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divine_knowledge [2020/01/02 20:14] – [War] dungeonmasterdivine_knowledge [2020/01/05 20:37] (current) – [Travel and Commerce] dungeonmaster
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 ==== Light and Wisdom ==== ==== Light and Wisdom ====
  
-^ 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. | +^ Create Light | Creates light in the darkness. Unlike the Create Light under Arcane Knowledge, only white light is creatable with this discipline, though the brightness of that light may be varied. | 
-^ 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. | +^ Prophecy | The character has foreknowledge of events. A successful skill check will allow a character to have divine guidance on what they should do, e.g. picking one path at a fork in the road vs the other. In battle, they can turn one attack die per Light and Wisdom Discipline die to a neighboring side. ((On a standard die, a 1 could not be changed to a 6 because that's on the other side of the die, but it could be turned to a 2, 3, 4, or 5.)) Any use of prophetic power expends five mana unless that character has been called as a Prophet ((has the Prophet profession)), in which case this requires no mana. | 
-^ 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. |
 ^ Scholar Knowledge | Temporarily gain all of the abilities and knowledge of any one [[professions_scholar|scholar]] profession not including Offensive Skills, Defensive Skills, or Attributes associated with that skill. (All knowledge gains would require the appropriate minimum attribute(s) to practice.) Characters who already have a Scholar profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. | ^ Scholar Knowledge | Temporarily gain all of the abilities and knowledge of any one [[professions_scholar|scholar]] profession not including Offensive Skills, Defensive Skills, or Attributes associated with that skill. (All knowledge gains would require the appropriate minimum attribute(s) to practice.) Characters who already have a Scholar profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. |
  
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 ^ Artist Knowledge | Temporarily gain all of the abilities and knowledge of any one [[professions_artist|artist]] profession not including Offensive Skills, Defensive Skills, or Attributes associated with that skill. (All knowledge gains would require the appropriate minimum attribute(s) to practice.) Characters who already have an Artist profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. | ^ Artist Knowledge | Temporarily gain all of the abilities and knowledge of any one [[professions_artist|artist]] profession not including Offensive Skills, Defensive Skills, or Attributes associated with that skill. (All knowledge gains would require the appropriate minimum attribute(s) to practice.) Characters who already have an Artist profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. |
-^ Charming Personality | All persuasive and performance attacks or skill checks are increased by the number of dice of this discipline. |+^ Charming Personality | The character automatically makes one Persuasion attack per round on their turn as a free action. (They can always make a second as an actual Combat attack against the same character.) No mana is required. This effect is nullified if the character is currently under a transformation to make themselves look ugly. | 
 +^ Love Potion | The character can make a love potion which acts as a Persuasion attack by the most attractive creature nearby if it consumed at dice equal to the Discipline of the person brewing it. The duration of the love potion is one day per die of the Discipline. The cost is 5 mana. | 
 +^ Transformation | The character can change their appearance using a form of polymorph into a creature of more or less the same general size and shape but either much more beautiful or much more ugly in appearance depending on what they are trying to accomplish. (They cannot change the appearance of others no matter what their Degree is.) The duration of the transformation is one hour per die of the Discipline and the cost is 5 mana. | 
 + 
  
 ==== Sky and Lightning ==== ==== Sky and Lightning ====
  
-^ Electrical Attack | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] except that all attacks can optionally come from the sky instead of from the caster (assuming that they are of at least second degree).  |+^ Electrical Attack | The character produces electricity or lightning with [[defense#residual_effects|residual effects]]. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for duration, area of effect, and range. The attack can optionally come from the sky rather than the caster if the character is of sufficient degree for a ranged attack. |
 ^ 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]] |
-^ Flying | Character can fly as if they were a fourth degree Arcane with Levitation. No mana is required. |+^ Flying | Character can fly at a slow speed (though the Speed attribute can improve that). Maneuverability is generally based on their Dexterity attribute. No mana is required. | 
 +^ View of Sky | As long as the sky is in view (clouding, sunny, starlit, or otherwise), all attacks are made with a bonus die. If the sky is not visible, however, all attacks are made with one less die. | 
 ===== Disciplines of the Earth ===== ===== Disciplines of the Earth =====
  
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 ^ 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 | 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 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]] |
 +^ Identify | The character can determine the exact nature of an item with a successful Skill Check (two dice of success). |
 ==== Nature and the Hunt ==== ==== Nature and the Hunt ====
  
