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==Aberrant Dragonmarks== So, the Dragonmarked Houses have the market and the potential for Dragonmarks all sewn up, right? Wrong. Every so often, a person of any race is born with a Dragonmark that doesn't quite match up with the others. It has unique powers, sometimes quite potent, but it also tends to have strange side-effects. It's possible that, given time, an Aberrant Dragonmark could stabilize and become a new Mark; the 12 Dragonmarks may owe their existence to interbreeding between the Aberrant-Marked and stabilization. However, Khorvaire society demonizes those who bear Aberrant Dragonmarks; after all, the Dragonmarked Houses don't need competition. This hasn't stopped "House Tarkanan", a group of Aberrant-Marked souls, from banding together and exploiting their unique powers to try and gain material wealth and authority. '''3.5 Edition:''' In the Eberron Campaign Setting page 47 the aberrant dragonmark can be taken as a feat by player characters. While the aberrant dragonmark is said to be imposible to improve in the ECS, the [[splatbook]] ''Dragonmarked'' overrides this and presents a lesser and greater aberrant dragonmark feat. A saving throw against one of your aberrant dragonmark spell-like abilities has a DC of 10 + the level of the spell + your Cha modifier. The caster level for your aberrant dragonmark spell-like abilities is equal to X + one-half your character level, where the X is a value determined by the power of your Mark (base: 0, so you just have Caster Level equal to 1/2 your character level or 1, whichever is higher, Lesser: 3, Greater: 5). Whenever you use an Aberrant Mark ability, you must succeed on a Fortitude save with the DC determined by the power level invoked (DC 10 for a base mark ability, DC 10 for a Lesser Mark ability, DC 15 for a Greater Mark ability) or be ''dazed'' for 1 round. * Aberrant Mark: You can use one of the following spell-like abilities once per day. Burning hands, cause fear, charm person, chill touch, detect secret doors, feather fall, inflict light wounds, jump, light, pass without trace, produce flame, shield, Tenser’s floating disk. * Lesser Aberrant Mark: You can use one of the following spell-like abilities the indicated number of times per day, and you can use your base aberrant mark power +1 time per day. Bestow curse 1/day, contagion 1/day, darkvision 2/day, death knell 2/day, false life 2/day, poison 1/day, rage 1/day, scare 2/day, scorching ray 2/day, sleet storm 1/day, suggestion 1/day, summon swarm 2/day, touch of idiocy 2/day, or vampiric touch 1/day. * Greater Aberrant Mark: You can use one of the following spell-like abilities the indicated number of times per day, and you can use your base aberrant mark power and your lesser aberrant mark power +1 time per day each. Cloudkill 1/day, cone of cold 1/day, confusion 2/day, dominate person 1/day, enervation 2/day, fear 2/day, feeblemind 1/day, fire shield 2/day, flame strike 1/day, insect plague 1/day, mass inflict light wounds 1/day, phantasmal killer 2/day, or slay living 1/day. '''4th Edition:''' In the Eberron Player's Guide pages 86-87, three Aberrant marks are available to player characters as feats which apply riders to the character's Daily Powers. The aberrant marks are as follows: * ''Aberrant Mark of Contagion:'' Enemies you hit with a Daily Power suffer a -2 penalty to saves against Ongoing Damage. * ''Aberrant Mark of Madness:'' Enemies you hit with a Daily Power suffer a -2 penalty to their [[Non Armor Defenses|Will defense]]. * ''Aberrant Mark of Terror:'' Enemies you hit with a Daily Power suffer a -1 penalty to their attack rolls against you; this is a Fear effect. '''5th Edition:''' Aberrant Dragonmarks are a feat. What's different here is that ''any'' race, not just dragonmarked ones (Yes, even Warforged), can take the feat. This time they can get ''any'' 0th and 1st level spell and spend HP to increase the effective slot they were cast from. [[Category: Eberron]] [[Category: Dungeons & Dragons]] [[Category: Game Mechanics]]
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