Post by Head Moderator on May 14, 2013 19:56:56 GMT -5
NEW MAGIC RULES
+You are allowed one attack/effect/heal/evade/reflect/strengthen/etc and one defense/defense absorb spell per combat.
Attacks
Save: Yes (One-time attack)
Save: No (constants - boost throughout combat)
Crystal and Topaz: +4 or Constant +1
Amber: +8 or Constant +2
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
AoE Attacks
Area of Effect attacks target more than one enemy.
Save: Yes, each person.
Crystal and Topaz: +2 [2 NPCs]
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Weaken
Weaken spells cause an enemy's dice sides or hit points to be lowered. Either one round, or a "constant" meaning through the rest of combat.
Save: Yes
Dice Sides / One Round or Constant
Crystal and Topaz: -4 or Constant -2
Amber: -8 or Constant -4
Sapphire & Emerald: -12 or Constant -6
Ruby: -16 or Constant -8
Obsidian: -20 or Constant -10
(Alternate) Obsidian: Lose 1d of Dice 1 Round
Hit Points / Permanent
Crystal: Lose 2 Hit Points
Topaz: Lose 4 Hit Points
Amber : Lose 6 Hit Points
Sapphire: Lose 8 Hit Points
Emerald: Lose 10 Hit Points
Ruby: Lose 12 Hit Points
Obsidian: Lose 14 Hit Points
AoE Weaken
AoE Weakens cause a group of enemy's dice sides or hit points to be lowered.
Save: Yes, each person.
Dice Sides / One Round
Crystal and Topaz: -2 [2 NPCs]
Amber: -4 [3 NPCs]
Sapphire & Emerald: -6 [4 NPCs]
Ruby: -8 [5 NPCs]
Obsidian: -10 [6 NPC's]
Hit Points / Constant
Crystal & Topaz: Lose 2 Hit Points [2 NPCs]
Amber : Lose 4 Hit Points [3 NPCs]
Sapphire & Emerald: Lose 6 Hit Points [4 NPCs]
Ruby: Lose 8 Hit Points [5 NPCs]
Obsidian: Lose 10 Hit Points [6 NPCs]
Strengthen
This allows you to boost one person's dice sides or hit points. This lasts either one round, or a "constant" throughout the rest of combat.
Save: No
Dice Sides / One Round or Constant
Crystal and Topaz: 4 or Constant 2
Amber: 8 or Constant 4
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
(Alternate) Obsidian: Gain 1d of Dice 1 Round
Hit Points / Constant
Crystal: 2 Hit Points
Topaz: 4 Hit Points
Amber : 6 Hit Points
Sapphire: 8 Hit Points
Emerald: 10 Hit Points
Ruby: 12 Hit Points
Obsidian: 14 Hit Points
Group Strengthen
This allows you to boost your own group of allies dice sides or hit points throughout combat.
Save: No
Dice Sides / One Round
Crystal and Topaz: 2 [2 PCs]
Amber: 4 [4 PCs]
Sapphire & Emerald: 6 [6 PCs]
Ruby: 8 [8 PCs]
Obsidian: 10 [10 PC's]
Hit Points / Permanent
Crystal & Topaz: Gain 2 Hit Points [2 PCs]
Amber : Gain 4 Hit Points [4 PCs]
Sapphire & Emerald: Gain 6 Hit Points [6 PCs]
Ruby: Gain 8 Hit Points [8 PCs]
Obsidian: Gain 10 Hit Points [10 PCs]
Strike Boost or Strike Lessen
You are able to boost your ally's strike, or lessen your enemy's strike.
Save: Yes
Crystal and Topaz: Constant +1 / -1
Amber and Sapphire: Constant +2 / -2
Emerald and Ruby: Constant +3 / -3
Obsidian: Constant +4 / -4
AoE Strike Boost or Strike Lessen
You are able to boost your allying group's strike, or lessen your enemy's strikes for one round of combat.
Save: Yes, each person.
