Changes

Jump to: navigation, search

Tome of Prowess (3.5e Sourcebook)/Arcana

246 bytes added, 09:05, 27 February 2012
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]]====
You’ve picked up While learning more about some knowledge how arcane magic functions, you've also learned more about what makes some of the most common arcane creations and allies, namely constructs, dragons, and the undead, "tick". Constructs are creatures built of material that have been animated by magic bound to their frames. Dragons are mighty scaled beasts that live amongst the highest clouds and down in the lowest deeps, and carry a great many arcane secrets. The undead are the remains of once living creatures, animated to continue walking and working 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.
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>
 
====[[Tome of Prowess (3.5e Sourcebook)/Arcana#Defensive Casting|Defensive Casting]]====
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 15 + the spell level + your opponent's base attack bonus or CR, whichever is lower. Additionally, you suffer a penalty to this check equal to the number of foes threatening you minus one.
 
'''Base DC:''' 15 + the spell's level + opponent’s BAB<br />
'''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>
*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.
----
{{3.5e Tome of Prowess Breadcrumb/Skills}}

Navigation menu