If the 
  higher-cost version of the Greater Healing Power is 
  used, the -4 based penalty is applied as well.
  Whatever afflictions the population is suffering 
  from, if they fall under the version of Greater Healing 
  that is cast, are healed or dealt with. In the case of 
  poisons or diseases, the ten minute limit is ignored.
  Growth/Shrink – High Magic
  Inherent Size Shifting
  Ritual; Essence [+0]; CM [-14]; Permanent? [x20]
  By use of this ritual, the target is permanently 
  imbued with the capacity to change his size at will; 
  the Size steps he can shift up or down are determined 
  by the base amount of Essence invested for the effect 
  (2 points for every Size step up and 2 points for every 
  Size step down that is desired). 
  If successful, the recipient is able to shift his Size 
  to a new step as an action. Note that any clothes and 
  gear worn by the target at the time of the ritual will 
  similarly shift in size; anything the person is carrying 
  that wasn’t treated by the ritual will remain at its 
  normal size when any shifting occurs. 
  Lasting Alteration
  Ritual; Essence [+0]; CM [-10]; Permanent? [x15]
  This is the High Magic effect necessary to make any 
  size alteration a permanent effect. As with the base 
  Power, an unwilling recipient opposes the caster’s 
  Arcane Skill with their Spirit.
  Havoc – High Magic
  Master Havoc
  Combat; Essence [+0]; CM [-0]; Permanent? [No]
  Using this High Magic effect lets the caster make 
  the Havoc Power an opposed check, which pits the 
  victim’s Strength directly against the Arcane Skill of 
  the caster. In this case, a raise on the part of the caster 
  causes an additional d6 in distance to be rolled (for 
  3d6”).
  Mighty Havoc
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  This High Magic effect increases the dice rolled 
  for the Havoc Power from d6’s to d10’s. As well, the 
  victims must roll either their Strength or Agility, 
  whichever is lower, to resist. 
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  Healing – High Magic
  Battlefield Healing
  Combat; Essence [+6]; CM [-6]; Permanent? [n/a]
  The Healing Power can be cast on all allies over the 
  extent of an entire battlefield (as defined by the GM). 
  Ignore individual wound penalties of the treated in 
  favor of the established CM above. 
  Lifeline
  Combat; Essence [see below]; CM [see below]; 
  Permanent? [n/a]
  Though resurrection is not something that can 
  normally happen within Shaintar, the Lifeline High 
  Magic effect can sometimes bring someone’s spirit 
  back to his body if cast shortly after he has fallen.
  If successfully cast, the spirit of the fallen person 
  is returned to his body; he is still Incapacitated and 
  dying, and must be further healed quickly or he will 
  be lost for good. He is considered at the Failure level of 
  the Incapacitation chart, Bleeding Out. He will have 
  to make a Vigor check with all applicable penalties 
  on the next round unless he is further healed. Lifeline 
  can only be cast on a particular individual once a day. 
  The amount of Essence and the Casting Modifier 
  are based on how long it takes for someone to get to 
  the fallen person and cast this Power. Consult the 
  chart below for the Essence and CM values:
  Time Since Death
  Essence
  CM
  Up to 3 Rounds
  +4
  -4
  Up to 1 Minute
  +8
  -8
  Up to 5 Minutes
  +12
  -12
  Up to 10 Minutes
  +16
  -16
  Up to 20 Minutes
  +20
  -20
  Barring some sort of intervention of a higher order, 
  any attempt at using Lifeline after twenty minutes is 
  pointless.
  Those brought back with Lifeline will still suffer a 
  Permanent Crippling Injury. Additionally, unless the 
  Power was cast with a raise, the character’s highest 
  attribute is permanently reduced one die step (player’s 
  choice in the case of any ties).
  Preemptive Healing
  Ritual; Essence [+8]; CM [-4/-8 if Permanent]; 
  Permanent? [x10]
  Use of this Healing High Magic ritual imbues a 
  “healing factor” onto the recipient, effectively giving 
  him limited Fast Regeneration. He gets a natural 
  Healing roll at the caster’s Arcane Skill rating at the 
  beginning of every round that he has any wounds. A 
  success removes one wound, a raise removes two. 
  While there are no Weaknesses that will cause this 
  Healing to fail to work, it cannot bring the Hero back 
  from the dead, nor will it restore any lost limbs or 
  permanent crippling injuries.
  Illusion – High Magic
  Battlefield Visions
  Combat; Essence [+8]; CM [-6]; Permanent? [No]
  The caster can use this High Magic effect to cause 
  every enemy on a battlefield (as defined by the 
  GM) to perceive the same Illusion. It must be the 
  same basic effect for each target, though it can be a 
  reasonable “mass illusion” in that small variances are 
  allowed. For example, an attacking force can be made 
  to see a rushing river of water; those to the flanks may 
  perceive they are on the edges and are able to get free, 
  while those in the middle only see doom. A horde of 
  allies might charge over the hillside and crash into 
  the enemy, with each foe seeing an attack that fits 
  their own posture.
  All of the regular rules for Illusion apply. If some 
  break out of the effect, they can help others see what’s 
  going on by taking an action. This gives their allies a 
  new roll to break free.
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  Deadly Illusion
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  This High Magic effect causes Illusion to become 
  potentially deadly for those who are targeted. All the 
  same rules apply, except that illusory attacks can now 
  cause wounds!
  Life is but a Dream
  Ritual; Essence [+0]; CM [-8]; Permanent [x8]
  This is a very powerful and strange High Magic 
  effect. The permanent cost is paid because the target 
  is, for all intents, transformed permanently by the 
  Power. This ritual allows the caster to plunge a target 
  into a literal lifetime experience. The recipient “wakes 
  up” in a different place, either as himself or as another 
  entity, and he lives out most or all of that new life in 
  the span of a day.
  This experience can have both positive and 
  negative effects, based primarily on the intent of the 
  caster. If it is meant to give the recipient a generally 
  positive and instructive experience, he gains a single, 
  free Advance immediately; he gains two if the ritual 
  was cast with a raise. The caster must work with the 
  GM to determine what is appropriate, based on the 
  illusory story that was told.
  If the experience was meant to be a negative, 
  retributive experience, the recipient wakes up with 
  a new Minor (non-physical) Hindrance of the 
  caster’s choosing. Phobias are not uncommon, but 
  almost anything is possible based on the experiences 
  the target suffered. If a raise was scored, the target 
  receives a Major or two Minor Hindrances.
