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Grand Master Disciplines

Kai and Magnakai Disciplines

During your distinguished rise to the rank of Kai Grand Master you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines have provided you with a formidable arsenal of natural abilities which have served you well in the fight against the agents and champions of Naar, King of the Darkness. A brief summary of your skills is given below.

Weaponmastery
Proficiency with all close combat and missile weapons. Master of unarmed combat; no COMBAT SKILL loss when fighting bare-handed. Add an additional 2 points to any number picked from the Random Number Table for missile or thrown Weapons (e.g. Bows or thrown Daggers).

Animal Control
Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creature's sense of taste and smell.

Curing
Steady restoration of lost ENDURANCE points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms and toxins. Repair of serious battle wounds.

Invisibility
Mask body heat and scent; hide effectively; mask sounds during movement; minor alterations of physical appearance.

Huntmastery
Effective hunting of food in the wild; increased agility; intensified vision, hearing, smell and night vision.

Pathsmanship
Read languages, decipher symbols, read footprints and tracks. Intuitive knowledge of compass points; detection of enemy ambush up to 500 yards; ability to cross terrain without leaving tracks; converse with sentient creatures; mask self from psychic spells of detection.

Psi-surge
Attack enemies using the powers of the mind; set up disruptive vibrations in objects; confuse enemies.

Psi-screen
Defence against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. Ability to divert and re-channel hostile psychic energy.

Nexus
Move small items by projection of mind power; withstand extremes of temperature; extinguish fire by force of will; limited immunity to flames, toxic gases, corrosive liquids.

Divination
Sense imminent danger; detect invisible or hidden enemy; telepathic communication; recognize magic-using and/or magical creatures; detect psychic residues; limited ability to leave body and spirit-walk.

If you have completed the first twelve books of the Lone Wolf series, you can continue to use the Magnakai Disciplines acquired in those books (see the following Lone Wolf Club Newsletters: Summer Special 1987, No. 10 and No. 28). If you have not completed all of the first twelve books, use your personal judgement whether or not you should benefit from Magnakai Disciplines that you didn't choose in the books you did complete. If you have completed all twelve books of the Kai series, remember that you now possess all ten Magnakai Disciplines, including the last one that you hadn't chosen previously. Be certain to adjust your Action Chart to reflect the bonuses of the last Lore-Circle.
At times, the text will explicitly give you the option of using a Magnakai Discipline. At other times, some Magnakai Disciplines may have measureable bonuses that are useful to you in the Grand Master series but which are not explicitly prompted by the text. Other Magnakai Disciplines have less tangible effects and are assumed by the book (e.g. the Magnakai Discipline of Invisibility doesn't have a measureable bonus and the books assume you have this skill). The Magnakai Disciplines that can provide "tangible" bonuses in the Grand Master series are:
  • Huntmastery--may be used to automatically find food (unless the text explicitly notes otherwise)
  • Curing--may be used to heal 1 ENDURANCE point (per numbered section of the book) while not in combat.
  • Weaponmastery--adds 3 points to your COMBAT SKILL (4 if you reached the Magnakai rank of Scion-Kai) if using the Weapon with which you are skilled. Bonus of +2 to any Random Number picks with missile or thrown Weapons.
  • Psi-surge--adds 4 COMBAT SKILL points to your total when used against an opponent who isn't immune, at the cost of 2 ENDURANCE points per round of combat. Mindblast can still be used to add two points to your COMBAT SKILL without loss of ENDURANCE points. (If you reached the Magnakai rank of Archmaster, Psi-surge will add 6 points to COMBAT SKILL at the cost of 1 ENDURANCE point per round of combat and Mindblast will add 3 COMBAT SKILL points at no ENDURANCE penalty.)
These bonuses are replaced by their Grand Master Discipline equivalent (e.g. acquiring Grand Weaponmastery in a Weapon with which you have Weaponmastery gives you a +5 COMBAT SKILL bonus--not +8).

Now, through the pursuit of your new skills and the further development of your innate Kai abilities, you have set out upon a path of discovery that no other Kai Grand Master has ever attempted with success. Your determination to become the first Kai Supreme Master, by acquiring total proficiency in all twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will be venturing into the unknown, pushing back the boundaries of human limitation in the pursuit of greatness and the cause of Good. May the blessings of the gods Kai and Ishir go with you as you begin your brave and noble quest.

