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Mage2e Kingsport:The Daoine
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=Attainments= '''The Eye''' Prerequisites: Initiation The Good Folk first learn how to understand the tapestry of Fate and how others have affected it, for good or ill. This attainment mimics the effects of "Interconnections" (p. 134), allowing the mage to sense the sympathetic connections between the target and the Great Weave. Reach is assigned for Instant Activation and Sensory Range. Optional: Time 1 *The fairies seem to have a knack for knowing things. With this power, when the Daoine is utilizing the 1st Attainment to sense the sympathetic connections, he can also duplicate the "Divination" (p. 187) spell. He can ask a number of questions equal to his dots in Time. Reach is assigned for Instant Activation and the additional Spell Effect. '''The Fist''' Prerequisites: Fate 2, Occult 3 Despite the Daoine’s curse-happy reputation, most prefer to employ more subtle means of righting wrongs, especially if the transgressor is a Sleeper. When those methods fail, however, the Daoine do not hesitate to throw hexes. This acts like "Exceptional Luck" (p. 135). There is a restriction to this power, namely the Daoine needs to have studied the subject with the 1st Attainment. He can either deliver the spell at Sensory Range or Sympathetic Range if he has Space 2. Reach is Assigned for Instant Cast, Sensory Range, and because of the restrictions, there is an extra Reach effect assigned for Advanced Duration. Optional: Time 2 *The Daoine may supplement any use of the 2nd or the 3rd Attainment with the effect of "Hung Spell" (p. 188). The effect of the Hex/Boon only takes place when Hung Spell's duration expires, when the Mage chooses to relinquish the Hung Spell effect, or when some conditions set by the Fate 2 attainment Conditional Duration are met. Regardless, using this optional attainment always costs one point of mana. Reach is spent on Instant Activation. The Extra Reach from the Attainment is here for Advanced Duration as well.
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