  It is also possible, with a raise, for the caster to cause 
  the recipient to receive a combination of a single 
  Advance and a Minor Hindrance, if the desired effect 
  of the casting was meant to be complex in its effects.
  Regardless of intent, the dream life is completely 
  immersive, encompassing all senses. The target is in a 
  coma state and cannot be awakened (except, perhaps, 
  via some appropriate High Magic effect, such as 
  Exalted Healing or Exalted Dispel).
  Intangibility – High Magic
  Ghost Form
  Ritual; Essence [+0]; CM [-14]; Permanent? [x20]
  This powerful ritual imbues the target with the 
  ability to become Intangible at will as an action. 
  Anything that the target was wearing and carrying 
  at the time the ritual was completed will become 
  intangible when he does, but anything new that is 
  worn or carried will drop to the ground upon future 
  uses of the ability.
  Greater Intangibility
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but it can be added to Ghost Form]
  This enhanced version of Intangibility enables the 
  caster to pick up anything that doesn’t cause him to 
  become Encumbered and such an object will also 
  become intangible. As well, he is immune to all 
  normal magic (but not High Magic). 
  With a Spirit roll at the same Casting Modifier as 
  this Power, the recipient of Greater Intangibility can 
  will himself to be able to affect the real world for a 
  single round while remaining intangible. Activating 
  this ability is an action, so multi-action penalties 
  apply to anything else he does this round.
  Invisibility – High Magic
  Burgler’s Gift
  Ritual; Essence [+0]; CM [-12]; Permanent? [x15]
  This is the ritual necessary to bestow the gift of 
  Invisibility on a target permanently. The recipient can 
  become invisible as an Action; whether the effect is 
  at the -4 or the -6 level depends on the casting roll of 
  the ritual.
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  True Invisibility
  Combat; Essence [+6]; CM [-6]; Permanent [No, 
  but can be added to Burgler’s Gift]
  Normal Invisibility generally applies to normal 
  sight-based Notice checks; True Invisibility applies 
  to all senses, including mystical or greatly enhanced 
  ones. The recipient cannot be seen or detected 
  by any means, unless he attacks someone. In that 
  circumstance, any attempt to detect or attack the 
  character with True Invisibility is made at -8.
  True Invisibility also makes it impossible for anyone 
  using any means of scrying or other detection to find 
  the character. Generally speaking, it is impossible for 
  the character to be seen or detected if he does not 
  take an aggressive action against someone else; the 
  GM is final arbiter of the ultimate limits of this Power.
  Jet – High Magic
  Compass of Doom
  Combat; Essence [+3]; CM [-3]; Permanent? [No]
  This powerful High Magic variant of the Jet Power 
  allows the caster to stand at the center of an imaginary 
  compass image, with a 1”x12” stream of Power going 
  each of eight directions – North, Northwest, West, 
  Southwest, South, Southeast, East, and Northeast. 
  The Power works in all other ways as it does with 
  the normal Jet effects, except that all attempts to avoid 
  the damage are rolled at -2.
  Mighty Jet
  Combat; Essence [+5]; CM [-5]; Permanent? [No]
  Casting this High Magic effect increases the 
  damage of the Jet effect to 2d12+2 damage, and the 
  size of the effect increases to 2” by 24” (meaning you 
  would want to lay four standard rulers together, 2x2, 
  on the table).
  Attempts at avoiding this damage are rolled at -4.
  Legerdemain – High Magic
  Master Legerdemain
  Combat; Essence [+0]; CM [-0]; Permanent? [No]
  This High Magic version of the Legerdemain Power 
  allows the caster to use the higher of his two applicable 
  Trait rolls – his Arcane Skill, or the other Trait – when 
  casting the Power and when accomplishing the task. 
  This, indeed, means that a master of Legerdemain 
  with a high enough Arcane Skill will use his gift to do 
  just about everything!
  Mystical Multitasking
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  Through the use of this High Magic effect, the 
  caster can accomplish a number of Legerdemain tasks 
  equal to one-half of his Smarts die at the same time. 
  This counts as a single action for purposes of multi-
  action penalties, but the usual rule against repeating 
  the same action applies.
  As such, an archmage with a d10 Smarts could cast 
  this Power and do the following as effectively a single 
  action: light a torch, open a door, shove an enemy, 
  drink a potion, and kick up dust in someone’s face 
  (Trick).
  Light – High Magic
  Battlefield Clarity
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  Using this High Magic form of the Light Power 
  dispels any and all forms of obscurement based 
  on lighting conditions, up to and including total 
  darkness and any base use of the Obscure Power. If 
  used to oppose fog of war (an Obscure High Magic 
  effect), the casters make an opposed roll. Whoever 
  wins “owns” the field, and no additional casting of the 
  opposed Power from the losing caster will work.
  This effect works over an entire battlefield, as 
  defined by the GM. It is non-selective, however, 
  affecting all areas at once.
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  Eternal Light 
  Ritual; Essence [+0]; CM [-5]; Permanent? [x5]
  This is the High Magic effect that allows the caster 
  to cause Light to become a permanent effect. 
  Note that if a Priest of Light enacts this ritual, the 
  Light is considered holy, having the same effect on 
  certain creatures (such as vampires) as sunlight, and 
  its radius is considered sanctified (as per the Sanctify 
  Power).
  Lower Trait – High Magic
  Deconstruction
  Combat; Essence [+0]; CM [-4]; Permanent? [x10]
  This horrific High Magic variant for Lower Trait 
  causes the reduction in the target’s Trait to be 
  permanent; it can only be restored by Exalted Healing 
  or Pattern Crafted. The victim’s selected Trait cannot 
  be lowered below d4.
  Devastating Lower Trait
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but this can be added to Deconstruction]
  This High Magic enhancement to Lower Trait 
  confers the following additional negative effects on 
  the victim: for every additional raise, an added die 
  step is lost to the Trait (to a minimum of d4); the 
  Trait recovers at a rate of 1 die step per day, unless 
  Exalted Healing is applied; the affected Trait suffers 
  an additional -2 to all rolls while the impairment is 
  effect.
  Mend – High Magic
  Landscape Restoration
  Ritual; Essence [+40]; CM [-16]; Permanent? [n/a]
  Sometimes the very lands can be blighted and 
  destroyed by terrible wars, devastating catastrophes, 
  or horrible magics. This High Magic effect for Mend 
  can be used to undo such massive damage.