In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines will be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.

When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

If you have already completed one or more Grand Master adventures, you will already have picked your four initial Disciplines. You may add more Disciplines to your initial four as described later. It is quite possible that a particular Discipline will be of no use to you at all in a particular book which means that you should pick your Disciplines with even greater care.

Grand Weaponmastery

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed overleaf.

If you have the Grand Master Discipline of Grand Weaponmastery with a Bow, you may add 5 to any number that you choose from the Random Number Table, when using the Bow.

Lone Wolf Club Newsletter #28 tells us that "the +4 CS Weaponmastery bonus is not added to Grand Weaponmastery--it simply rises by 1 to +5."
If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a ‘hidden loyalty bonus’ (cf. Lone Wolf Club Newsletter #28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.
Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

The fact that you are skilled with two Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Grand Master series, you may add an additional Weapon to your list.

Possessing Grand Weaponmastery doesn't necessarily mean that you start out with that Weapon, but you might.
Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership) These improvements and those for subsequent Grand Master Disciplines are listed here for your convenience.
Sun Knight (6 Disciplines)
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.
Sun Lord (7 Disciplines)
Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.
Grand Crown (10 Disciplines)
Kai Grand Crowns with this discipline are consummate masters of unarmed combat. When fighting bare-handed, i.e. without any weapons, they may add 3 points to their COMBAT SKILL.

Animal Mastery

Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

Kai Grand Guardian (5 Disciplines)
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.
Sun Thane (8 Disciplines)
Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.
Grand Crown (10 Disciplines)
Grand Crowns with this ability are able to plant in the mind of any animal the image of their most-feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.
Sun Prince (11 Disciplines)
Kai Sun Princes with this Discipline are able to alter their appearance, including clothing and equipment, to take on the guise of any animal that they may come into contact with. This physical change will only be witnessed by the animal in question.

Deliverance (Advanced Curing)

Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.

(see the Healing entry in the Topical Guide)
Sun Knight (6 Disciplines)
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.
Sun Thane (8 Disciplines)
Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.
Grand Thane (9 Disciplines)
Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane chose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.
Sun Prince (11 Disciplines)
Sun Princes with this ability are able to cause the regeneration of lost body parts, i.e. hands, feet, arms, legs, bones and internal organs. This improved Discipline can be used to repair a Sun Prince's own body, or that of another person or creature. The time required to effect regeneration depends on the size and relative importance of the body part affected.

Assimilance (Advanced Invisibility)

Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.

Kai Grand Guardian (5 Disciplines)
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 infra-vision. The duration of the fog increases as a Grand Master rises in rank.
Sun Lord (7 Disciplines)
Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.
Grand Thane (9 Disciplines)
Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infra-vision (the ability to see the heat radiating from a person or thing), or ultra-vision (the ability to detect objects or movement in the ultra-violet spectrum of light).
Sun Prince (11 Disciplines)
Kai Sun Princes who possess this Discipline are able to create an illusory double of themselves and project this image up to a range of thirty feet. The Sun Prince must remain in visual contact with his/her image in order to maintain the illusion. Physical, magical, and psychic attacks upon the illusory image will cause no injury. The range of this ability increases substantially when a Sun Prince attains the rank of Kai Supreme Master.

Grand Huntmastery

Grand Masters are able to see in total darkness and have greatly heightened senses of touch and taste.

In practise, this Grand Master Discipline also bestows enchanced reflexes upon Lone Wolf, often granting bonuses to picks from the Random Number Table.
Kai Grand Guardian (5 Disciplines)
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.
Sun Lord (7 Disciplines)
Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.
Sun Thane (8 Disciplines)
Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.
Sun Prince (11 Disciplines)
Grand Masters who have reached the rank of Sun Prince are able to control their direction and rate of movement when subjected to strong currents of air or water, or when venturing through non-material planes of existence, e.g., Shadow Gates.

