D&D 3e (3.0/3.5) Rules
by Clive Squire
Author's Note: A while ago, in the Masters of Krynn article, I endeavoured to use the Master class' knack class feature to create semi-magical effects. This was designed so that the Master class could semi-fill the void that magic left in periods of Krynn's history when divine and arcane power was slim or no existent.
I managed this with varying degrees of success, however, the rules that I originally created were confusing and hard to implement (when compared with the standard item creation feats), so I have attempted to update and clarify the original idea.
The following is part of this process...
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