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arcane_knowledge [2020/01/05 20:11] – [Elemental Cold] 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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 ==== 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]] |
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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.1578255103.txt.gz · Last modified: by dungeonmaster