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 ^ Merchant Knowledge | Temporarily gain all of the abilities and knowledge of any one [[professions_merchant|merchant]] profession not including Offensive Skills, Defensive Skills, or Attributes associated with that skill. (All knowledge gains would require the appropriate minimum attribute(s) to practice.) Characters who already have a Merchant profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. | ^ Merchant Knowledge | Temporarily gain all of the abilities and knowledge of any one [[professions_merchant|merchant]] profession not including Offensive Skills, Defensive Skills, or Attributes associated with that skill. (All knowledge gains would require the appropriate minimum attribute(s) to practice.) Characters who already have a Merchant profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. |
-^ Overland Movement | Although they can't move more quickly in battles, towns, or dungeons, overland movement between towns or points of interest can be done with a days travel in the matter of an hour. They cannot be observed doing this and although they can move whole parties (if they have the Degree to do this), none of the members of the party actually realize what is happening. Characters or parties moving in this manner can only be tracked for a short time before their tracks mysteriously disappear between locations along the path. Cost of doing this is 10 mana. | +^ Overland Movement | Although they can't move more quickly in battles, towns, or dungeons, overland movement between towns or points of interest can be done with a day's travel in the matter of an hour. They cannot be observed doing this and although they can move whole parties (if they have the Degree to do this), none of the members of the party actually realize what is happening. Characters or parties moving in this manner can only be tracked for a short time before their tracks mysteriously disappear between locations along the path. Cost is 10 mana. | 
 +^ Safety | The character's party cannot be attacked during an extended rest. Cost is 10 mana. | 
 +^ Security | At third Degree, the character is immune to pickpocketing or any attempts to get a character to involuntarily have any item of theirs removed from their possession (including through persuasion or any other means). No cost is required. |
 ===== Disciplines of the Underworld ===== ===== Disciplines of the Underworld =====
  
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 ==== Pestilence ==== ==== Pestilence ====
  
-^ Disease Attack | See [[disease|Disease]] for more information on diseases in Dice Mob. The disease attack is done through rats or biting insects. Area of effect and mana are based on the [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]]. The diseases of these creatures never affect this character. | +^ Disease Attack | A [[disease|Disease]] attack with [[defense#residual_effects|residual effects]] is inflicted through rats or biting insects. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for duration, area of effect, and range. Characters with this Discipline are never affected by diseases they create. | 
-^ Poison Attack | See [[poison|Poison]] for more information on poison in Dice Mob. The poison attack is done through small poisonous animals. Area of effect and mana are based on the [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]]. The poison of these creatures never affect this character. | +^ Poison Attack | A [[poison|Poison]] attack with [[defense#residual_effects|residual effects]] is inflicted through numerous small poisonous animals. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for duration, area of effect, and range. Characters with this Discipline are never affected by poison they create. | 
-^ Disease Resistance | Before third degree, the character has natural resistance to disease related to the number of dice of the Discipline. Character is totally immune to disease, starting at third degree. This is unlike Disease Defense in that it cannot be bestowed upon other players. This requires no mana. | +^ Disease and Poison Resistance | The dice of this Discipline are added to the Poison/Disease defense of this character, but cannot in any way convey this resistance to others. Once reaching fifth degree, this character becomes totally immune to all diseases and poisons but cannot in any way convey this immunity to others. No mana is required. | 
-^ Poison Resistance | Before third degree, the character has natural resistance to poison related to the number of dice of the Discipline. Character is totally immune to poison, starting at third degree. Unlike Poison Defense in that it cannot be bestowed upon other players. This requires no mana. |+
  
 ==== War ==== ==== War ====
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 ^ Soldier Knowledge | Temporarily gain all of the abilities and knowledge of any one [[professions_military|military]] profession not including Offensive Skills, Defensive Skills, or Attributes associated with that skill. (All knowledge gains would require the appropriate minimum attribute(s) to practice.) Characters who already have a Soldier profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. | ^ Soldier Knowledge | Temporarily gain all of the abilities and knowledge of any one [[professions_military|military]] profession not including Offensive Skills, Defensive Skills, or Attributes associated with that skill. (All knowledge gains would require the appropriate minimum attribute(s) to practice.) Characters who already have a Soldier profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. |
 ^ Berserking | Character can [[special_abilities#berserking|berserk]], per the special ability. No mana is required. | ^ Berserking | Character can [[special_abilities#berserking|berserk]], per the special ability. No mana is required. |
-^ Blood Lust | Each creature killed in a battle add one die to all further attacks in the same battle. No mana is required. |+^ Blood Lust | Each creature killed by this character in battle adds one die to all further attacks by this character in that same battle. No mana is required. |
 ^ Intimidation | The dice of this Discipline are added to all Intimidation skill checks or attacks. No mana is required. | ^ Intimidation | The dice of this Discipline are added to all Intimidation skill checks or attacks. No mana is required. |
divine_knowledge.1577996099.txt.gz · Last modified: by dungeonmaster