GENIE LORE - (1 slot, Priest/Wizard, Intelligence)
Characters with this proficiency are versed in the nature and background of all geniekind, from the smallest elemental gen to the grandest noble pasha or caliph. They know the proper manner for greeting and conversing with agenie -- in other words, the manner least likely to offend the creature. In contrast, other characters must rely on successful Charisma checks both initially and ever time they commit a potential faux pas (in the Dm's opinion) Characters who have genie lore also know the hierarchy and organization of geniekind. At a glance, they can tell whether a creature is a marid, djinni, dao, or efreeti. They can also say whether a creature they're conversing with is noble or base. If a genie is masquerading as a common human, a successful proficiency check reveals the ruse. If this check fails, perception is completely reversed from the truth. ie: the genie seems definitely to be a common person, and a common person seems definitely to be a genie. A character can perform only one such check per 'suspect'. If the character has no reason to be suspicious, the check is made with half the usual proficiency score, rounded down.
	Genie lore also enables a character to detect the work of genies. ie: the physical manifestation of genie spells, as well as items created by a genies spell-like abilities. The chance of success is limited. The check is made using half the proficiency score, rounded down. If successful an individual may discern, for example, whether a wall has been constructed by a djinni, or whether a princess is enamoured magically by the effects of a dao granted limited wish. Genie lore does not enable a character to detect genies moving invisibly through the immediate area. Nor does it help the character see through an extraordinary disguise unless the genie is working some wonder of magic at the time.

HERBALISM - (2 slots, Priest/Wizard, Intelligence -2)
Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. The DM must decide the exact Strength of such poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains a bonuses when using his healing talent. In addition, a +1 bonus is gained when using the botany proficiency as well, if both are possessed.

