Improved Grand Master Disciplines
As you rise through the higher levels of Kai Grand Mastery, you will find that your Disciplines will steadily improve. For example, if you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.
Kai Grand Guardian
If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:
- Animal Mastery
- Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian’s bidding. This ability can only be used in an outdoor setting.
- Assimilance
- Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in rank.
- Grand Huntmastery
- Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.
- Kai-surge
- Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.
- Kai-screen
- Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.
- Magi-magic
- Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:
- Splinter—This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
- Flameshaft—This causes the tip of any arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.
Sun Knight
If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:
- Grand Weaponmastery
- Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.
- Deliverance
- Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature’s body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.
- Grand Pathsmanship
- Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and number of insects so affected increase considerably as a Grand Master rises in rank.
- Grand Nexus
- Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.
- Telegnosis
- Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.
- Kai-alchemy
- Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood Spells:
- Halt Missile—This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2–3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
- Strength—By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy.
The nature of any additional improvements and how they affect your Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf books.