Crystal, Topaz, Amber: +1 / -1 to All
Sapphire, Emerald: +2 / -2 to All
Ruby, Obsidian: +3 / -3 to All
Defense Boost
This adds to your defense boost during combat, either one round, or constant throughout combat.
Save: No
Crystal and Topaz: +4 or Constant +2
Amber: +6 or Constant +4
Sapphire: +8 or Constant +6
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
AoE Defense
This adds to your ally's defense boost during combat, either one round, or constant throughout combat.
Save: No
Crystal and Topaz: +2 or Constant +1 [2 Allies + Self]
Amber: +4 or Constant +2 [3 Allies + Self]
Sapphire: +6 or Constant +3 [4 Allies + Self]
Emerald and Ruby: +8 or Constant +4 [5 Allies + Self]
Obsidian: +10 or Constant +5 [All Allies]
Defense Absorb
A defense absorb can be cast before combat starts, and the first attacks upon you that hit allows the spell to absorb a certain amount of damage. An absorb spell lasts until you (or target) is attacked successfully.
Save: No
Crystal and Topaz: Absorbs 5 Dmg
Amber: Absorbs 7 Dmg
Sapphire: Absorbs 9 Dmg
Emerald and Ruby: Absorbs 11 Dmg
Obsidian: Absorbs 15 Dmg.
Holds
A hold spell causes your target to lose a turn of combat in some fashion.
Save: Yes, each round.
Crystal and Topaz: 1 round
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
AoE Holds
A AoE Hold spell targets a group of enemies that lose a turn.
Save: Yes, each target gets a save each round.
Crystal and Topaz: 1 round [2 NPCs]
Amber and Sapphire: 1 round [3 NPCs]
Emerald and Ruby: 1 rounds [4 NPCs]
Obsidian: 2 rounds [5 NPCs]
Reflects
Reflects send attacks back upon the attacker.
Save: Yes
Crystal and Topaz: n/a
Amber: n/a
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Evades
Evades allow you to take less damage from one attack.
Save: No
Crystal and Topaz: Evade 1/4 Dmg
Amber & Sapphire: Evade 1/2 Dmg
Emerald, Ruby & Obsidian: Evade Full Dmg
Heals
Save: No, unless unwilling.
Must have Healing Affinity, or Self-Healing.
Crystal: Heal up to 5hp
Topaz: Heal up to 10hp
Amber: Heal up to 15hp
Sapphire: Heal up to 20hp
Emerald: Heal 1/2 Dmg or 25hp
Ruby & Obsidian: Heal Full Dmg
Removes/Cures
Save: No, unless unwilling.
You may write remove/cures at Amber level and up. These are things like Remove Curse, Remove Disease, Cure Poison, etc. In some cases, the DM may require certain things to happen before a curse/disease/etc is removed such as a mission to find a rare herb that is used in the cure, or a certain level of mage needed to remove that level of disease.
Tactic & Talent Buffs
You may only have one buff spell working at a time. For example: If you have a spell buffing Listen, you can't also buff Diplomacy at the same time.
Save: No
Special: If you are debuffing a target, a save will be needed!
Length: A Trait Buff lasts through one adventure. You cannot have any other "buffs" going at the same time.
Crystal & Topaz: +1
Amber & Sapphire: +2
Emerald: +3
Ruby: +4
Obsidian: +5
Trait Buffs
You may only have one buff spell working at a time. For example: If you have a spell buffing Listen, you can't also buff Strength at the same time.
Save: No
Special: If you are debuffing a target, a save will be needed!
Special: Trait bonuses CANNOT go above 12!
Length: A Trait Buff lasts through one adventure. You cannot have any other "buffs" going at the same time.
Crystal, Topaz, Amber: +1
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Creature Summons
Save: No
Crystal and Topaz: 1 round, 2d50, 25hp, DEF DC10
Amber: 2 rounds, 2d60, 30hp, DEF DC11
Sapphire: 3 rounds, 2d68, 34hp, DEF DC12
Emerald: 4 rounds, 2d70, 35hp, DEF DC13
Ruby: 5 rounds, 2d75, 37hp, DEF DC14
Obsidian: Full Combat, 2d80, 40hp, DEF DC15
Dual Spells
Save: Yes, unless special and approved. Save each round.
