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Dice Mob Home > Dice Mob Rules > Skills > Knowledge
Divine Knowledge
Divine Knowledge is not achieved easily, nor is the specialized knowledge that one can learn after one has learned the secrets of the divine. Both Divine Knowledge and its specialization, known as Disciplines, requires much study and faith.
Divine Knowledge itself requires 5 Skill Points (though some professions award this knowledge with no additional skill point cost). Divine Knowledge itself awards the following basic abilities:
Basic Abilities
| Healing Touch | Healing Touch allows the character to heal any creature for one hit point per round with a cost of one mana point per hit point. This cannot be used during battle. |
| Divine Blessing | On oneself or an ally touched, all attributes are increased by one for the next hour at a cost of five mana points. This cannot be cumulative, but it can be used on multiple characters provided the character has enough mana points. This cannot be used during battle. |
Disciplines of the Heavens
Life
| Heal Wounds | Dice are rolled. Pips are added together to determine how much is healed. For area of effect and range, see Standard Effects of Degrees and Levels. Cost is based on Degree. |
| Cure Disease | Skill check. If at least two dice are successful, the disease is cured. For area of effect and range, see Standard Effects of Degrees and Levels. Cost is based on Degree. |
| Neutralize Poison | Skill check. If at least two dice are successful, the poison is neutralized. For area of effect and range, see Standard Effects of Degrees and Levels. Cost is two mana. |
| Raise Dead. | Fifth degree (master) is required. Skill check. If at least five dice are successful, the person is brought back to life. This always requires touch, no matter the skill degree and only ever affects one creature. Cost is ten mana. |
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. |
| 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. |
| 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. |
| Scholar Knowledge | Temporarily gain all of the abilities and knowledge of any one 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. |
Love and Beauty
| Artist Knowledge | Temporarily gain all of the abilities and knowledge of any one 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. |
Sky and Lightning
Disciplines of the Earth
Craftsmen and Innovation
| Trade Knowledge | Temporarily gain all of the abilities and knowledge of any one trade not including Offensive Skills, Defensive Skills, or Attributes associated with that skill. (All knowledge gains would require the appropriate attribute to practice.) Characters who already have a Trade profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. |
| 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 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 of Degrees and Levels |
Nature and the Hunt
| Agricultural Knowledge | Temporarily gain all of the abilities and knowledge of any one agricultural 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 Agricultural profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. |
| Charm Animals or Plants | Attack vs Emotional Defense. Number affected based on area of effect. |
| Grow Plants | No skill check is required. Growth is whatever is appropriate based on the conditions, but it should be unusually fast, like what is seen of magic in movies. |
| Speak with Animals or Plants | No skill check is required. No mana is required. Animals and plants can only answer simple questions such as if someone or something has passed by recently. |
Sea and Storms
| Breathe Water | Character can breathe water, assuming they aren't of a race that can breathe water already. Cost is one mana per round. |
| Fisherman Knowledge | Temporarily gain all of the abilities and knowledge of any of the fisherman professions 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 Fisherman profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. |
| Mariner Knowledge | Temporarily gain all of the abilities and knowledge of the mariner 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 Mariner profession automatically make all Skill Checks for that profession. The effect lasts for four hours per degree and requires five mana points. |
| Water Attack | When used to attack, jets of water don't cause actual physical damage by themselves, but harm can occur from fall damage or drowning. The opponent would defend using Personal Defense. Cost is based on the degree. “Water attacks” can also be used to douse flames or wash away acid. |
| Water Defense | Water cannot generally be used as an effective defense except as an extinguisher of fire. |
Travel and Commerce
| Merchant Knowledge | Temporarily gain all of the abilities and knowledge of any one 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. |
Disciplines of the Underworld
Death
| Speak with Dead | Skill check. If at least two dice are successful, the character can speak with the dead for one hour. Cost is two mana. |
| Raise Undead | Unlike other abilities where creatures are summoned out of thin air (or gateways), undead must be summoned from a skeleton or other dead body in the vicinity. Unlike other summoning skills, there is no size limit based on skill degree (since the body has to already be present), but the number of undead that can be summoned is limited by the level for the size of the undead being summoned. The type of undead summoned is based on the degree of the caster using the following table.
First Degree - Skeleton, Zombie
Second Degree - Ghoul, Mummy
Third Degree - Wight, Shadow
Fourth Degree - Ghost, Banshee
Fifth Degree - Wraith, Spectre
Sixth Degree - Vampire, Lich
|
| Death Immunity | Fifth degree (master) is required. When reduced below one hit point, the character can make a skill check. If at least five dice are successful, they are not reduced below one hit point. No mana is required. |
Famine
| Water to Dust | Area of effect for water and water-based living creatures is based on Standard Effects of Degrees and Levels. Water is totally destroyed. Damage is caused to water-based living creatures based on the dice allocated to this Discipline. Plants without actual hit points are withered. |
| Air Attack | When used to attack, jets of hot, arid air don't cause actual physical harm by themselves, but harm can occur from fall damage or from using the jets to hurl object that would cause damage. The opponent would defend using Personal Defense. Cost is based on the degree. |
| Air Defense | When used as a defense, the character cannot be harmed by physical projectiles with a successful skill check with two dice of success. Cost is based on the degree. |
Pestilence
| Disease Attack | See 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 of Degrees and Levels. The diseases of these creatures never affect this character. |
| Poison Attack | See 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 of Degrees and Levels. The poison of these creatures never affect this character. |
| 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. |
| 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
| Soldier Knowledge | Temporarily gain all of the abilities and knowledge of any one 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 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. |
| Intimidation | The dice of this Discipline are added to all Intimidation skill checks or attacks. No mana is required. |