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===Special Abilities=== *In combat, you may cast a spell as a simple action, or instead of moving. Thus, you may attack, dodge, or move and still cast a spell in the same round. You may also cast a spell in the same round you are injured. *When you cast a spell you have memorized, whether you retain control or not, you may lose points of Dexterity in order to keep it in your memory, instead of forgetting it. If the spell is your level or lower, lose 1 point of Dexterity. If the spell is higher level than you are, lose 2 points of Dexterity. *You have mastery of 2 spells per level, plus additional spells equal to your Intelligence modifier. If the total of your level and modifier is less than 1, you have mastery over no spells. *You have Psychic Armour. Roll a number of Hit Dice (d6s) equal to your level and add them together to determine your Psychic Armour score, just as you do for Disposition. You are not required to re-roll this score when you take a rest, but you may, if you like. *For each spell you start with, you may either roll on the full table or roll on the specific school table of your choice. When you gain new spells upon advancing a level, you must roll on the full table to determine each of them.
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