# GREEN THUMB

## Requirements

you must have mastered the Floralist Class.

## Effect

When you fill 1 or more sections of your Growth Clock, you may choose one option:

- You fill 1 additional section of your Growth Clock;
- Or you fill 1 fewer section of your Growth Clock (to a minimum of 0 sections filled).

If you do, you cannot use this effect again until after your Growth Clock has become completely empty.

Additionally, damage dealt by your magiseeds ignores Resistances.

# INNER WELLSPRING

## Requirements

you must have mastered the Invoker Class.

## Effect

When you acquire this Heroic Skill and whenever you rest, you may choose one wellspring: air, earth, fire, lightning, or water. If you do, you gain the following benefits until your next rest:

- You always treat the chosen wellspring as being available during each scene, in addition to whatever wellsprings are already available.
- You may perform Rituals of the Elementalism discipline, but only if those Rituals manipulate the element of the chosen wellspring.
- You gain Resistance to the damage type corresponding to the chosen wellspring.
- When you deal damage, you may change its type to the one corresponding to the chosen wellspring. If you do, that damage ignores Resistances.

# POWER NAP

## Requirements

you must have mastered one or more Classes among Guardian, Merchant, and Wayfarer.

## Effect

On your turn during a conflict, you may use an action to recover an amount of Hit Points and Mind Points equal to (20 + half your level) and also recover from all status effects. If you do:

- Your turn ends immediately;
- You lose the ability to hear and see;
- Your Defense and Magic Defense scores become equal to 5 and cannot be modified in any way (but you may still use the Protect Skill from the Guardian Class, if you have acquired it!).

These penalties last until the start of your next turn, until after you lose Hit Points, or until after you are hit by an attack or offensive spell.