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arcane_knowledge [2020/01/02 21:03] – dungeonmasterarcane_knowledge [2020/09/04 15:40] (current) – [Arcane Knowledge] dungeonmaster
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 ====== Arcane Knowledge ====== ====== Arcane Knowledge ======
  
-Arcane Knowledge is not achieved easily, nor is the specialized knowledge that one can learn after one has learned the secrets of the arcane. Both Arcane Knowledge and its specialization, known as Disciplines, requires much study and practice.+Arcane Knowledge is not achieved easily, nor is the specialized knowledge that one can learn after one has learned the secrets of the arcane. Both Arcane Knowledge and its specialization, known as Disciplines, requires much study and practice. Study doesn't necessarily imply academic study. Some creatures have a knack for magic without even being able to read and write and their study would be more of the practical variety.
  
 Arcane Knowledge itself requires 5 Skill Points (though some professions award this knowledge with no additional skill point cost). Arcane Knowledge itself awards the following basic abilities: Arcane Knowledge itself requires 5 Skill Points (though some professions award this knowledge with no additional skill point cost). Arcane Knowledge itself awards the following basic abilities:
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 The character can create acid as an attack, either against someone else or to melt through metal bars or other impediments. They can summon an acid elemental or defend against someone else trying to use acid against them or their party. The character can create acid as an attack, either against someone else or to melt through metal bars or other impediments. They can summon an acid elemental or defend against someone else trying to use acid against them or their party.
  
-^ Acid Attacks | Character produces a caustic acid with range, area of effect, and duration based on [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]]; has a residual effect where successful dice from previous round are rolled again each round thereafter until washed off. Equipment with acid on it will be destroyed in two to twelve additional rounds by the acid unless it is washed off or unless it is somehow impervious to acid. |+^ Acid Attacks | The character produces a caustic acid with [[defense#residual_effects|residual effects]]. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for duration, area of effect, and range. |
 ^ Acid Defense | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] | ^ Acid Defense | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] |
 ^ Acid Elemental | See [[summoning|Summoning]] | ^ Acid Elemental | See [[summoning|Summoning]] |
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 ^ Natural Cold Immunity | Immune to naturally cold weather. No mana cost is required. | ^ Natural Cold Immunity | Immune to naturally cold weather. No mana cost is required. |
-^ Cold Attack | In addition to the initial damage cause from being struck by freezing temperatures, anyone struck by at least one point of freezing damage loses one die of initiative for one round per skill degree of the attacker or until warmth counteracts the effect. Consecutive successful freezing attacks continue to remove an initiative die at a rate of one per successful attack. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]]. |+^ Cold Attack | The character produces intense cold with [[defense#residual_effects|residual effects]]. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for duration, area of effect, and range. |
 ^ Cold Defense | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] | ^ Cold Defense | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] |
 ^ Cooling | This can be used to counteract the residual affects of a burning attack. This is a milder use of this power and no damage is taken from the affects of this “attack”. A defensive action must be available for the use of this skill in this way. No dice roll is required; the residual effect of the burning attack is simply nullified. | ^ Cooling | This can be used to counteract the residual affects of a burning attack. This is a milder use of this power and no damage is taken from the affects of this “attack”. A defensive action must be available for the use of this skill in this way. No dice roll is required; the residual effect of the burning attack is simply nullified. |
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 ==== Elemental Electricity ==== ==== Elemental Electricity ====
  
-^ Electrical Attack | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] |+^ Electrical Attack | The character produces an electrical or lightning attack with [[defense#residual_effects|residual effects]]. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for duration, area of effect, and range. |
 ^ Electrical Defense | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] | ^ Electrical Defense | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] |
 ^ Redirecting Conduit | Using a defensive action, a user with the redirecting conduit skill can redirect one electrical attack per skill degree per round to an ally or opponent of their choice except for the one from whom they are receiving the electrical attack. The conduit won’t have to roll any of their own defense dice, but rather the new defender will be defending against the electrical attacker. This requires one mana point. | ^ Redirecting Conduit | Using a defensive action, a user with the redirecting conduit skill can redirect one electrical attack per skill degree per round to an ally or opponent of their choice except for the one from whom they are receiving the electrical attack. The conduit won’t have to roll any of their own defense dice, but rather the new defender will be defending against the electrical attacker. This requires one mana point. |
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 ^ Heat Immunity | Immune to naturally hot temperatures. No mana cost is required. | ^ Heat Immunity | Immune to naturally hot temperatures. No mana cost is required. |
-^ Fire Attacks | Creatures struck by a fire attack will continue to take one die of damage for a length of time equal to the skill degree of the attacker. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] Highly flammable equipment will combust causing three dice of damage per round to the opponent and anyone touching them until some non-combat action is used to put it out. Equipment which catches fire will be destroyed after two to five additional rounds of burning, per the GMs judgment. Even magical equipment can potentially catch fire if it is of a material which is considered highly flammable, per the GM. |+^ Fire Attacks | The character produces a fiery attack with [[defense#residual_effects|residual effects]]. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for duration, area of effect, and range. |
 ^ Fire Defense | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] | ^ Fire Defense | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] |
 ^ Fire Elemental | See [[summoning|Summoning]] | ^ Fire Elemental | See [[summoning|Summoning]] |
 ^ Warming | This can be used to counteract the residual affects of a freezing attack. This is a milder use of this power and no damage is taken from the affects of this “attack”. A defensive action must be available for the use of this skill in this way. No dice roll is required; the residual effect of the freezing attack is simply nullified. | ^ Warming | This can be used to counteract the residual affects of a freezing attack. This is a milder use of this power and no damage is taken from the affects of this “attack”. A defensive action must be available for the use of this skill in this way. No dice roll is required; the residual effect of the freezing attack is simply nullified. |
 +
 ==== Elemental Water ==== ==== Elemental Water ====
  
