Races

Asyndi (Shar'Vaire and Quar'Vess Clans) - by T.A. Saunders ©1997 v3.7

Racial Articles Racial Abilities

Perceptive Sight

All Asyndi can see ambient magic around them for 30′. Further, both clans of Asyndi are also able to see the auras of living and or unliving creatures. This talent fails against elder vampires that can alter the perception of their aura. Likewise this talent fails against any such creature that can mask their aura. (Requires active searching on the part of the Asyndi).

Magic Affinity

Because Asyndi are so interwoven with the fabric of Magic, they are better able to learn unknown magical spells (adapting a new spell from a non-Asyndi spell-book, for example) and they are able to cast the spells known to them with greater effect than a normal spell-caster. In layman's terms, a Fireball cast by an Asyndi journeyman wizard would likely strike for the effect and damage similar to a Human or Elvish arch-mage. This bonus does not apply to divine magic and is the one racial trait that is not passed down to mixed breed children. (+30% to all arcane or mystic magic-based attacks, +20% to intuition checks pertaining to learning and adapting magic or magic-related lore).

Telepathy

Both Asyndi clans are naturally telepathic. While both people have a common written and spoken language, telepathy is generally the preferred means of communicating with their own kind. It is quite possible to sit in a room of Asyndi where a full conversation is going on, yet to the telepathically deaf, seem like nothing is being said at all. (Range limited to current plane of existence. This ability does not grant the Asyndi ability to read minds).

Enervation Touch (Shar'Vaire Only)

Because of their infernal-marked bloodline, the Shar'Vaire also have the ability to tap into another person's life force once per hour and turn that energy either into magical energy (Mana) or life-force energy to heal themselves. This Enervation Touch talent is capable of outright killing weaker adversaries, while stronger, more hardy opponents will feel fatigued and drained from suffering its effects. A Shar'Vaire using this talent often gets a euphoric buzz from the taking. (25% to outright kill average people/animals of non-heroic status. Player characters/Heroic NPCs suffer -40% to all attack rolls, for 1d4 rounds).

Aura of Power (Quar'Vess Only)

Quar'Vess retain the ancient gift of their Asyndi ancestors to induce an Aura of Power that they can generate once per hour. This aura augments the power of any arcane effect they use significantly, whether it be from one of their own spells, a magic item or a magic weapon. (The Aura lasts 1d4+2 rounds and gives a +25% to effectiveness to arcane power. This bonus is applied to spell hit).