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==Thaumaturgy==
 
==Thaumaturgy==
<onlyinclude>The Thaumaturgy skill is a representation of your knowledge and study of belief and the divine, as well as the creatures closest to these phenomena. It allows you to determine the weaknesses of non-elemental outsiders, occasionally referred to as exemplars, like demons, devils, and angels. Characters with substantial training in Thaumaturgy can even ignore alignment requirements on magical items. It is an important skill for divine spellcasters, as it allows them to cast their spells while threatened without leaving themselves open.
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<onlyinclude>The Thaumaturgy skill represents communion and study of the divine magics that flow through the world. While that study manifests itself most strongly as the ability to better understand and recognize divine magics, those who study Thaumaturgy also learn about faith and belief as well as gain an understanding of the creatures who often serve the divine or spring from ideals: demons, devils, angels, and other non-elemental outsiders. Characters with substantial training in Thaumaturgy can even use divine spell trigger and spell completion items containing spells not normally accessible within their class and ignore alignment requirements on magical items.
  
Key Attribute: [[SRD:Charisma|Charisma]]</onlyinclude>
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Key Attribute: [[SRD:Charisma|Charisma]]
  
  
===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)/Thaumaturgy#Creature Insight|Creature Insight]]====
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Your communions and learning about faith, religions, and the afterlife also includes knowledge of the most common servants of the divine and those who would share the afterlife with them. Collectively referred to as outsiders or exemplars, this group also contains the Demons, Devils, Angels, and more who act as the embodiment of belief and faith in the planes.</onlyinclude>
  
===Rank 1 Uses===
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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.
  
====[[Tome of Prowess (3.5e Sourcebook)/Thaumaturgy#Creature Insight|Creature Insight]]====
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'''Special:''' The Thaumaturgy skill only allows you to identify outsiders, but there are several 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.
Your knowledge of faith, religions, and the afterlife also includes knowledge of the god’s most common servants and those who would share the afterlife with them. Collectively referred to as outsiders or exemplars, this group also contains the Demons, Devils, Angels, and more who act as the embodiment of belief and faith in the planes. It does not allow the identification of elemental creatures with the outsider type, however.</onlyinclude> As an immediate action, you can attempt to identify a creature you are facing. 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.
 
  
Special: The thaumaturgy skill only allows you to identify outsiders and exemplars, 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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{{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.
 +
}}
  
'''Base DC:''' 15 + the creature’s CR<br>
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=====Ability Progression=====
'''Check Result:'''
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{{ToP Ability Progression
*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.
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|none=None. Your maximum ranks scale with the CR of your opposition, providing similar levels of information on foes regardless of level.
*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.).
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}}<onlyinclude>
*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)/Thaumaturgy#Identify Magic|Identify Magic]]====
 
====[[Tome of Prowess (3.5e Sourcebook)/Thaumaturgy#Identify Magic|Identify Magic]]====
When you run across magic, it’s nice to know if it’s magic that will heal you or drag your soul to the Abyss. The Thaumaturgy skill primarily deals with the divine magic bestowed by the gods, 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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When you run across magic, it’s nice to know if it’s magic that will heal you or drag your soul to the Abyss. The Thaumaturgy skill primarily deals with the divine magic bestowed by the gods on their priests, 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 a divine spell completion or spell trigger item. You must have [[SRD:Detect Magic|''detect magic'']] or equivalent spell active, or else wield an [[Etheliometer (3.5e Equipment)|etheliometer]] to learn anything with this ability however.</onlyinclude>
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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.
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'''Special:''' The Thaumaturgy skill is specialized for divine magic. It is less efficient at identifying arcane or primal magic effects than the appropriate skills, and it is useless for identifying arcane 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.
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{{ToP Check Result
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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 divine, 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 arcane 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 divine, you learn its school, subschool (if any), caster level, and spell level (if applicable). You also learn the name of any divine 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 arcane 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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}}
  
Special: This ability is specialized for a particular facet 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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=====Ability Progression=====
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{{ToP Ability Progression
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|none=None. Your maximum ranks scale with the CL of magic effects you are likely to discover, providing similar levels of information on effects regardless of level.
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}}<onlyinclude>
  
'''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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===Minimum Rank 4 Uses===
'''Check Result:'''
 
*DC+5 and above: You learn the same information as on a regular success, but you learn it for arcane and natural magic effects as well.
 
*DC+0 to DC+4: If the magic is divine 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)/Thaumaturgy#Defensive Casting|Defensive Casting]]====
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====[[Tome of Prowess (3.5e Sourcebook)/Thaumaturgy#Divine Item Affinity|Divine Item Affinity]]====
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 a divine spell, you may 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 15 + the spell level + your opponent's base attack bonus, and you suffer a penalty to this check equal to the number of foes threatening you minus one.
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A little knowledge about faith and the power of belief can help you to call upon those powers when you need a boost. With it you can attempt to use divine spell trigger or spell completion items even if you lack the ability to normally use the spells within them. But your skill with thaumaturgy doesn’t stop there. Divine magic is based on a strong and unyielding belief, one that can reshape the world around them or force others to follow along at times. If a magic item functions differently for a particular alignment, you may attempt to force the item to respond as if you had such an alignment for a short time.</onlyinclude>
  
'''Base DC:''' 15 + the spell's level + opponent’s BAB<br />
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For continuous use items with an alignment 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). Whether you are attempting to use an item as a different alignment activate an item without the spell on your class list, the DC for this check is equal to 14 + the item's caster level. 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 force an item to respond as if you had a different alignment when you activate the item, the item responds as if you had the specified alignment for the duration.
'''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 +4 bonus on the attack.<onlyinclude>
 
  
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Note that this ability only activates items that are divine in nature or that have alternate functions for a particular alignment. It only covers those portions of the activation. Items that have an alignment component but are not divine, or that have additional non-alignment prerequisites, may not be covered by this ability. In these cases, additional checks with other skills may be required.
  
