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==Brands== Because of the low-magic setting, spellcasting classes in Spellslinger are replaced by "Brands", which are mini-classes; you give up your first level to take 1 Brand, which affects your class skills and hit dice, but gives you access to magical abilities based on that Brand, which you gain at the appropriate levels - your secondary class is "counted as" for levels, so a Magi 1/Gunslinger 9 is treated as a 10th level Magi. Three Brands directly correlate to the original classes; for these, you need to take the "X Circle" feats to give yourself spells (1st Circle for 1st level spells, through to 5th Circle for their most powerful (5th level) spells, and they all cast spontaneously and without the need for material components. The other Brands just have access to feats that build upon their magical traits. All Branded characters need to display their stigma, the physical manifestation of their magical talent, before they can use their powers. '''Blackhands''' are anti-mages, marked by a jet-black hand and the innate ability to detect magic, bestow the Magekiller property to weapons, and resist spells. Any weapon a Blackhand wields counts as a Magekiller, but they can bestow this ability temporarily on other weapons by smearing them with their own blood. Feats augment them with the ability to cast Greater Dispel Magic, augmenting that trait, permanently draining the magic from enchanted items to heal themselves, and increased spell resistance. '''Magi''' correlate to the [[Wizard]] class of old; marked by a milky-white "evil eye", they can detect magic at will and are the only Brand to have cantrip spells. Magi spells focus on destruction, mind control and unnatural forms of travel. Their feats augment their evil eye, allowing them to hypnotize others, unleash bursts of force, and see through illusions. '''Padres''' are the legacy of the [[Cleric]] class; welcomed wherever they go, the "divine spark" (a flame-like birthmark on the forehead) is a welcome sign, as they have an innate healing touch and the ability to bless allies and their own weapons, even without acquiring Padre spells. Padre spells focus on healing, cleansing and empowering. Their feats augment their healing touch and blessing abilities, and allow them to scry via mirrors. '''Pale Riders''' are the closest things in the Spellslinger universe to [[Necromancer]]s. Marked by a blatant ghost-white handprint on their face, they can kill with a touch, have a terrifying glance, and can summon ghostly steeds to ride them, hence the name. They can gain the ability to sense life and death at will via a feat, but most of their feats focus on improving their killing touch and ghostly steed. '''Skinwalkers''' are the [[Druid]] counterpart to the Magi and Padres; a crescent moon mark is present on their forehead at all times, and even when shapeshifted, they can't get rid of it. They have lesser shapeshifting abilities, akin to the Alter Self spell. Skinwalker spells focus on animal, plant and a handful of elemental magics. They use their feats to augment their ability to shapeshift, mainly to turn into animals and talk to animals. '''Steelhearts''' are marked by a large hammer-print birthmark on their chests and have a preternatural affinity for metal and technology. Working metal comes naturally to them, whether to make things, fix things, or even break things, and they have the inherent ability to create magical items despite not casting spells. They can acquire feats to heat metal with a touch and turn their skin into super-hard steel. {{D&D-3rd-Party-Settings}}
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