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DS Manual
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==== Special Points ==== You gain your first special point at level 2, and 1 special point every 2 levels thereafter (4, 6, 8, etc.). Special points can be used for creating Invocations. These invocations fall into three categories, Magic Spells, Salient Attributes, or Wondrous Feats. ===== Magic Spells ===== Special points can be used to invent a Magic Spell (working with your DM), or enhance an existing Magic Spell so that it adds a multiplier—according to the DM’s discretion. A special point can also be used to enhance a school of magic. Finally, TWO special points (meaning you CAN save them up) can be used to add a new element to your belt (or a mastery) You may not learn more than 1 element for every 10 levels you have, and any conflicting elements must have a role-playing worthy reason, generally speaking this is not something that happens easily. For Magic Spells, you will want to explore the Invocations section, as well as the Magic Spells section. ===== Wondrous Feats ===== Special Points can be used to establish Wondrous Feats, something more physical than magical. They fall under three foci, Strength Focus, Speed Focus, and Endurance Focus. Using your special point to create a wondrous feat might look like creating an ability to shrug off Magic Spells, let us call this feat “Shrug it Off” – this Endurance feat would allow you to shrug off 20 damage per power point invoked. ===== Salient Attributes ===== Special Points can be used to create unique Salient Attributes for your character. As something more permanent, generally Salient Attributes come with a positive and a negative feature. As an example “Magic Resistance” – This would allow you to resist magic damage (permanently) but also inhibit magic healing. So, let us say you have Magic Resistance 1; you automatically reject the first 10 points of incoming magic ''anything'', whether it be damage, healing, or something else.
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