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 ==== Light ==== ==== Light ====
  
-^ Create Darkness | Create darkness in the light. Useful to create chaos on a battlefield, hiding in shadows, and creating favorable conditions for blind fighters. | +^ Create Darkness | Create darkness in the light. This is generally only useful at higher Degrees when a two dimensional object could create a shadow or a three dimensional object could thrust a whole area into impenetrable darkness. At high levels, this is useful to create chaos on a battlefield, to hide in shadows, or to create favorable conditions for blind fighters. The cost, duration, and size is based off [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]]. | 
-^ Ray of Sunlight | Creatures not used to the light (e.g. some undead, subterranean creatures, creatures in the darkness for a long time) are automatically blinded until they become accustomed to it, which generally takes 2 rounds if it can happen at all. Creatures adversely affected by light (e.g. vampires) take damage as if this is a standard damage roll. Because this generally affects a weakness, the defenders normally get no defending dice, unless they manage to find something in the environment to obstruct the direct line of the light, and normally can't regenerate or recover the damage caused by this using First Aid. This costs 5 mana. | +^ Create Light | Creates light in the darkness. Light is not limited to white light. Any color within the light spectrum, which is to say all of them besides black, can be created with this power, and characters with this skill often have an affinity for a certain color over all others. The cost and duration is based off [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] although the radius of the light is based off normal lighting principles radiating out from a point or whatever form the light takes. | 
-^ Dark Vision | Characters with this ability can see in the dark without aid and are not affected by sudden changes between light and darkness, both of these abilities without the use of mana. Imbuing this ability on others, however, would however require the use of mana appropriate to the degree being affected. |+^ Dark Vision | Characters with this ability can see in the dark without aid and are not affected by sudden changes between light and darkness, both of these abilities without the use of mana. Imbuing this ability on others, however, would however require the use of mana appropriate to the degree being affected. This cannot penetrate darkness created by Create Darkness. |
 ^ Invisibility | Light can be bent around one or more individuals to create invisibility. The cost is one mana per round and is governed by the [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]]. | ^ Invisibility | Light can be bent around one or more individuals to create invisibility. The cost is one mana per round and is governed by the [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]]. |
-^ Light Attack | Races with a weakness to light are affected as if this is a standard damage roll, and because this generally affects a weakness, the defenders often get no defending dice unless they manage to find something in the environment to obstruct the direct line of the light. |+^ Ray of Sunlight | Creatures not used to the light (e.g. some undead, subterranean creatures, creatures in the darkness for a long time) are automatically blinded until they become accustomed to it, which generally takes 2 rounds if it can happen at all. Creatures adversely affected by light (e.g. vampires) take damage as if this is a standard damage roll. Because this generally affects a weakness, the defenders normally get no defending dice, unless they manage to find something in the environment to obstruct the direct line of the light, and normally can't regenerate or recover the damage caused by this using First Aid. This costs 5 mana. |
  
 ==== Polymorph ==== ==== Polymorph ====
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 One further note of warning, any creature polymorphed for more than a day's time must make a Skill-Check vs Personal Defense each hour of transformation or become that creature's mind personally, losing powers, gaining instincts that don't match the creature's actual body type, even after the spell wears off and they return to normal form. One further note of warning, any creature polymorphed for more than a day's time must make a Skill-Check vs Personal Defense each hour of transformation or become that creature's mind personally, losing powers, gaining instincts that don't match the creature's actual body type, even after the spell wears off and they return to normal form.
 +
 +==== Potions and Powders ====
 +
 +Powers and potions are a type of arcane storage. They use the mana of the "caster" at the time the potions and powers are created instead of at the time they are used, thus allowing a character to carry magic with them to be used when they have no residual mana as well as to give them to other players or even to sell them. Storage in this way requires encumbrance slots, one per potion or powder, though there are ways to expand the standard limited encumbrance with a backpack or other storage item. 
  
 ==== Sound ==== ==== Sound ====
arcane_knowledge.1577998982.txt.gz · Last modified: by dungeonmaster