Special Magic Skills and Abilities [05MAR08] skills_m.htm

During their apprenticeship (i.e. character creation) Mages may acquire these skills, for 1 CC-point each. Each special skill has associated special abilities, one of which may be chosen for each full 20% gained in that skill. 

SKILL / Abilities  Base (Prerequisites) Notes
SENSITIVITY  INT-10%, DF3(+2%) Can Detect Magic by touch, if roll succeeds
 Sense Magic   (-) Natural Detect Magic spell, ranged as usual.
 Identify Magic   (-) Natural Identify spell (once per day per 10% skill).
 Sense Scrying   (-) Sense when under magical observation, if roll succeeds.
 Scrying   (Sense Scrying) Natural Clairvoyance/Clairaudience spell (once per day per 20% skill).
 Foretelling   (-) See good/bad omens, if roll succeeds. (Critical: gain re-roll; Fumble: next crit. fumbles)
 Mind-reading   (Foretelling) Natural E.S.P. spell (once per day per 20% skill).
CEREMONY  CON-10%, DF3(+2%) Hour-long ceremony doubles magic skill when spell-casting, if roll succeeds.
 Ritualism   (-) Add magic skill, and power, to another Mage's spell-casting, if roll succeeds.
 Familiarizing   (-) Perform a ceremony creating a master-familiar bond between one creature and a mage.
 Diagramming   (-) Draw protective diagrams: Magic Circles, etc (as Abjurations, up to 1 level per 10% skill).
 Binding   (Diagramming) Bind more powerful creatures (intelligent/magical or non-summoned) into service.
 Summoning (type)   (-) Fetch creatures of a chosen generic type to serve, up to 1HD per 10%, if roll succeeds.
ENCHANTING  INT-10%, DF3(+2%) Create magical items. Basic skill allows the mage to scribe scrolls, if roll succeeds.
 Brew Potion   (-) Create magic potions (of up to 3rd level spells) if roll succeeds.
 Enchant Wand   (-) Create/recharge magic wands, which store and cast spells (up to 4th level). 
 Enchant Arms   (Brew Potion) Can imbue weapons or armour with magical enhancement (up to +1 bonus per 20% skill)
 Enchant Staff   (Enchant Wand) Create/recharge magic staffs, which store and cast multiple spell effects (of any level).
 Enchant Fetish   (B.Potion/E.Wand) Create power-storage staffs and other items, including amulets and talismans.
 Enchant Ring   (Enchant Arms) Create magic rings, with varied magical effects (and enhance armour/weapons).
 Enchant Rod   (Enchant Staff) Create magic rods, which have varied and unusual magical effects (of any level).
 Enchant Wonder   (Enchant Fetish) Create miscellaneous magic items, with weird and wonderful magical properties.
LOREMASTERY  WIS-10%, DF3(+2%) General knowledge of any subject, if roll succeeds. (Specific Lores give more detail).
 World Lore   (-) Geography/Cartography, Meteorology, Mathematics, Engineering, Navigation
 Human Lore   (-) History; Mythology/Folklore; Anthropology; Genealogy; Law; Theology/Demonology
 Plant Lore   (-) Herbology, Treat Poison, Treat Disease, Chirurgery, Healing (First Aid)
 Animal Lore   (-) Animal Husbandry, Understand Beasts (Animal Empathy), Zoology, Healing (First Aid)
 Mineral Lore   (-) Geology, Prospecting, Potion-making, Perfumery, Taste Analysis, Transmute Base Metals
 Specialist Lores   (-) Extremely detailed knowledge of one very specific chosen field.
SPELLCRAFT  DEX-10%, DF3(+2%) Recognize spells and gain detailed knowledge of magical effects, if roll succeeds.
 Counterspell   (-) Intercept spells without need for Ready action, if Spellcraft and counter-casting succeed.
 Natural Spell   (-) Can cast spells when in non-humanoid form (e.g. when shape-changed).
 Spell Focus   (-) Your spells are harder to resist, for one chosen school of magic (-2 on saves).
 Spell Penetration   (-) Your spells break through Magic Resistance more readily than normal (MR halved).
 Concentration   (-) Can cast spells despite distractions, even those which cause damage if roll succeeds.
 Spell Mastery   (Concentration) Recall spells previously memorized but displaced or lost from memory due to fumble.
METAMAGIC  INT-10%, DF3(+2%) Modify appearance of spells. Increase one effect at expense of another if roll succeeds.
 Silent Spell   (-) Cast spells without having to speak.
 Still Spell   (-) Cast spells without having to make any movements.
 Swift Spell   (-) Cast spells faster than normal, as Move action if casting roll is under skill. (Quicken Spell
 Eschew Materials   (-) Cast spells without the need for material components (special/costly materials excepted).
 Enlarge Spell   (-) Double range of spells, by expending 1 extra Power. (Enlarge Spell)
 Extend Spell   (-) Double duration of spells, by expending 1 extra Power. (Extend Spell)
 Heighten Spell   (-) Double effective area/volume of spells, by expending 2 extra Power (c.f. Heighten Spell)
 Empower Spell   (-) Random-variable effects of spells gain 50% above normal, by expending 2 extra Power.
 Maximize Spell   (Empower Spell) Random-variable effects of spells achieve maximum possible, by expending 3 extra Power.
ALCHEMY  WIS-10%, DF3(+2%) Allows identification of chemical substances (herbs, potions, poisons) if roll succeeds.
 Make Acid   (-) Flasks of acid can be hurled (range base 20ft, d6 damage, splash 1hp, cost 10gp).  
 Make Hellfire Oil   (-) aka Alchemist's Fire (range base 20ft, 2d6 damage, splash d3hp, cost 20gp). 
 Make Smokestick   (-) Alchemically-treated wooden stick, creates thick smoke if ignited (10ft.cube).
 Make Tindertwig   (-) Alchemical substance on a small stick, will ignite instantly if struck on rough surface. 
 Make Antitoxin   (-) Gives a saving throw bonus of +5 versus poisons for 1 hour (and second save, if rqd).
 Make Sunrod   (-) Foot-long iron rod with a gold tip ( illuminates 30ft radius if struck, lasts 6 hours). 
 Make Tanglefoot   (-) Bag of sticky goo, can be hurled to immobilize target (range base 20ft, Str 27, lasts 1 turn).
 Make Thunderstone   (-) Explodes deafeningly when hurled (range base 40ft, all in 10ft Save (CON/20) or deafened).
LINGUISTICS  INT-10%, DF3(+2%) Knowledge of ancient/arcane languages: translate if skill-roll succeeds (DF4+ halves).
 Ancient Language   (-) One ancient/arcane language is gained at INTx5, and the associated script at (INT-8)x10.
       Possible languages include: Bacchile, Ancient Emphidian, Ancient Sheban, Black Speech, 
Low Cabbandari, High Cabbandari and Draconic. For a full list see Languages of Pandaria.
LEADERSHIP  (See Martial Skills)