| 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. |
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| LEADERSHIP | (See Martial Skills) | ||||