Property:Description
From Compendium of Worldly Lore
A
You can channel the power of nature to gain mastery over animal creatures. +
You can channel the power of nature to drive off animals. +
Leaders of certain groups of animals they preside over +
Create a tattoo that can move. +
Blessed knights, with ancestral relics that power up as you do +
Your ability to determine an item's worth and your knowledge of magic allow you to determine the exact properties of a magic item without the use of the identify spell or similar magic. +
You have developed the technique of firing a ranged weapon into or through the water with better accuracy than normal. +
You can cast your spells underwater or into water with little difficulty. +
Arachnid focused casters, gaining poison touch and the ability to shape into spiders +
Archers who embue their shots with magic +
You are not as affected by damage to a war golem as other operators might be +
+4 Spell DC, Take 4 CON Damage and fatigue yourself +
Experts of placing their spells in objects and timing them +
An arcane caster with spells and boons enhanced by their god. +
Through concentration and preparation your mind can hold special magical energy. +
You can craft a unique signature staff or other item that serves as a focus for your magic. +
A Theurge class that channels their spells through animals and plants +
Spellcasters that seek immortality through pure arcane magic +
You are learned in the arcane ways of Netheril, where masters of magic once molded and shaped arcane energy. +
Inscribe a personal rune. +