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==Arcana==
 
==Arcana==
<onlyinclude>The Arcana skill is a reactive skill. It allows you to determine the weaknesses of undead creatures and constructs as well as to identify arcane magic effects. Characters with substantial training in Arcana can even ignore attribute requirements on magical items. It is an important skill for arcane spellcasters, as it allows them to cast their spells while threatened without leaving themselves open.
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<onlyinclude>The Arcana skill represents dedicated study into the workings of arcane magic. While that study manifests itself most strongly as the ability to better understand and recognize arcane magics, those who study Arcana also learn the underpinnings of creatures created and maintained with those magics, namely constructs and the undead. Characters with substantial training in Arcana can even use arcane spell trigger and spell completion items containing spells not normally accessible within their class, as well as ignore attribute requirements on magical items.
  
Key Attribute: [[Intelligence]]</onlyinclude>
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Key Attribute: [[Intelligence]]
  
  
===Untrained Uses===
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===Minimum Rank 2 Uses===
None. Sorry, you actually can’t do this stuff without a bit of training.<onlyinclude>
 
  
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====[[Tome of Prowess (3.5e Sourcebook)/Arcana#Creature Insight|Creature Insight]]====
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While learning more about how arcane magic functions, you've also learned more about what makes some of the most common arcane creations and allies, constructs and the undead, "tick". Constructs are solid, lifeless creations animated by magic bound to their frames. The undead are the remains of once living creatures, animated to serve even in death or to grant a form of immortality. You know enough about the basic working of these creatures to recognize what abilities any individual member might have, even those you’ve never seen before.</onlyinclude>
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Attempting to identify or glean information about a creature is an immediate action. The DC for this check is 16 + the creature’s CR. The creature does not have to be alive for you to try to gather information about it, though deceased creatures need to be identifiable and largely intact.
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'''Special:''' The arcana skill only allows you to identify undead and constructs, and there are five other skills that provide similar knowledge for other creature types. If you possess ranks in the other creature identification skills and your GM does not specify which particular skill you need to roll (and they have no obligation to tell you), you may check against all skills as part of the same action. In that case, roll 1d20 one time as the base and report your total check result (this d20 roll + your skill modifier) for each skill to your GM separately. Your GM is responsible for making sure that you get the most information from your individual check results.
  
===Rank 1 Uses===
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{{ToP Check Result
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|dc=16 + target’s CR<br />
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|dc+10=You correctly guess everything in the lower success results, as well as every other special quality and attack that the creature has. In a less serious game, you can just ask the GM for their notes and read up on it while everyone else gets into position.
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|dc+5=In addition to the information learned from a basic success, you also correctly guess 3 special attacks or qualities of the creature. These are either determined randomly from those you have not yet witnessed or you may ask for further details on one you have witnessed (type of DR if you have witnessed it, type of breath weapon, etc.).
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|dc+0=You correctly guess the creature’s type, subtypes, and any traits that would come as a result of those categories. If the creature is sufficiently common, you also know its name, and that may provide other information.
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|dc-1=You are unable to reach any conclusion that you have confidence in. You can not retry this check until you witness one of its special abilities or qualities first-hand; sometimes getting bathed in acid jogs a memory.
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}}<onlyinclude>
  
====[[Tome of Prowess (3.5e Sourcebook)/Arcana#Creature Insight|Creature Insight]]====
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====[[Tome of Prowess (3.5e Sourcebook)/Arcana#Identify Magic|Identify Magic]]====
You’ve picked up about some knowledge about some of the most common arcane creations, namely constructs and the undead. Constructs are creatures built of material that have been animated by magic bound to their frames. The undead are the remains on once living creatures, animated to serve even after their bodies have given out. As an immediate action, you can attempt to identify a creature you are facing.</onlyinclude> The DC for this check is 15 + the creature’s CR. The creature does not have to be alive for you to try to gather information about it, though deceased creatures need to be largely intact.
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When you run across magic, it’s nice to know if it’s magic that will help you or flay you alive. The Arcana skill primarily deals with the esoteric magic of wizards, though it can be used to identify spells or effects from any source. This ability allows you to identify a spell as it is being cast, identify a standing magical effect, identify magical residue after an effect ends, etc. Additionally, it allows you to learn the spell stored within an arcane spell completion or spell trigger item. However, you must have [[SRD:Detect Magic|''detect magic'']] or an equivalent spell active, or else wield an [[Etheliometer (3.5e Equipment)|etheliometer]] to learn anything with this ability.</onlyinclude>
  
