world_effects
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Dice Mob Home > Dice Mob Rules > Skills > Skill Descriptions
World Effects
World effects involve effects upon the natural world over and above what a natural man could be expected to perform. Generally none of these skills would be available in universes without magic, technology akin to magic, supernatural elements, or superhuman powers, so taking any of these skills would be per the GMs judgment.
Although these powers may be used as attacks in many cases, they aren't generally used simply as mechanisms for damaging an opponent. Instead they are ways of subverting natural laws and the laws of physics to better deal with the dangers of the world and accomplish the purposes of a particular campaign.
| Skill | Non-Proficient? | Dice Type | Effect in a Nutshell | Mana? |
|---|---|---|---|---|
| Air Manipulation | No | Standard Skill Check | Creating gusts of wind or pockets of air; generally no direct damage; can be used in conjunction with summoning | One |
| Animals | Yes | Standard Skill Check | Characters have a general knowledge of animals and their habitats as well as ways of domesticating animals and treating and caring for domesticated animals; this skill is often combined with other skills including tracking, insight, trust, and summoning. | No |
| Death | No | Standard Skill Check, Standard Damage Roll, Standard Win-Loss Roll | Speaking with the dead, speaking with undead, assuming control over undead, determining the cause of death, sensing dead or dying bodies; see description for details and degree levels | Per degree |
| Earth Manipulation | No | Standard Skill Check; Standard Damage Roll | Create barriers; move earth; skill check required if difficult; bludgeoning damage; can be used in conjunction with summoning | One |
| Fire Manipulation | No | Standard Skill Check, Standard Damage Roll | Create funnels of fire; redirect fire; skill check if difficult; cause burning damage; can be used in conjunction with summoning | One |
| Life | No | Standard Skill Check | Bringing plants, animals, and humans back to life; detecting life | Per degree, Special |
| Light and Darkness | No | Standard Skill Check, Standard Damage Roll | Create light or darkness; skill check if difficult; can cause damage to some creatures with light sensitivity; can enhance stealth abilities of self or adversely affect those of an opponent | One |
| Plants and Fungi | No | Standard Skill Check | Entangling or tripping someone with plant-life; growing plants to climb or to eat; speaking with plants; can be combined with summoning; skill check if difficult; acrobatics and balance apply to defensive rolls | One |
| Sound | No | Standard Skill Check; Standard Damage Roll | Sound in environment is actually altered; sonic blast; silence | One |
| Space | No | Standard Skill Check | Teleportation of self or others; creating portals; can be used in conjunction with summoning | Per degree |
| Time | No | Standard Skill Check | Time slowing or even stopping and reversing at higher levels | Per degree |
| Water Manipulation | No | Standard Skill Check | Create waves, funnel or push back water; skill check if difficult; generally no direct damage; can be used in conjunction with summoning | One |
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