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===Simic Scientist Background=== You gain Skill Proficiencies in Arcana and Medicine, can speak two languages of your choice, and carry the following equipment: A Simic insignia, a set of commoner's clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins) Clades and Projects As a Simic researcher, you are part of a clade—a diverse group of individuals combining disparate talents in pursuit of a common goal—or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a d6 or choose from the options in the Research Options table to determine your area of research. Research Options ::d6 Clade/Project ::1 Hull Clade, focused on protection and durability ::2 Fin Clade, focused on movement ::3 Gyre Clade, focused on cyclical patterns and metamagic ::4 Guardian Project, focused on creating guard monsters and super soldiers ::5 Crypsis Project, focused on intelligence and counterintelligence ::6 Independent research in a new area Feature: Researcher When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets. To further represent the Guild's training and philosophical impact, spellcasters (that is, anyone with the Spellcasting or Pact Magic class feature) gain bonus spells to their spell list based on the guild. For the Simic Combine, that's the following: ::Spell Level Spells ::Cantrip acid splash, druidcraft ::1st detect poison and disease, expeditious retreat, jump ::2nd alter self, enhance ability, enlarge/reduce ::3rd gaseous form, water breathing, wind wall ::4th freedom of movement, polymorph ::5th creation When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature.
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