Special: The arcana skill only allows you to identify undead and constructs, and there are several other skills that provide similar knowledge for other creature types. If your GM is a nice guy, he’ll just tell you which skill you need to roll to gather information about a creature. As this may reveal more information than they want, they may not tell you which skill you need. In that case, only roll once for all skills; just add your modifier from each skill to your roll and give him all 5 results separately.
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The action required for this depends on which of these two methods you use, and is described in those methods. You gain information about the magical phenomena based on your check result.
  
'''Base DC:''' 15 + the creature’s CR<br>
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'''Special:''' The arcane skill is specialized for arcane magic. It is less efficient at identifying divine or primal magic effects than the appropriate skills, and it is useless for identifying divine or primal spell completion or spell trigger items. If you possess ranks in the other magic skills and your GM does not specify which particular skill you need to roll (and they have no obligation to tell you), you may check against all skills as part of the same action. In that case, roll 1d20 one time as the base and report your total check result (this d20 roll + your skill modifier) for each skill to your GM separately. Your GM is responsible for making sure that you get the most information from your individual check results.
'''Check Result'''
 
*DC+10 and above: You correctly guess everything in the lower success results, as well as every other special quality and attack that the creature has. In a less serious game, you can just ask the GM for their notes and read up on it while everyone else gets into position.
 
*DC+5 to DC+9: In addition to the information learned from a basic success, you also correctly guess 3 special attacks or qualities of the creature. These are either determined randomly from those you have not yet witnessed or you may ask for further details on one you have witnessed (type of DR if you have witnessed it, type of breath weapon, etc.).
 
*DC+0 to DC+4: You correctly guess the creature’s type, subtypes, and any traits that would come as a result of those categories. If the creature is sufficiently common you also know its name, and that may provide other information.
 
*DC-1 and below: You are unable to reach any conclusion that you are happy with. You can not retry this check until you witness one of its special abilities or qualities first hand; sometimes getting bathed in acid jogs a memory.<onlyinclude>
 
  
====[[Tome of Prowess (3.5e Sourcebook)/Arcana#Identify Magic|Identify Magic]]====
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{{ToP Check Result
When you run across magic, it’s nice to know if it’s magic that will help you or flay you alive. The Arcana skill primarily deals with the esoteric magic of wizards, though it can be used to identify spells or effects from any source.</onlyinclude> The various uses of this skill include identifying a spell as it is being cast, identifying a standing magical effect, identifying magical residue after an effect ends, etc. You must have detect magic active or possess an etheliometer to learn anything with this ability. The action required depends on which of these two methods you use.
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|dc=16 + twice the effect’s level or 16 + caster level for effects without spell level, +2 for each degradation period passed since an effect ended.
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|dc+5= You recognize the type of magic (arcane, divine, primal) and learn its school, subschool (if any), caster level, and spell level (if applicable). If the magic is arcane, you also learn the name of the spell or effect so long as you could generate it yourself, you have compelling reason to know about it (stories, commonality, etc.), or the spell has a level less than half your character level (rounded down). If the magic is divine or primal, you only learn the name if you have a compelling reason to know about it.
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|dc+0= You recognize the type of magic (arcane, divine, primal). If the magic is arcane, you learn its school, subschool (if any), caster level, and spell level (if applicable). If the magic is arcane, you also learn the name of the spell or effect so long as you could generate it yourself, you have compelling reason to know about it (stories, commonality, etc.), or the spell has a level less than half your character level (rounded down). You learn no information aside from its type if the magic is divine or primal.
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|dc-1=You recognize the type of magic (arcane, divine, primal), but nothing further. Additional checks may yield more information.
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|dc-6=You do not recognize this effect and understand nothing about it. Additional checks may yield more information.
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}}<onlyinclude>
  
Special: This ability is specialized for a particular aspect of magic, and may not be the best skill for you to use to learn about a particular effect.  If your GM does not specify which skill you need to roll, and they are well within the rules not to, only roll once for all skills; just add your modifier from each skill to your roll and give him all 3 results separately.  Your GM is responsible for making sure that you get the largest applicable bonus and applying it to your check to learn about an effect, and you should beat him about the head with this book if he willfully fails in that task (note: do not actually do that, it’s impolite).
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===Minimum Rank 4 Uses===
  