HERBALISM - (Additional information)
To be able to cure poison and diseases, the PC must collect various herbs while travelling and make them into small salves (this is due to the fact that most poisons are fast acting, and the PC wouldn't be able to make up a salve and find the components in say 1 to 4 rounds). The weight of all these herbs and salves is 5 pounds. To cure the poison or disease, the PC must make a number of NWP rolls. These are;
•	A NWP roll to see if he possesses the knowledge to deal with that particular toxin or disease.
•	A NWP roll made against half his norma skill roll to determine if he neutralises that particular agent.
•	If the poison/disease is from a monster, and there is any chance of curing the malady, the skill roll is at 1/4 the normal NWP roll. If the poison or disease is magical in nature, then no mundane cure will work.
	On any given day in the wilderness, the PC may also be able to find some particularly helpful herbs in use against injury gained by an individual. These herbs can only be used within 7 days of them being found to be of any use (unless the PC also has the pharmacy NWP, in which case he may preserve these herbs for a maximum of 1 month, before they lose their effect). The chance to find these herbs is equal to 1/4 their normal NWP check if the character is 'just looking out for them while traveling', and half normal NWP check if actively searching (half normal movement rate for that day). The number of herbs that will be found, is equal to the number of successful NWP checks rolled consecutively, so if the first roll for the day fails, then none will be found that day (although the PC still searches, and movement will be 1/2 normal for the rest of the day if actively searching).
	Adders Tongue - Location:  Moist meadows, shady clearings (late spring).Uses:  Leaf Tea:  heals 1d3 hp/day (drink 3/day). Ointment:  immediately heals 1d2 hp (usable 1/day)
	Birthwort - Location:  Hedges, fences, sunny thickets (mid-summer). Uses:  Juice:  +2 on poison saves if applied with 1 round. Poultice:  +1 hp/day for 2 days
	Comfrey - Location:  ditches, watersheds, moist fields (mid, late summer). Uses:  Root:  heals 1d4 hp when applied to a wound. Tea: same as Adder's Tongue
	Garlic - Location:  damp meadows, sparse forests (spring-fall). Uses: Juice: antiseptic, heals 2 hp/day for 3 days, insect repellent, 50% chance
	Herb True-Love - Location:  woods (mid, late spring). Uses: Leaves: antiseptic, heals 1hp/wound.  Berries:  +2 on poison saves if eaten with 2 rounds, +3 for dwarves and halflings
	Juniper Berry - Location:  sparse evergreen forests (any). Uses: Berries: stimulant, heals 1d4hp if brought below 0. Antidote, +1 on poison saves if eaten within 2 rounds. acts as a powerful aphrodisiac (sp?) in elves and half elves (save vs poison or fall in lust with the first person of the opposite sex they see)
	Sphagnum Moss - Location:  swamps, bogs (any). Uses: Dressing: heals 25% faster
	Woundwort - Location:  ditches, fields, marshes (mid-summer). Uses: Dressing/Poultice:  regain 20% of damage if applied within 2 rounds.
OTHER HERBS
TYPE              PROPERTIES                   GAME EFFECT             COST/DOSE
Abaas             Healing                      1-2 hp                     1 gp
Adder's tongue    Healing                      1-4 hp                    10 gp
Agrimony          Cures blood diseases                                    3 sp
Alkanet           Poison antidote              +1save w/in 1 round        5 sp
All-Heal          Increases healing draughts   +25% effectiveness	        10 gp
Amaranth          Stops haemorrhaging          clots bleeding             5 sp
Anemone           Cures eye disorder           20% cure clouded eyes      3 sp
Angelica          Cures lung disorders                                    3 sp
Asarabaca         Cures violent tendencies     mild opiate                5 sp
Asparagus         Cures paralysis              +1save w/in 1 round        1 sp
Awn               Anti-inflamitory (joints)    reduces aches in joints    3 cp
Balm              Antidote for depression                                 1 sp
Baranie           Reduces nausea               May prevent seasickness    1 sp
Barberry          Cures burns                  heal double rate           2 sp
Basil             Draws poison                 -25% dmg of the poison     2 sp
Belladonna        Cure lycanthrpy (poison)     20% cure (1%death/dose)    5 gp
Bindwood          Eases pain                                              1 sp
Bishop's weed     Cures apathy                 increased energy           5 sp
Bitter sweet      Removes minor curses         25% (mostly selfinduced)   5 gp
Borate            Removes fear                 20% w/in 1 round           5 gp
Bryony            Healing                      1-2 hp                     5 sp
Calamint          Cures mental disorders       10% cure insanity         10 gp
Caranan           Healing/pain reliever        1-4 hp                     3 gp
Carefree Mustard  Heals concussions            -25% concussion effects   10 gp
Carneyar          Coagulator                   Stops bleeding Imediate   15 gp
Coriander         Cures disease                +5%/ day of use            4 sp
Daffodil          Healing                      1 hp                       3 sp
Doilan buds       Nourishment                  5 buds = 1 meal            6 gp
Elendil's Basket  Purify H2O, slow poison, survive poison
                                               Purify 1pt, + 6 hour       8 gp
Eyebright         Cures blindness              10% cure blindness         2 sp
Fiis flower       Healing                      1-6 hp                    13 gp
Flax-Weed         Cures skin irritations       prevents itching           1 sp
Fumitory          Cures melancholia            focus mind                 5 sp
Germander         Relieves pain                                           5 sp
Gladwyn           Cures paralysis              gives extra save (no +)    4 gp
Grarig            Potent healing herb          2-20 hp                   60 gp
Groundsel(mtn)    Relieves pain                                           1 gp
Garlic            Antiseptic, insect repelnt   (+ to attract maonsters)   6 cp
Harlindar         Assures save childbirth                                 5 sp
Hellebore         Cures love sickness          gives new save vs charm    2 sp
Himrose           Relieves inflammation                                   6 sp
Hyssop            Anti-parasitic               Drive parasites away       5 gp
Klandum           Removes paralysis            Get extra save            20 gp
Klynyk            Depillitory                  Removes hair 1-6 days      5 sp
Lavender          Restores speech              sooths ragged voices       1 gp
Maiana            Decongestant                                            2 cp
Maragath          Anaesthetic (local)          Numb 1 area for 1-4 hrs    3 sp
Moonwort          Heals bruises,broken bones   X2 healing (1d6 days)      1 gp
Nelthadon         Emetic (induces Vomiting)    new save vs ingesteds      1 sp
Peony             Cures insanity               15% cure(5%/day addict)   12 gp
Periwinkle        Promotes happiness                                      3 sp
Plantain          Relieves skin irritations    eases itching              1 sp
Rampion           Relieves fever                                          2 sp
Red Willow        Breaks Fever                 Break Fever w/in 1 day     5 sp
Rose              Cures eye disorders          1% cure Blindess           1 sp
Rosemary          Promotes healing             1-3 hp                     3 sp
Rumareth          Coagulant/sedative           stp bleeding (sleep 8hr)   7 sp
Sage              Restores memory              +2 int check (memory)      2 sp
Self-Heal         Promotes healing             1-6 hp                    15 gp
Sindoluin         Anti-coagulant               Bleed +1hp/minute         10 gp
Shepherd's Purse  Heals burns                  heal 1-4 hp (burns)        3 sp
St. John's Moss   Heals burns                  heal 1-3hp (1-4 days)     12 sp
Tamarisk          Poison antidote              extra sv (w/in 5 rnds)    10 gp
Tharm             Protection vs. sun           Tan, prevent sun-blister   2 sp
Thistle           Poison antidote              +2 save (w/in 2 rnds       4 gp
Thyme             Anti-parasitic               +1 save vs infestation     3 sp
Trefoil           Antidote for insect bites    reduce swelling/itching    6 sp
Whortle           Relieves fever                                          3 sp
Wormwood          Anti-parasitic               gives 2 saves vs parast    7 sp
Yarrow            Mild sedative                sv poison @ +3 or sleep    2 gp

