Editing Norrathians: Gme Traditions

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=====Chaotic Random Mana Flinging*:=====
 
=====Chaotic Random Mana Flinging*:=====
  
Gnomes are not known for being reserved or disciplined, so only unique and slightly odd gnomes practice magic.  You, however, aren’t unique at all.  The spells you cast are somewhat strange to other spellcasters, who are surprised you can cast anything.  Each time you cast a spell, there is a 25% chance (76-100 on d%, or 16-20 on 1d20, or 4 on 1d4, etc) that it will spontaneously be altered in some manner.  Some of these alterations are beneficial, some are not.  If the spell is altered, roll 1d10 and consult the following list:   
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Gnomes are not known for being reserved or disciplined, so only unique and slightly odd gnomes practice magic.  You, however, aren’t unique at all.  The spells you cast are somewhat strange to other spellcasters, who are surprised you can cast anything.  Each time you cast a spell, there is a 25% chance (76-100 on d% or 16-20 on 1d20) that it will spontaneously be altered in some manner.  Some of these alterations are beneficial, some are not.  If the spell is altered, roll 1d10 and consult the following list:   
 
* 1- The spell casts normally, but costs 50% more mana.   
 
* 1- The spell casts normally, but costs 50% more mana.   
 
* 2- You automatically succeed on any channeling checks for this spell.   
 
* 2- You automatically succeed on any channeling checks for this spell.   
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* 8- The spell also stuns the target (friend or foe), as the stun spell, at half of your caster level.   
 
* 8- The spell also stuns the target (friend or foe), as the stun spell, at half of your caster level.   
 
* 9- The effective level of the spell is increased by 2.   
 
* 9- The effective level of the spell is increased by 2.   
* 10- The spell casts normally, but costs 50% less mana.
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* 10- The spell casts normally, but costs 50% less mana.
  
 
=====Cleaver Little Fella:=====
 
=====Cleaver Little Fella:=====
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You gain +2 Intelligence and Charisma and +1 Dexterity, but lose -1 Strength and Constitution. (doubling: stacks)
 
You gain +2 Intelligence and Charisma and +1 Dexterity, but lose -1 Strength and Constitution. (doubling: stacks)
  
=====Tinker Master:=====
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=====Inherited Alliance:=====
  
You feel most comfortable around gadgets and devices of your own design.  You gain a racial bonus of +4 to Trade Skill (tinkering) checks, and if successful, your determine your progress as if you had gained an additional +2 to your roll.
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You gain a faction bonus of +4 to any faction of your choice.  Negative faction modifiers with this group can never exceed -2. (doubling: applies to different faction)
  
 
=====Lava Livin’:=====
 
=====Lava Livin’:=====

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