Dual spells are something like a hold that does damage, or an attack that heals the caster. Putting two types together is going to make it a little less powerful than if it was on it's own.
For instance, a hold/dmg spell might look like this:
Crystal and Topaz: 1 round / +2 DMG
Amber and Sapphire: 1 round / +4 DMG
Emerald and Ruby: 2 rounds / +6 DMG
Obsidian: 2 rounds / +8 DMG
NEW SKILLS
Elven Accuracy : Your sharp eyesight makes difficult shots easier. If you miss when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll once per combat to see if you actually hit.
Prerequisite: Elven or Half-Elven
Wild Attunement : You share a strong mystic connection with one type of wilderness terrain. Select one type of specific terrain (except urban), and any healing done to you in that terrain is doubled once per adventure. This encompasses healing potions, skills, and any other means of healing. For instance, if you drink a 10hp potion you'd heal for 20hp. At Sapphire you may choose another terrain, at Ruby you may choose a third.
Prerequisite: Elven or Wilden Race
Breadth of Experience : Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.
Prerequisite: Any long-lived race, be 100+ years old
Shards of the Past : A daeva's past lives grant her bonuses on two particular tactics or talents. A daeva chooses two tactics or talents—she gains a +2 bonus on both of these skills. For instance, a daeva could choose Climb and Jump, or Spot and Listen, or Diplomacy and Escape. These must be clearly marked beside this skill on dossier and cannot be changed once they are chosen.
Prerequisite: Daeva
Life's Blood : Your blood flows with eternal life, and its healing powers allow you use your blood to heal others. At any point in or out of combat, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal another creature. When using this skill, you take 1d5 points of damage and apply your blood to the wounds of a living creature, healing it for a number of hit points twice the amount of damage you took from the ritual. A creature cannot be healed by this ability more than once per day. This skill can only be used once per combat.
Prerequisite: Daeva, Amber Rank
Hateful Rager : From a young age, many half-orcs are treated cruelly, bullied, ridiculed, and made outcasts. While some hide their shame, others foster a deep, burning hatred that they channel into a raw fury and unleash against their enemies. These half-orcs gain a favored enemy that causes a burning rage to appear, much like the ranger skill, though they only take one. Against this one enemy, they gain a +5 DMG & a +1 Strike.
Prerequisite: Half-Orc
Amplified by Hate : A hateful rager can add +2 to any DC against their favored enemy, once per combat.
Prerequisite: Half-Orc, Hateful Rager
Omnicient Whispers : Once per week, receive the answer to any simple question through using the memories of your past lives. The question must be a yes or no question, work with the DM or storyline leader in order to get the answer.
Prerequisite: Daeva Race
Black Fester : This black paste is often applied on orc weapons before going on raids to stymie an enemy's healing magic. Like a poison, black fester stays on a weapon until the first time it strikes an opponent. It remains in the target's body for 1 hour. A creature exposed to black fester is unable to self-heal or use healing potions for one hour. Anyone that attempts to heal someone suffering from black fester must pass a DC15 Intelligence check, and even then it only heals half as many points as they are healed.
Prerequisite: Half-Orc
Wild Guardian : While in your terrain chosen with Wild Attunement, you gain a +1 to your Defense DC. The bonuses do not stack if you are in a terrain that qualifies as more than one terrain; you only receive the bonus for one terrain.
Prerequisite: Wild Attunement, Topaz Rank
Savage Maw : Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You increase your bite attack to 1d8 plus your Strength modifier. You may use this as many times as you wish during combat as long as it is the only attack you are making on your round.
Prerequisite: Razortusk
Wild Mage : While in your terrain chosen with Wild Attunement, you gain a +10 to Knowledge (Arcana) checks. The bonuses do not stack if you are in a terrain that qualifies as more than one terrain; you only receive the bonus for one terrain.