'''Base DC:''' 15 + twice the effect’s level or 15 + caster level for non-level effects, +2 for each degradation period passed since an effect ended<br>
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====[[Tome of Prowess (3.5e Sourcebook)/Arcana#Arcane Item Affinity|Arcane Item Affinity]]====
'''Check Result:'''
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A little knowledge about obscure arcane magical theory goes a long way. With it, you can attempt to use arcane spell trigger or spell completion items even if you lack the ability to normally use the spells within them. But your skill with the arcane doesn’t stop there. Arcane magic is based on tricking the world into doing what you wanted it to do all along, and some of those tricks work to coax magic items into working for you even when you lack the prerequisite attributes. If a magic item requires a certain ability score to function, you can try to ignore that requirement as well.</onlyinclude>
*DC+5 and above: You learn the same information as on a regular success, but you learn it for divine and natural magic effects as well.
 
*DC+0 to DC+4: If the magic is arcane you learn its school, subschool (if any), caster level, and spell level (if applicable). You learn the name of the spell for any effect 2 levels lower than the highest you can generate, and for any effect of any level if you would have reason to know of it (stories, commonality, can cast it yourself, etc.).
 
*DC-1 to DC-5: You recognize the type of magic (arcane, divine, natural), but nothing further. Additional checks may yield more information.
 
*DC-6 and below: You do not recognize this effect and understand nothing about it. Additional checks may yield more information.<onlyinclude>
 
  
====[[Tome of Prowess (3.5e Sourcebook)/Arcana#Defensive Casting|Defensive Casting]]====
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For continuous use items with an attribute prerequisite, this check requires a swift action. Otherwise, the action to use this ability is included in the activation action for the item (often the spell's casting time). The DC for this check is equal to the minimum required ability score or 14 + the item's caster level, whichever is higher. If you succeed on the check, the item functions normally for a period of time based on your check result. You may not attempt this check again during any period while it functions normally, and must wait for the item to stop responding to you before you may make an additional check. If you successfully emulate an ability score to activate the item, the item responds as if you had the minimum required ability score.
Casting in combat is difficult, since making sure that you cast the spell right often means that you leave yourself open for a moment. It takes focus to do both, and the more deeply you understand your magic the more easily you can do so. As part of the action to cast an arcane spell, you can attempt to cast it defensively.</onlyinclude> This check is rolled once, and the result used against the DC for each opponent threatening you in melee. The DC for each opponent is 10 + their BAB or twice the spell level, whichever is greater. The DC increases by 1 for each person beyond the first who threatens you.
 
  
'''Base DC:''' 10 + twice the spell level or 10 + opponent’s BAB, whichever is greater; +1 for each person beyond the first that threatens you<br>
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Note that this ability only activates items that are arcane in nature or that have an attribute prerequisite to their use. It only covers those portions of the activation. Items that have an attribute prerequisite but are not arcane, or that have additional non-attribute prerequisites, may not be covered by this ability. In this case, additional checks with other skills may be required.
'''Check Result:'''
 
*DC+0 and above: Your casting of the spell does not provoke an attack of opportunity from this opponent.
 
*DC-1 to DC-5: Your casting of the spell provokes attacks of opportunity from this opponent.
 
*DC-6 and below: Your attempt to keep yourself covered backfires. Not only does your casting of the spell provoke at attack of opportunity from this opponent, they gain a +3 bonus on the attack.<onlyinclude>
 
  
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'''Special:''' If your use of this ability triggers a cursed item, the cursed item becomes activated and functions normally for you until the curse is broken by a spell, class feature, or similar ability. This indefinite duration replaces the normal check based duration.
  
