A player with this secondary skill has the knowledge and skill to create a wide variety of potions and poisons. At low levels only the most common recipes are known, but with dedication and skill, potions of immense power can be created. Most alchemists are a secretive bunch so only a few alchemical combinations are common knowledge. The only sure way to discover more combinations is by securing a recipe. However, some Alchemists may choose to discover new recipes from existing samples or experiment by trial and error, although finding someone to drink an unknown potion can be difficult. Success of a new combination depends on the components used, the level of the Alchemist and of course the discretion of the GM.
Rank1 – Apprentice Alchemist: Can learn, brew, experiment, and discover common potions and poisons
Rank2 – Journeyman Alchemist: Can learn, brew, experiment, and discover up to uncommon potions and poisons
Rank3 – Artisan Alchemist: Can learn, brew, experiment, and discover up to rare potions and poisons
Rank4 – Master Alchemist: Can learn, brew, experiment, and discover up to very rare potions and poisons
See the Alchemy page for more details.
Animators breathe a semblance of life into inanimate objects using magic. The simplest form of this involves animating normal objects to serve some function, such as a broom to sweep by itself, a lamp to hover without a lamp stand, or a cart to drive itself. This secondary skill is particularly open ended, and the rules below cannot address every possible scenario. Players and GM are encouraged to discuss what is reasonable and what is exploitive. One of the simplest ways to do that is for a player to fully disclose what they intend the animated object to be used for prior to attempting to animate.
A more complex (but also more regulated) form of animation is practiced in the creation of Golems. Golems are typically humanoid constructs which can act as loyal and stalwart body guards of VIP’s or as enforcers or keepers of the peace. Golems can come in almost any shape and size but must be formed into these shapes prior to animation (i.e. carving a dog out of stone or building a man out of timber). Some Golem forms such as Flesh or Bone are often incorrectly confused with Necromancy and as such animators who practice those forms are often shunned by society. A Golem’s body can be formed in such a way as to perform a specific function, but can only function based on the commands they were programmed with when they were first created. (See the Golem Metarace in the Codex of Creation – Constructs for more details)
Animations cannot function indefinitely, requiring a form of recharging to perform their basic functions. Any period of rest where the animated object or golem is completely inactive or “powered down” grants a period where of continuous activity/operations, after which the the aniamte object or golem MUST “power down” or become inactive again. The length of this period of operation is based on how long the animated object or golem was “powered down” for prior to operation.
- After a half rest -> 8 hours of activity before needing to power down again
- After a full rest -> 16 hours of activity before needing to power down again
- After a full day OR MORE -> 24 hours of activity before needing to power down again
Note that except in certain special cases (as determined by your GM), if an animated object or golem has been inactive or “powered down” for more than a full day this does NOT grant any additional hours of operation.
Alternately, you can prolong the hours of operation of an animate object or golem by using enchanting components fuel, at a rate of 2 components per hour (1 per half hour). This is an expensive option, but in an emergency can be worth while. The type of enchanting component depends on the animation and is subject to GM discretion. Some common examples would be:
- A clay golem fights for an extra 1/2 hour, costing 2 Thaumatite Ore as fuel
- A flesh golem is forced for march for additional 3 hours, costing 6 Primordial Sap Ore as fuel
- A flying metal disc transports its rider for an extra day, costing 48 Aether
When the process goes properly, all animations are programmed with the basic command to never harm their master and as well as command to activate and deactivate them. An animator may program additional advanced commands and/or functions, however each command must still be simple enough as to be communicated in a single word. Collectively these basic and advanced commands acting as the animations intellect, beyond which the animation is effectively mindless. Common commands for animated weapons and golems are things like “follow”, “protect”, “attack”, or “flee”. Most advanced commands are possible as well, such as an animated sword with a command to “Parry” or a shield to “block”. While most commands are verbal, some animations may require a control device such as command rod or pendant.
Most animations have the ability to move or self-propel when commanded or in order to fulfill a command of some kind. Wherever possible, movement is facilitated by some part of the animated object being used to move along solid surfaces. Where a GM decides this is impractical or implausible the animated object may require someone to carry it (i.e. a self-reloading crossbow). Alternatively, Rank 3 animated objects can be given the ability to hover. Hovering does NOT grant the ability to fly or move in 3 dimensions, simply to hover above the ground (i.e. if a hovering lamp is ordered to move out over a chasm, it will still fall). Rank 5 animated objects can be given the ability to fly or otherwise move in 3 dimensions.
Animators study long and hard to master their craft and as such must be reasonably bright, therefore they must have an Intellect Score of 15 or higher and be a minimum of level 3. Animators are NOT required to be Spirit classes, however Spirit classes are typically more proficient at it.
One attempt at animation may be made each day and requires a workspace/shop on scale with the size of the project. To perform an Animation requires Arcane, Elemental or Natural essences. Essences of the same type are required, as outlined by size in the table below. Depending on which type of essence was used, the animated object or golem is imbued with a corresponding bonus resistance equal to 1 per Essence (i.e. a Large Golem that was animated using Arcane Essence would have +15 Arcane Resistance).