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  The ritual is performed at the center of a damaged 
  area, up to a ten-mile diameter region. If it is 
  successful, any damage caused by anything other than 
  long-term natural forces is restored. This includes 
  restoring trees and vegetation from a non-naturally-
  started fire; repairing rents in ground and stone from 
  massive engines of war or magic; removing blood 
  and toxins from sources of water; and so on. The GM 
  is the final arbiter of what can be accomplished, but 
  the whole thing is fairly miraculous.
  Magical Mend
  Ritual; Essence [+25]; CM [-10]; Permanent [n/a]
  Fixing the un-fixable is what this High Magic effect 
  is designed to do. Any object of any substance in 
  any state, so long as at least ten percent of it is still 
  present, can be repaired with this Power. All magical 
  properties can be restored as well. 
  Mind’s Eye – High Magic
  Eternal Vision
  Ritual; Essence [+0]; CM [-10]; Permanent? [x15]
  This is the ritual necessary to bestow Mind’s Eye 
  permanently on the caster or a target of his choice. 
  Exalted Mind’s Eye
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but it can be added to Eternal Vision]
  Use of this High Magic variant of Mind’s Eye 
  makes the caster immune to the following Powers: 
  Blind, Conceal Arcana, Confusion, Disguise, Illusion, 
  Invisibility, Obscure, and Phantasm. He will see 
  any and all magical effects without needing to roll, 
  including abilities of The Way and any attempts at 
  scrying or observing him or his location while the 
  Power is active. 
  The Power is meant to confer absolutely true sight 
  and awareness; the GM is the final arbiter on what 
  else Exalted Mind’s Eye may or may not help the 
  caster with.
  Mind Reading – High Magic
  Mind Walk
  Combat; Essence [+5]; CM [-5]; Permanent? [No]
  When using this superior form of Mind Reading, 
  the caster can literally walk through the mind and 
  memories of the subject. The duration is 5 minutes, 
  and can be extended at 5 minutes per additional 
  Essence spent.
  In that time, the caster can ask any number of 
  questions, or explore memories, or simply have a 
  conversation with the inner consciousness of the 
  target. If a particular question or thought is of a vital 
  or dangerous nature, or the caster explores deep-
  hidden fears or something of great emotional value to 
  the target, an additional contested roll is appropriate 
  (with the CM of this effect applied again).
  Thought Scanning
  Combat; Essence [+8]; CM [-1/five minds]; 
  Permanent? [No]
  The caster can reach out to a number of nearby 
  minds and scan for a particular one, or to get a sense 
  of their general thoughts and feelings. There’s no 
  actual range for this, but the nearest minds will be 
  targeted; if the caster takes a -5 CM, he will scan the 
  closest 25 minds to him.
  When looking for a particular mind, the caster’s 
  roll is opposed by the target’s Spirit. If the caster 
  is merely looking to see what the local folks are 
  thinking and feeling, a success will reveal the most 
  basic information (“They are all very frightened” 
  or “Most of them are just looking for breakfast.”). 
  A raise might reveal something more, per the GM’s 
  consideration (“Most are frightened, but a couple 
  seem perfectly calm” or “Almost all of them are 
  looking for breakfast, but one of them is looking for 
  you”). In the latter case, the caster would be able to 
  tell who has the aberrant thoughts.
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  Obscure – High Magic
  Fog of War 
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  Use of this High Magic effect for Obscure extends 
  the effect over an entire battlefield (as defined by 
  the GM). The effect is fully selective, affecting only 
  those the caster sees as an enemy. This can effectively 
  neutralize, or at least cripple, a force that doesn’t have 
  a way to counter the effects or enough troops with 
  natural abilities to get around the penalties.
  Gloom
  Ritual; Essence [+0]; CM [-10]; Permanent? [x10]
  Using this variant for Obscure creates a permanent 
  pall of dim lighting and gloomy atmosphere around 
  a fairly large area (up to 10x10 miles square). The 
  lighting penalty for the region is permanently shifted 
  to Dim (-1), and there is also a mild fear-like effect; 
  all who enter the region (and are not naturally allied 
  with the Power of Darkness) must make a Spirit check 
  or suffer a -1 distraction penalty to all Trait rolls while 
  they remain in the area. This roll must be made every 
  hour, and cumulative failures stack further penalties 
  on the character (up to a maximum of -3).
  As might be expected, only necromancers may use 
  this Power.
  Phantasms – High Magic
  Empowered Phantasm
  Combat; Essence [+6]; CM [-6]; Permanent? [No, 
  but can be added to Stuff Of Dreams]
  Using this High Magic effect allows the caster to 
  create a particularly dangerous and combat-capable 
  Phantasm. It will have capabilities equal to something 
  from the Legendary level of the Summon Ally Power. 
  However, as a Phantasm, it is utterly immune to 
  fear, fatigue, poisons, disease, and environmental 
  concerns.
  As well, any Smarts-based or Spirit-based opposed/
  resistance rolls are based on the caster’s Traits. The 
  Phantasm cannot be Shaken; it can only be destroyed, 
  though a single wound level will do it.
  Stuff of Dreams
  Ritual; Essence [+0]; CM [-8]; Permanent? [x10]
  This ritual allows the caster to create a permanent 
  phantasmal creation, one that will continue to exist 
  and repeat any basic instructions forever (or until 
  dismissed or dispelled). Stuff Of Dreams must be cast 
  on either a permanent location or on an item.
  Such a Phantasm has no intelligence and cannot 
  be interacted with in any meaningful way. It can 
  be “programmed” to activate when a condition is 
  met, and it can be further instructed to provide up 
  to three answers to specific questions (if meant as a 
  messenger). 
  Creativity is encouraged, but the GM is the final 
  arbiter on what can and cannot be done with such 
  a Phantasm. Of course, if the Empowered Phantasm 
  effect is added in, this magnifies the possibilities 
  greatly; the creation has intelligence and independent 
  will, though this is entirely based upon that of the 
  caster (to which the creation is utterly loyal).
  Note that such a Phantasm, even cast at the basic 
  level, cannot be “popped” simply because it has no 
  strength. If a permanent Empowered Phantasm is 
  attacked and destroyed, it will regenerate within a 
  day.