Grand Pathsmanship

Grand Masters are able to resist entrapment by hostile plants and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

Sun Knight (6 Disciplines)
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 numbers of insects so affected increases considerably as a Grand Master rises in rank.
Sun Thane (8 Disciplines)
Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.
Grand Crown (10 Disciplines)
Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.

Kai-surge

When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack--Mindblast--they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)

Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

Kai Grand Guardian (5 Disciplines)
Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.
Sun Lord (7 Disciplines)
Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast--a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a '0' = 1) and the resultant total equals the damage inflicted. However, use of a Kai-Blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.
Grand Thane (9 Disciplines)
Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g., bottles, windows, all ceramics, urns, jugs, and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.
Sun Prince (11 Disciplines)
Sun Princes who possess mastery of this Discipline are able to focus their psychic power into a Kai-ray: a laser-like beam of mental energy capable of penetrating the strongest of psychic defences. This ability can be used once during a combat to reduce an enemy's ENDURANCE score by 15 points. However, use of this Kai-ray will also reduce a Sun Prince's ENDURANCE score by 4 points. It cannot be used if a Sun Prince's ENDURANCE score is 10 or less and it cannot be used in conjunction with any other form of psychic attack.
The Kai-ray works in conjunction with a round of combat to add 15 damage to the end result. It is not used as a "free hit".

Kai-screen

In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.

Kai Grand Guardian (5 Disciplines)
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.
Sun Thane (8 Disciplines)
Sun Thanes who possess this Discipline are able to erect a special psychic defence called 'Mindfort'. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.
Grand Crown (10 Disciplines)
Grand Crowns who possess mastery of this Discipline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures who are sensitive to such psychic auras.
Sun Prince (11 Disciplines)
Sun Princes who possess this Discipline are able to create a mental sanctuary in which to keep safe their minds from psychic assault. Creation of this sanctuary does not require thought or concentration; it occurs instantly whenever a Kai Sun Prince is subjected to psychic attack. The defensive strength of this sanctuary further increases when a Sun Prince attains the rank of Kai Supreme Master.

Grand Nexus

Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.

In practise, this Grand Master Discipline also provides Lone Wolf with enhanced psychic powers over other items.
Sun Knight (6 Disciplines)
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.
Grand Thane (9 Disciplines)
Grand Thanes who possess mastery of this Discipline can pass freely through the Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.
Grand Crown (10 Disciplines)
Grand Crowns who possess this Discipline are able to speak a Kai Power Word--a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crown's reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increases as a Grand Master rises in rank.

Telegnosis (Advanced Divination)

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

Sun Knight (6 Disciplines)
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.
Sun Lord (7 Disciplines)
Sun Lords who possess this Discipline are able to alter their body-weight in order to walk successfully upon different kinds of surface, e.g., water, mud, lava and quicksand. Time duration and degree of surface difficulty increases as a Grand Master rises in rank.
Grand Thane (9 Disciplines)
Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

Magi-magic

Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakeros--the native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

Kai Grand Guardian (5 Disciplines)
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 Lord (7 Disciplines)
Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:
  • Penetrate -- This increases the penetrative energy of any Arrow, or Arrow-like missile, launched by a Sun Lord.
  • Energy Grasp -- This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood spell 'Lightning Hand', but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.
Grand Thane (9 Disciplines)
Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom battle-spells:
  • Power Glyph -- By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
  • Hold Enemy -- Using this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increases as a Grand Master rises in rank.

Kai-alchemy

Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of left-handed magic increase, enabling you to craft new Kai weapons and artifacts.

Sun Knight (6 Disciplines)
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 in unarmed combat.
Sun Thane (8 Disciplines)
Grand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood spells:
  • Slow Fall -- By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
  • Breathe Water -- Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
Grand Crown (10 Disciplines)
Grand Masters who have reached the rank of Grand Crown are able to use the following Brotherhood spells:
  • Teleport -- By casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.
  • See Illusion -- Using this spell, a Kai Grand Crown is able to detect an illusion and know immediately its true identity or purpose.

If you successfully complete the mission as set in this, the first of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 14.

For every Grand Master Discipline you possess, in excess of the original four disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline, your original four Grand Master Disciplines, and any Special Items that you have found and been able to keep during your adventures, may then be carried over and used in the next Grand Master adventure.

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