Prerequisite: Wild Attunement, Sapphire Rank
+You are allowed one attack/effect/heal/evade/reflect/strengthen/etc and one defense/defense absorb spell per combat.
Attacks
Save: Yes (One-time attack)
Save: No (constants - boost throughout combat)
Crystal and Topaz: +4 or Constant +1
Amber: +8 or Constant +2
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
AoE Attacks
Area of Effect attacks target more than one enemy.
Save: Yes, each person.
Crystal and Topaz: +2 [2 NPCs]
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Weaken
Weaken spells cause an enemy's dice sides or hit points to be lowered. Either one round, or a "constant" meaning through the rest of combat.
Save: Yes
Dice Sides / One Round or Constant
Crystal and Topaz: -4 or Constant -2
Amber: -8 or Constant -4
Sapphire & Emerald: -12 or Constant -6
Ruby: -16 or Constant -8
Obsidian: -20 or Constant -10
(Alternate) Obsidian: Lose 1d of Dice 1 Round
Hit Points / Permanent
Crystal: Lose 2 Hit Points
Topaz: Lose 4 Hit Points
Amber : Lose 6 Hit Points
Sapphire: Lose 8 Hit Points
Emerald: Lose 10 Hit Points
Ruby: Lose 12 Hit Points
Obsidian: Lose 14 Hit Points
AoE Weaken
AoE Weakens cause a group of enemy's dice sides or hit points to be lowered.
Save: Yes, each person.
Dice Sides / One Round
Crystal and Topaz: -2 [2 NPCs]
Amber: -4 [3 NPCs]
Sapphire & Emerald: -6 [4 NPCs]
Ruby: -8 [5 NPCs]
Obsidian: -10 [6 NPC's]
Hit Points / Constant
Crystal & Topaz: Lose 2 Hit Points [2 NPCs]
Amber : Lose 4 Hit Points [3 NPCs]
Sapphire & Emerald: Lose 6 Hit Points [4 NPCs]
Ruby: Lose 8 Hit Points [5 NPCs]
Obsidian: Lose 10 Hit Points [6 NPCs]
Strengthen
This allows you to boost one person's dice sides or hit points. This lasts either one round, or a "constant" throughout the rest of combat.
Save: No
Dice Sides / One Round or Constant
Crystal and Topaz: 4 or Constant 2
Amber: 8 or Constant 4
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
(Alternate) Obsidian: Gain 1d of Dice 1 Round
Hit Points / Constant
Crystal: 2 Hit Points
Topaz: 4 Hit Points
Amber : 6 Hit Points
Sapphire: 8 Hit Points
Emerald: 10 Hit Points
Ruby: 12 Hit Points
Obsidian: 14 Hit Points
Group Strengthen
This allows you to boost your own group of allies dice sides or hit points throughout combat.
Save: No
Dice Sides / One Round
Crystal and Topaz: 2 [2 PCs]
Amber: 4 [4 PCs]
Sapphire & Emerald: 6 [6 PCs]
Ruby: 8 [8 PCs]
Obsidian: 10 [10 PC's]
Hit Points / Permanent
Crystal & Topaz: Gain 2 Hit Points [2 PCs]
Amber : Gain 4 Hit Points [4 PCs]
Sapphire & Emerald: Gain 6 Hit Points [6 PCs]
Ruby: Gain 8 Hit Points [8 PCs]
Obsidian: Gain 10 Hit Points [10 PCs]
Strike Boost or Strike Lessen
You are able to boost your ally's strike, or lessen your enemy's strike.
Save: Yes
Crystal and Topaz: Constant +1 / -1
Amber and Sapphire: Constant +2 / -2
Emerald and Ruby: Constant +3 / -3
Obsidian: Constant +4 / -4
AoE Strike Boost or Strike Lessen
You are able to boost your allying group's strike, or lessen your enemy's strikes for one round of combat.
Save: Yes, each person.