===Rank 4 Uses===
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{{ToP Check Result
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|dc=14 + caster level or minimum required ability score, whichever is higher
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|dc+10=The item functions normally for you for 1 hour, during which time you can use charges or receive benefits as appropriate without making further checks.
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|dc+5=The item functions normally for you for 1 minute, during which time you can use charges or receive benefits as appropriate without making further checks.
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|dc+0=The item functions normally for you for 1 round, during which time you can use charges or receive the benefits of it as appropriate.
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|dc-1=The item does not function for you at this time. You may make another check after spending another activation action on the item.
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|dc-6=The item loses 1 charge or use (if applicable) and becomes inoperable for 2d4 minutes. You recognize the temporary shutdown.
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}}
  
====[[Tome of Prowess (3.5e Sourcebook)/Arcana#Ignore Attribute Requirement|Ignore Attribute Requirement]]====
 
Arcane magic is based on tricking the world into doing what you wanted it to do all along, and some of those tricks work to coax magic items into working for you even when you lack the prerequisite attributes. If a magic item requires a certain ability score to function, you can try to ignore that requirement.</onlyinclude> The DC for this check is 15 + the minimum required ability score. If you succeed on the check, the item functions as if you have the minimum required ability score. If the item requires additional skill checks to activate, both of these checks are made at the same time, so you are bound to the results of this check upon activation.
 
  
'''Base DC:''' 15 + minimum required ability score, or 15 + caster level<br>
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----
'''Check Result:'''
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{{3.5e Tome of Prowess Breadcrumb/Skills}}
*DC+10 and above: The item functions as if you had an ability score 6 points higher than the minimum required to operate it. Nice job.
 
*DC+5 to DC+9: The item functions as if you had an ability score 2 points higher than the minimum required to operate it.
 
*DC+0 to DC+4: The item functions as if you had the minimum required ability score to operate it.
 
*DC-1 to DC-5: The item fails to function.
 
*DC-6 and below: The item fails to activate, and you suffer 2 points of attribute damage to whichever attribute you needed to activate the item. The item becomes inoperable for 3d6 minutes.
 

Latest revision as of 20:15, 15 November 2017

Arcana[edit]

The Arcana skill represents dedicated study into the workings of arcane magic. While that study manifests itself most strongly as the ability to better understand and recognize arcane magics, those who study Arcana also learn the underpinnings of creatures created and maintained with those magics, namely constructs and the undead. Characters with substantial training in Arcana can even use arcane spell trigger and spell completion items containing spells not normally accessible within their class, as well as ignore attribute requirements on magical items.

Key Attribute: Intelligence


Minimum Rank 2 Uses[edit]

Creature Insight[edit]

While learning more about how arcane magic functions, you've also learned more about what makes some of the most common arcane creations and allies, constructs and the undead, "tick". Constructs are solid, lifeless creations animated by magic bound to their frames. The undead are the remains of once living creatures, animated to serve even in death or to grant a form of immortality. You know enough about the basic working of these creatures to recognize what abilities any individual member might have, even those you’ve never seen before.

Attempting to identify or glean information about a creature is an immediate action. The DC for this check is 16 + the creature’s CR. The creature does not have to be alive for you to try to gather information about it, though deceased creatures need to be identifiable and largely intact.

Special: The arcana skill only allows you to identify undead and constructs, and there are five other skills that provide similar knowledge for other creature types. If you possess ranks in the other creature identification skills and your GM does not specify which particular skill you need to roll (and they have no obligation to tell you), you may check against all skills as part of the same action. In that case, roll 1d20 one time as the base and report your total check result (this d20 roll + your skill modifier) for each skill to your GM separately. Your GM is responsible for making sure that you get the most information from your individual check results.

DC: 16 + target’s CR
Check Result 
DC+10 and above You correctly guess everything in the lower success results, as well as every other special quality and attack that the creature has. In a less serious game, you can just ask the GM for their notes and read up on it while everyone else gets into position. 
DC+5 to DC+9 In addition to the information learned from a basic success, you also correctly guess 3 special attacks or qualities of the creature. These are either determined randomly from those you have not yet witnessed or you may ask for further details on one you have witnessed (type of DR if you have witnessed it, type of breath weapon, etc.). 
DC+0 to DC+4 You correctly guess the creature’s type, subtypes, and any traits that would come as a result of those categories. If the creature is sufficiently common, you also know its name, and that may provide other information. 
DC-1 and below You are unable to reach any conclusion that you have confidence in. You can not retry this check until you witness one of its special abilities or qualities first-hand; sometimes getting bathed in acid jogs a memory.