Iron Will (2 slots/6 CP)	Wisdom/Willpower, –2
Group: Warrior, Priest	Initial rating: 3
	Some people are possessed of an amazing ability to drive themselves on despite injuries or exhaustion that would stop another person in his tracks. A character with the iron will talent gains a +1 bonus to saving throws vs. mind-affecting spells or effects, including charms, holds, hypnotism, fascination, suggestion, and other such spells.
	In addition, characters with iron will have the unqiue ability to keep fighting even after being reduced to negative hit points. Each round that the character wishes to remain conscious, he must roll a successful saving throw vs. death with his negative hit point total as a modifier to the roll. For example, a character reduced to –5 hit points can try to stay on his feet and keep moving and fighting by succeeding on a saving throw roll with a –5 penalty. As long as the character remains conscious, his condition does not worsen—in other words, he doesn't begin to lose 1 additional hit point per round until he actually passes out.

MAGICAL ENGINEERING - (2 slots, Priest/Wizard, Intelligence -3)
A character that has this proficiency can determine the nature of a magical item more easily. S/he does this by examining the item and looking for clues in its composition, form, and decoration.  A successful proficiency check indicates that the character has correctly identified the item. Some particularly unusual magic items would apply significant penalties to this roll (e.g. while a Sword + 1 and Ring of Invisibility would have no modifiers, a Sword of Sharpness and Staff of the Magi might be harder to identify correctly.
	Whether or not the ability check succeeds, the character using this skill will think that s/he has correctly identified the item.  However, if the roll fails, the DM should tell the character that it is something that it in fact is not.
	The person using this skill may also be able to detect magical constructs for what they are (ie, thats and iron golem, etc), but not their special abilities (ie, this is an iron golem and you need '+X' weapons to hit it and blah blah blah...). To use this ability, a person must make their Magical Engineering roll at half normal chances.
	This skill also reduces the amount of time needed to construct a magical item by a percentage equal to the Intelligence of the wizard/cleric.

MEDITATION - (1 slot/2 for Mage and Priest, Psionicist/Mage/Priest, Wis or Int -1 for Mage)
If used correctly, the user falls into a relaxed state, where he/she can review thoughts and past actions in a semi-detacted form (q. Reverie - Elven handbook) Also, for the Psionist it enables him to regain PSP's at the sleeping rate (12 PSP's / hour). The meditator is in a state of relaxation and is still aware of his surroundings, but not totally (changed from Psionic NWP). In this state the meditator notices things outside of himself, but cannot be an effective guard in this mode as he only notices the obvious, not the small signs. (-3 or more to a perception check ?).
	The meditation nonweapon proficiency allows a bonus to all Intelligence checks for a person if they follow an hour of meditation. For example, if a wizard wanted to use his Magical Engineering proficiency on a ring, he would get a +2 bonus to his Intelligence check if he spent an hour beforehand meditating on the problem.
	The method of meditating varies considerably from person to person. For some, it involves measured breathing while in lotus position -- for others, it means puffing silently on a pipe while watching the clouds. It is up to the player and DM to come up with an appropriate meditation method.
	For a mage, use of this technique halves the amount of rest needed before rememerisation of spells. This is due to the total relaxation and the reviewing of thoughts incompassed in the proficiency. For a priest, you may make it a requirement for prayer, thus spells. Although it would give little bonus. Maybe a bonus spell for proper prayer, or maybe the opposite, penalising a priest who doesn't?.

PHARMACY - (1 slot, Priest, Intelligence)
This skill allows a PC to preserve herbs and chemicals and prepare medicines from both natural and inorganic ingredients. On a successful pharmacy check, the pharmacist can create a medicine to cure certain ailments (the DM should assign a +3 to -10 modifier, depending on the severity and rarity of the disease) using herbs and chemicals. A failed check either does nothing or has non-leathal side effects (DM choice), but a check of 20 results in poisoning. Using this skill with both herbalism & healing, with cure an extra 1HP per application. This skill is needed to preserve all the healing herbs mentioned in Herbalism NWP for longer than 2 game weeks.

PLANET LORE - (1 slot, Priest/Wizard, Intelligence)
The character has learned the legends, lore, and history of some planet or thread of time in some distant sphere. The knowledge must be world specific. The DM can restrict the selection to certain planets, or can allow the player to choose. Thus, a player could know details about the Unhuman Wars, or the history of the planet Glyph, or whatever else is available in the specific campaign. The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, breakthroughs, unsolved mysteries, crafts, and oddities of the time or place. The character must roll a proficiency check to identify places or things he encounters from that age or location.

