Animal Friendship(10): As the Priest spell
of the same level.
Attribute Bonus(10): +1 to (Aim or Balance or Knowledge or Appearence).
Empathy with Animals(10): Automaticaly befriend a domestic or non-hostile animal and can determine its
health and nature. When dealing with wild or trained to attack animals, it must
make a save vs rod to resist with a -1 per 3 level of the elf. If it fails to save, the
the elf can adjust the level of reaction by 1.
Extreme Temperature resistance(5): +2 save vs (Extreme Cold(Frost base attacks) or Extreme Heath(Fire
Find Secret/Conceled door(5): 1 on a d6 to find a Concealed doors whithin 10' whitout searching.
1-2 on a d6 to find Secret doors while searching.
1-3 on a d6 to find Concealed doors while searching.
Hide in Woods(X): +2 on a d20 per CP to be undetectable in woodlands.
Infravision(X): Gain infravision 30' per 2CP.
Less Sleep(5): The elf only has to sleep 4 hours per night.
Magic Identification(10): +1 chance on a d20 per level to identify general purposes and functions of Magical
Items. The basic score is 0. A successful roll also show if an item is magical or not.
Pass without trace in woodlands(5): As the Druid spell of the same level.
Potion Identification(X): +2 on a d20 per CP to identify potions.
Sleep/Charm Immunity(X): +2 on a d20 per CP spent. Max 18.
Speak with plants(10): As the Priest spell of the same level.
Spell Ability(15): Faerie Fire, Dancing light and Light(Darkness if evil) once per day. Upon reaching 4th level,
add Levitate, Detect Magic and Know Alignment to that spell list.
Weapon Bonus(10): +1 to hit with (Bows or Javelins or Short Swords or Long Swords or Darts or Sling)
Each specific restrictions can only be taken once. Some restrictions are regroupments of specific
restrictions and they can be taken more than once but specific abilities whithin can only be taken once
each. The number in parenthesis is the number of CP each specific abilities gives.
Attribute Malue(5): -1 to (Fitness or Health or Muscle)