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Alchemy Discipline Discipline: Abilities |
Discipline: Casting Ethereal Accuracy Spellcraft |
Skills associated with magic or psychic ability. These skills almost always require special training or study.
In certain circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead
This skill is impossible to use without training, meaning no successful attempts can be made until the character possesses at least 1 rank in the skill.
Alchemy is a little bit of science and a little bit of magic. Alchemists can identify substances and create potions and antidotes. Alchemy is expensive and every attempt usually costs money. Alchemy is a very time consuming activity, taking at least an hour, sometimes days or weeks, depending on the project and the materials at hand. A separate appendix is devoted solely to this skill.
| 70+ TAV: | Identify new Potion/Substance/Poison with extra diff. modifiers for rarity and preciousness. Cost: 5% of retail cost. |
| 130 TAV: | Duplicating a known potion. Failure results in the loss of one dose of the sample potion. Cost is equal to creating the same potion from scratch. |
| -60 AV: | Not using an alchemy lab. |
In certain circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead
This is a representation of a character's attunement to a particular magical or psionic form such as Fire Elementalism, Conjuring, Telekinesis, Telepathy, or Manipulation. Before a character can even begin to use any magical or psionic abilities, she must have at least one rank in an appropriate Discipline. Higher ranks in a Discipline reduce the amount of stamina used while spell casting, increase spell power, and allow access to more powerful abilities. More detail is included in the section on Magic and Psychic abilities.
Optional Rule: Some GMs may choose to play with a simplified rule where characters possess a single discipline rank which governs all of their spell casting abilities for each of their magical disciplines instead of individual discipline skill ranks for each discipline. The purchase of new disciplines is more expensive under this rule.
Optional Rule: Some GMs may choose to play with a simplified rule where characters possess a single discipline casting rank which governs all of their spell casting abilities for each of their magical disciplines instead of individual casting skill ranks for each discipline. The purchase of new disciplines is more expensive under this rule.
Ethereal accuracy is the character's skill which indicates how much control the character has over his or her psionic or magical skills in which aiming is a factor (such as projectile spells). When casting a many spells or using ranged magical items, the character must pit his or her Ethereal Accuracy against the target's DR, modified by range, if appropriate.
If there are multiple targets for one spell effect, each additional target beyond the first imposes a cumulative -20 AV penalty to the Ethereal Accuracy checks.
Spellcraft is a representation of a character's knowledge of arcane theory. Often, wizards and priests possess this skill to help them in their studies of the arcane arts. This skill is also required for the creation of magical items, such as wands, staves, scrolls, etc.
| 70 TAV | Identify a magic trap and its effects. |
| 50 TAV | Identify a spell being cast in a discipline that the character knows. Requires that the character be able to see and hear at least two of the following: the material components of the spell, the hand gestures, or the verbal components. |
| 70 TAV | Identify a spell being cast in a discipline that the character is not trained. Requires that the character be able to see and hear at least two of the following: the material components of the spell, the hand gestures, or the verbal components. |
| 90+ TAV | Learn the attunement ritual to a magical item. |
| 110+ TAV | Understand and identify strange, unique, rare, or otherwise unexplainable Arcane phenomena, artifacts, and energies. |
| 50 TAV | Identify the discipline associated with a magical item if the character knows the discipline. Requires Arcane Vision. |
| 70 TAV | Identify the discipline associated with a magical item if the character does not have any ranks in that discipline. Requires Arcane Vision. |
| 50 TAV | Identify a specific spell effect in in a magical item if the character knows the spell. Requires Arcane Vision. |
| 70 TAV | Identify a specific spell effect in a magical item if the character knows any discipline the spell belongs to. Requires Arcane Vision. |
| 90 TAV | Identify a specific spell effect in a magical item if the character does not have any ranks in that discipline. Requires Arcane Vision. |
| +40 TAV | Attempting to identify magical effects in an item without using Arcane Vision. |
| 25 TAV | Cast a spell from scroll: If the user knows how to cast the spell, the user only needs to succeed at a Spellcraft(25) test. |
| 50 TAV | Cast a spell from scroll: If the user can not cast the spell, but possesses at least one Arcane, Shuri, or Elemental discipline of rank 4 or higher. |
| 70 TAV | Cast a spell from a scroll: The caster does not know how to cast the spell and has fewer than 4 ranks in a magical discipline. If the skillcheck failed by more than 30 points, the spell backfires. |
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