divine_knowledge
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| divine_knowledge [2020/01/02 20:15] – [Love and Beauty] dungeonmaster | divine_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 | + | ^ Create Light | Creates light in the darkness. |
| - | ^ Dark Vision | + | ^ Prophecy |
| - | ^ Light Attack | + | ^ Ray of Sunlight |
| ^ 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 Persuasion and Performance attacks | + | ^ Charming Personality | The character automatically makes one Persuasion |
| + | ^ 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 | ||
| + | |||
| ==== Sky and Lightning ==== | ==== Sky and Lightning ==== | ||
| - | ^ Electrical Attack | See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] | + | ^ Electrical Attack | The character produces electricity or lightning 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]] | | ||
| - | ^ 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' |
| + | ^ Safety | The character' | ||
| + | ^ 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]] | + | ^ Disease Attack | A [[disease|Disease]] attack |
| - | ^ Poison Attack | See [[poison|Poison]] | + | ^ Poison Attack | A [[poison|Poison]] attack |
| - | ^ 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 | + | ^ Disease |
| - | ^ Poison Resistance | Before third degree, | + | |
| ==== 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 | Character can [[special_abilities# | ||
| - | ^ Blood Lust | Each creature killed in a battle | + | ^ Blood Lust | Each creature killed |
| ^ 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.1577996129.txt.gz · Last modified: by dungeonmaster