Animation Success chance (%) is calculated based on the size of animated object or Golem. For every command above and beyond the basic activation/deactivation and “do no harm to master”, reduce the success chance by 1. Spirit classes may add their + Cast modifiers to their success chances when animating. When animating weapons or other such inanimate objects convert item sizes to Creature Sizes as follows; S = Diminutive, M = Tiny, L = Medium, XL = Large. If animating suits of armor, use the overall size that the armor would be if being worn (i.e. typically medium).
‘X’ denotes that animation is not possible at this Rank
* at Rank 3 animations can be made to hover (typically 1x land speed)
** at Rank 5 animations can be made to fly (typically 2x land speed)
If animation fails roll 1d6:
1= Nothing happens, may try to animate it again next day
2= Item/construct to be animated falls apart and is useless
3= Item/construct explodes causing 1d12 x size dam w/ radius 10feet
4= Item/construct animates but with no deactivation
5= Item/construct animates but 25% of commands are missing (randomly determined)
6= Item/construct animates but w/ NO objectives or deactivation, wild
With the enchanter skill you will be granted the knowledge to place enchantments on inanimate objects such as weapons, armor, chests, doors, books, etc… given the right components, a recipe, and the know how the sky is the limit. You can also remove (dispel) enchantments from items outside of combat and harvest some of the components (but not essences) as well as potentially learn the recipe. See the Enchanting page for more details.
Rank1 – Add/remove minor (Tier 1) enchantments (once/day)
Rank2 – Add/remove improved (Tier 2) enchantments (once/day)
Rank3 – Add/remove greater (Tier 3) enchantments (once/day)
Rank4 – Add/remove superior (Tier4) enchantments (once/day)
Rank5 – Add/remove matchless (Tier 5) enchantments (once/day)
The chart below shows the following: bonus to dispel / % of components harvested/% to learn recipe
|Rank||Minor (T1)||Improved (T2)||Greater (T3)||Superior (T4)||Matchless (T5)|
Must roll to dispel first (see enchanting/crafting section) before harvesting and checking to see if you learnt he recipe. Casters can us powers outside of combat to dispel instead of or in addition to using the enchanter skill.
Runecraft is the practice of inscribing or imprinting powerful faith and spirit runes onto normal weapons, armor and other equipment to imbue them with fantastic powers. This is a very delicate procedure and can only be attempted during the initial crafting of a new weapon armor piece or other such item. While it can be practiced separately from other crafting Secondary Skills (i.e. Blacksmithing, Tailoring, Leatherworking) it still must be used in tandem, so it is best to either be partnered with an experienced crafter or possess additional crafting skills for yourself. See the Runecrafting page for more details.
Requires recipes and proper materials, see the Rune Crafting section for more details. If the crafting fails 1d100% of the crafting materials can be recovered.
Rank1 – May inscribe/shatter runes for Tier 2 Rune Crafting (once per day)
Rank2 – May inscribe/shatter runes for Tier 3 Rune Crafting (once per day)
Rank3 – May inscribe/shatter runes for Tier 4 Rune Crafting (once per day)
Extra – Shattering a rune is a means of essentially dispelling or removing a Runecrafting (see Shattering Runes).
Magicians are dabblers in the Spirit powers and are tolerated for the most part by true practitioners as they are mostly harmless. It has been know from time to time for a Magician of some degree of skill and a compulsion to meddle to disappear after a visit from a Mage Warden. A character with this skill is granted the ability to use a very limited amount of Spirit powers. With this skill a character can become more versatile and more powerful in many ways, although a user must have the Intellect score of 16 or above. This skill does nothing for Spirit classes.
Magicians must use their own HP for powers as they have no Spirit pool, they may however ignore school restrictions.
Rank1 – Granted one power (Maximum Tier 1 power.)
Rank2 – Granted one power (Maximum Tier 2 power.)
Rank3 – Granted one power (Maximum Tier 3 power.)
NOTE: taking Tier 2 or 3 powers requires encroaching on powers governed by the Particular Colleges and as such will garner VERY negative attention. Characters do so at their own risk.
This is a skill that will test even the smartest of minds. It gives the user the ability to read most texts and at higher levels to develop their own creations of spirit powers. Although the user must have an intellect score of 16 or higher and be a Spirit class to advance beyond Rank1, it will become a powerful advantage.
Rank1 – Can read and speak 2 additional languages of their choice. Mages, Battlemages, and Wizards can transcribe Spirit powers from their own memory into their own Spirit Book.
Rank2 – Can create a non combat spirit power scroll, based off a power they already know. May memorize powers at a rate of 2 per half rest.
Rank3 – Can create any spirit power scroll (except ultimate/legendary), based off a power they already know. May learn powers at a rate of 3 per half rest. Can also create minor non combat spirit powers (see below)
Rank4 – May learn powers at a rate of 4 per half rest. Can create new Spirit powers (see below).