  Postcognition – High Magic
  Object Reading
  Combat; Essence [+5]; CM [-5]; Permanent? [No]
  This High Magic variant of Postcognition allows 
  the caster to focus his journey into the past on a 
  specific object. As such, the information gathered 
  is not based on any location, but on what the object 
  has been present for in the past. All other rules apply 
  for purposes of what types of memories are found, 
  and how to pick out relevant information from what 
  is seen. The caster does not, however, need to make 
  any effort to “shrink the area,” as this is an automatic 
  factor when focusing on an object.
  This cannot be used to read a person or spirit; 
  only a non-sentient item can be read this way. Look 
  at Mind Reading to gain information from thinking 
  beings.
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  Story Trail
  Ritual; Essence [+20]; CM [-8]; Permanent? [No]
  Through this ritual, a caster can determine a 
  particular story or line of investigation, and travel 
  through the timeline of the tale to discover facts 
  about it. This has no geographical limitations; it is 
  entirely up to the GM to determine where the sensory 
  journey will take the caster.
  This is meant to be a much broader and more 
  involving post-cognitive experience, and the GM is 
  encouraged to make it as interesting and entertaining 
  as possible. It is permissible to allow the journey to 
  be shared (like a holographic “movie”) with those 
  present for the fulfillment of the ritual, thus making it 
  something everyone can experience and be involved 
  in.
  Pummel – High Magic
  Fan of Force
  Combat; Essence [+6]; CM [-3]; Permanent? [No]
  This High Magic effect broadens the Pummel effect 
  such that the caster lays down five Cone Templates, 
  side-by-side, in front of the caster in a semi-circle 
  effect, affecting all who are touched by any one of the 
  cones. 
  Master Pummel
  Combat; Essence [+0]; CM [-0]; Permanent? [No]
  Using this High Magic effect lets the caster make 
  the Pummel Power an opposed check, which pits the 
  victim’s Strength directly against the Arcane Skill of 
  the caster. In this case, a raise on the part of the caster 
  causes an additional d6 in distance to be rolled (for 
  3d6”).
  Puppet – High Magic
  Possession
  Combat; Essence [+3]; CM [-3]; Permanent? [No]
  This High Magic variant of Puppet works a bit 
  differently; it gives the caster total control of the body 
  of the victim. The mind of the victim is completely 
  submersed in the subconscious, while the caster’s 
  mind takes complete control. 
  The caster’s own body goes into an immobile trance 
  while the Power is in effect, so it is a good idea to have 
  friends or henchmen to look after it for the Duration. 
  The caster knows what the victim knows, and can 
  do anything the victim could do. He retains his own 
  Smarts and Spirit, though.
  At the conclusion of the Power, or when the caster 
  drops it, the mind of the victim takes back over. He 
  will remember nothing of what happened, though 
  some GMs may allow a Smarts check to retain 
  snippets of what went on.
  Alternately, the caster may decide to stay in 
  permanent residence of the victim’s body. He does 
  this by slaying (or allowing the slaying of) his own 
  body. At that moment, he remains permanently in 
  control of the target of his Possession. Most beings 
  (Extras) simply drift away as mere psychic shadows 
  and then pass on beyond the Veil. Strong personas 
  (Wild Cards) may remain close, looking for a way 
  to regain control of their body. By finding a means 
  of communication with their allies, they may regain 
  command of their form if someone successfully casts 
  Exalted Dispel on the body, casting the intruder out 
  forever.
  Servitude
  Ritual; Essence [+0]; CM [-12]; Permanent? [x15]
  This is the awful ritual that places a Puppet victim 
  under the permanent control of the caster. Once 
  successfully cast, only the Break The Pattern ritual 
  will remove the control.
  In the first few days, the actions of the victim will 
  be stilted and wooden. Over time, however, he will 
  become much more natural, believing himself to be a 
  willing slave to his master.
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  Quake – High Magic
  Fury of the Earth
  Combat; Essence [+6]; CM [-6]; Permanent? [No]
  Summoning earth spirits by the hundreds, the 
  caster is able to create focused micro-quakes across a 
  battlefield (as determined by the GM), affecting only 
  the foes of the caster. All other Quake rules apply for 
  purposes of avoiding damage, etc.. 
  If cast in such a way that an enemy’s stronghold is 
  part of the area of effect, the entire structure can be 
  brought down by this terrible effect.
  Master Quake
  Combat; Essence [+0]; CM [-0]; Permanent? [No]
  Using this High Magic effect lets the caster make 
  the Quake Power an opposed check, which pits the 
  victim’s Agility directly against the Arcane Skill of the 
  caster. 
  Quickness – High Magic
  Celerity
  Ritual; Essence [+0]; CM [-10]; Permanent? [x15]
  This is the ritual needed to permanently bestow 
  Quickness on someone.
  Exalted Quickness
  Combat; Essence [+5]; CM [-5]; Permanent? [No, 
  but this can be added to Celerity]
  This is the High Magic enhancement for the 
  Quickness Power, granting the following added 
  benefits: the recipient may repeat two actions per 
  turn (casting two Powers and striking with the same 
  attack; taunting twice and tricking twice; etc.); the 
  recipient ignores up to -4 multi-action penalties; the 
  recipient’s Parry goes up by 1, and he gains +2 on all 
  Agility and Notice rolls.
  Rending – High Magic
  Death from Afar
  Ritual; Essence [+20]; CM [-8]; Permanent? [No]
  Possibly one of the most terrible magic rituals ever, 
  this High Magic version of Rending enables the caster 
  to name anyone existing in Shaintar at the end of the 
  ritual. Wherever they are, they are assaulted by this 
  Power!
  In all other ways, it works as a normal Rending 
  attack. This can be combined with Mighty Rending; 
  the Casting Modifier penalties and Essence increases 
  stack.
  Mighty Rending
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  This horrific High Magic enhancement increases 
  the damage dice to d10s. Furthermore, there is no 
  limit to the amount of additional damage caused by 
  raises! 
  Sanctify/Despoil – High Magic
  Exalted Sanctify/Despoil
  Ritual; Essence [+25]; CM [-10]; Permanent? [As 
  per Power]
  Use of this High Magic variant greatly increases the 
  value of the sanctification or despoiling of the area. 
  Any supernatural creatures of opposing nature make 
  opposed Spirit rolls at -2 against the caster to avoid 
  wound levels, and they are automatically Shaken 
  when first entering the area.
  As well, they suffer a -1 to all Trait rolls while in the 
  affected area, while all those who follow the general 
  beliefs and codes of the caster gain a +1 to all Trait 
  rolls while within the affected area. 
