Witchcraft (3.5e Skill)
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Witchcraft (Int; Trained only)Edit
Witchcraft is a trained-only skill that is used to identify ongoing effects of nonconventional sources of power. It's effectively up to the DM to determine what counts as "nonconventional," but here's a good starting list.
For the purposes of clarity, any spell, power, mystery, invocation, vestige, augment, etc., is referred to as a "method," and the type of source (supernatural, magic, shadow, psionics, etc.) is referred to as a "phenomenon."
Highly recommended to count as Witchcraft:
- Binder vestiges and abilities granted to them
- Shadowcaster class features and mysteries
- Warlock invocations
- Prestige classes that involve vestiges, mysteries, and/or invocations
Adequately recommended to count as Witchcraft:
- Hexblade curses and spells
- Supernatural abilities that aren't directly based off of a spell or power
- Ninja ki abilities
Other possible sources of witchcraft:
- Druid spells and class features (wild shape is pretty witchlike, let's be honest)
- Spirit Shaman spells and class features
- Spellthief spells and steal spell class feature
- Lurk augments and powers
CheckEdit
Check DC's for Witchcraft follow the same philosophy as the DC's for Spellcraft and Psicraft. For class features, treat the method level equal to (level class feature is gained or source's challenge rating)/2.
ActionEdit
Varies, as noted in Spellcraft and Psicraft.
Try AgainEdit
See Spellcraft and Psicraft.
SynergyEdit
If the Sanity rule variant is in place, it is rather flavorful to rule that 5 or more ranks in Knowledge (Forbidden Lore) grants a +2 synergy bonus on Witchcraft checks.
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