arcane_knowledge
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| arcane_knowledge [2020/01/02 21:10] – dungeonmaster | arcane_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, | + | 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, |
| 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 | + | ^ Acid Attacks | The character |
| ^ 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, | + | ^ Cold Attack | The character produces intense cold with [[defense# |
| ^ 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# |
| ^ 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 | + | ^ Fire Attacks | The character produces |
| ^ 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]] | | ||
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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' | 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' | ||
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| + | ==== Potions and Powders ==== | ||
| + | |||
| + | Powers and potions are a type of arcane storage. They use the mana of the " | ||
| ==== Sound ==== | ==== Sound ==== | ||
arcane_knowledge.1577999437.txt.gz · Last modified: by dungeonmaster