  Finally, all spells cast by anyone of the same style 
  as the caster of the Sanctify or Despoil are made at +2 
  while in the affected area.
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  Master Sanctify/Despoil
  Special (see description); Essence [+0]; CM [-0]; 
  Permanent? [As per Power]
  Simply put, the caster can now Sanctify or Despoil 
  (as per their style) an area in a mere hour of prayer 
  or ritual. Doing it more than three times in a day, 
  however, invokes an automatic Fatigue level per 
  additional casting, which takes a full night’s sleep to 
  recover without magical help.
  Shape Change – High Magic
  Greater Shape Change
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but this can be added to Skinwalker]
  With this High Magic enhancement to the Shape 
  Change Power, the caster is able to take on the forms 
  of mythical and magical creatures (though not any of 
  the humanoid races; see Disguise for that). As well, 
  the caster is able to cast other Powers while in any 
  animal form, and he can speak clearly for others to 
  hear without any issues, unless the form simply has 
  no mouth.
  In addition to animals and beasts, if the caster is a 
  druid, he can also assume the forms of any of the Life 
  Spirits (see the Denizens section). The GM is the final 
  arbiter of what is and is not possible for this Power, 
  but the range is fairly wide.
  Skinwalker
  Ritual; Essence [+0]; CM [-12]; Permanent? [x20]
  This is the ritual that bestows the ability to 
  permanently shift into any kind of animal upon 
  the recipient. It is assumed that this is cast at the 
  Legendary level.
  Silence – High Magic
  Battlefield Silence
  Combat; Essence [+3]; CM [-3]; Permanent? [No]
  The caster is able to cause all allies on a battlefield 
  (defined by the GM) to enjoy the benefits of Silence, 
  such as being very quiet while sneaking around 
  for an ambush. Alternately, the caster can target all 
  enemies on a battlefield, disabling their ability to 
  communicate and cast most Powers.
  Either use is selective, only affecting the intended 
  targets.
  Forever Muted
  Combat; Essence [+0]; CM [-4]; Permanent? [x10]
  Use of this High Magic variant targets a single 
  entity, rather than an area. The caster’s Arcane Skill 
  is opposed by the target’s Spirit. If a success is scored, 
  the target is forever cursed to speak at no more than a 
  whisper, and any sound they make from any sources 
  will be inaudible beyond a Small Burst Template. 
  If the caster scores a raise, the target is unable to 
  create any sound at all. While this could actually be 
  useful for someone who seeks to be sneaky, it is still 
  a burden of great difficulty. Only Exalted Healing can 
  cure a victim of this Power.
  Slow – High Magic
  Battlefield Slow
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  The caster is able to attack every enemy on a 
  battlefield (as defined by the GM) at once with this 
  High Magic effect. It is selective, avoiding all allies.
  Eternal Impairment
  Ritual; Essence [+0]; CM [-5]; Permanent? [x15]
  This horrendous variant of Slow forever curses 
  the target with the effects. Only Exalted Healing can 
  remove the impairment.
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  Greater Slow
  Combat; Essence [+3]; CM [-3]; Permanent? [No, 
  but this can be added to eternal impairment]
  By use of this High Magic effect, Slow can be 
  enhanced to cause the following additional negative 
  effects: the target’s Pace is cut in half (round down), 
  and they cannot “Run” at all; the target’s Parry is 
  reduced by 2, and ranged attacks are made against 
  him at +2; and all Agility and related Trait rolls are 
  made at -2.
  Slumber – High Magic
  Battlefield Slumber
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  The caster is able to affect an entire battlefield (as 
  defined by the GM) of enemies with the Slumber 
  Power. The effect is selective, only targeting those the 
  caster wishes to put to sleep.
  Master Slumber
  Combat; Essence [+0]; CM [-0]; Permanent? [No]
  Using this High Magic effect lets the caster make 
  the Slumber Power an opposed check, which pits the 
  victim’s Spirit directly against the Arcane Skill of the 
  caster. 
  Sleep of the Dead
  Ritual; Essence [+0]; CM [-10]; Permanent? [x15]
  This ritual form of Slumber is used to put a victim to 
  sleep for eternity. They are unchanging and immortal 
  while in this suspended state, but they are aware of 
  nothing around them and simply sleep and dream 
  their existence away.
  Once affected by this ritual, the target cannot be 
  awakened by any means save three: use of the Exalted 
  Healing Power; use of the Break The Pattern ritual; 
  and (if one is chosen by the caster) a specific condition 
  named at the casting of the ritual, such as a kiss from 
  a noble, or a special password phrase spoken, or the 
  alignment of certain moons and stars.
  Smite – High Magic
  Battlefield Smite
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  With this High Magic effect, the caster can empower 
  all of the weapons of an allied force on a battlefield (as 
  defined by the GM) with the Smite Power. The caster 
  must choose if the effect will be for melee weapons 
  or the ammunition of ranged weapons; to affect both 
  will require two castings.
  The effect is selective, affecting only those deemed 
  allies by the caster.
  Greater Smite
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  Use of this enhancement to the Smite Power grants 
  a number of additional effects. First, the attacks 
  empowered by Smite act as if imbued with one of 
  the following effects, per the caster’s style and choice: 
  Blood Steel (acolytes only); Black Iron (necromancers 
  only); Everwood (druids only); White Silver (priests 
  only); Flaming (acolytes only); lightning; icy; or some 
  other related substance as allowed by the GM.  
  Second, the affected weapon is considered to have 
  a benny all its own, which can only be used to re-roll 
  damage. 
  Finally (and most profoundly), for the duration 
  of the Power, the weapon gains an additional die of 
  damage equal to its normal damage die or dice. For 
  example, a long sword with Greater Smite on it would 
  do Str+2d8 (plus the +2 or +4 rolled for the base 
  Smite effect), while arrows for a bow would do 3d6 
  plus the Smite damage.
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  Speak Language – High Magic
  Battlefield Understanding
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  By using this High Magic effect of Speak Language, 
  the caster can cause either everyone or all allies on 
  a battlefield (as defined by the GM) to be able to 
  understand one another, regardless of language 
  spoken. 
  In the former case, it may be that the caster wants 
  to foment understanding and a chance for peace; 
  in the latter case, he may be simply trying to make 
  it easier for allies to breach any language barriers 
  during combat.
  The Power is selective, affecting only those the 
  caster wishes.
