Spellcraft Skill in Aertrea | World Anvil
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Spellcraft 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   Spellcraft (INT)(Trained Only):
  • Note: the identification of spells was removed from this skill and give to Knowledge. Spellcraft/psicraft is also about skill in use of spells and psionics.
  • Note: spellcraft now covers all those functions that psicraft did for psionics. You can use any of the below uses for powers instead of spells if applicable.
Synergy: +2 spellcraft checks if you have 5 ranks in the knowledge that corresponds to the spell or power used, mysticism for psionics, religion for divine and arcana for arcane. You gain +2 on spellcraft checks to decipher scrolls with 5 or more ranks of use magical device, +2 on use magical device checks to use scrolls if you have 5 or more ranks in spellcraft.   Action and DC: 
  • When using read magic, identify glyph of Warding DC: 13
  • Learn a spell from a spell book or scroll (wizards, archivist), requires 8 hours, no retries until +1 rank DC:15 + Spell LV
  • Prepare a spell from a burrowed spellbook, one try per day 15 +spell Lv
  • With detect magic, determine aura of single item or person 15 + spell LV
  • With read magic, identify a symbol 19
  • Identify when materials have been created by magical means (such as wall of iron_ 20 + spell lv
  • Decipher a written spell (such as a scroll) without read magi, one try per day, full round action 20 + Spell Lv
  • After rolling a saving throw against a spell, determine what spell it was 25+ spell Lv
  • Identify Potion, requires 1 minute, no retries 25
  • Understand strange or unique magical effect. 30+
 
    Casting Spell with Areas of Effect in Combat
  • Make a spellcraft check DC 15 + 2x spell level.
  • Failure by 5 or more: You miss by 5’ x 1d4¸ roll on the random direction table to determine the actually location of the center of the spell.
  • Failure by less than 5: You miss by 5’, roll on the random direction table to determine the actually location of the center of the spell.
  • Success by up to 4: Place a die on the intersection denoting the center of the spell. You may count squares visually only. Once the die is placed you may not pick it up. Once it hits the table it is final.
  • Success by 5 or more: You may lay down and move the template as you will before announcing the final location of the center of effect.

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