Identify Magic[edit]

When you run across magic, it’s nice to know if it’s magic that will help you or flay you alive. The Arcana skill primarily deals with the esoteric magic of wizards, though it can be used to identify spells or effects from any source. This ability allows you to identify a spell as it is being cast, identify a standing magical effect, identify magical residue after an effect ends, etc. Additionally, it allows you to learn the spell stored within an arcane spell completion or spell trigger item. However, you must have detect magic or an equivalent spell active, or else wield an etheliometer to learn anything with this ability.

The action required for this depends on which of these two methods you use, and is described in those methods. You gain information about the magical phenomena based on your check result.

Special: The arcane skill is specialized for arcane magic. It is less efficient at identifying divine or primal magic effects than the appropriate skills, and it is useless for identifying divine or primal spell completion or spell trigger items. If you possess ranks in the other magic skills and your GM does not specify which particular skill you need to roll (and they have no obligation to tell you), you may check against all skills as part of the same action. In that case, roll 1d20 one time as the base and report your total check result (this d20 roll + your skill modifier) for each skill to your GM separately. Your GM is responsible for making sure that you get the most information from your individual check results.

DC: 16 + twice the effect’s level or 16 + caster level for effects without spell level, +2 for each degradation period passed since an effect ended.
Check Result 
DC+5 and above You recognize the type of magic (arcane, divine, primal) and learn its school, subschool (if any), caster level, and spell level (if applicable). If the magic is arcane, you also learn the name of the spell or effect so long as you could generate it yourself, you have compelling reason to know about it (stories, commonality, etc.), or the spell has a level less than half your character level (rounded down). If the magic is divine or primal, you only learn the name if you have a compelling reason to know about it. 
DC+0 to DC+4 You recognize the type of magic (arcane, divine, primal). If the magic is arcane, you learn its school, subschool (if any), caster level, and spell level (if applicable). If the magic is arcane, you also learn the name of the spell or effect so long as you could generate it yourself, you have compelling reason to know about it (stories, commonality, etc.), or the spell has a level less than half your character level (rounded down). You learn no information aside from its type if the magic is divine or primal. 
DC-1 to DC-5 You recognize the type of magic (arcane, divine, primal), but nothing further. Additional checks may yield more information. 
DC-6 and below You do not recognize this effect and understand nothing about it. Additional checks may yield more information.

Minimum Rank 4 Uses[edit]

Arcane Item Affinity[edit]

A little knowledge about obscure arcane magical theory goes a long way. With it, you can attempt to use arcane spell trigger or spell completion items even if you lack the ability to normally use the spells within them. But your skill with the arcane doesn’t stop there. Arcane magic is based on tricking the world into doing what you wanted it to do all along, and some of those tricks work to coax magic items into working for you even when you lack the prerequisite attributes. If a magic item requires a certain ability score to function, you can try to ignore that requirement as well.

For continuous use items with an attribute prerequisite, this check requires a swift action. Otherwise, the action to use this ability is included in the activation action for the item (often the spell's casting time). The DC for this check is equal to the minimum required ability score or 14 + the item's caster level, whichever is higher. If you succeed on the check, the item functions normally for a period of time based on your check result. You may not attempt this check again during any period while it functions normally, and must wait for the item to stop responding to you before you may make an additional check. If you successfully emulate an ability score to activate the item, the item responds as if you had the minimum required ability score.

Note that this ability only activates items that are arcane in nature or that have an attribute prerequisite to their use. It only covers those portions of the activation. Items that have an attribute prerequisite but are not arcane, or that have additional non-attribute prerequisites, may not be covered by this ability. In this case, additional checks with other skills may be required.

Special: If your use of this ability triggers a cursed item, the cursed item becomes activated and functions normally for you until the curse is broken by a spell, class feature, or similar ability. This indefinite duration replaces the normal check based duration.

DC: 14 + caster level or minimum required ability score, whichever is higher
Check Result 
DC+10 and above The item functions normally for you for 1 hour, during which time you can use charges or receive benefits as appropriate without making further checks. 
DC+5 to DC+9 The item functions normally for you for 1 minute, during which time you can use charges or receive benefits as appropriate without making further checks. 
DC+0 to DC+4 The item functions normally for you for 1 round, during which time you can use charges or receive the benefits of it as appropriate. 
DC-1 to DC-5 The item does not function for you at this time. You may make another check after spending another activation action on the item. 
DC-6 and below The item loses 1 charge or use (if applicable) and becomes inoperable for 2d4 minutes. You recognize the temporary shutdown.



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