9,988
edits
Changes
moving parts of enigmas here in preparation for elimination of skill; stripping defensive casting for now
==Arcana==
<onlyinclude>The Arcana skill is a reactive skillrepresents dedicated study into the workings of arcane magic. It allows you While that study manifests itself most strongly as the ability to determine better understand and recognize arcane magics, those who study Arcana also learn the weaknesses underpinnings of construct, dragoncreatures created and maintained with those magics, constructs and the undead creatures as well as to identify arcane magic effects. Characters with substantial training in Arcana can even use arcane spell completion items containing spells not normally accessible within their class and 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.
Key Attribute: [[Intelligence]]</onlyinclude>
====[[Tome of Prowess (3.5e Sourcebook)/Arcana#Creature Insight|Creature Insight]]====
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.
*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>
*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.
====[[Tome of Prowess (3.5e Sourcebook)/Arcana#There’s a Trick to It|There’s a Trick to It]]====
A little knowledge about obscure magical theory goes a long way. In this case, it allows you to attempt to utilize arcane spell trigger items.</onlyinclude> The DC for this check is 15 + the minimum class level required to use the spell stored in the item; for most spell completion items that means the minimum level a class could acquire the spell in question. You cannot use this ability to gain an effective class level, effective caster level, or similar ability of a character higher level than your own.
'''Base DC:''' 15 + minimum class level required to use the ability provided by the item<br />
'''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 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}}