A player with this secondary skill has the knowledge and skill to create a wide variety of potions. At low levels only the simplest potion 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 or to experiment, 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 – Can create Alchemy potions and poisons @ 100% success for Mundane items @ 50% success for Common items. Requires field alchemy kit.
Rank2 – Can create Alchemy potions and poisons @ 100% success for Common items @ 50% success for Uncommon items. Requires simple alchemy lab.
Rank3 – Can create Alchemy potions and poisons @ 100% success for Uncommon items @ 50% success for Rare items. May also experiment/create/discover new recipes. Requires advanced alchemy lab.
Extra – each potion requires a certain number of components which can be viewed in Alchemy/Herblore section. Alchemists are able to create 1 potion every day and must have an empty bottle or vial to store it in. Only those potions listed in the standard Alchemy Shop have recipes that are readily available for purchase (@ 25 times the price of that type of potion, not all recipes available at all stores). All other recipes are based on experimentation or are taught by someone or discovered as loot.
Animators breathe a semblance of life into inanimate objects. 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). A more complex form of this is practiced in the creation of golems, who can act as loyal and stalwart body guards of VIP’s or as enforcers or keepers of the peace. Golems 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 confused with Necromancy and as such animators who practice those forms are often shunned by society. Golems bodies can be formed in such a way as to perform a specific function, but don’t expect them to work beyond their programming. All animations are programmed to never harm their master and have a spoken command to activate and deactivate them (at least in a perfect world) as well as a limited list of other objectives that collectively act as their intellect. 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.
One attempt at animation may be made each day and requires a workspace/shop on scale with the size of the project. Require Arcane, Elemental or Natural essences. 5 Essences of the same type are required per size, along with 1 Essence per additional objective per size. Depending on which type of essence was used, the animated object or golem is imbued with a corresponding bonus resistance equal to 2 per Essence (i.e. a Large Golem with 2 extra objectives would require 5×3 + 2×3 essences, for a total of 21. If Elemental Essences were used, the Golem would have +21 Elemental resistance).
|Rank||Animate Common Objects (%)||Animate Golems (%)||Additional Objective Max|
Extra – 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 one random objective is missing
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 and Crafting page for more details.
Rank1 – Add/remove minor enchantments (once/day)
Rank2 – Add/remove improved enchantments (once/day)
Rank3 – Add/remove greater enchantments (once/day)
Rank4 – Add/remove superior enchantments (once/day)
Rank5 – Add/remove matchless enchantments (harvest 50% +10% per Rank below)
Extra – Chart shows bonus to dispel / % of components harvested/% to learn recipe. 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 Enchanting and Crafting page for more details.
Requires recipes and proper materials, see the enchanting/crafting section for more details. If the crafting fails 1d100% of the crafting materials can be recovered.
Rank1 – May inscribe/shatter runes for craftings up to 125% (once per day)
Rank2 – May inscribe/shatter runes for craftings up to 150% (once per day)
Rank3 – May inscribe/shatter runes for all craftings (once per day)
Extra – Shattering a rune is essentially rolling to dispel but with +50 (see enchanting/crafting section) and can only be done outside of combat. Casters can use powers outside of combat to dispel instead of or in addition to using the Runecraft skill. Shattering runes destroys the item and the rune(s) but releases 50% of the components for harvesting. After shattering a rune there is a chance that the Runecrafter can learn the recipe (140% – equiv. resist of crafting).
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.
Creating spirit power scrolls can be attempted (with proper Spirit/HP expenditure upon success) once per day (@ 5%/class level minus 10%/Tier level success, see attached Table) Scrolls require an action or instant phase to use (depending on the ability) 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|
|Tier of Power Scroll Being Created||5%||10%||15%||20%||25%||30%||35%||40%||45%||50%||55%||60%||65%||70%||75%||80%||85%||90%||95%||100%|
While creating new powers can be attempted once per week @ 1% success per class level; failed attempts often have disastrous effects depending on the Spirit cost of the power. Meddling in the creation of new powers may in some cases also incur the wrath of the Dragons, depending on which school. See Spirit section for calculating Spirit costs.
Rank1 – Can read and speak 4 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, obeying college rules, approved by GM, and requiring a Sanctum.
Rank4 – May learn powers at a rate of 4 per half rest. Can create new Spirit powers, obeying college rules, approved by GM, and requiring a 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 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).