  Polyglot
  Ritual; Essence [+0]; CM [-6]; Permanent? [x8]
  This is the ritual necessary to bestow the Speak 
  Language effect on someone permanently.
  Speed – High Magic
  Exalted Speed
  Combat; Essence [+3]; CM [-3]; Permanent? [No, 
  but this can be added to with the wind]
  Applying this High Magic enhancement to the 
  Speed Power grants the following added effects: the 
  recipient’s Pace is tripled, not doubled; the recipient 
  doesn’t need to roll a “Run” die, as the maximum 
  effect is always assumed; and all attacks are at -2 to 
  hit the recipient.
  With the Wind
  Ritual; Essence [+0]; CM [-6]; Permanent? [x10]
  This is the ritual necessary for a caster to bestow the 
  effect of the Speed Power on someone permanently.
  Storm – High Magic
  Tempest
  Combat; Essence [+6]; CM [-6]; Permanent? [No]
  This epic version of the Storm Power brings forth 
  deadly and devastating conditions over a very large 
  area. The normal Storm conditions begin as usual 
  after four full rounds; after ten rounds, Tempest 
  conditions will prevail, and will expand over an area 
  of one hundred square miles (a 10x10 mile square), 
  centered on the caster.
  In addition to the Hazard effects of Storm, Tempest 
  causes 2d10 damage to anyone caught out in the full 
  fury of it. This damage is applied at the same time 
  the Vigor check is made against the Hazards (once 
  every ten minutes). With a successful casting roll (at 
  the CM), the caster can direct wind or lightning at 
  structures to cause 2d10 Heavy Damage once every 
  ten minutes.
  As with a normal casting of Storm, Tempest lasts 
  2d6 hours (though in this case, the dice can Ace).
  Weather Mastery
  Ritual; Essence [+0]; CM [-14]; Permanent? [x20]
  With this ritual, a caster can permanently alter 
  the prevailing weather conditions of an area roughly 
  ten thousand square miles (100x100 mile square). 
  The conditions cannot be of a Storm or Tempest 
  level, though such conditions may well come up 
  occasionally if the prevailing conditions are set at a 
  particularly rainy and windy level.
  Dramatic 
  temperature 
  changes 
  can 
  be 
  accomplished, as can utterly unseasonable or non-
  regional effects; a portion of the desert can be made 
  into a tropical zone; a tropic island can be shifted into 
  a winter wonderland; a bright and sunny region can 
  be made gloomy, wet, and stormy.
  The GM is the final arbiter on what can be 
  accomplished, but the effects can be rather dramatic 
  and society/agriculture altering.
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  Stun – High Magic
  Battlefield Stun
  Combat; Essence [+3]; CM [-3]; Permanent? [No]
  This High Magic effect causes the Stun to affect all 
  enemies on a battlefield (as defined by the GM). It is 
  selective, affecting only those the caster chooses.
  Master Stun
  Combat; Essence [+0]; CM [-0]; Permanent? [No]
  Using this High Magic effect lets the caster make 
  the Stun Power an opposed check, which pits the 
  victim’s Vigor directly against the Arcane Skill of the 
  caster. On a raise, the victims also suffer a Fatigue 
  level that requires an hour rest to shake off.
  Succor – High Magic
  Battlefield Succor
  Combat; Essence [+3]; CM [-3]; Permanent? [No]
  The caster can use this Succor variant High Magic 
  effect to bring comfort to all allies on a battlefield (as 
  defined by the GM). It is a selective effect, helping 
  only those the caster chooses.
  Exalted Succor
  Combat; Essence [+4]; CM [-4]; Permanent? [No, 
  but this can be added to hand of comfort]
  By use of this High Magic effect for Succor, any 
  negative conditions the recipient is under are 
  temporarily alleviated for three rounds; this includes 
  wound levels, negative effects from any Power that is 
  not permanent, negative effects from any poison or 
  disease the recipient is affected by; and anything else 
  that the GM deems can be alleviated.
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  The caster can maintain this relief after three 
  rounds by maintaining the effect with 1 Essence 
  point every round (note that this goes against the 
  normal High Magic Duration rules). This counts like 
  any maintained Power.
  Exalted Succor also makes the recipient immune to 
  any Fatigue effects while the Power is in effect on the 
  recipient. As well, the target gains +4 to recover from 
  any Shaken status suffered while under the influence 
  of the Power.
  Hand of Comfort
  Ritual; Essence [+0]; CM [-6]; Permanent? [x8]
  With this ritual, the caster can empower himself or 
  a chosen recipient to have a permanent Succor effect 
  with but a touch. If the recipient is not of the same 
  casting tradition, he uses his Spirit to enact the effect.
  Summon Ally – High Magic
  Absent Friend
  Ritual; Essence [+20]; CM [-8]; Permanent? [No]
  Only druids and priests may make use of this 
  variant of Summon Ally. It is used to call back the 
  manifest spirit of a friend or ally who has fallen 
  and passed on. He comes back as he was, with the 
  addition of either the Spiritual or Celestial qualities 
  (see the Denizens section). The GM may decide on 
  other changes – to gear, abilities, etc. – to reflect the 
  time the fallen Hero has spent in the beyond.
  The returned Hero is a Wild Card, but he has no 
  bennies; the caster must share his bennies with the 
  summoned friend for the time he is around.
  Fallen friends cannot be forced to come and serve; 
  the GM (with input from the player who played the 
  fallen character, if he’s still in the gaming group) 
  may decide that the Hero has no wish to return to 
  Shaintar, even for a little while. In this case, the ritual 
  simply fails, though some kind of message may be 
  sent. Particularly kind GMs may send a replacement 
  spirit to serve in the Hero’s place.
  Force Multiplication
  Ritual; Essence [+20]; CM [-8]; Permanent? [No]
  Engaging this High Magic variant for Summon 
  Ally allows the caster to summon forth even more 
  allies, and for a longer period of time. At the end of 
  the ritual, the summoner may call forth one of the 
  following categories of allies: four Heroic allies; eight 
  Veteran allies; sixteen Seasoned allies; or thirty-two 
  Novice allies. They remain for the usual duration for 
  a ritual Power, but all other rules for Summon Ally 
  apply.
  Pattern Twin
  Ritual; Essence [+25]; CM [-12]; Permanent? [No]
  This particularly powerful (and possibly disturbing) 
  High Magic effect for Summon Ally allows the caster 
  to bring forth a nearly-exact copy of himself from the 
  Pattern. The Pattern Twin has all of the caster’s exact 
  attributes, Edges, skills, and Hindrances. He arrives 
  with all the same gear the caster has in his possession 
  at the time of casting, except that any magical items 
  will have only Minor Qualities, no Major.