Creating spirit power scrolls can be attempted (with proper Spirit/HP expenditure upon success) once per day. Scrolls require an action or instant to use (depending on the power) but use no Spirit or HP and disintegrate upon use or upon transcribing into a Spirit Book (i.e. Learning the power). Power Scrolls may only be used by those with knowledge of the equivalent Tier. Death powers cannot be made into scrolls. Requires proper amount of parchment and a writing utensil. To calculated % chance of success use the following table:
|Current level of Creator ->||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20|
Attempting to creating new powers can be attempted once per week and requires a Sanctum of some kind. Experimenting with the creation of new powers can have disastrous effects and without a properly warded Sanctum the consequences of failure can be far reaching, as such it is not tolerated by the Mage Wardens. With a properly warded Sanctum, any negative effects are contained within the Sanctum but can still prove deadly. Meddling in the creation of new powers may in some cases also incur the wrath of the Dragons, who view themselves as the true guardians and custodians of magic (attitudes towards this depend on the Dragonflight). As a result of these risks, most colleges highly regulate and restrict this practice and rigorously enforce all the Laws of Magic.
To attempt to create a new power follow these steps:
- Explain the exact intent and form of the power to a GM, who will then decide a spirit cost and Tier for the power (by comparing it to existing powers)
- Establish the material components required. Typically this would be parchment (such as a scroll of book) and 1 +1/Tier Essence of the matching Domain and 1/Tier enchanting material component of the matching School (i.e. a Tier 2 Frost power would require 3 Elemental Essences and 2 Everice). GMs may modify the requirements as they see fit.
- Establish a % success chance by using the same table as creating power scrolls (see above), however the success chance is divided by 5 (i.e. a level 5 caster attempting to create a Tier 1 power would have a 3% success chance).
- Roll a d100 to determine success of failure
If successful the power is recorded upon the parchment and is treated similar to a power scroll. If used as a power scroll before being copied or transcribed elsewhere then it would be lost and/or need to be recreated from scratch.
If failing the attempt roll 1d6 and apply the effects for the number rolled plus typically all numbers below it as well:
|1||Parchment is ruined|
|2||All material components are lost|
|3||The effects of whatever power they were attempting to create are cast on the scholar (if a beneficial power GMs may choose an alternate or modified negative result)|
|4||Rifts between Realms are created, typically resulting in hostile creatures from the associated Realm of Origin spilling into the Realm of Strife (see Codex of Creation-Denizens). The number, type, duration, and severity of this is dependent on the Spirit cost and Tier (i.e. if experimenting with a Tier 3 Fire power, this could spawn several Lesser Fire Elementals).|
|5||The effects of whatever power they were attempting to create are critically cast on the scholar (if a beneficial power GMs may choose an alternate or modified negative result)|
|6||A catastrophic failure occurs, the severity of which scales by Tier and Spirit Cost and could be deadly and/or permanent. The reach or area of effect also scales, unless properly contained within a Sanctum. A high degree of GM discretion is required, but as a default it can be assumed to result in a very large explosion dealing 1d12+10 damage per Tier of the associated damage type and spell effects (i.e. a T5 Frost power could deal 5d12+50 damage across several city blocks and flash freeze everything in its path if not properly contained, or if contained within a properly warded sanctum deal 5d12+50 damage and flash freeze just the area inside the Sanctum.|
Theologians are well versed in the sacred texts of their religion and often other religions as well. They spend a great deal of time in study and consider themselves experts in interpreting the meaning of sacred texts as well as dreams and visions. Some Theologians are even capable of seeing representations and glimpses of future events before they occur, and all are considered great judges of moral character. They are often among the wisest teachers in the land. As such they must have Wisdom of 16 or higher and be a Faith class to advance beyond Rank1.
Creating faith power scrolls can be attempted once per day. Scrolls require an action or instant phase to use (depending on the ability) but require no difficulty roll and do not effect current faith in any way (up or down). Once used the scrolls disintegrate. Power Scrolls may only be used by those with knowledge of the equivalent Tier. Death powers cannot be made into scrolls. Requires proper amount of parchment and a writing utensil. When creating the faith scroll you must have enough faith for the particular scroll being created, the attempt consumes this amount of faith. Prayer of thanksgiving (or equivalent Tier0 power) can be used to simulate this. To calculated % chance of success use the following formula: (20-difficulty)/0.2+ (level-16)
Rank1 – Can provide interpretation of sacred texts, dreams and visions and may detect lies or hidden motives with 40% success +10% per skill point.
Rank2 – Requires 2 Skill Points. Can sometimes see brief glimpses of future events moments before they occur (this is physically draining however). Can create faith power scrolls (difficulty 1-10).
Rank3 – Requires 2 Skill Points. Can sometimes see large scale visions of possible future events minutes, hours, days, even years before they occur (this is physically draining however). Can create faith power scrolls (difficulty 11-20).