Magical Combat Awareness Meta-skill
General Skills Rules:
• Taking 10: If you are not threatened or distracted you can take 10 on a roll.
• Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
• “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
• “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
Magical Combat Awareness: (Meta-skill: Knowledge, Spellcraft, Spot)
Knowledge (arcana, religion, mysticism) + Spellcraft + Spot:
Retries: only one check per use of a spell, effect, or power.
Requires: a free action in response to the use of the power or spell.
This Meta-skill represents a caster or manifester’s awareness in the middle of battle and allows the person to determine a few important details with a successful checks. These checks are done as free actions following the use of a spell, item, or power against a particular opponent. Where applicable replace ‘spell’ with ‘power’. Each of these uses can only take place following an opponent’s witnessed be affected by a spell. You can only learn what is applicable. The check uses whatever knowledge is appropriate for the magic or psionic type used.
- Determine if a creature was not affected by spell due to save or spell resistance DR: 10 + CR
- Determine if creature is immune to energy type just used 8 + CR
- Determine if creature is immune to the type of spell just used (enchantment, negative energy?) 12 + CR
- Determine the overall ability for an opponent to resist spells 15 + CR
- Determine if creature is immune to energy type just used: This information is provided by a simple yes or no answer, it does not determine why, such as Natural immunity vs. spell effect.
- Determine if a creature was not affected by spell due to save or spell resistance : Character’s learn that a creature was not apparently effected by a spell, this check lets them know if that was because they were able to just shrug the effect off or because they are natural resistant to most magics.
- Determine if creature is immune to the type of spell just used (enchantment, negative energy?) : This use judges whether there is any chance that the creature can be effected by a certain kind of spell and makes use of both visible cues and ‘magical feedback’.
- Determine the overall ability for an opponent to resist spells: This gives the caster/manifester the general sense of how easy it was for a creature to resist spells, its only possible to draw the conclusion after a creature at least partial resisted an affect. The information is provided with a general statement of the quality of that saving throw and spell resistance, “the creature seems very able to resist spells that affect its mind (will save) and has a high level of natural resistance to all magic (spell resistance), you think you are going to have to get lucky for your spells to be really effective”.
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