  The twin is a Wild Card, but he has no bennies; the 
  caster must share his bennies with his twin for the 
  time the entity is around.
  Here’s the kicker: this Power can only be taken 
  by archmages and thaumaturgists. Since sorcerers 
  cannot normally attain Summon Ally, however, any 
  archmage wishing to have this High Magic effect 
  must first take the Expanded Understanding Edge to 
  attain Summon Ally.
  Telekinesis – High Magic
  Greater Telekinesis
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  This High Magic enhancement to the Telekinesis 
  Power confers the following additional benefits: 
  the base Range (and Pace) is the caster’s Spirit plus 
  Smarts; the base weight that can be lifted is Spirit 
  x100 in pounds, and the raise effect is Spirit x500 
  pounds; victims in the grip of Telekinesis can actually 
  be crushed for damage equal to the caster’s Spirit die 
  x2.
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  Telekinetic Octopus
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  This odd but highly-useful High Magic variant for 
  Telekinesis enables the caster to create a number of 
  telekinetic “arms” equal to his Smarts. Each can take 
  an action in a round; each arm that acts beyond the 
  first only imposes a -1 multi-action penalty, instead 
  of the usual -2. As well, each arm can do the same 
  thing (attack with a weapon, grab someone, etc.).
  If this is combined with Greater Telekinesis, the 
  Essence increases and CM penalties are combined.
  Telepathy – High Magic
  Mass Communication
  Combat; Essence [+4]; CM [-4]; Permanent? [No]
  Through the use of this High Magic effect 
  for Telepathy, a caster can establish a mystical 
  communication “network” over a large area, allowing 
  all perceived allies to talk mentally with one another 
  freely for the Duration. The area may be defined as a 
  battlefield (per the GM’s discretion), or alternately a 
  ten mile by ten mile region.
  Maintaining such a network of communication is 
  intensely distracting and draining; the caster suffers 
  a -2 to all other Trait rolls while this Power is going, 
  and suffers a -1 to his Parry as well. He can only move 
  his Pace and may not “Run”.
  Mind Bond
  Ritual; Essence [+0]; CM [-6]; Permanent? [x10]
  This ritual allows the caster to create a permanent 
  telepathic link between himself and one other entity, 
  or, alternately, between two other entities of his 
  choosing. When the ritual is completed, the two 
  linked folks will forever enjoy (and, perhaps, not 
  enjoy) telepathic communication with each other, no 
  matter how far apart they are.
  Teleport – High Magic
  Greater Teleport
  Combat; Essence [+6 (added to a base cost of 3)]; 
  CM [-4]; Permanent? [No]
  This much-improved High Magic version of 
  Teleport has the following benefits; it can reach 
  anywhere in Shaintar. If the caster tries to reach 
  someplace not known to him, he suffers between 
  a -2 and a -4 extra penalty on his casting, based on 
  familiarity. The caster can take anyone within a Large 
  Burst Template around him at no Fatigue penalty, as 
  well as his Spirit x100 in pounds of extra non-living 
  weight. 
  As well, instead of bouncing back to his starting 
  place on a failure, the caster instead lands in a 
  random location of the GM’s choosing, but usually 
  someplace relatively safe that the caster has been to 
  before, unless a 1 is rolled, in which case all bets are 
  off.
  Thratchen Popping
  Combat; Essence [+3]; CM [-3]; Permanent? [No]
  Casting this Power empowers the caster to move 
  like a thratchen (see Denizens section for more 
  about them). For the duration of the Power, he can 
  pop around within the distance he casts the Power to 
  allow (10” per 3 Essence, or 15” per 3 Essence on a 
  raise), stopping and acting and popping away again. 
  This essentially makes him immune to First Strike 
  and being attacked as he withdraws from combat.
  As well, his unpredictable movement gives him 
  a constant +2 Surprise maneuver bonus against his 
  opponents in attacks and physical opposed rolls, as 
  well as a -2 to be hit by any attacks.
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  Wall Walker – High Magic
  Greater Wall Walker
  Combat; Essence [+3]; CM [-3]; Permanent? [No, 
  but can be added to Spider’s Gift]
  This enhancement to the Wall Walker Power 
  provides the following benefits when cast successfully: 
  the raise effect of Wall Walker on a successful roll; the 
  recipient is immune to being moved by any Powers, 
  such as Havoc, Pummel, or Telekinesis; the recipient 
  is immune to being moved or knocked Prone by any 
  combat actions, such as from the Push maneuver or 
  from any special Edges.
  Spider’s Gift
  Ritual; Essence [+0]; CM [-6]; Permanent [x8]
  This is the ritual necessary to bestow Wall Walker 
  permanently on someone.
  Warrior’s Gift – High Magic
  Eternal Warrior’s Gift
  Ritual; Essence [+0]; CM [-8]; Permanent? [x10]
  With this ritual, the caster is able to bestow upon 
  himself or someone else the capacity to invoke 
  Warrior’s Gift at will. Essentially, this means the 
  recipient is able to call upon any Edge as desired, 
  so long as the standard qualifications as per the 
  Power are met. Such invocations are “one-at-a-time,” 
  however; it requires multiple castings of this ritual 
  to have the ability to use multiple Edges granted by 
  Warrior’s Gift.
  Greater Warrior’s Gift
  Combat; Essence [+3]; CM [-3]; Permanent? [No, 
  but it can be added to Eternal Warrior’s Gift]
  This High Magic version of Warrior’s Gift enhances 
  the base Power in the following ways: the caster 
  can call upon Combat Edges of his Rank or lower; 
  Professional Edges and Racial Edges that have 
  combat-related qualities can be gifted (subject to the 
  GM’s approval); combat-oriented Racial Edges that 
  are from other Races may be taken (such as a human 
  taking Defender of the Gather); and the recipient’s 
  Fighting, Shooting, and Throwing skills are all raised 
  by one die step for the Duration.
  Wilderness Walk – High Magic
  Walker of Paths
  Ritual; Essence [+0]; CM [-6]; Permanent? [x8]
  This is the ritual necessary to permanently bestow 
  the Wilderness Walk gifts on a recipient. 