Crystal, Topaz, Amber: +1 / -1 to All
Sapphire, Emerald: +2 / -2 to All
Ruby, Obsidian: +3 / -3 to All
Defense Boost
This adds to your defense boost during combat, either one round, or constant throughout combat.
Save: No
Crystal and Topaz: +4 or Constant +2
Amber: +6 or Constant +4
Sapphire: +8 or Constant +6
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
AoE Defense
This adds to your ally's defense boost during combat, either one round, or constant throughout combat.
Save: No
Crystal and Topaz: +2 or Constant +1 [2 Allies + Self]
Amber: +4 or Constant +2 [3 Allies + Self]
Sapphire: +6 or Constant +3 [4 Allies + Self]
Emerald and Ruby: +8 or Constant +4 [5 Allies + Self]
Obsidian: +10 or Constant +5 [All Allies]
Defense Absorb
A defense absorb can be cast before combat starts, and the first attacks upon you that hit allows the spell to absorb a certain amount of damage. An absorb spell lasts until you (or target) is attacked successfully.
Save: No
Crystal and Topaz: Absorbs 5 Dmg
Amber: Absorbs 7 Dmg
Sapphire: Absorbs 9 Dmg
Emerald and Ruby: Absorbs 11 Dmg
Obsidian: Absorbs 15 Dmg.
Holds
A hold spell causes your target to lose a turn of combat in some fashion.
Save: Yes, each round.
Crystal and Topaz: 1 round
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
AoE Holds
A AoE Hold spell targets a group of enemies that lose a turn.
Save: Yes, each target gets a save each round.
Crystal and Topaz: 1 round [2 NPCs]
Amber and Sapphire: 1 round [3 NPCs]
Emerald and Ruby: 1 rounds [4 NPCs]
Obsidian: 2 rounds [5 NPCs]
Reflects
Reflects send attacks back upon the attacker.
Save: Yes
Crystal and Topaz: n/a
Amber: n/a
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Evades
Evades allow you to take less damage from one attack.
Save: No
Crystal and Topaz: Evade 1/4 Dmg
Amber & Sapphire: Evade 1/2 Dmg
Emerald, Ruby & Obsidian: Evade Full Dmg
Heals
Save: No, unless unwilling.
Must have Healing Affinity, or Self-Healing.
Crystal: Heal up to 5hp
Topaz: Heal up to 10hp
Amber: Heal up to 15hp
Sapphire: Heal up to 20hp
Emerald: Heal 1/2 Dmg or 25hp
Ruby & Obsidian: Heal Full Dmg
Removes/Cures
Save: No, unless unwilling.
You may write remove/cures at Amber level and up. These are things like Remove Curse, Remove Disease, Cure Poison, etc. In some cases, the DM may require certain things to happen before a curse/disease/etc is removed such as a mission to find a rare herb that is used in the cure, or a certain level of mage needed to remove that level of disease.
Tactic & Talent Buffs
You may only have one buff spell working at a time. For example: If you have a spell buffing Listen, you can't also buff Diplomacy at the same time.
Save: No
Special: If you are debuffing a target, a save will be needed!
Length: A Trait Buff lasts through one adventure. You cannot have any other "buffs" going at the same time.
Crystal & Topaz: +1
Amber & Sapphire: +2
Emerald: +3
Ruby: +4
Obsidian: +5
Trait Buffs
You may only have one buff spell working at a time. For example: If you have a spell buffing Listen, you can't also buff Strength at the same time.
Save: No
Special: If you are debuffing a target, a save will be needed!
Special: Trait bonuses CANNOT go above 12!
Length: A Trait Buff lasts through one adventure. You cannot have any other "buffs" going at the same time.
Crystal, Topaz, Amber: +1
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Creature Summons
Save: No
Crystal and Topaz: 1 round, 2d50, 25hp, DEF DC10
Amber: 2 rounds, 2d60, 30hp, DEF DC11
Sapphire: 3 rounds, 2d68, 34hp, DEF DC12
Emerald: 4 rounds, 2d70, 35hp, DEF DC13
Ruby: 5 rounds, 2d75, 37hp, DEF DC14
Obsidian: Full Combat, 2d80, 40hp, DEF DC15
Dual Spells
Save: Yes, unless special and approved. Save each round.