PLANETOLOGY - (2 slots, Priest/Wizard, Intelligence -1)
A character with the planetology proficiency has studied the various types of planets that may be found within crystal spheres. He is able to identify signs of groundling civilization from space and can determine the climate and probable inhabitants of a world by studying it for a short time, and making a successful proficiency check.

RELIGION - (1 slot, Priest/Wizard, Wisdom)
Characters with religion proficiency know the common beliefs and cults of their homeland and the major faiths of neighboring regions. Ordinary information of any religion is automatically known by the character. Special information, such as how the clergy is organized, requires a proficiency check.
	Additional proficiencies spent on religion enable the character to either expand his general knowledge into more distant regions or to gain precise information about a single faith. If the latter is chosen, the character is no longer required to make a proficiency check when answering questions about that religion. Such expert knowledge is highly useful to priest characters when dealing with their own and rival faiths.

SOMATIC CONCEALMENT - (1 slot, Priest/Wizard, Dexterity -1)
A successful check at the start of casting means that anyone watching does not recognise the spellcaster's gestures as magical in nature.

SPECIFIC SPELL - (2 slots, Wizard, Intelligence -2)
This very special nonweapon proficiency represents that a wizard might, through much study and dedication, be able to specialize in a spell in the same way that a fighter can specialize in a weapon. Wizards can only specialize in a given spell once, and they can never begin at first level specialized.
	When the wizard first decides to specialize in a particular spell, he must decide what component of the spell he wishes to emphasize. This can never be changed.
Offensive Spell Only:
	1)  Reduce target's saving throw by -1.
	2)  +1 point of damage per die.
Any Spell:
	1)  Increase duration by +50%.
	2)  Increase range by +50%.
	3)  Increase area of effect by +50%.
	Note that some spells can have any of these applied (e.g. Melf's Minute Meteors), while others cannot. For instance, any spell with an "instantaneous" or "permanent" duration cannot be increased by +50%. Likewise, a spell with a range that is either "0" or "touch" cannot have its range improved by +50%. Finally, a spell with an area of effect of "caster only" cannot be increased. {from Net Wizard Handbook}

SPEED CASTING - (2 slots, Priest/Wizard, Wisdom -2)
This skill, taken once, allows the wizard or priest to reduce the initiative modifier of any spell by one if she makes her skill roll. If the wizard has chosen this skill more than once, she must make a skill roll for each level of speed casting she possesses. This skill cannot be taken more than three times, and no spell may have its initiative modifier reduced below one.
	Examples of use:  The wizard in these examples has three levels in speed casting and a Wisdom of 13 (thus, he has a +1 modifier because he has three levels of speed casting).
	Example one:  The wizard wants to cast Chaos (initiative modifier of 5). He rolls a 10, 5, and 13. Since he made all of his skill checks, the initiative modifier on Chaos is reduced to 2.
	Example two:  Again, the wizard wants to cast Chaos. This time, he rolls a 12, 2, and 20. The Chaos spell has its initiative modifier reduced to 3.
	Example three:  This time, the wizard rolls a 5, 19, and 4. Since the second roll failed, it does not matter what the third roll was (in this case, it would have passed). The Chaos spell has its initiative modifier reduced only to 4.
	Spells that have an explicit casting time instead of an initiative modifier are in no way speeded up by this spell.
	Design note:  Wisdom is the relevant ability here because it was felt that mental toughness and concentration are required to rush out the spell without distraction, rather than memory or analytical ability (INT).

SUBTLE CASTING - (2 slots, Wizard, Dexterity -2)
A wizard with this skill can cast spells so sneakily that no observer can detect any somatic spell components unless they make a successful Spellcraft skill check.  If the wizard combines this with a Vocalize spell, the only outward sign that he is casting a spell might be the visible effects of the spell itself.

Veterinary Healing

  	The character can attempt to heal all types of normal animals, following the same procedures described in the description of the healing proficiency (returns 1-3 hit points if done within one round of wounding, once per creature per day; continued care can restore 1 hit point per day during non-strenuous traveling for up to 6 creatures; gives a +2 to save vs. poison if treated for 5 rounds within a round after poisoning; diagnose disease, magical origins identified, natural diseases take mildest form and shortest duration). Supernatural creatures (such as skeletons or ghouls) or creatures from another plane (such as aerial servants or xorn) cannot be treated with this proficiency.
 	 This proficiency is not cumulative with the healing proficiency--the first used will take precedence. The veterinary proficiency can be used on humans, demihumans, and humanoids at half the normal chance for success.