===Rank 4 Uses===
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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.
  
====[[Tome of Prowess (3.5e Sourcebook)/Thaumaturgy#Overpower Aligned Item|Overpower Aligned Item]]====
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{{ToP Check Result
Your understanding of the forces of belief and faith allows you to force magic items to respond to you when they otherwise wouldn’t. If an item requires its user to have a specific alignment other than yours, you may activate the item anyway with a Thaumaturgy check.</onlyinclude> The DC for this check equals the item’s caster level +15. Normally this check is made as part of the activation action, but items that provide a continuous bonus do not have an activation action. You must expend an immediate action to benefit from a continuous item, after which it will function for the period indicated in the check result table.
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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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}}
  
'''Base DC:''' 15 + object’s caster level<br>
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=====Ability Progression=====
'''Check Result:'''
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{{ToP Ability Progression
*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.
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|none=None. Your maximum ranks scale with the CL of magic items you are likely to posses, providing similar levels of item use regardless of level.
*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.
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}}
*DC+0 to DC+4: The item function normally for 1 round, during which time you can use charges or receive the benefits of it as appropriate.
 
*DC-1 to DC-5: You do not activate the item, and gain no benefit from it.
 
*DC-6 and below: The object loses 1 charge or use (if it is limited by these) and becomes inoperable for 2d4 minutes. You also suffer the full effect of any traps or curses on the item.
 
  
  
 
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{{3.5e Tome of Prowess Breadcrumb/Skills}}
 
{{3.5e Tome of Prowess Breadcrumb/Skills}}

Latest revision as of 19:03, 22 November 2017

Thaumaturgy[edit]

The Thaumaturgy skill represents communion and study of the divine magics that flow through the world. While that study manifests itself most strongly as the ability to better understand and recognize divine magics, those who study Thaumaturgy also learn about faith and belief as well as gain an understanding of the creatures who often serve the divine or spring from ideals: demons, devils, angels, and other non-elemental outsiders. Characters with substantial training in Thaumaturgy can even use divine spell trigger and spell completion items containing spells not normally accessible within their class and ignore alignment requirements on magical items.

Key Attribute: Charisma


Minimum Rank 2 Uses[edit]

Creature Insight[edit]

Your communions and learning about faith, religions, and the afterlife also includes knowledge of the most common servants of the divine and those who would share the afterlife with them. Collectively referred to as outsiders or exemplars, this group also contains the Demons, Devils, Angels, and more who act as the embodiment of belief and faith in the planes.

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 Thaumaturgy skill only allows you to identify outsiders, but there are several 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.
Ability Progression[edit]
None. Your maximum ranks scale with the CR of your opposition, providing similar levels of information on foes regardless of level.

Identify Magic[edit]

When you run across magic, it’s nice to know if it’s magic that will heal you or drag your soul to the Abyss. The Thaumaturgy skill primarily deals with the divine magic bestowed by the gods on their priests, 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 a divine spell completion or spell trigger item. You must have detect magic or equivalent spell active, or else wield an etheliometer to learn anything with this ability however.

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 Thaumaturgy skill is specialized for divine magic. It is less efficient at identifying arcane or primal magic effects than the appropriate skills, and it is useless for identifying arcane 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 divine, 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 arcane 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 divine, you learn its school, subschool (if any), caster level, and spell level (if applicable). You also learn the name of any divine 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 arcane 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.
Ability Progression[edit]
None. Your maximum ranks scale with the CR of your opposition, providing similar levels of information on foes regardless of level.

Minimum Rank 4 Uses[edit]

Divine Item Affinity[edit]

A little knowledge about faith and the power of belief can help you to call upon those powers when you need a boost. With it you can attempt to use divine spell trigger or spell completion items even if you lack the ability to normally use the spells within them. But your skill with thaumaturgy doesn’t stop there. Divine magic is based on a strong and unyielding belief, one that can reshape the world around them or force others to follow along at times. If a magic item functions differently for a particular alignment, you may attempt to force the item to respond as if you had such an alignment for a short time.

For continuous use items with an alignment 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). Whether you are attempting to use an item as a different alignment activate an item without the spell on your class list, the DC for this check is equal to 14 + the item's caster level. 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 force an item to respond as if you had a different alignment when you activate the item, the item responds as if you had the specified alignment for the duration.

Note that this ability only activates items that are divine in nature or that have alternate functions for a particular alignment. It only covers those portions of the activation. Items that have an alignment component but are not divine, or that have additional non-alignment prerequisites, may not be covered by this ability. In these cases, 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.
Ability Progression[edit]
None. Your maximum ranks scale with the CR of your opposition, providing similar levels of information on foes regardless of level.



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