  Wilderness Master
  Combat; Essence [+2]; CM [-2]; Permanent? [No, 
  but it can be added to Walker of Paths]
  This High Magic expansion to the Wilderness 
  Walk Power adds the following gifts to the recipient 
  while the Power is in effect: the non-raise version of 
  Invisibility while in the outdoors; +2 to all Notice, 
  Tracking, and Survival checks in the wild; and -2 to 
  be hit by any attacks while in the outdoors.
  War Magic
  Truly powerful casters can bring forth magics that 
  can turn the tide of a battle and change the destiny 
  of nations. There are specialized Powers that can be 
  learned and cast as rituals that will affect various 
  important aspects of a battle and are collectively 
  known as War Magic.
  These Powers are described very specifically in 
  terms of the effect they will have with the Mass Battle 
  (and Epic Battles, in the Appendix) rules, including 
  the options given in the Fantasy Companion. They 
  are not intended for use in normal play as there are 
  many High Magic options in the previous sections 
  that reflect non-Mass Battle variations of what is 
  found here.
  These rituals take an hour normally to cast, and 
  they function very much like High Magic. Essence 
  Link and Cooperative Rolls can be used to aid the 
  primary caster, but all the Vigor checks versus Fatigue 
  apply as well. Anyone involved in keeping a ritual 
  going cannot otherwise participate in the battle. For 
  instance, they will not be making individual rolls to 
  support the Knowledge (Battle) roll. 
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  Note that the ritual can be started well in advance 
  of the fight, and the last part of it can be held until 
  the desired effect is needed to go off. As such, a battle 
  commander could have a team of casters prepare such 
  a ritual hours before a fight, then maintain the Power 
  in a kind of stasis until he is ready to surprise his foe 
  with the effects on any given battle round. Naturally, 
  most commanders will want the bonus effects right 
  from the beginning, since the very first round of a 
  battle can make all the difference.
  If the ritual is being cast near a Filament or Locus, 
  that source can be tapped into for the initial and 
  ongoing Essence costs using Essence Link.
  Check with the GM before selecting these, as he 
  may not want to use this option in his game.
  Crushing Despair
  Rank: Heroic
  Essence: 24
  Range: The Battlefield
  Duration: 3 Mass Battle rounds (8/round)
  Casting Modifier: -4
  Requirements: Necromancer; Obscure, Curse
  Tapping into the deep Nether, necromancers can 
  bring forth darkness and gloom to smother the very 
  will to fight out of their enemies. Every round this 
  ritual is in effect, the opposing force suffers -2 to all 
  Morale checks.
  Devastating Despair
  Rank: Legendary
  Essence: 30
  Range: The Battlefield
  Duration: 3 Mass Battle rounds (10/round)
  Casting Modifier: -6
  Requirements: Crushing Despair
  As Crushing Despair, except the morale penalties 
  are now -4.
  Glorious Inspiration
  Rank: Heroic
  Essence: 24
  Range: The Battlefield
  Duration: 3 Mass Battle rounds (8/round)
  Casting Modifier: -4
  Requirements: Priest; Light, Bless
  Devotees of the Lord of Light can bring forth divine 
  inspiration to empower their troops to withstand all 
  challenges. Every round this ritual is in effect, the 
  allied force enjoys +2 to all morale checks.
  Divine Inspiration
  Rank: Legendary
  Essence: 30
  Range: The Battlefield
  Duration: 3 Mass Battle rounds (10/round)
  Casting Modifier: -6
  Requirements: Glorious Inspiration
  As Glorious Inspiration, except the morale bonus is 
  now +4.
  Infernal Abandon
  Rank: Heroic
  Essence: 24
  Range: The Battlefield
  Duration: 3 Mass Battle rounds (8/round)
  Casting Modifier: -4
  Requirements: Acolyte; Bless, Speed
  Ceynara’s thaumaturgists can empower her forces 
  to move with great speed and recklessness through 
  any obstacles. Under the influence of this ritual, 
  allied forces ignore up to two penalties from terrain 
  modifiers or ignore up to two Protection bonuses 
  from Fortifications (as per the Siege rules from 
  Fantasy Companion).
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  Demonic Abandon
  Rank: Legendary
  Essence: 30
  Range: The Battlefield
  Duration: 3 Mass Battle rounds (10/round)
  Casting Modifier: -6
  Requirements: Infernal Abandon
  As Infernal Abandon, except the allies now ignore 
  all terrain modifier penalties, or ignore all Protection 
  Bonuses from  Fortifications.
  Living Battleworks
  Rank: Heroic
  Essence: 24
  Range: The Battlefield
  Duration: 3 Mass Battle rounds (8/round)
  Casting Modifier: -4
  Requirements: Druid; Animation, Barrier
  Druids can call upon the earth, the trees, and all 
  things natural to bring defensive support to their side 
  in a battle. This ritual conveys a Protection Bonus of 
  +2 while it is in effect for a side that is prepared to 
  fight defensively. This is per the Siege rules in Fantasy 
  Companion.
  Greater Living Battleworks
  Rank: Legendary
  Essence: 30
  Range: The Battlefield
  Duration: 3 Mass Battle rounds (10/round)
  Casting Modifier: -6
  Requirements: Living Battleworks
  As Living Battleworks, but the Protection Bonus is 
  now +4.
  Summon Cohort
  Rank: Heroic
  Essence: 45
  Range: The Battlefield
  Duration: 3 Mass Battle rounds (15/round)
  Casting Modifier: -4
  Requirements: Acolyte, Necromancer, or Priest; Summon 
  Ally
  Calling upon the infernal, divine, or profane forces 
  they serve, casters can bring forth a sizable force to at 
  least temporarily bolster their ranks.
  If used for the side that has the lesser number of 
  tokens in a battle, that side’s token count is raised by 
  one for as long as the effect is in place. If used for a 
  side that has ten tokens, this ritual lowers the token 
  count of the other side by one for as long as the ritual 
  is in effect. 
  Should the ritual end before the battle is over, a 
  token gained is immediately lost at the beginning of 
  the round, while a token lost is replaced. 
  Summon Legion
  Rank: Legendary
  Essence: 60
  Range: The Battlefield
  Duration: 3 Mass Battle rounds (20/round)
  Casting Modifier: -6
  Requirements: Summon Cohort
  As per Summon Cohort, but the token adjustment 
  is 2. 
  Cody Forrester (order #7370342)
  
  Cody Forrester (order #7370342)
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Shaintar/Savage Worlds - Shaintar - Legends Unleashed - Players Guide.pdf