Dual spells are something like a hold that does damage, or an attack that heals the caster. Putting two types together is going to make it a little less powerful than if it was on it's own.
For instance, a hold/dmg spell might look like this:
Crystal and Topaz: 1 round / +2 DMG
Amber and Sapphire: 1 round / +4 DMG
Emerald and Ruby: 2 rounds / +6 DMG
Obsidian: 2 rounds / +8 DMG
NEW SKILLS
Elven Accuracy : Your sharp eyesight makes difficult shots easier. If you miss when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll once per combat to see if you actually hit.
Prerequisite: Elven or Half-Elven
Wild Attunement : You share a strong mystic connection with one type of wilderness terrain. Select one type of specific terrain (except urban), and any healing done to you in that terrain is doubled once per adventure. This encompasses healing potions, skills, and any other means of healing. For instance, if you drink a 10hp potion you'd heal for 20hp. At Sapphire you may choose another terrain, at Ruby you may choose a third.
Prerequisite: Elven or Wilden Race
Breadth of Experience : Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.
Prerequisite: Any long-lived race, be 100+ years old
Shards of the Past : A daeva's past lives grant her bonuses on two particular tactics or talents. A daeva chooses two tactics or talents—she gains a +2 bonus on both of these skills. For instance, a daeva could choose Climb and Jump, or Spot and Listen, or Diplomacy and Escape. These must be clearly marked beside this skill on dossier and cannot be changed once they are chosen.
Prerequisite: Daeva
Life's Blood : Your blood flows with eternal life, and its healing powers allow you use your blood to heal others. At any point in or out of combat, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal another creature. When using this skill, you take 1d5 points of damage and apply your blood to the wounds of a living creature, healing it for a number of hit points twice the amount of damage you took from the ritual. A creature cannot be healed by this ability more than once per day. This skill can only be used once per combat.
Prerequisite: Daeva, Amber Rank
Hateful Rager : From a young age, many half-orcs are treated cruelly, bullied, ridiculed, and made outcasts. While some hide their shame, others foster a deep, burning hatred that they channel into a raw fury and unleash against their enemies. These half-orcs gain a favored enemy that causes a burning rage to appear, much like the ranger skill, though they only take one. Against this one enemy, they gain a +5 DMG & a +1 Strike.
Prerequisite: Half-Orc
Amplified by Hate : A hateful rager can add +2 to any DC against their favored enemy, once per combat.
Prerequisite: Half-Orc, Hateful Rager
Omnicient Whispers : Once per week, receive the answer to any simple question through using the memories of your past lives. The question must be a yes or no question, work with the DM or storyline leader in order to get the answer.
Prerequisite: Daeva Race
Black Fester : This black paste is often applied on orc weapons before going on raids to stymie an enemy's healing magic. Like a poison, black fester stays on a weapon until the first time it strikes an opponent. It remains in the target's body for 1 hour. A creature exposed to black fester is unable to self-heal or use healing potions for one hour. Anyone that attempts to heal someone suffering from black fester must pass a DC15 Intelligence check, and even then it only heals half as many points as they are healed.
Prerequisite: Half-Orc
Wild Guardian : While in your terrain chosen with Wild Attunement, you gain a +1 to your Defense DC. The bonuses do not stack if you are in a terrain that qualifies as more than one terrain; you only receive the bonus for one terrain.
Prerequisite: Wild Attunement, Topaz Rank
Savage Maw : Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You increase your bite attack to 1d8 plus your Strength modifier. You may use this as many times as you wish during combat as long as it is the only attack you are making on your round.
Prerequisite: Razortusk
Wild Mage : While in your terrain chosen with Wild Attunement, you gain a +10 to Knowledge (Arcana) checks. The bonuses do not stack if you are in a terrain that qualifies as more than one terrain; you only receive the bonus for one terrain.
Prerequisite: Wild Attunement, Sapphire Rank